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1517 Uppsatser om Visual merchandising online - Sida 57 av 102
"GODNATTSAGAN - Vart tog den vägen?" : En undersökning av småbarnsföräldrars aktiviteter tillsammans med sina barn.
The overall purpose of this essay is to come to a deeper understanding about videos in the Youtube beauty community by using a mixture of qualitative and quantitative methods. By answering the main questions of the essay which are; What quantitatively measurable components are there in the videos that can be seen as contributing factors leading to the fact that some generate more views that others?; Is there a set mold for success containing certain aspects that a video must have to stand out?; What correlations can be found between the two categories of analysis and how do these potential correlations affect the popularity of the video? and What effects do specific components on the level of popularity of the video?, we?ve been able to distinguish differences as well as similarities on both qualitative and quantitative levels. We have also seen that using the two methods together have enabled us to reach more profound results. The main result that we have found on a quantitative level is that there are obvious correlations between a high level of popularity and a good visual quality.
Se men inte röra : Röntgen som verktyg i dokumentation av historiska stoppningar.
How can we use modern X-ray technology to raise awareness of the information that is hidden in historic upholstery? The materials and techniques add information to the history object in question and about a profession that is sparsely documented in our country. The knowledge we have today has largely been obtained by studying damaged upholstery, or by removing the show cover and upholstery, a technique which involves high risk of damaging the upholstery. X-ray technology offers a non- intrusive way to examine historical upholstery.Through case studies, I examined four artefacts. The artefacts went trough an inititial visual exam before being transported to The National Heritage Board in Visby where they underwent a thorough X-ray exam.
Spelvärlden som informativt grafiskt gränssnitt : En studie om hur spelvärldens visuella uttryck hjälper ovana spelare att förstå mål och regler
The diegetic game world places high demands on how it is designed. It is common that game developers wants to create a deeper player immersion and some developers believe to achieve this by integrating HUD elements into the game world. To find out how digital games can rely on the design of the game world, we performed user studies on beginners who have very limited experience of playing digital games. By observing the beginners, we could discern the visual aspects in the diegesis that helps players understand the game rules and objectives because the beginners won`t make their choices based on previous gaming experiences. If players encounter a variety of difficulties to understand the rules of a game, then it will less likely be a successful game.
Utveckling av ett centraliserat informationssystem
CML Data AB is a small IT-company that offers complete IT-solutions adjusted to the needs of the customers. It is hard for the employees to bring all necessary papers, files and software when visiting a customer. They also have difficulties planning their daily work and to keep track of each other, because of the lack of a shared calendar.The purpose of this report is to answer the following questions:- How do you develop a centralized information system for CML Data AB where it is possible for the employees to gain access to files, plan their days and where the customers can get access to relevant information?- How do you develop an information system that is easy to manage?- How do you make it easier for the employees at CML Data AB to update their homepage?We discussed the problems and the future information system with the employees and were able to establish a set of needs and requirements which we then used as a foundation during the software development. We used user centered system design during the whole process and focused a lot on usability and interaction design.The project resulted in a stylistically pure and user friendly portal.
Energikartläggning och energieffektiviseringsåtgärder i Zoologen på Göteborgs Universitet
The question of excessive global energy use needs to be solved. All energy production and usage have negative environmental impacts, which are best solved by reducing energy consumption and by using energy more efficiently. A large part of the Swedish energy use is concentrated to the building sector and to reduce the total energy consumption real efforts need to be made to make buildings more energy efficient.The aim of this study was to investigate how energy is used in one of Göteborg University?s buildings and to find measures that can be taken to improve its energy efficiency. The chosen building Zoologen, is used for research and education.The main method of the study is computer simulations of the present building and of possible energy reducing measures to be made in the future.
Abakus-något att räkna med? : En studie av räkneramen abakus användning bland elever med grav synskada i årskurs 1-6
Syftet med studien är att undersöka lärarstudenters matematiklärarutveckling under VFU. Studenternas egen uppfattning om vilka faktorer som är avgörande för deras utveckling står i fokus. Metoden för studien är kvalitativa intervjuer. Sådana genomfördes med 4 lärarstudentgrupper. Den teoretiska delen av studien lyfter fram lärares socialisation in i yrket och lärares kunskap.
Gränslandet mellan skola och arbetsliv
This degree project documents the meeting of four high-school students with working life before and during the practical training period, which is a mandatory part of the Swedish media curriculum. We looked into practical training, which we qualify as the crossroads between school and working life, from a student?s perspective. We chose to approach the problem theoretically via hermeneutics and we used the case study method for our field research. The foundation of our pre-understanding of the media curriculum?s practical training period lays on previously published research, the study of specialist literature, own experience gained during practical training and teaching experience at high-schools as well as a pre-study we carried out.
