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473 Uppsatser om Video clip - Sida 5 av 32
Anpassning av VOD-tjänster för breda barnmålgrupper : EN ANVÄNDBARHETSUTVÄRDERING AV BARNPLAY UTIFRÅN MÅLGRUPPEN 3-11 ÅR
This thesis contains a usability evaluation of ?Barnplay?, a Swedish video-on-demand service targeted at children. The objective of the study was to identify usability issues in the video service and to develop measures on improving the user interface, with special focus on adaptation to the broad target group of 3-11 year olds.The study was conducted by first mapping established practices in designs of VOD-services targeted at children, followed by interviews and usability tests with children between 2-11 concerning their use of ?Barnplay?. Based on the initial data collection, a prototype was developed and then evaluated by usability testing and A/B-testing.The main conclusion of the study is the need of better individual adjustment of the video content selection to better appeal to different age segments within the target group.
En utvärdering av programmet Voddlers användbarhet
The purpose of this essey is through empirical methods investigate usability factors on Video On Demand applications for the Internet. More specificly we will focus on a application called Voddler. The purpose is to identify usability problems that exist in Voddler, and present the reader with suggestions on possible solutions. This could be used as guidelines to how to design for usability in this kind of system. We will use an online survey to investigate Voddler usability and use this data as a basis for our analysis.
Ett medium som alla andra?: Folkbibliotekens marknadsföring av TV-spel mot ungdomar
This essay aims to investigate how Swedish Public Libraries market their activities in video games for youths. It also highlights how the library, on the basis of the unique opportunities of the video game medium, can develop this marketing to build a relationship with youths. The empiric evidence is based on a survey of answers given by 30 librarians responsible for video game collections, and qualitative telephone interviews with three of them. The essay?s theoretical framework is based on Philip Kotler and his co-authors? marketing theory which consists of five stages: Marketing research, segmentation, marketing mix, implementation and development.
Cleanbox : Flashbaserad Produktpresentation
Cleanboxen som den kallas är en flashbaserad2 produktpresentation. Simply Quality är ett företag som gör analyser och mäter renhet hos olika föremål på partikelnivå. Ett exempel på detta kan vara att ett företag som tillverkar bildelar skickar en del efter produktion för att få en analys på hur mycket partiklar/smuts som sitter kvar efter tillverkning. Vårt arbete var att ta fram en produktpresentation för deras mobila labb som säljs till företag som vill kunna göra sina analyser på plats. Behovet var att på något sätt kunna presentera Cleanboxen visuellt för sina kunder..
Bibliotek, Finkultur och TV-spel : En diskursanalys av debatten kring TV-spel och bibliotek
This bachelor´s thesis analyzes the debate in a number of Swedish media regarding the introduction of video games as a new medium in the public libraries. The theory and method used is discourse analysis. Three questions were asked: how the introduction of video games as a new media in libraries is discussed, how is it motivated and in what way the authors of the articles analyzed are speaking about new media and the mission of the library. The selected articles were divided into four themes and the analysis resulted in the identification of two main discourses, one which is positive to the introduction and integration of new media in the libraries? collections, and one which has a more negative approach and uses quality and culture as an argument. The conclusion is that video games are a medium so widely used that librarians have to decide whether or not they want to include it in the libraries? collections, and by deciding this they reveal their attitude towards the mission and purpose of the public library..
Gaming och informationsanvändning : En informationsvetenskaplig studie av tv-spel och gamers
The purpose of this bachelor?s thesis is to examine video games, gamers and gaming from an information science perspective. The purpose of the study is partly to study video games as a type of information system and partly to study gamers information use, information seeking and also the experience of gaming. A selection of five games have been analysed using a topology for video game analysis created by Espen Aarseth. A quantitative investigation has also been made, in the form of a web survey distributed through four Swedish online forums, the result of which was analysed using Carol Collier Kuhlthaus model of the information seeking process.
?Känsliga tittare varnas? : En uppsats om medier, makt och moralpanik
Sweden. 1980. The term ?video violence? becomes public through the debates show Studio S. The show urges and obligates politicians to stop, regulate and ban video films with violent content from the market.
