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1576 Uppsatser om Realism of relations - Sida 35 av 106

Favorit på Internet: en fallstudie om tonåringars ingående i relationer med företag på Internet

The purpose of this thesis was to investigate how teenagers are attracted and motivated to maintain a relationship with companies on the Internet. Companies that have teenagers as a target market have to understand their needs and wants, in order to establish relevant relations. The study has been carried out through a review of theory within the field of study. A case study was carried out through interviews with teenagers in the ages of 15 to 19. The results from the study showed that what mainly attract teenagers to visit a website are personal recommendations, the name on the website and high rankings on the search engines.

Men jag är ändå mer feminist än dig : en intersektionell studie av invandrarkvinnors organisering, aktivism och feminismens gränser

This essay examines how non-swedish feminist activists look upon the conditions of their work, in relation to the broader context of womens activism in Sweden. It focuses on relationships between feminist activists and their organisations, on issues of cooperation and also on activists definitions of the concept of feminism. Activists from two different non-swedish womens organisations, both located in Stockholm, have been interviewed. Consequenses of intersections of race, class and gender connected to womens activism have been analysed. Through an intersectional analysis the authour tries to answer questions regarding the positions of womens organisations, relationsships between them, definitions of feminism and the possibilities of cooperations - to shed a light on the power relations of womens organisations in Sweden..

Dataspelsarvet - klassiker och kanonisering

This master thesis deals with computer game classics and a possible computer game canon. It looks closer at four computer game genres - adventure, RPG, action and strategy - in order to discern which games are considered classics and what characterizes them. To answer the first question a quantitative research method was used. 675 computer game reviews from 5 Internetsites were examined in order to see which games are mentioned most often in this context and therefore might be considered classics. To answer the second question a qualitative research method was used.

Världssamfundets förändrade roll och dess effekter : En kartläggning av humanitära syften inom FN:s fredsbevarande operationer

The aim of this paper is to map out the purposes of the United Nations Peacekeeping Operations. This is done in order to see if humanitarian tendencies have been an increasingly cause for the UN to initiate an intervention with military means. This paper uses the time period from the end of the cold war until today, since that historic occurrence increased the U.N.?s involvement in peacekeeping. By using this time span it enables the survey to indicate changes in the mapping of humanitarian interventions.

Service branding : en studie av vad som präglar varumärken inom tjänsteföretag

Service branding is a subject that has been excluded from the traditional branding theory. Our main purpose with this paper is to distinguish what characterizes service branding. To do this, we have looked in to both service marketing theory as well as branding theory. We have also looked at the existing theory concerning service branding. Six qualitative interviews have been performed to explain what characterizes service branding.

Simuleringar: En kritisk-realistisk analys av simuleringsbegreppet

Problem/bakgrund: Simulering som teoretiskt begrepp, och det som finns i simuleringsbegreppets kontext - simulacrum, det hyperreella, symboler och bilder - framstår som abstrakt och svårfångat, på gränsen till ett skönlitterärt argumenterande. Vad innebär egentligen en simulering? Vad är simulacra? Och, framförallt, är simuleringsbegreppet värt att lägga värde i som ett teoretiskt begrepp? Det är min avsikt att, i denna uppsats, analysera detta begrepp. Att sätta det i sin teoretiska kontext och analysera begreppets förutsättningar.Syfte: Syftet med denna uppsats är att, med hjälp av en analysmodell hämtad från den kritiska realismen, analysera simuleringsbegreppets sociologiska relevans.Tillvägagångssätt: Jag har valt att använda mig av en kritisk-realistisk kunskapssyn och undersöker simuleringsbegreppet utifrån en modell i sex steg. För att presentera simulerings begreppet använder jag mig av Jean Baudrillards teorier om simuleringsbegreppet och dess förutsättningar.

Super Mario wears Prada - En studie om produktplacering i elektroniska spel

Syfte: Syftet med studien är att förstå konsumentens upplevelse avproduktplacering i elektroniska spel. Metod: Vi använder oss av fokusgrupper för att samla in empiriskt material. Den största fördelen med detta är att deltagarna i en fokusgrupp utmanas och ifrågasätts av de övriga gruppdeltagarna och därför måste deltagarna motivera och reflektera över sina ståndpunkter.Vi kan därför uppnå större förståelse av de bakomliggandeorsakerna till deltagarnas åsikter. Teoretiska perspektiv: Vi har använt oss av teorier om perception för att förstå hur konsumenternatar till sig produktplacering. Teorier om det implicita ochexplicita minnet hjälper oss förstå hur konsumenterna kommerihåg varumärken från produktplaceringen.

Känner jag igen mig? : Etnisk identifikation i barnböcker sett ur ett retoriskt perspektiv

The purpose of this essay is to examine at how to portray characters in the stories and narratives which depicts one of these children's books and if they really have something to ethnicity and its identification to be done.The Research questions is: What are the different identification markers given, to the reading child in the books, which might indicate that the story depicts people of different ethnicities? How are the characters portrayed in the story and which role is assigned to the main character? What story is portrayed and is it relevant to an identifier can occur?The conclusions of the five children's books shows that it is important with identifications markers, to show that there are different ethnicities. For example the analysis revealed the specific features of the illustrations and how the books portrayes someone with a different ethnicity and cultural background as something exotic.In the texts, the analysis showed how it occurred ethnic differences, by explicitly demonstrating differences between the characters. It was found that the characters were produced mostly as good, happy, curious, suspicious and unsympathetic. Common to all the main characters was that they had been placed, in one for them unusual context and that they were trying to assimilate to the new situations.Depictions consisted of realism and fiction.

