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754 Uppsatser om Video conversation - Sida 6 av 51

Maktspel i gaturummet : Cyklisternas säkerhet i Stockholms innerstad

The purpose of this study was to investigate whether social counselling via chat conversations could meet the criteria for a professional conversation, and how the six social workers who were interviewed felt that it had affected the profession and the clients who are seeking their help.Communication, professionality, power, roles and regions are the key topics of this study. A hermeneutic approach has not only influenced the interviews but also the content analysis that was used to encode the results.The interviews revealed that the chat conversations was a successful tool but not entirely without difficulties. The initial contact making between the client and the social worker favours the client, since she/he remains anonymous and that was the main advantage of the method. The biggest concern however was that in the anonymity it is not possible to report cases that the social worker are obligated to. The changing of forum does not necessarily affect the professionality but due to the faceless chat conversation an entire dimension of communication disappears because the loss of body language.

Humorstilar, Emotionell Perception och Kön ? Vem skrattar mest och vem skrattar sist?

The main aim of this research was to investigate four humour styles, affiliative, self-enhancing, aggressive, and self-defeating humour, and compare these with emotional perception. Forty-eight persons took part in the research, 27 women and 21 men living in the southern part of Sweden. Two humour tests were used: the Humour Scale Questionnaire ? HSQ, with 32 items, and a newly composed video test, assembled after pilot testing from 26 video clips, the Humour Video Questionnaire ? HVQ. To measure perception and interpretation of emotion, the revised version of the ?Reading the Mind in the Eyes? Test was used.

Northern Stories. Ett narrativt videokoncept

Northern Stories is a narrative video-project, mixed between how to work with the movieformat and the programs involved. As well as the complexity of how it can be to work in collaboration with a company and an investigation in how to evolve my design process. This from a designer?s point of view and with the intention to produce a finished product..

Den sköna nya tiden 2013

2013. The brave new time.We constantly look forward in time. There is a need today to constantly renew, replace and update almost everything in our lives. Although often stressful, these continual changes and upgrades can open up new possibilities and even be seen as enjoyable and stimulating.Values, opinions, and everything we create, is based on an experience of the past and predictions of what the future might be. I want to take advantage of these thoughts and find out how they relate to our exchangeable culture.

Mobilstudio för ShiShi TV

During the fall of 2007 Uppsala University gave the course ?Projekt DV?. As a result of this class a publishing tool for real-time media came to be ShiShi TV. The purpose of this application was to introduce a new way to reach out to people. This was done with a video player on the Internet and a second one placed in a regular mobile phone.

Youngbloods

The goal of this project was to create the music video for swedish pop/rockband Antennas? single Youngbloods, from their album Feeling Feline Tonight(2009). The video was made through animation, collages, photography andillustration. The main focus for the video was to create an independent visualstory and to implement an investigation of how different technics for creatingand documenting images and motion result in different interpretations of thecontent. The work was characterized by an active search for contrasts andcontradictions.My approach to the project was to work with a child?s curiosity, but withthe discipline of an adult.

Tv-spel som resurs för religionskunskap : En undersökning om tv-spel som resurs inom dygdetik

This paper examines the possibilities of using video games as a tool for education of virtue ethics. By comparing learning aspects in Marc Prensky?s theory Digital Game-Based Learning and Aristotelian virtue ethics, this paper tries to look for similarities in how each theory looks at learning. Prensky?s theory is about how one can use video games in education, which is why it is used here.

Video på bibliotek : en granskning av spelfilmsverksamheten på svenska folkbibliotek

This is the first investigation of the activity with feature film (video) in Swedish publiclibraries.Due to the Swedish copyright legislation, the activity with feature film in Swedish publiclibraries was not possible until an agreement was set between Kommunförbundet and SverigesVideodistributörers Förening in 1989.My investigation is based upon a form that I made in cooperation with Statens kulturråd.The form was sent to the main public libraries in the 286 municipals in Sweden. 250 (87 percent) of the public libraries answered the questions. 130 (52 per cent) of the libraries whoanswered had an activity with feature film.The main reason the libraries bought feature film, was that they hoped that feature filmwould attract new visitors to the library. The investigation also showed that high costs forhiring feature films has a negative influence on the lending of feature films..

Ny trend för hjälporganisationer: viral video? : Hur hjälporganisationer kan dra lärdom av den virala videon "Kony 2012"

Denna uppsats tar upp om hjälporganisationer skulle kunna använda sig utav viral video sommarknadsföringsmetod i sitt arbete att samla in pengar samt sprida sitt budskap. En fallstudiegjordes även på videoklippet ?Kony 2012? från organisationen Invisible Children som är ettaktuellt exempel på en hjälporganisations användning av viral video. Klippet ?Kony 2012? hardessutom blivit det snabbast sprida klippet någonsin (Wasserman 2012).

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.

Det ansiktslösa samtalet : En kvalitativ studie om professionella samtal via internet

The purpose of this study was to investigate whether social counselling via chat conversations could meet the criteria for a professional conversation, and how the six social workers who were interviewed felt that it had affected the profession and the clients who are seeking their help.Communication, professionality, power, roles and regions are the key topics of this study. A hermeneutic approach has not only influenced the interviews but also the content analysis that was used to encode the results.The interviews revealed that the chat conversations was a successful tool but not entirely without difficulties. The initial contact making between the client and the social worker favours the client, since she/he remains anonymous and that was the main advantage of the method. The biggest concern however was that in the anonymity it is not possible to report cases that the social worker are obligated to. The changing of forum does not necessarily affect the professionality but due to the faceless chat conversation an entire dimension of communication disappears because the loss of body language.

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..

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