Sök:

Sökresultat:

754 Uppsatser om Video conversation - Sida 3 av 51

Faktorer som orsakar stress bland sjuksköterskor : En litteraturstudie

Dementia may cause difficulties in communicating. People suffering from dementia are therefore often described as being unable to take part in meaningful conversation. The responsibility to create understanding in a conversation is shared by all participants. By means of different strategies, participants in conversation can construct understanding through collaboration. How these strategies are utilized in conversation where one or more of the participants suffer from dementia is relatively unknown.

Utvecklingssamtal i arbetslivet

The purpose of this paper was to gain knowledge about the conversation about developmental opportunities in the organization, and how a company uses it. The focus was on four different themes, purpose of the conversation about developmental opportunities in the organization, planning, execution and content, feedback. The sample consisted of six people, three employees and three managers of the company. The interviews were conducted by an interview guide, one for the employees and one for the managers. The results of the interviews showed that the conversation about developmental opportunities in the organization was used by managers to make all employees to strive in the same direction, an opportunity for employees to reconcile how their work performance is perceived by their managers, the use of a preparation model differs between managers and feedback was important.

?Interaktiv video ? ett bättre inlärningssätt!?

Uppsatsen handlar om interaktiv video och om det är ett bättre inlärningssätt än traditionell utbildning. Max Hamburgerrestauranger användes i arbetet som ett praktiskt exempel och dom anställda har fått agera som respondentgrupp för testning av sekvenser av interaktiv videoutbildning. Syftet var att undersöka om interaktiv videoutbildning är ett bättre inlärningssätt. Om så är fallet varför? Uppsatsen bygger på kvalitativ metod.

Kommunalt klimatarbete - exempel från Strängnäs och Sala

 The aim of this essay was to examine the way preschool teachers and children converse during school meals, and also the way preschool teachers start and develop conversations during meals. The conversations were analyzed from the topic of conversation and the teachers' ways of using language acts such as questions, remarks, exhortations. The study was based on observations, tape recording and contact schedule. The result shows that the topic of conversation is significant for how involved teachers are in conversations during meals. The result also shows how conversations develop or end depending on what language acts teachers use.

Handledande samtal i förskolan : -kompetensutveckling eller akut problemlösning?

Preschool is a place that is continually undergoing change at a rapid pace and developing the skills of our educators is essential for their ability to keep up with these changes. Guidance conversations can be used as a vital tool for the educators competence development.The purpose of this essay is to investigate how educators, special educators and preschool principals think and reason about the use of guidance conversations in preschool.A qualitative method has been used in the shape of interviews with educators, special educators and preschool principals working within different districts of a medium sized city in the south of Sweden.These interviews revealed that the use of guidance conversations is often controlled by specific needs and is used when a problem arises amongst the children. There are many expectations on the special educators role in these conversations, one of which is the role of conversation leader with the purpose of guiding the conversation amongst involved parties and give them the tools they need to resolve problems by themselves instead of delivering packaged solutions..

?Det här är inte hat ? det här är humor!" : En visuell textanalys av makt och performativitet i systrarna Kronlöfs video SÅ JÄVLA PK!

This essay examines how humor is used in the making of stereotypes in the Kronlöf sister?s video SÅ JÄVLA PK! In addition I give my analysis of how power and resistance is shown in the video. Through Michel Foucault?s conception power and resistance together with Judith Butler?s theories about performativity I?d like to show how the characters you can see in the video, in addition to the humor, also put themselves in a public context. I discuss my material in relation to a number of similar and current events that concern sexism and racism in Sweden.

Överföring av digital video via FireWire

Transmission of digital signals is today more frequently used than transmission of analog signals. One reason for this is that a digital signal is less sensitive to noise than an analog, another reason is that almost all signals today are handled in a digital format. This thesis describes the development of a system that receives digital video signals through FireWire. The standard for FireWire, which is a high performance serial bus, is under development. Today the standard of the bus supports transmission of data with a speed of up to 400 Mbit/s.

Handla! En diskursanalys av konsumtionssamtalet i Norrköping under 90-talet

In Shop! Daniel Svensson is studying the Public Consume Conversation during the 90´s. Focus is based on two local papers in the Swedish town Norrköping and the Public Media Conversation, which these two represent. What kind of discourses has been dominating this conversation, that is the most important question in Shop! To answer this, Daniel Svensson uses the Critical Discourse Analysis, by Norman Fairclough, as an analytic tool. This method provides him with the possibility to connect the micro level of text with the macro level of the society. But this demands theories of the contemporary society at a macro level.

Folkbibliotek och TV-spel: En kvalitativ studie av hur införandet av TV-spel på svenska folkbibliotek relaterar till införandet av andra nya medier.

