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790 Uppsatser om Video call - Sida 10 av 53
Motståndet mot religiösa yttringar i det offentliga rummet : En kvalitativ studie om hur muslimska religiösa yttringar påverkas av de rådande sociala normerna
The study's aim was to increase knowledge about the resistance of the Muslim religious expressions in the public sphere and its emergence on the basis of the case around the opposition to call for prayer. The study was conducted through the use of the qualitative research approach through interviews with informants who have a pronounced aversion regarding the existence of the public call to prayer in Sweden. The study's questions have been answered by an analysis of the empirical material by using different theoretical points that illustrate how Western standards are valued higher than the other, in the various standard systems. The view of the Muslim religious practices depicted by informants through an interpretative framework that is characterized by Islamophobic arguments that are considered to be incompatible with Western culture and the principles of the secular state striving. Such discourses can create an uneven distribution of power between Muslims and non-Muslims on the basis of the West's representations of Orientalism explained based in ethnocentric knowledge.
Samtalsanalys som intervention med en ungdom som använder bliss
Conversation Analysis (CA) is a tool to facilitate analysis of everyday conversations. A small number of studies have used CA as an intervention for people with aphasia and have seen positive effects as an outcome of the intervention. The authors of the present study have not found any other studies where CA was used as an intervention in other target groups. The purpose of this study was to investigate if CA may be used in intervention with an adolescent who uses Bliss. The main participants in the present study, which the intervention was based upon, were a sixteen year old girl who communicates through Bliss, and her assistant.
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.
Familjediskursen : 1998-2008
Purpose/Aim: The purpose of this essay is to see how the media, through the newspaper, "Vi föräldrar?, produces family and parental roles, and to investigate how the image changed over time.Material/Method: The material consists of a number of selected texts from the years 1968, 1988 and 2008. The method used is a discourse analysis based on the three level model by Norman Fairclough. The three levels are the text, the discourse practise and the sociocultural practise. In this study two of the levels, text and sociocultural practise, are used in analysing the texts.Main results: Family and parenting in the texts from 1968 can be linked to the structural functionalist theory in which the core family is central and women and men are assigned to specific roles.
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.
Könsstereotyper i reklam, Gender stereotypes in commercials : En analys av genus i ICAs och H&Ms reklam, gender analysis of the commercials from ICA and H&M
We are constantly being fed information. Everything and everyone we come into contact with may somehow make a new impression on us, whether we are aware of it or not. One of the ways that people in today?s society in Sweden are being given information is via different types of media, for example through commercials. Whether it?s a video clip or a still-frame picture, a commercial is an effective way for a company to reach out to potential customers.However, it is not only the messages or signals that may appear obvious that these companies send out when advertising with commercials.
Hantering av varumärken
AimThe aim of the study was to develop a method for the survey of play movement demands and temporal patterns in order to enable a descriptive study of the defensive players in American Football. The overall aim was to improve the understanding of how American Football is played to create opportunities for enhancement of current or developing new training methods to better suit football.MethodFifty plays from a Division 3 college football game on video from 2005 was divided into sequences of action for one player each from the defensive line, linebackers and defensive backs and analyzed with the video analyzing software cSwing. Every players sequence of action was recorded in a spreadsheet and noted on a scaled football field where distances were measured and together with time stamps from cSwing velocity was calculated.ResultsUsing this method it was possible to describe the play movement demands and temporal patterns which was the main task of the study. The defensive end worked on an average 4.61 seconds per play, the distance was 12.4 meters and average speed 2.5 m×s-1. The linebacker worked on an average 4.35 s per play, 13.7 m and at a mean speed of 3.0 m×s-1.
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.
Simulering av simulinkmodeller medExtended Kalman FilterTidsoptimering av integrering
Simulation of different systems can be done using a graphical model description of the system based on block diagrams. The simulation software Matlab/Simulink offers a lot of possibilities to describe a huge number of systems, which can be linear as well as nonlinear. The simulation using Matlab/Simulink is done by integration based on different kinds of numerical methods.When nonlinear Simulink-models are simulated, it is often interesting to apply a Kalman filter to handle the noise that may occur within the process as well as corrupting the measurement. However, application of such a filter leads to an extensive time-consumption despite using fast computers. The reason is that the existing Matlab functions are not constructed for time optimal evaluation.
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.
HTTP Live Streaming : En studie av strömmande videoprotokoll
Användningen av strömmande video ökar snabbt just nu. Ett populärt konceptär adaptive bitrate streaming som går ut på att en video kodas i flera olikabithastigheter. Dessa videor tas sedan och delas upp i små filer och görstillgänglig via internet. När du vill spela upp en sådan video laddar du först hemen fil som beskriver vart filerna finns och i vilka bithastigheter de är kodade i.Mediaspelaren kan där efter börja ladda hem filerna och spela upp dom. Om defysiska förutsättningarna, som exempelvis nedladdningshastighet eller CPUbelastning,ändras under uppspelningen kan mediaspelaren enkelt byta kvalitépå videon genom att börja ladda filer av en annan bithastighet och slippa attvideon laggar.
Enklare väg in i ett nytt språk : En webbkurs för nybörjare i arabiska
Detta examensarbete går ut på att utveckla en webbplats som riktar sig till svenskar som vill lära sig arabiska. Syftet med webbplatsen är att minska tröskeln till att lära sig arabiska. En stor del av arbetet har bestått i att ta del av litteratur om språkinlärning, språkutbildning och datorstödd språkinlärning, samt att studera andra webbplatser. Den webbplats jag har skapat bygger till stor del på en MySQL-databas. Webbplatsen är skapad med PHP, HTML, CSS, JavaScript, jQuery och AJAX.
Läsa spel. En analys av Alice-böckernas adaptation till spelformatet
The purpose of this essay is to examine the consequences following an adaptation from literature to video game formatby comparing Alice's Adventures in Wonderland and Through the Looking Glass with American McGee's Alice and,primarily, Alice: Madness Returns. In order to answer this, aspects of both game theory and literary critique are takeninto consideration, regarding for example the narrative potential of the game medium and the gameplay's possibleresemblance with Wolfgang Iser's theory of the reading process.The analysis shows in what ways the original narrative has been altered in order to fit its new medium. Some of thebooks' main ingredients are simply retold in the games' so called information spaces, i.e. text and video sequenceswhere the otherwise playable character is not controlled. Others, instead, have undergone a ludolization or ergodizationwhere the story events are experienced as playable elements in the games' action spaces.
Spelifiering ? ett nytt sätt att motivera
To have motivated employees is important for companies so that they are able to keep valuable competence within the organization. This report treats a relatively new concept for increasing the motivation of employees. It is however, a concept that gets more and more attention. It is called gamification.Gamification is defined as ?using game design elements in non-gaming contexts?, i.e.
TV-spel i nöjesjournalistiken : En undersökning om tv-spel och recensioner utifrån ett genusperspektiv
This study is about how videogamecompanies and Swedish newspapers represent masculinity and femininity in the covers of the games Assassins Creed 3, Grand Theft Auto 5, Bayonetta and Tomb Raider along with the reviews being done in conjunction with the game. The reviews has been published in the following newspapers: Aftonbladet, Svenska Dagbladet, Expressen and Göteborgsposten. The image that is formed in our society about how a man and a woman should be and behave will be the basics of this study. The covers of the games often represent what the game itself is about and what it contains and the reviews also conveys what the consumer who buys the game gets. The video game industry has grown in recent years to become one of the largest entertainmentindustries, but despite this, there has not been many studies on how this media represents masculinity and femininity.