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576 Uppsatser om Video mediated - Sida 9 av 39

Att finna kärleken @ Internet : en studie om hur kommunikationen mellan åtta par utvecklats från det första mötet online till det första mötet offline

Purpose/aim: The purpose is to get increased knowledge about how the communication had developed from the first contact online to the first meeting in real life and even after when it had turned into a real relationship. I also wanted to know why the eight women I interviewed experienced that the Internet is a good venue to meet and develop a real relationship at and if there existed any differences between those four women who were a bit older and those four women who were young.Material/method: When the purpose with this survey stood clear I decided to use interviews as the method to find out more about my subject. I decided to do eight interviews and I contacted eight women who all found their partners online that were willing to help me and answer my interview questions. I did six of the total eight interviews through MSN Messenger and the other two through the telephone.Main results: I found out that three of the older women had used e-mail and telephone and sometimes SMS communication to find out more about their soon to be partner and after that decided to meet the other person in real life. One of the older women and all four of the younger ones had used a Community and Instant Messenger to communicate with their soon to be partner, they also used the telephone and SMS to communicate with each other but Instant Messenger was the medium that dominated in their wish to communicate.

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.

Media : Terroristens medhjälpare?

C-uppsats kandidat 2011Title: Media ? terroristens medhjälpare? Författare: Christoffer WiklöwSpråk: svenskaInstution: JMK, Stockholm Universitet En kvalitativ studie om New York Times språkbruk kring terrorism. De valda frågeställningarna blev:Hur är New York Times språkbruk kring terrorism och 9/11 2001, respektive 2011? Hur har mass-mediated terrorism-diskursen förändrats mellan året 2001 och året 2011 i New York Times nyhetsartiklar om terrorism och 9/11? Hur ser en reporter på sin roll som skribent om 9/11, och hur kommer detta att indikera på att journalisten kanske faller offer för att vara terroristens medhjälpare?Och materialet för studien blev fyra artiklar från New York Times, och en intervju med en skribent bakom en av artiklarna. Teorival blev en kritisk teori-inriktad del med en socialkonstruktionisktisk infallsvinkel som stöd. Birgitte L.

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.

Immunmedierad hemolytisk anemi hos hund : en retrospektiv studie

Immune-mediated haemolytic anaemia (IMHA) is an immune-mediated destruction of erythrocytes and is one of the most common haematological diseases diagnosed in dogs. The haemolysis is a type II immunoreaction and is initiated by IgG or IgM antibodies or complements. This retrospective study includes 63 dogs suffering from primary IMHA. The study was based on information from records from the Swedish University of Agricultural Sciences, Department of Small Animal Clinical Sciences in Uppsala and from the Animal Hospital in Strömsholm. The aim of the study was to evaluate the progress of the disease, treatment and the prognostic factors in different breeds, gender and age. Following criteria were used for the dogs to be allowed in the study: the dogs were diagnosed with anaemia, the anaemia was regenerative and autoagglutination and/or spherocytes were seen in the blood. About 50 % of the dogs in the study were diagnosed with IMHA within 2-6 years of age. Wire-haired dachshund was remarkably one of the most common breeds in this study together with Cocker and Springer spaniel.

Könsstereotyper i reklam, Gender stereotypes in commercials : En analys av genus i ICAs och H&Ms reklam, gender analysis of the commercials from ICA and H&M

We are constantly being fed information. Everything and everyone we come into contact with may somehow make a new impression on us, whether we are aware of it or not. One of the ways that people in today?s society in Sweden are being given information is via different types of media, for example through commercials. Whether it?s a video clip or a still-frame picture, a commercial is an effective way for a company to reach out to potential customers.However, it is not only the messages or signals that may appear obvious that these companies send out when advertising with commercials.

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.

Streaming och nätverk för digital skyltning

Idag finns som alltid behovet att distribuera media. Allt eftersom prestandan för överföring av information i dator-nätverk har ökat har detta blivit möjligt genom streaming, strömmande media. Detta innebär att klienten inte behöver ladda ner hela materialet för att kunna se eller lyssna på det. Allt eftersom kravet på kvalitén av materialet ökar blir kraven på nätverket högre. Precisallt Media AB är ett företagsom sysslar med digital skyltning.

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. Vårt mål med projektet var att skapa två videos som inte följde den generella mallen för hiphop-videos.

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