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473 Uppsatser om Video clip - Sida 8 av 32

En studie om hur Montessoripedagoger motverkar stress hos barn i Montessoriförskolan

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..

Dtourist: Historieskapande, interaktion och planering med rörlig media på webben

Bachelor thesis in Interaction Design by Håkan Carlsson, spring term 2007, Malmö University, School of Arts & Communication. The climate for video sharing online is somewhere in the border of becoming a place for only the big companies to distribute material with general interest, or small communities with genre-specific interest to attract a larger audience. In this article I will look at the travelindustry to see what possibilities can be implemented into communities with interest in planning and travelling. I will argue that the importance of collaboration with different media can create a bigger picture so that more people can use and discover each other?s travel videos and experiences. I have also taken a closer look at social interaction at online communities such as MySpace and YouTube.

Flexibel streamingtjänst : SVOD och TVOD under samma tak

I denna rapport ställs frågor beträffande hur Viaplays streamingtjänst kan se ut i framtiden gällande TVOD och SVOD genom nya designlösningar. För att göra detta har en människo-centrerad designprocess använts för att undersöka attityder och beteenden kring TVOD. I undersökningen utreddes det hur konsumenter ser på TVOD och kombinationen med SVOD. Vad vill användarna ha, hur ser deras vanor och beteenden ut gällande hyrfilm i sin helhet?Examensarbetet har gjorts på plats hos Viaplay och med hjälp av Viaplays designteam.

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.

Ryttarens rotation av bäcken och överliv vid ridning i trav :

The aim of this study was to determine the basic movements of the riders? pelvis and upper body when riding in trot seated. The study was preformed at a treadmill with seven high level dressage horses and their riders. The movements of the horse and rider were captured with a motion analysis system (ProReflex®) and also recorded on video. The horses were ridden in collected trot, 3.0 m/s.

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.

Marknadsföring via sociala medier : Vilka marknadsföringsmöjligheter ger sociala medier för småföretag inom turism- och upplevelseindustrin?

This paper intends to show how micro- and small businesses in the tourism and experience industry makes use of social media as a marketing tool. The study also shows the possibilities for businesses to market themselves to customers through social media. Small businesses usually don?t have the same conditions or the same marketing resources that larger companies have. For small businesses that lack marketing resources, social media is a great addition to marketing since the technology around social media is relatively simple.

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.

Elektroniska spel i tidningsfältet : En studie av recensenters förhållningssätt till dator- och TV-spel

This paper considers the roles of critics, newspapers and magazines, in the process ofdescribing computer games and video games as either technical objects or products intendedfor entertainment.The making and ?using? of computer games and videogames originates in small groups ofpeople possessing a lot of knowledge in computers, during a time when these kinds of deviceswere very expensive. But now, the gaming culture has grown and almost anyone in oursociety can own and play a video game. For that reason, one could ask the questions ?are thegames and the people who plays them still parts of a ?technical culture??? and ?do we needsome kind of prior knowledge to fully understand the videogame critics??The critics represent ?the official idea? of what a videogame is, how it works and if it is worthplaying.

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..

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.

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.

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.

When I grow up : En retorisk och semiotisk studie om ansvarsretorik hos Svenska Spel, angående minderåriga.

This essay is a qualitative study of the Swedish joint-stock company Svenska Spel AB?s television commercial from 2008. The commercial is called ?Spela lagom - When I grow up?, and is meant to serve as an informational commercial about being underaged in situations regarding gambling. Using semiotics and rhetoric?s, we are analyzing how elements seen in the commerical affects the rhetorical situation the clip is bound to; how the marketing is done to enhance Svenska Spel?s brand; and what strategies are used to make sure the public service announcements regarding persons involved with underage gambling gets acceptance.

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