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9238 Uppsatser om Video analysis - Sida 9 av 616
Pilotutvärdering av KomHem: En studie av deltagares och kursledares upplevelser av en fortsättningskurs i kommunikation för föräldrar
The aim of this study was to evaluate parents and course leaders'perceptions of ComHome, a course in communication for parents. Thecourse aims to change the interaction between the parent and the child in aselected play activity based on a defined goal and agreed methodology. Thedata consisted of four group interviews and an individual interview with atotal of 12 parents and course leaders. The interviews were transcribed andcontent analyzed. The study showed that parents and course leadersconsidered goal attainment scaling as a rewarding approach.
Mellan digitala och fysiska världar : En utredning av immersionens och realismens retorik i kommersiella datorspel
This master thesis examines commercial video games and their relation to the concept of immersion and realism. Games as a communicative medium is quite a new area of interest within rhetorical research in Sweden. Most of the research conducted has, however, been focused on gaming and formation on opinion ? games that explicitly tries to persuade the player, unlike commercial games that focus on entertainment, that is. But that does not mean that commercial games cannot influence us.
Instruktionsfilm på smartphones : En studie kring upplevelsen av video via smartphones som inlärningsverktyg för praktiska färdigheter
This study examined how users interact with a smartphone while in a learning situation based on videos via smartphones as a learning tool, and how this interaction and phenomena is experienced. The five test subject were separately given the same task that they were to solve using video instructions that were picked out and given to them. After finishing the task the subjects were observed while they demonstrated how they completed the task. After the observation the subject were interviewed using semi-structured interviews. The results show that the user experience of this phenomena is based on more pragmatic values than we could find in earlier studies, i.e.
Exploatering, kommodifiering och megaf?retag i popul?rmedia: En kvalitativ narrativanalys av datorspelet Cyberpunk 2077
This thesis aims to research how megacorporations are depicted in popular media by analyzing the video game Cyberpunk 2077. In this assignment I focus on how the narrative of said game discusses economic globalization, megacorporations specifically which is accomplished using a set of theories such as: exploitation, commodification and capitalist realism. The analysis is constituted using a modified version of narrative analysis in order to better suit my research field as well as presenting a clear and concise structure a reader can follow. This study concludes that Cyberpunk 2077 constructs a dystopian world with the megacorporations holding the political power where the majority is constantly oppressed by the 1% in power. Things that we find human are questioned and diminished in order to increase the profits of those in power which tends to be the megacorporations.
Sydafrikansk film som national cinema : En jämförande analys av ett forskningsfält
The purpose of this essay is to study the film culture in South Africa in a national cinema-context, focusing on the relationship between anti-apartheid film from 1974-1994 and the film in South Africa today. By pitching the South Africa-specific works of Lucia Saks and Jacqueline Maingard against the over-arching debate on national cinema as formulated by, amongst others, Stephen Crofts and Andrew Higson, this study aims to find whether or not a specific South African national cinema have existed, and exists today, or not. The study finds that an underground culture of documentaries and short films made by and for the black population has been in place since the apartheid, and the distribution method on video and television is still being used to reach the black population today. By re-examining the concepts of both the national, and of national cinema to also include film on video and television, the study shows that South Africa has indeed a film culture that can be called a national cinema..
Att se världen i svart och vitt : En kritisk granskning av SOS Barnbyars reklamkampanjer
The purpose of this thesis is to do a critical review of the aid organization SOS Children?s Villages text- and video campaigns, from a postcolonial perspective. Our purpose is divided into two questions: Are there colonial values in the advertising campaigns? Which language- and image strategies are used by SOS Children?s Villages to put across their messages? Our material consists of 10 selected video clips, and four printed ads that are made up of an image and a short text, which are part of a campaign named: Inte ett enda barn ska behöva vara ensamt (translation: Not a single child should have to be alone). We have chosen to use text- and image analysis as a method in our review of the material.
white cube gamecube
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.
