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464 Uppsatser om Video - Sida 2 av 31

?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.

?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.

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.

"Ni måste se det här klippet" : En studie av gymnasieungdomars Youtube-vanor

The purpose of this study is to show and explain how and why Swedish young people use Youtube.We conducted a written survey, asking approximately 120 students between the ages 16 and 18. The survey was carried out in the classrooms in order to receive answers from as many students as possible. We then interviewed six of them to gain further knowledge of why they use Youtube the way they do.The survey showed that Youtube is used by all of the students and very frequently by most of them. Comedy and music Videos are by far the most popular genres that are viewed. In most cases watching Video clips on Youtube is a social activity, often combined with both talking about clips and sending and receiving Video links to and from friends.

Våldsamma, sexistiska och rasistiska tv-spel på folkbiblioteket ? en undersökning om bibliotekariers syn på och hantering av kontroversiella tv-spel

The aim of this thesis is to study the views of public librarians on the subject of controversial Video games and how they work with them at the library. The purpose of the study is to answer these questions: What content is controversial in Video games according to the librarians? How do the librarians handle the controversial games at the library? Does it exist a conflict between the users and the librarians about the controversial Video games? Is it possible to see any underlying reasons or tendencies in the librarians answers? Five qualitative interviews were performed to answer these questions and the collected data was analyzed using the terms, value rationality and instrumental rationality which were collected from a theory by Geir Vestheim. The results showed that the librarians see violence, sexism and racism as controversial content in Video games. They handle the games at the library by limiting the access for children with age limits and by not buying the most controversial games in some cases.

Impressions of reality

Impression of reality deals with the subject of wearing a mask. It is an exploration of the idea that we are all playing different roles, on a stage in front of an audience. The aim was to work conceptually with text, photo and Video as a way of exploring a subject. The goal was to create and edit the material so it would be interesting for the visitor at the graduation exhibition. The content was created through experiments based on questions such as the following examples; What is a mask? How can content control form? What is originality? The process resulted in a publication and a Video installation with the ambition of highlighting the idea of the world as a theatrical construction.

Välj, kontrollera och dela: : en sekundär skärmupplevelse

Detta examensarbete har varit att ta fram ett koncept för ett second-screenlager till företaget Headwebs filmuthyrningstjänst. Denna rapport visar på hur tre second-screenfunktioner kan appliceras i en Video on demand-tjänst. De tre funktionerna som applicerades var att som användare via sin second-screen välja på vilken enhet man vill se sin film, kontrollera filmens playbackkontroller och välja ut små filmklipp från filmen och dela dessa på sociala medier.Resultatet blev ett lo-fi-prototyp som visar hur de tre funktionerna kan appliceras på Headwebs iPadtjänst och listar för- och nackdelar med de olika konceptet..

Användargenererad livestreaming, nätgemenskaper & social interaktion : En kvalitativ undersökning gällande interaktion mellan tittare och streamare på plattformen Twitch

The popularity of Video games has been boosted by the rise of user-generated live streaming platforms, and the biggest of them all is Twitch. The popularity depends on Twitch alignment of live streamed Video games. The stream is created by a player who broadcast and streams the Video game online. The Video game can then be watched by a viewer that is interested in the Video game. In every stream there is an implemented live chat that allows the viewer to interact with the streamer while the stream is online.

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