Sök:

Sökresultat:

559 Uppsatser om Video advertisement - Sida 12 av 38

Villa till salu! : En studie om bostadsannonsernas utveckling i tid och rum

Purpose/Aim: The purpose of this study is to examine how the advertisements of houses in the newspaper of Dagens Nyheter, have developed in layout, by text and image, during the last fifty years and to examine what part of the home is highlighted, as evident values of lifestyle.Material/Method: By examining twenty advertisements from the newspapers every decade during the period of 1958-2008, the layout and lifestyle will be described and analyzed by a quantative and qualitive (discourse) method.Main results: The advertisements has changed in many ways. The layout has drastically developed to a more personal layout of the estate agents and the trends of lifestyle have had an impact on how the agents have created the text in the advertisments to entice customers..

Gourmetmat för alla!

Vårt mål med projektet var att göra en webbapplikation åt Gourmet Grön och deras nya produktserie. Applikationen innehåller information om produkterna och hur de används samt vilka fördelear dessa ger..

Opera i Stockholm, Stadsgårdskajen

Projekt av ett förslag på Operahus vid Stadsgårdskajen i Stockholm med nischning mot ljus- och videoinstallationer. Den publika ytan framför byggnaden integreras med de administrativa aktiviteterna i Operahuset i ett programmerbart landskap..

Utvärdering av Windows RT för portning av Mario Framework

Ericsson har utvecklat ett ramverk för multimediakommunikation som heter Mario. Mario kan användas för att sätta upp video- och ljud-samtal över IP och finns fungerande på Android och iOS. Mario är en del av web browsern Bowser som finns att hämta på Google Play eller App Store. Bowser möjliggör att köra WebRTC applikationer skrivna i HTML5 och JavaScript på Android och iOS.Nu när Microsoft släpper sina nya plattformar, Windows RT, Windows 8 och Windows Phone 8 så finns ett intresse att försöka flytta detta ramverk till dessa plattformar. Vi kommer göra ett försök att porta Mario till Windows RT.

YOUNG MEN'S ATTITUDE TOWARDS COMPUTER- AND VIDEO GAMES. AN INTERVIEW STUDY ABOUT YOUNG MEN?S EXPERIENCES OF COMPUTER- AND VIDEO GAMES.

Kunskapen om TV- och datorspelmissbruk bland ungdomar är idag väldigt begränsad. Stillasittande/fysisk inaktivitet, som TV- och datorspel ofta innebär och som kan innebära negativa konsekvenser, blir allt vanligare. En semistrukturerad intervjustudie har genomförts på sju män i åldersgruppen 17-29 år i syfte att undersöka drivkrafterna bakom mäns spelbeteende i tonåren. Dessutom har information om spelmissbruk bland ungdomar inhämtats av fyra yrkesverksamma inom spelområdet. Detta samt kopplingar mellan TV- och datorspel och spel om pengar har gjorts p g a bristen på forskning om TV- och datorspel.

Stamningsbehandling enligt Lidcombeprogrammet : En långtidsuppföljning av svensktalande förskolebarn

The aim of this paper is to study the long-term effects of stuttering treatment according to the Lidcombe Program in Sweden and to answer questions whether underlying factors may have affected the treatment results. Participants were seven children, one girl and six boys aged 7:10-14:2, who all completed Stage 1 of the program approximately 2-7 years ago.The children were video recorded during a conversation with one of the authors and while reading aloud. Before the recording, their parents estimated the level of stuttering according to a Severity Range (SR) Scale. The evaluations were used as reference for determining whether the recordings were representative for the children´s current speech fluency. Proportions of stuttered syllables (%SS) were calculated from the video recorded material and compared with the proportions of stuttered syllables (%SS) at the time when the first stage of the program was initiated.The results showed that the Lidcombe Program had a significant (z=-2.37, p=0.02) long term effect on stuttering treatment for the participants in this study.

ORD : ORD som BILDER och BILDER som ORD

Jag undersöker min värld genom de bilder jag skapar. Jag gestaltar den värld jag ser, för att dela den med betraktaren genom fotografi, video, text och ljud.

