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576 Uppsatser om Video mediated - Sida 12 av 39
Öppet eller dolt? : En studie om viral marknadsföring på Youtube
AbstractPurposeThe purpose of this thesis is to examine the Swedish students? habits regarding videos on Youtube and create an understanding towards what makes them viral. The purpose is also to state how companies should make use of visble and hidden viral marketing to get their message out to the customers.MethodThe thesis uses both a qualitative and a quantitative method. At first there was a qualitative focus group with 6 Swedish students. The focus group generated valuable information which later was used to create surveys.
Gourmetmat för alla!
Vårt mål med projektet var att göra en webbapplikation åt Gourmet Grön och
deras nya produktserie. Applikationen innehåller information om produkterna och
hur de används samt vilka fördelear dessa ger..
Humorns gränslösa begränsningar och möjligheter : En studie av humorns praktiker utifrån exemplet samtida ståuppkomik
For this study I use a critical realism approach and the aim with the thesis is to elucidate humor as a socially reflexive tool. My investigation has its starting point in the stand-up comedy arena, which I mean can exemplify a social context where the communication is focused around humor. I mean that humor can be used to create imaginary variations of the knowledge and truths, which we live our lives according to. The asymmetrical interpretations of the socially reflexive tool humor can be used to identify, elucidate, and cope with the diverging truths of life. But even though humor has boundless possibilities to reshape knowledge, it is also limited by the social contexts where it is mediated and by the involved individuals that create the humor or sanction the humor positive and/or negative..
Vägen mot folkhemmet : En analys av en medieidentitets utveckling i populärkulturen
Denna uppsats undersöker hur en utveckling av en medial identitet går till. Vilka faktorer får en medieidentitet att ändra dess mediala bild och framtoning? För att besvara denna fråga studerar jag en artistkarriär som har genomgått stora förändringar, vilka har inneburit att även dess medieidentitet kraftigt förändrat framtoning. Artistkarriären jag har valt att studera närmare är förgrundsfiguren från Latin Kings, Douglas ?Dogge? Leóns.
Tv-spel som kultur? : En kvantitativ studie över tv-spelens kulturella plats på folkbiblioteket.
This study examines the cultural place and status of video and computer games in the Swedish public library. Using works on popular culture and the theories of Pierre Bourdieu, this study employs quantitative methods, as well as textual analysis, to analyze the results of an online questionnaire with 19 questions focusing on selection criteria, shelf placement, perceived competence, as well as reasoning for having or not having these games in the library. 286 out of the 440 libraries contacted is participating in the study, and the libraries consist exclusively of public libraries in Sweden that are found in the database of the Royal Library.The results of this study show that a larger number of libraries than previously indicated have started to provide electronic games to their patrons. At the same time, patterns in the data and comments suggests that these games in many cases still do not enjoy the same level of cultural recognition as other media. Indicative of this is the way most libraries seem to focus on the medium being exclusively for their young patrons, with seem-ingly very little in the way of investment for adults.
Spelimmersion & död : En undersökning av hur spelupplevelse och immersion påverkas av döden i nätbaserade multiplayerspel
Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.
Småbarnslitteratur sedd ur ett genusperspektiv
The purpose of this Masters thesis is to investigate if gender stereotypes are mediated to children between 0-3 years through books suitable for their age. This thesis concerns books that are available in public libraries. The content will be analysed by using a combination of methods, both content analysis of all the books in our study and a qualitative analysis of a smaller number of these books. With inspiration from both Robert Connell and Yvonne Hirdman and their theories of gender and gender stereotypes, this material was read and we wanted to examine if books for very young children might establish stereotypes. Our analysis showed that many known stereotypes are common in these books.
Objektiv rörelseanalys : ett stöd vid den visuella bedömningen av hälta hos hund?
Lame dogs are a common group of patients for the practicing veterinarian. In the
literature it is described how a clinical examination can be performed, based on
general clinical-, orthopedic- and neurological examination, and visual evaluation
of the dog when standing and during motion. For research, objective gait analysis
systems are also used to study clinically healthy and lame dogs during motion.
The aim of this degree project was to compare objective kinematic gait analysis
with a visual evaluation of dogs with different types of lameness. The project was
a pilot study to show if objective gait analysis could be used as a support for the
visual examination.