HipHopvideor : Från idé till färdig produkt
Vi, Anna Nilsson och Jeanette Svensson, valde att producera musikvideos under vårat kandidatarbete på Blekinge tekniska högskola. Detta eftersom vi båda har ett stort intresse till musik och rörlig bild. Vi valde att göra två stycken för att lära oss produktionens process grundligt och för att nu kunna jämför de båda och av detta ta lärdom. Den ena musikvideon gjorde vi till en skånsk duett som heter KC och den andra till Advance Patrol. Båda låtarna är inom genren hiphop.
Prospects of a Challenger - A case study of Microsoft and the Console Industry
Purpose: The purpose of this thesis is to give a contribution to the studies of what strategies those are of importance for challengers in consumer technological markets aiming for the market leader position. To be able to investigate this phenomenon we have chosen to study Microsoft?s second position in the video game console industry. In addition, we want to illuminate Microsoft?s competitive advantages, how Microsoft can take advantage from Sony?s setbacks and what strategies those are of importance for Microsoft in the battle of becoming the market leader.
Kickstarting a Kickstarter : Kommunikativa komponenter i lyckade & misslyckade crowdfundingkampanjer
Crowdfunding is described as a facilitator for creative entrepreneurs in their gathering of funds for projects. This bachelor?s thesis aims at finding differences in communication components found between successful and unsuccessful crowdfunding campaigns on one of the most popular platforms, Kickstarter. Through a quantitative content analysis and a rhetorical analysis of literary topoi this study suggests that there are apparent differences in usage of titles, text, visual expressions, rewards and in themes of preparation, humility as well as quality. The findings we present conclude that a campaign with a title consisting of eight words and one punctuation are more likely to succeed than other.
Streaming och nätverk för digital skyltning
Idag finns som alltid behovet att distribuera media. Allt eftersom prestandan för överföring av information i dator-nätverk har ökat har detta blivit möjligt genom streaming, strömmande media. Detta innebär att klienten inte behöver ladda ner hela materialet för att kunna se eller lyssna på det. Allt eftersom kravet på kvalitén av materialet ökar blir kraven på nätverket högre. Precisallt Media AB är ett företagsom sysslar med digital skyltning.
Beräkning av ASME-flänsar enligt EN-standard
In this thesis, a transparent model of the human head has been constructed which was filled with a substance that represented the brain. This model was later crash tested. This was done in order to examine how a transparent model of the human head can be constructed to generate accurate data from crash tests. It was also done in order to examine how impacts on the front of the head can deform the rear of the brain. When a head is decelerating, the brain moves forward inside the skull and may hit the front of the skull.
HipHopvideor - Från idé till färdig produkt
Vi, Anna Nilsson och Jeanette Svensson, valde att producera musikvideos under
vårat kandidatarbete på Blekinge tekniska högskola. Detta eftersom vi båda har
ett stort intresse till musik och rörlig bild. Vi valde att göra två stycken
för att lära oss produktionens process grundligt och för att nu kunna jämför de
båda och av detta ta lärdom. Den ena musikvideon gjorde vi till en skånsk duett
som heter KC och den andra till Advance Patrol. Båda låtarna är inom genren
hiphop.
Vårt mål med projektet var att skapa två videos som inte följde den generella
mallen för hiphop-videos.
Lokal anpassning och implementering av Operation Management System
In this thesis, a transparent model of the human head has been constructed which was filled with a substance that represented the brain. This model was later crash tested. This was done in order to examine how a transparent model of the human head can be constructed to generate accurate data from crash tests. It was also done in order to examine how impacts on the front of the head can deform the rear of the brain. When a head is decelerating, the brain moves forward inside the skull and may hit the front of the skull.
Den situationsanpassade ledarskapsmodellen som verktyg i lärarskapet
In the 1960?s, Paul Hersey and Ken Blanchard developed a theory called Situational Leadership. Situational Leadership is a model where the leader analyses the needs of the situation and the needs of the people to be led. After analysing the situation, decision is made on what leadership style to adopt. The Situational Leadership model was developed in a company environment.