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2973 Uppsatser om The ordinary world - Sida 8 av 199

Spelar kön någon roll? : En studie om kvinnors uppfattning om jämställdhet i World of Warcrafts värld

The object with this bachelor thesis is to illustrate if equality is present during the interaction between female and male players in the World of Warcraft with focus on the female players conception. The main question is: How does gender matter in the interaction between female and male players in WoW? This question is particularly interesting because WoW is in its own construction neutral in regards to gender in the aspect that gender does not hinder or benefit your avatar when it comes to the avatars development or possibilities. This bachelor thesis describes the views three of female WoW players and how they perceive the interaction with male players with focus on equality. The informants? personal thoughts and experiences are described.

A Cup of Tea Please - a studie of cultural representation in English textbooks

The aim of this essay is to study how cultures are presented in English textbooks for A-level students in Sweden. The aim is divided into three research questions, what does culture in English teaching mean, how is the English-speaking world presented in the textbooks and is the image that is presented stereotyped or does it try to challenge it? The study comprises of four textbooks from 1998-2008. The theoretical frame used in the essay is Edward Said?s Orientalism.

Härnösand och E4:an - vägen som lokaliseringsfaktor

Cities have always been founded on nodes of different roads.The city Harnosand was founded where the road along the coast of north Sweden meets the sea and the calm bay of Nattviken behind the island of Harnon. Harnosand has a big historic heritage as one of the first cities in the north part of Sweden, centre of the church and education city. The incrising centralisation of Sweden and the globalication of the world have made north of Sweden to the backside of Sweden.The coun- tryside and the smaller cities don ?t live anymore. In Harnosand is big moving out and many empty spaces. In the middle of Harnosand next to Nattviken, is one of these empty spaces. This empty space next to the road of E4, that leads out in the world and Europa.

H?llbar arbetsmilj? i en distanskontext: En kvalitativ studie om mellanchefers tillv?gag?ngss?tt p? globala f?retag

The purpose of the study is to contribute knowledge about the representation of fiction authors who have written in languages other than Swedish in educational school books within the Swedish subject. This is done in relation to the school's promotion of cultural diversity, a globalized world and to the Swedish curriculum. The study is a combination of a qualitative and a quantitative analysis that takes its starting point in six educational books for the courses Swedish 1 and 2. The analysis shows that all study materials include a broad representation of authorships from Europe and the USA. The selection of authors from other parts of the world is, however, limited.

Offentliga rum och utsuddade identitetsbegrepp : en resa mellan det virtuella och det fysisika i tid och otid

Trough a literature study based on both philosophic and objective fact this essay is taking off in the meaning of public space. It investigates how the information society and its virtual world are affecting the idea and use of public space in the city. The city and the actual world have developed from the traditional meeting between people while the virtual world is based on flows of information. The information flow has expanded through the Information and Communication Technique (ICT). ICT covers among others Internet, mobile phones and computers.

Spelar kön någon roll? - En studie om kvinnors uppfattning om jämställdhet i World of Warcrafts värld

The object with this bachelor thesis is to illustrate if equality is present during the interaction between female and male players in the World of Warcraft with focus on the female players conception. The main question is: How does gender matter in the interaction between female and male players in WoW? This question is particularly interesting because WoW is in its own construction neutral in regards to gender in the aspect that gender does not hinder or benefit your avatar when it comes to the avatars development or possibilities. This bachelor thesis describes the views three of female WoW players and how they perceive the interaction with male players with focus on equality. The informants? personal thoughts and experiences are described.

Spelarupplevelser i Azeroth : Immersion och Presence i World of Warcraft

This study examines the players experience, environments and objects in the videogame World of Warcraft. The purpose of this study is to get more knowledge about the players experience in the game with the focus on factors contributing to some form of immersion or/and presence. The data for this study were gathered using interviews as method and then analyzed with relevant literature in the chosen field. A game content analysis and a group of questions are tested with the results of the study which is presented at the end in with an analytic discussion. .

Fysisk aktivitet bland äldre : En intervjustudie om äldre upplevelser och effekter av fysisk aktivitet

Background: The world of sports possesses a lot of knowledge when it comes to leadarship and coaching. Coaching as a term is relatively new to the business industry and something that is up and coming among alot of companies. Leadership and coaching are two terms that can be combined with each other both in sports and in the business industry.Objectives: This study aims to compare leadership in sports and in the business industry. The purpose is to see if they can learn from each other and how they define the term leadership.Method: Interviews were chosen as a method in this study. Six individual interviews were performed and there were three leaders from the business industry and three leaders from the world of sport participating in the study.