Hållbar och framgångsrik? : samband mellan hållbarhetsprestanda och finansiella aspekter i börsföretag

Many companies have historically forced their interests through without any thoughts about the future needs of the humans and the society. In the last few years voices have been raised for a change, companies need to take their responsibility regarding sustainable development.The purpose of the report is to describe and explain possible relations between sustainabil-ity performance of companies and profitability, valuation, industry and size respectively.To be able to judge the sustainability performance of the companies Folksam (2006a) have been used. This is a solid investigation of the companies listed on the A- and O-lists of the Stockholm Stock Exchange by the end of 2005. The sustainability marks have been com-pared with the chosen key values for each hypothesis respectively. With this quantitative data as foundation, a quantitative approach and a deductive method have been used.In the first area of the investigation, profitability, the authors found correlation for the main hypothesis between sustainability performance and ?Return on Total Assets? through a statistical test.

Ett öppet eller slutet Europa. En diskursanalys av EU:s flykting- och invandringspolitik

This thesis focuses on the perception of immigration and refugees in the commonEuropean refugee and immigration policy. It identifies different discourses andstudies their development and interrelated power structures.Using the discourse theory of Laclau and Mouffe, documents from theEuropean Council, the Commission, the Justice and Home Affairs Council andParliament debates are analysed. The study is defined in the time span of 1999-2006, i.e. from the European Council's first agreement on developing a commonEuropean asylum system, following the period up till today.Four discourses are distinguished, focusing respectively on rights, security,European Union's needs, and cultural identity. I use Sandra Lavenex theory ofrealism and idealism to analyse one of the main points in the thesis: There is afundamental schism between the one rights-based discourse, focusing on universalhuman rights, and the three sharing a particularistic focus on immigration as asecurity concern.

Digital 3d landskapsmodellering : detaljeringsgradens betydelse för läsbarheten hos digitala tredimensionella landskapsmodeller

In this paper I have sought a suitable level of abstraction in my models describing the landscape; the models are made to be viewed from eyelevel. Because of the spectator being ?in the model? the objects included need a certain degree of realism. I have sought what is needed in the model to be able to comprehend that the model is showing a landscape. Some details might be unnecessary.

En studie av två invänjnings-modeller i förskolan. :  3-dagars och två-veckors modellerna 

I have made a research about two different methods for introducing small children to Nursery School/Kindergarten. I choose to do this as I have found very little about this in the literature we have studied during my education to become a pre-school teacher.This period in the life of very small children and their parents is a big change in their daily life. The more traditional way to start pre-school is to do it very gradually during two weeks, the two-week method. This means that the parents visit the pre-school together with their child for a very short time, about one hour the first day. After one week they leave their child with the staff for about an hour and at the end of that week they try to leave it full time (6-8 hours).

AFASI - DRABBAS AV AFASI VID YRKESVERKSAM ÅLDER

Aphasia is a disease that brings on disability. The purpose of the study is to describe the daily life when afflicted with aphasia and gain a deeper understanding of persons with aphasia in working ages. The study was made with a qualitative approach with a combination of data sources; literature, internet lectures, live lectures, interviews with personnel in medical and educational services and three persons with aphasia. More research in aphasiology is welcome. This may be aimed at developing knowledge about the importance of communication, of active participation in the social environment, and the achievement of improved attitudes towards people with disabilities. The study should give rehabilitation actors and close relations knowledge and support in their action when they meet people with aphasia..

Munksjökajen : Stadsplanering i Jönköping

Munksjökajen is an old industrial estate on the western shore of Munksjön in Jönköping. The purpose of this thesis is to develop Munksjökajen in accordance with the program for Jönköping?s future development ? Stadsbyggnadsvisionen ? drawn up by the city council.Munksjökajens relations to the surrounding areas have been investigated as well as the need for public transport and possibilities for commercial, municipal and private businesses to operate in the area.The final proposal has a relatively high degree of preserved industrial buildings. New buildings vary in shape and expression in order to create an interesting and diverse environment. The proximity to the lake adds character to the neighbourhood and the water is accentuated by the integration of it in the area..

Trasdocksanimering : En teknik för dynamisk animation i datorspel

En stor del av spelkänslan ingår i hur saker beter sig och hur karaktärer rör sig. Animering är ett viktigt verktyg för att åstadkomma realistiska rörelser men räcker i många sammanhang inte för att leverera en fulländad känsla av realism. I fall interaktion med omvärlden är av stor vikt kan det vara nödvändigt tillämpa tekniker för dynamisk animation, ett komplext område som har potential att öka interaktivitet i datorspel.Detta arbete presenterar en teknik för att tillåta animation att påverkas av externa krafter såsom gravitation, friktion, kollision och annat. Tekniken bygger på simulerad fysik i form av trasdockor (eng. ragdolls) som animeras genom data från animation och fysikberäkningar presenterade häri.Tekniken testades i en applikation där trasdockorna animeras samtidigt som de utsätts för externa krafter.

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