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4273 Uppsatser om User Generated Content - Sida 1 av 285

Internationalisering av ett svenskt franchisesystem :  ? en studie om O?Learys utlandsexpansion

AbstractTitle: The first thing I do when I wake up is to log on to Facebook. A study regarding how users of Social Networks experiences the User Generated production. (Det första jag gör när jag vaknar är att logga in på Facebook. En studie om hur användare av de sociala nätverken upplever den användargenererande produktionen.)Number of pages: 37 (39 including enclosures) Author: Per MagnussonTutor: Christian ChristensenCourse: Media and Communication Studies CPeriod: Fall semester 2010University: Division of Media and Communication, Department of Information Science, Uppsala UniversityAim: The ambition with this essay is to examine how the online users of social networks experience the development of the Internet towards Web 2.0, and the enormous User Generated Content emerging from it. How do we receive User Generated Content from other people, and particularly what do we think about our own production.Material/Method: In order to obtain a deeper understanding of the attitudes and perceptions amongst people regarding this subject I used qualitative interviews with 9 people.

User Experience Mål för UGC-Tjänster : En studie om användarens upplevelse av användargenererat innehåll

Uppkomsten av dagens Web 2.0 har skapat möjligheter till större interaktivitet hos användarna. Denna utveckling har även följts av en möjlighet att skapa användargenererat innehåll, ett fenomen som benämns User Generated Content (UGC). En av de viktigaste aspekterna inom UGC är att det måste uppnå en god användbarhet, men likväl måste tjänsterna också erbjuda en rik subjektiv upplevelse. Denna subjektiva upplevelse benämns som User Experience och är ett uttryck för den upplevelse och tillfredställelse en användare känner då den ställs inför ett interaktivt gränssnitt. Syftet med uppsatsen var att identifiera User Experience av UGC-tjänster.

"Det första jag gör när jag vaknar är att logga in på Facebook" : En studie om hur användare av de sociala nätverken upplever den användargenererade produktionen

AbstractTitle: The first thing I do when I wake up is to log on to Facebook. A study regarding how users of Social Networks experiences the User Generated production. (Det första jag gör när jag vaknar är att logga in på Facebook. En studie om hur användare av de sociala nätverken upplever den användargenererande produktionen.)Number of pages: 37 (39 including enclosures) Author: Per MagnussonTutor: Christian ChristensenCourse: Media and Communication Studies CPeriod: Fall semester 2010University: Division of Media and Communication, Department of Information Science, Uppsala UniversityAim: The ambition with this essay is to examine how the online users of social networks experience the development of the Internet towards Web 2.0, and the enormous User Generated Content emerging from it. How do we receive User Generated Content from other people, and particularly what do we think about our own production.Material/Method: In order to obtain a deeper understanding of the attitudes and perceptions amongst people regarding this subject I used qualitative interviews with 9 people.

CMS och UX : tekniker för hur man utformar en god användarupplevelse

The purpouse of this study is to find out how and if a Content Managment System (CMS) can benefit from applied User Experience Design (UX). A work project has been executed where a client wanted the students to create a user friendly CMS for adding content to a global hotel review site. A prototype of a CMS was created based on literature studies about UX and CMS. The prototype of the user friendly CMS was then tested through user tests and interviews with key users. After input from the key users the prototype was changed until the users were satisfied with it..

Slumpmässigt genererade nivåer

When a videogame is being played it is rarely a static experience. A videogame can consist of various systems that affect each other in an unpredictable manner which makes the player experience unique for every player.Throughout the years developers of games have used random chance in a games programming to affect the user experience. Sometimes it even goes so far as to having entire games based around the idea of the game itself randomly generating content for a player to experience.This paper will examine randomly generated content in videogames. It will take examples from existing ones and describe how they use it, and reason regarding the benefits and drawbacks of having random chance affect the user experience.The paper will step-by-step examine the purpose of various commonly occurring objects and features of a typical dungeon in an adventure videogame. It will reason around their purpose, and figure out ways to use them in a structured  manner so that we can guarantee that there will be no deadlocks that the player can't overcome.This will range from the environments in rooms, the shape of them, to the objects and creatures that inhabit them, such as locked doors, keys, and bosses.

Användarskapat innehåll som läsarna vill ha : en studie bland läsare av webbtidningar

Användarskapat innehåll, eller UGC från engelskans User Generated Content, har med teknikens utveckling blivit allt mer populärt på webbtidningar. Det ses som en konkurrensfördel men kan även innebära risker för tidningen, inte minst kostnadsmässigt. Det blir därför viktigt att satsa på UGC som läsarna vill ha, men vad detta innebär är inte ett välutforskat ämne. Denna uppsats ämnar svara på vilket användarskapat innehåll läsare av webbtidningar föredrar, samt varför de föredrar just detta. Med utgångspunkt i en litteraturstudie identifierades fem aspekter som kan hjälpa till att beskriva UGC.

Förutsättningar inför detaljplanearbetet - Hur påverkar detta processen?

The purpouse of this study is to find out how and if a Content Managment System (CMS) can benefit from applied User Experience Design (UX). A work project has been executed where a client wanted the students to create a user friendly CMS for adding content to a global hotel review site. A prototype of a CMS was created based on literature studies about UX and CMS. The prototype of the user friendly CMS was then tested through user tests and interviews with key users. After input from the key users the prototype was changed until the users were satisfied with it..