The aim of this thesis is to study how the recent introduction of video games in Swedish public libraries compares to past introductions of other medias, namely music records, sequential art, manga (Japanese comics), and films on video. In what ways does the introduction of video games differ from the other examples of introductions and in what ways are they alike? In what manner have the medias been introduced? How does the librarians views on video games differ from their views on other medias? The purpose of doing this is that by investigating how new medias have been evaluated in the past, we might gain an understanding of how the introduction of video games links into that tradition. Theoretically, this thesis is grounded in Sanna Talja?s theory of the interpretative repertoires of the music library.

Skype : En studie av faktorer som påverkar privatanvändandet av Skypes videofunktion

Our time is characterized by the development of new technologies that facilitate communication between people. The need for Video Mediated Communication (VMC) is increasing because people move to other locations due to migration and global mobility. VMC provides the opportunity for millions of people around the world to ?hang out? and see each other despite the distance in between. The world is "shrinking" because of the Internet and our perception of distance is changing.VMC is becoming increasingly available, in the form of applications like Skype and MSN for mobile phones and computers, and in addition, it?s practically free.The purpose of this thesis is to render a picture of the way in which people use Skype in the private sphere.

Funktioner inom Video on Demand-tjänster : En användarstudie inom online streaming

Sedan 2013 har allt fler börjat använda sig av streamingtjänster för film och TV på internet (Findahl,2014). I takt med att användningen ökar är det viktigt att tjänsterna är välutvecklade och lättillgängliga för användaren. I denna uppsats undersöker vi funktioner på de tre största Video on Demand-tjänsterna (VoD) i Sverige ur ett användarperspektiv. Med hjälp av befintliga teorier och litteratur diskuterar vi användarbarhet och genomför en områdesanalys av de utvalda VoD-tjänsterna. Utifrån analysen har vi gått vidare med tio funktioner för att avgränsa studien.

Karakterisering av bioslam för modellering av biogasproduktion

The report aims to investigate how well a certain type of affordable embedded single board computer can hold up against today's more expensive computers in a computer system by doing various tests on a system with the specified requirements. The system has a Raspberry Pi as the single board computer which task is to control a camera based on coordinates obtained from a server as well as capture and stream a video signal on a network.The researches were conducted to check how much network traffic a single-chip computer sent in different video formats and how much CPU utilization was required. Studies were also made to ensure the accuracy of the camera control. The researches have been experimental, where several tests have been performed and analyzed.The results show that a sufficiently good accuracy can be obtained from the camera steering unit, in which two different servos have been investigated. When the video format MJPEG and H.264 are used, the single-chip computer is able to transmit a video signal up to 1280x720 at 15 fps.

?Daddy?, from Vision to Video

?A designer rarely works alone?. The first sentence of Jonas Löwgren and Erik Stolterman's chapter on design as a social process made me curious. What if a designer worked alone? What are the actual differences between working on a project alone and as part of a group? How would it influence the creative process? What would be different when coming up with ideas, meeting with clients and setting deadlines? Does the influence of another designer stifle the individual creativity or does it actually nurish it? This paper is written to answer these and other questions as well as take you through the creative process of the production of ?Daddy? - the music video..

Skärmfångad video som didaktiskt verktyg

Syftet är att få insikt i om skärmfångad video kan vara ett komplement till undervisningen? Vad kan det erbjuda eleverna i form av anpassning av undervisningen till varje elevs förutsättningar och behov? Hur kan det utformas för att komplettera undervisningen? Detta arbete beskriver vad forskning och undersökning på området kommit fram till och vad regelverken i skolan säger. Jag har med hjälp av sex utvalda elever genomfört kvalitativa intervjuer för att bringa svar på mina frågor. Sammanfattningsvis kom jag fram till att skärmfångad video är ett utmärkt komplement i datoriserade hantverksmässiga kurser som webbdesign, men det krävs att lärarrollen utvecklas. Eleven erbjuds en individuell studietakt och anpassning till dennes förutsättningar och behov. Skärmfångad video skall utformas efter elevernas krav på god bild och ljudkvalité.

Spelindustrins Paradox : En eventstudie om lansering av tv-spels påverkan på aktiekursen

Purpose: To examine how video-game releases affect the share price, and if video-game reviews have any impact on the share price of gaming corporations. Method: A quantitative deductive research approach is applied with event study methodology used as basis. The investigated companies were the five largest gaming companies listed on the U.S. NASDAQ exchange. A total of 29 video-game launches and 85 reviews where examined.  Theory: The study is based on The Efficient Market Hypothesis, Agent Theory, Public Relations Theory, Nextopia and previous research.Results: The result contains 114 observations in five companies.

<- Föregående sida 3 Nästa sida ->