De Paard - Visions of Playtopia

Playsam in Kalmar AB are world famous for their design of the toys they sell. Together with their CEO Carl Zedig the goal was to find a new product for the company.  The process has far from been linear, I started off in one direction, got rejected, turned another way and we finally decided to create a rocking horse in a De Stijl style. At the same time taking consideration of the demands from Playsam and myself.Playsam?s products are archetypes of ordinary objects around us such as the car or the aeroplane. The company mainly produces its toys in wood and the stylized shape together with the blank painted surface has become a hallmark for them.De Stijl, the Dutch art movement containing artists, designers and architects such as Piet Mondrian, Theo van Doesburg and Gerrit Rietveld.

Valmöjligheter i samband med prefabricerade badrum

This report deals with prefabricated bathrooms and the advantage, during the production process, they have compared to ordinary produced bathrooms.The work is done together with the building company JM. The common task is to investigate if the manufactures, in spite of standardized design can meet the concept of JM, i.e. high flexibility and adjustment towards the customer. In JM they are doubtful to the method, as they did not yet worked with prefabricated modules and think that the choises for the costumer will be limited.There will be a short resume of the progress of the bathrooms and its importance as sanitary and wellbeing.The recent problems with damage caused by damp in bathrooms. Have resultade in regulations.

Samhällsbyggare eller samhällsomstörtare : katoliker och judars syn på immigrationen till USA kring sekelskiftet 1900

This thesis examines Jews and Catholics views on immigration to the United States in the late 19th century. It is qualitative analysis of how immigrants and immigration is treated in two different magazines, The American Jewess and Catholic World. The findings are then put in the context of contemporary nativist ideas. This thesis states that both The American Jewess and Catholic World are, principally, in favor of immigration and do not want to restrict immigration at that time. Catholic World is somewhat more open to the idea ofdiscussing harder immigration laws but the overall tendency in both magazines is that immigration is not a problem to the United States.

Varför känner vi inte till Tarsila do Amaral? : En studie av polariseringen mellan ?vi? och ?dom? i konsthistorien med utgångspunkt i antropofagin i 1920-talets Brasilien

The abscence of the brazilian artist Tarsila do Amaral (1886?1973) in the general art history is investigated, using the colonial structure as a starting point. In South America she is regarded as one of the greatest artists in modern time, in the rest of the world she is more or less unknown. The conclusion is that the colonial mechanisms are still in progress in our assumed postcolonial world, and has excluded Tarsila do Amaral, and the anthropophagic movement she was a part of, from the art history. The study points out the importance of looking into this neglected artist and the historic event.

Doby?ins fokus : Detaljerna och debatten om Gud i ?urkina rodnja

Nathan Söderblom, Swedish archbishop 1914 - 1931, understands his role as bishop from an integrated theological conception that episcopacy is a gift to the church and the apostolic succession a heritage of utmost value. Episcopacy is an important tool to make the churches come together. in his work for peace during the Great War it was through his position without any power that he could approach the politicians. His calling was not only for Sweden; he had a responsibility for the whole world. In the Ecumenical Cope for the 1925 Stockholm meeting Söderblom expressed his views on the importance of the Uppsala see.

När stjärnor flyttar på sig : -En intermedial studie av läsprocessen som den relaterar till Codex, det digitala uppslagsverket i tv- och dataspelet Mass Effect

This study examines the in-game encyclopaedia Codex as it appears within the videogame Mass Effect. The purpose of this study is to analyse the Codex with emphasis on how the reading process is affected by the videogame medium. In this regard the study seeks to uncover what characterises the Codex as a fictional encyclopaedia, what it entails and how it interacts with the rest of the game. The theoretical basis of this study is derived from a combination of the writings of Wolfgang Iser concerning the process of reading, Jesper Juul's writings on the relationship between games and narratives, and the concept of intermediality as discussed by Hans Lund and Jørgen Bruhn.      This study is based on a close examination of the PC and Playstation 3 versions of the videogame Mass Effect, created by Bioware, with particular emphasis placed on the Codex. Mass Effect is a science fiction third-person shooter and RPG set in a future where mankind has begun interacting with aliens civilizations and colonising new planets.

Kunskapso?verfo?ring inom franchisena?tverk : En studie av utveckling och o?verfo?ring av kunskap inom franchisena?tverk

This case study has been conducted within the Swedish fitness chain World Class to explore the opportunities for knowledge development and transfers within franchise networks. We have interviewed the product manager at the World Class headquarter, the owner of a franchise club and a local product manager from the same facility. Our finding indicates that various forms of knowledge transfer occur within the World Class network, particularly in product development and sales. The transfer occurs within the framework set by World Class with regularly scheduled meetings. In addition informal networks provide other means of knowledge exchange between some units.

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