Finlandsmodellen Konsekvenser av ett införande ? ett lantmätarperspektiv

The purpouse of this study is to find out how and if a Content Managment System (CMS) can benefit from applied User Experience Design (UX). A work project has been executed where a client wanted the students to create a user friendly CMS for adding content to a global hotel review site. A prototype of a CMS was created based on literature studies about UX and CMS. The prototype of the user friendly CMS was then tested through user tests and interviews with key users. After input from the key users the prototype was changed until the users were satisfied with it..

User comments: Availability and Utilization in Online News Affiliated with Local Daily Press

User comments:Availability and Utilization in Online News Affiliated with Local Daily PressAuthor: Susanne AlmgrenSupervisor: Mats EkströmConstituent: Dagspresskollegiet (Annika Bergström/Ingela Wadbring)Course: Term Paper in Media and Communication StudiesTerm: Spring Term 2012Pages/word count: 91 pages / 38 334 wordsObjective: To examine the users availability to the user comment feature and how theusers utilizes the user comment feature in the context of an online news site affiliatedwith local daily press.Method: Mixed methods approach, content analysis and discourse analysisMain result: In this context, three out of four news stories (76.5 percent) has beenallocated with the user comments feature. The highest availability to the user comment feature was found in news themes covering sports and entertainment, followed by financial news. News stories lacking the user comment feature weremainly found in news themes concerning crimes and accidents. The user comment frequencies are not normally distributed along news stories. On the contrary, 62 percent of the news stories did not get any user comments at all.

Att sprida upphovsrättsligt skyddat material på YouTube : Om användarnas motivation att ladda upp upphovsrättsskyddat material

Ett av de mest populära community:n på internet och en av världens mest populärastewebbplats i dag är videotjänsten YouTube. Strömmande tjänster blir alltmer efterfrågade i taktmed att tekniken utvecklas och bandbreddens prestationsförmåga inte längre är en begränsning.Inte minst har strömmande tjänster, i synnerhet YouTube, blivit populärt på grund av desskopierade innehåll av användare, i motsats till det egenskapade. Många av de uppladdadevideoklippen är upphovsrättsskyddade och just sådana videoklipp har visat sig tendera att varasärskilt efterfrågade bland användarna.I den här uppsatsen tittar jag på användarnas beteenden på YouTube i form av en observationnär de laddar upp upphovsrättsskyddat material. Jag undersöker hur användare ställer sig tillupphovsrätten och de regler som råder på YouTube genom en enkätundersökning. Slutligenintervjuar jag två advokater specialiserade inom området för att ta del av deras professionellasynsätt.

Är all reklam bra reklam?: Om hur konsumentgenererad reklam påverkar varumärken

Consumer generated advertising is a new phenomenon in the landscape of communication. Tools such as the Internet enable the consumer to create and spread messages for brands without the permission or control of the brand owner. We carried out a quantitative experiment to investigate the effects of how companies choose to handle these activities as well as how expectations of these consumer generated ads differ from traditional advertising. The findings show that strong brands may benefit from these activities if handled the right way and the brand owner adapts it?s reaction to the content of the ad.

Den Andre i hyllan och på webben : Benämnandets makt i sociala taggar och ämnesord knutna till HBTQ-relaterad skönlitteratur

The motivation for this thesis lies in the knowledge that there is a crucial information need amongst LGBTQ-persons wanting to read fiction related to LGBTQ in order to strengthen their own identity. This particular information need regarding identification has been said to be more central within LGBTQ-communities than within other user groups, largely because they represent a marginalized group in society. Critical feminists, such as Hope A. Olson, have proved that knowledge organization based on systems of subject representation in fact may lead to further marginalization and exclusion of already marginalized groups. Therefore, the aim of this thesis is to compare subject representation and social tagging as methods of organizing LGBTQ-fiction.

Att konsumera, bidra eller skapa : En studie om deltagande i varumärkesrelaterade aktiviteter på Facebook

This study has researched different motivations for user participation in brand related activities on social media. The study used three types of participation to evaluate motivations for user participation. These types were the following: consuming content, contributing to existing content and creating new content. An online questionnaire was distributed on brand Facebook pages and was used as a foundation for two focus group interviews that were then held. The goal of the study was to see what motivates user participation, in order to aid companies and organizations in understanding users.

Transtaggning och ämnesordsaktivism : Indexering i händerna på Den Andra

This thesis emanates from the understanding that it is of importance that transgender-themed literature is indexed in accordance with how people who identify as trans name themselves and interpret the concept of trans. Based on interviews with representatives from controlled vocabularies and LibraryThing users who tag transgender-themed material, existing attitudes towards user influence in controlled vocabularies are described and the significance of tagging for transgender-themed material is looked into. With queer theory and postcolonial theory as its main framework the analysis looks at what possibilities there are for users to influence controlled vocabularies and explores possible strategies for a future library catalog that includes the voice of the Other. The study lands in the understanding that many of the resisting attitudes towards user influence within the systems for subject headings in fact lie in the systems? limitations.

Högskolebibliotekariers informationssökning ? En studie i hur högskolebibliotekarier söker information till sig själva och för andra

The purpose of this thesis is to examine how academic librarians seek information for themselves and for others, and what differences exist. The terms self-generated and imposed information seeking is used to describe the two different types of information seeking. Step 2 ? define and understand the problem, step 3 ? choose a search system and step 4 ? formulate a query of Marchionini?s information-seeking model forms the basis of the theoretical framework, which is supplemented with Soergel and Katz. Qualitative interviews with eight academic librarians were conducted and analyzed in order to gather empirical facts.

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