Ten lame dogs of different breeds and with different diagnoses were included in
the study. They were all patients at the University Animal hospital, Uppsala.
Bara en flickvän som bor långt bort : En studie av tjejers datormedierade relationspraktiker
In this study ? Just a girlfriend who lives far away? ? I interview fifteen girls about their experiences with computer mediated relationships. From a queer theoretical perspective I examine how these girls do and talk about their relationships, in relation to norms about relationships and sexuality as well as notions about online and offline.My aim is to discuss in which ways the performing of these relationships both reproduce and challenge norms about relationships and sexuality. The girls I interview attempt in different ways to show that doing relationships online is just as ?normal? as doing them offline.
Idrottsmän och idrottskvinnor : Slaktar rekord och får folkets kärlek på kvällstidningarnas sportsidor
Purpose/Aim: The aim of this thesis was to study the construction of gender and to compare Media?s portrayal of male and female athletes.Material/Method: 140 articles covering seven famous Swedish male and female athletes were selected from two Swedish newspapers (Aftonbladet and Expressen). The articles has been analysed within the frames of Norman Faircloughs Critical Discourse Analysis.Main results: Male athletes are often described in powerful ways and are framed as being strong and successful. Skills and strengths of women athletes are often devalued in comparison to standards of hegemonic masculinity and self-control. They are often framed as women and girlfriends in advantage of the fact that they are athletes..
En SWOT-analys av teknikerna HTML5 och Flash
Numera är multimedia på webbsidor mycket vanligt. Användare kan tillexempel se på filmer på sinadagstidningars webbsidor. Webbsidor har också blivit mer interaktiva. Detta beror dels på de högahastigheterna användare har på sina internetuppkopplingar, som tillåter tyngre multimedia påwebbsidorna, så som video. Teknikerna bakom de här multimedia webbsidorna heter HTML 5 ochFlash Player.
Normer, presentation och självrepresentation : En kvalitativ studie om unga kvinnor som bloggar
In this paper we examine how young women present themselves on their weblogs. The main purpose of this study is to get their own opinions and thoughts about their own blogging, to see if we can find norms for how they present themselves and how the presentation online matches themselves offline. We put this in relation to information technologies, social software and Computer mediated communication, CMC. It´s also in our interest to see how the phenomenon of blogs, its role and methods of communication have changed and developed in the last few years, and whether there are differences in the way people use it according to age. The major finding is that, unlike previous research, the women in our study tend to be themselves in their weblogs and they do not manipulate their identities.
När verkligheten sätts ur spel : En kvalitativ studie om profesionella socialarbetares förhållningssätt till problematiskt datorspelande som ett beroende
This study examines how professional social workers relate to problematic computer and video gaming as an addiction. It is a qualitative interview study aimed to describe and analyze how professional social workers, who in some way work with problematic computer gaming, relate to the player?s problems in terms of a concept of dependency. The theoretical approach is based on social constructivist theories of discourses, normality, the definition of dependency and diagnoses. The study was conducted through five qualitative half structured definition interviews with professional social workers that work directly or comes in contact with problematic computer gaming.
Fritidsläsning. En enkätundersökning om läsvanor i skolår fyra
SyfteSyftet med undersökningen var att få en bild av flickors och pojkars läsvanor i skolår fyra på fritiden. Frågeställningarna var: Hur ofta läser eleverna på sin fritid? Vad läser eleverna på sin fritid? Finns det någon skillnad mellan flickornas och pojkarnas läsning?Teori Tiden i skolan räcker inte alltid till för att bli en duktig läsare, utan eleverna måste även läsa på sin fritid. Genom att ta del av elevernas egna läspreferenser och använda den kunskapen kan undervisningen utvecklas och anpassas för att tillmötesgå elevernas egna intressen och behov. Detta i sin tur kan leda till ett ökat läsintresse på fritiden.
Därför onlinevideo : En engagerande historia
The financial crisis in 2008, effected companies around the globe and forced them to change their operational strategies, in order to survive. Companies with international links needed to consider external effects and due to that adapt their strategies on a global level. Demands for goods and service were decreasing and companies could only manage the cost during a recession to not face bankruptcy. Organisations need to reconsider their optimal strategy as this will determine their future outcome when managing a crisis as the one in 2008. British Airways - Air Cargo is a global company with an international network which serves about 80 countries, with about 200 destinations.