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698 Uppsatser om Video centric websites - Sida 13 av 47
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.
Feeling.nu - överföra en känsla från butik till Internet för att nå ut till en större kundkrets och skapa kundstöd
This paper is about transferring a feeling from a physical place to the Internet. The paper explores methods on how this transfer is done. Websites have a tendency to not portray the company behind
it in a correct way. For companies with a distinct esthetic and work hard on their image and brand it
is important that this hard work is portrayed correctly in every aspect. The problems this paper explores are: the importance of personas in a design process, methods of transferring a feeling from
a physical place with design and how this can be tested, and using open-source content management
systems in creating usable websites.
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.
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.
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.
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.
IT-forensisk analys av Windows 8
En fallstudie tillämpades för att undersöka de inbyggda apparna, Internet Explorer 10, den nya utforskaren File Explorer och reparationsverktyget ?Återställ datorn utan att ta bort filer? i Windows 8. Analysen visade att apparna E-post, Kontakter och Meddelanden sparade större delar av användarens Facebook-profil lokalt på datorns hårddisk. När bildfiler öppnades upp med appen Foton sparades miniatyrbilder av originalet på hårddisken. När videofiler spelades upp med appen Video sparades filnamnet i filer.
Spelrörelsekrav och temporalt mönster i amerikansk fotboll : en deskriptiv studie av försvarsspelare
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.
Kamratkulturer i förskolebarns lek
The research in this thesis attempts to understand what happens when children (3-6 years of age) interact with each other in the context of free play in two pre-school settings when adults are not involved. The aim of the study was to get a closer look at how children create relationships and how they protect and defend their interactional spaces. Data was gathered through ethnographically inspired methodology, using video observation to capture the everyday interactions of the children. Results were analyzed using a phenomenological approach to peer cultures. Previous research suggests that it is very important for children to maintain their interactions with peers and gaining access to play.
Hennes & Mauritz : En fallstudie av deras CSR arbete och samarbeten med NGO:s
Abstract Essay in political science, C-level, by Jenny Senemgen, spring semester 2008. Tutor: Michele Micheletti. ?Hennes & Mauritz ? a case study of their CSR work and collaborations with NGOs.?The purpose of this essay is to examine if and how the transnational corporation Hennes & Mauritz (H&M) collaborates with NGOs in it?s work with human rights for workers and increased corporate social responsibility. I have looked at H&Ms CSR report from 2006, the Swedish network Clean Clothes Campaigns report about Swedish corporations in the textile industry and if their CSR work during the past ten years have given any results and I have also done two interviews with two NGOs.The examination is thereby a case study where I?m examining H&Ms CSR work and its collaborations with NGOs and the NGO?s opinions about H&Ms CSR work.My delimitation lies in the fact that I only have examined one corporation and what two NGOs thinks about the corporation.
?lärare i en ny verklighet : En undersökning om lärares inställning till nya medier, särskilt videofilm, som hjälpmedel i stråkundervisningen.
Denna undersökning handlar om hur videofilm används i undervisningen. Med videofilm avser jag TV, DVD, VHS och filmklipp från Internet eller andra källor. Jag utgick från tre möjligheter med användandet av videofilm i undervisningen: ? videofilm som eleverna kan öva till när de kommer hem, till exempel instruktionsfilmer ? filmning av eleverna ? förevisning av skickliga musikerFör att ta reda på olika stråklärares tankar och erfarenheter av mediet genomförde jag nio intervjuer. Jag ville också veta efterfrågan på instruktionsvideos bland stråklärare och kontaktade olika producenter och distributörer.
Virtuella tv- och dataspel som medel inom rehabilitering : - En systematisk litteraturstudie
Att använda sig av virtuella tv- och dataspel inom rehabilitering är ett relativt nytt medel som det finns begränsat med forskning inom. Syfte: Uppsatsens syfte är att beskriva till vilket ändamål virtuella tv- och dataspel används inom rehabilitering och vad det ger för utfall. Metod: En systematisk litteraturstudie användes som metod i uppsatsen. De databaser som använts är Amed, Cinahl, PubMed och Medline (via Ebsco). De sökord som använts är virtual video game, video game, computer game, rehabilitation, outcome, movement, playthings och occupational therapy.
Excess och kontroll : an Analysis of Annika Larsson?s Videos Pink Ball and Poliisi
The aim of the thesis is to identify and investigate central themes in two video artworks, Poliisi and Pink Ball, by Swedish artist Annika Larsson. Moreover it is an investigation of the configurations of violence, and an enquiring whether these works have a social-minded intention.Elements in scenery, framing and narration are analysed with the term ?crystalline regime? (régim cristallin), described by French philosopher Gilles Deleuze, which defines the artificial as opposed to the purely representational. Processes within the narrations of the two works are analysed as rituals, which leads to an investigation of an internal sign-system and to the question whether the rituals in these works have a function. Theory by French philosopher Georges Bataille is used to analyse the ritual with no external purpose, which aims at an intense experience of life.
Upprorsbekämpning i Anbar-provinsen
During 2004 to 2008, The United States Marine Corps (USMC) executed counterinsurgency operations in Anbar Province with the purpose to stabilize one of the most violent areas in Iraq. The Marine Corps successfully managed to suppress the insurgency as violence dropped dramatically in late 2007. What did the marines do in order to suppress the insurgency? Why did violence drop in the province? The Marine Corps approach and procedures have been examined earlier through theories of organizational learning and adaptation. However, there is an absence of studies aiming to analyse the Marine Corps? counterinsurgency approach through the analytical lens of counterinsurgency theory.