Öppet eller dolt? : En studie om viral marknadsföring på Youtube

AbstractPurposeThe purpose of this thesis is to examine the Swedish students? habits regarding videos on Youtube and create an understanding towards what makes them viral. The purpose is also to state how companies should make use of visble and hidden viral marketing to get their message out to the customers.MethodThe thesis uses both a qualitative and a quantitative method. At first there was a qualitative focus group with 6 Swedish students. The focus group generated valuable information which later was used to create surveys.

Gourmetmat för alla!

Vårt mål med projektet var att göra en webbapplikation åt Gourmet Grön och deras nya produktserie. Applikationen innehåller information om produkterna och hur de används samt vilka fördelear dessa ger..

Kvinnor och män i reklam : En kvantitativ innehållsanalys om kvinnor och mäns framställning i modemagasin ur ett genusperspektiv

This study is about gender stereotypes that occur in the magazines of ELLE and KING's advertisements in 2014. The purpose of this inquisition is by using a gender perspective to examine the interpretation of women and men, compare how they relate to the traditional gender stereotypes. To answer our purpose of this study, a selection of 400 advertisements were analyzed based on it's content and visual expression. Through a content analysis, we could measure the frequency of 18 variables and put them in relation to each other to grasp the differences that exist between the genders. The results are presented in bar charts based on the variables that proved most interesting outcome between the genders.

Tv-spel som kultur? : En kvantitativ studie över tv-spelens kulturella plats på folkbiblioteket.

This study examines the cultural place and status of video and computer games in the Swedish public library. Using works on popular culture and the theories of Pierre Bourdieu, this study employs quantitative methods, as well as textual analysis, to analyze the results of an online questionnaire with 19 questions focusing on selection criteria, shelf placement, perceived competence, as well as reasoning for having or not having these games in the library. 286 out of the 440 libraries contacted is participating in the study, and the libraries consist exclusively of public libraries in Sweden that are found in the database of the Royal Library.The results of this study show that a larger number of libraries than previously indicated have started to provide electronic games to their patrons. At the same time, patterns in the data and comments suggests that these games in many cases still do not enjoy the same level of cultural recognition as other media. Indicative of this is the way most libraries seem to focus on the medium being exclusively for their young patrons, with seem-ingly very little in the way of investment for adults.

Det är svårt att lära en gammal hund sitta : En jämförande studie mellan högstadieelevers och gymnasieelevers syn på jämställdhet

The aim of this research is to do a comparison between students? view of equality in secondary school and in gymnasium. The research begins with four focus groups, two on each grade to conduct material. The focus groups with girls and boys were separated from each other. With help from the researcher, acting as a moderator in the focus groups, the students have discussed advertisement and what message it convey.

?Varumärkesstyrkas modererande effekt på negativ publicitet?

Publicity is argued to have relatively great impact on attitudes and behaviours of consumer. Especially great is the influence of negative information. At the same time it is likely for brands to be subject to negative publicity. Since companies are investing gigantic sums into buidling strong and positive associations around their brands it is of great economic interest to have a better understanding how negative publicity influence brand equity and what factors might moderate this effect. This thesis focuses on brand strength as a moderating factor of negative publicity.

?Varumärkesstyrkas modererande effekt på negativ publicitet?:

Publicity is argued to have relatively great impact on attitudes and behaviours of consumer. Especially great is the influence of negative information. At the same time it is likely for brands to be subject to negative publicity. Since companies are investing gigantic sums into buidling strong and positive associations around their brands it is of great economic interest to have a better understanding how negative publicity influence brand equity and what factors might moderate this effect. This thesis focuses on brand strength as a moderating factor of negative publicity.

Objektiv rörelseanalys : ett stöd vid den visuella bedömningen av hälta hos hund?

Lame dogs are a common group of patients for the practicing veterinarian. In the literature it is described how a clinical examination can be performed, based on general clinical-, orthopedic- and neurological examination, and visual evaluation of the dog when standing and during motion. For research, objective gait analysis systems are also used to study clinically healthy and lame dogs during motion. The aim of this degree project was to compare objective kinematic gait analysis with a visual evaluation of dogs with different types of lameness. The project was a pilot study to show if objective gait analysis could be used as a support for the visual examination. Ten lame dogs of different breeds and with different diagnoses were included in the study. They were all patients at the University Animal hospital, Uppsala.

<- Föregående sida 12 Nästa sida ->