Boktips 2.0 : En kvalitativ studie om elevers delaktighet i skapandet av boktipsvideor på en biblioteksblogg
The aim of this study was to, through a qualitative method, investigate students? participation in a specific library blog to find out what motivate them to create and share digital book recommendations through videos. It also intended to describe the students? own views of their participation.We conducted interviews with eight students in the ages 12 and 13, who all had similar experiences regarding the blog creation but diverse attitudes concerning the blog production and intentions to participate.The results showed that the strongest motivating forces behind the students' participation in the blog creation was that they enjoyed the making of the videos and also because they wanted to inspire others to read more and create resembling blogs..
Validitet av observationsbaserade mätningar av armarbetsställningar hos pappersbruksarbetare
Abstract Objective: The aim of the present study was to investigate if inclinometer estimates of arm posture during paper mill work differed between periods of different arm visibility. The aim was also to identify strategies for and difficulties in assessing body-visibility on video. Methods: The study consisted of two parts, where part 1 aimed to investigate the validity of observation-based assessment of arm posture during paper mill work. Study 2 was a survey among people with experience in assessing the posture of paper mill workers from video. Results: The total time for the right upper arm visibility indicates that it was on average visible in 54%, partly visible 15 % and not visible 31%.
Videorekrytering - en rekryteringsmetod för konkurrenskraftigt övertag i service- och säljbranschen
Den viktigaste aspekten av human resource management kan i dagens samhälle anses vara rekryteringsprocessen. Syftet med denna kvalitativa studie var att fastställa om, och i så fall hur och till vilka tjänster, video bör användas som rekryteringsmetod. Detta för undersökandet av verktygets möjlighet att öka organisationers förutsättningar till konkurrenskraftigt övertag på arbetsmarknaden i enighet med Barneys teori om resource-based view. Analysen av resultatet utfördes utifrån tre teman ? fördelar och nackdelar med användandet, samt möjligheter till utveckling, av video som rekryteringsverktyg.
Vektorkvantisering för kodning och brusreducering
This thesis explores the possibilities of avoiding the issues generally associated with compression of noisy imagery, through the usage of vector quantization. By utilizing the learning aspects of vector quantization, image processing operations such as noise reduction could be implemented in a straightforward way. Several techniques are presented and evaluated. A direct comparison shows that for noisy imagery, vector quantization, in spite of it's simplicity, has clear advantages over MPEG-4 encoding..
Digital Narrativitet: En analys av Zeldas utveckling som berättande medietext
For many people, a good game is synonymous with good graphics. One thing that is often forgotten, is that the graphics only makes up one part of the games. An aspect of the games that is far to often forgotten, is the game?s content and ability to tell stories. Through analyses of the games of the Zelda series, the development of content and storytelling aspects of computer- and video games, since the later half of the 1980:s and up till today, are examined..
?Vad är det jag gör egentligen?? - om att med videons hjälp bli medveten om helheten
This project consists of an adaptation, trial and evaluation of a model for practicing. Based on prior research I created a model aiming mainly to raise a musician?s self- awareness around the different parameters a performance consists of. An additional wish was for it to simultaneously assist the musician in monitoring his or her progress. With video recording and self-evaluation as the two main parts I tried the model by using it over a period of three months.
IKT i mellanstadiet : En kvalitativ studie av skolledares syn på sin roll i integrering av IKT i undervisningen
The overall purpose of this essay is to come to a deeper understanding about videos in the Youtube beauty community by using a mixture of qualitative and quantitative methods. By answering the main questions of the essay which are; What quantitatively measurable components are there in the videos that can be seen as contributing factors leading to the fact that some generate more views that others?; Is there a set mold for success containing certain aspects that a video must have to stand out?; What correlations can be found between the two categories of analysis and how do these potential correlations affect the popularity of the video? and What effects do specific components on the level of popularity of the video?, we?ve been able to distinguish differences as well as similarities on both qualitative and quantitative levels. We have also seen that using the two methods together have enabled us to reach more profound results. The main result that we have found on a quantitative level is that there are obvious correlations between a high level of popularity and a good visual quality.
Hyra film med fjärrkontrollen
Att utforma interaktiva TV-tjänster skiljer sig på flera sätt från att designa för webb eller för vanliga PC-tillämpningar. Faktorer som lägre bildupplösning, längre avstånd mellan användare och skärm, och inte minst användandet av fjärrkontroll istället för tangentbord och mus gör att villkoren ser annorlunda ut än för PC-tillämpningar. I detta arbete beskrivs hur en videobutik för en set-top-box för digital-TV utformas via iterativ hifi-prototypning och utvärdering. Lärdomarna är tillämpbara på andra interaktiva TV-tillämpningar..