When I grow up : En retorisk och semiotisk studie om ansvarsretorik hos Svenska Spel, angående minderåriga.
This essay is a qualitative study of the Swedish joint-stock company Svenska Spel AB?s television commercial from 2008. The commercial is called ?Spela lagom - When I grow up?, and is meant to serve as an informational commercial about being underaged in situations regarding gambling. Using semiotics and rhetoric?s, we are analyzing how elements seen in the commerical affects the rhetorical situation the clip is bound to; how the marketing is done to enhance Svenska Spel?s brand; and what strategies are used to make sure the public service announcements regarding persons involved with underage gambling gets acceptance.
Nyheter på sociala medier : Twitters påverkan på användarnas nyhetskonsumtion
Our digital society encompasses nowadays different channels, which includes social media where many users consider it as a platform where they can fetch news or exchange news and information. This leads to a large spread of news exchange in a very fast speed, which involves the global users within social media to be a part of this social interaction. This study is focused on how Twitter affects the usage of the user?s news consumption. By reaching out to our specific target audience, which includes Twitter users in Sweden, we made a web based survey with a content of relevant questions.
Simulerad interaktiv arbetsmiljö : Från teori till design och implementering
This is a thesis on D-level. In a previous course, at our program Computer Science, we came up with an idea of how to improve/complement training for new employees who are situated in a stressful workplace at companies who are in a constant need of rehiring. We developed this concept and came up with an idea for a simulator that could train staff as well as relieve stress and tension for new employees. The idea matured and became a Serious Game simulator based on a dual-wield Wii-controlled PC-based simulator with Bluetooth support.The purpose of this paper is to produce a design concept for a simulator as well as conducting research on the topics: mental and physical learning abilities, psychomotor abilities, visual perception, hand-eye coordination, confidence, simulators and Serious Games. The conducted research will be the foundation for the design concept which will be implemented in our co-workers', Henrik Djerf & Daniel Gomez-Ortega, prototype.
Det målande barnet. Diskursanalys av estetiska läroprocesser i relation till Deweys estetiska erfarenhetsbegrepp.
THE PAINTING CHILD. A DISCOURSE ANALYSIS OF AESTHETIC PROCESSES OF LEARNING IN RELATION TO DEWEY´S ART AS EXPERIENCE.The aim of this study is to present a discourse analysis made on five-year-old children during art activities in a preschool in Sweden. The questions asked are: how does interaction take place between the children, or the child and the teacher, during art activities? And what does this tell us about the relationship to art in preschool? In Art as Experience John Dewey claims that art is separated from other experiences of life, but that it ought to be close to ordinary life-experiences. Today visual culture is important in society but not in school.
Konfrontationsbenämning av substantiv och verb hos svensktalande vuxna utan anomi
Confrontation naming is commonly used in speech and language pathology to diagnose neurogenic communication disorders and evaluate naming ability. The existing Swedish assessment instruments for adults consist of pictures depicting nouns. In this study, parts of the instrument An Object and Action Naming Battery were used, containing pictures depicting both nouns and verbs. The study?s purpose was to explore the degree of difficulty in the material, based on the naming of the participants, and examine whether different variables correlate with the results in confrontation naming.
Effekterna av behandling med capsaicinkräm på självskattad smärta och aktivitetsnivå hos patienter med kronisk, benign smärta från rörelseapparaten
Kronisk smärta är vanligt förekommande bland befolkningen och kan ge stor påverkan på det dagliga livet. Personer med kronisk smärta blir ofta överkänsliga i det centrala nervsystemet (central sensitisering). Läkemedlet capsaicin är potent för att lindra smärta och lugna ett överretat nervsystem. Syfte: Att utvärdera effekten av capsaicinkräm på självskattad smärta och aktivitetsnivå hos patienter med långvarig, benign smärta från rörelseapparaten. Metod: Av 40 tillfrågade personer valde 13 att delta.
MedImagerWeb - Utveckling av webbapplikation för sökning och hantering av bilder ur bilddatabas
1995 startade medlemmar ur Swedish Oral Medicine Society tillsammans med Institutionen förData och Informationsteknik på Chalmers tekniska högskola projektet MedView. Projektets syfte äratt utveckla modeller, metoder och datorbaserade verktyg för att stödja kliniker i deras dagligaarbete och forskning. 2005 lanserades webbcommunityn SOMWeb och projektet gick in i sin andrafas med fokus på nätbaserad kunskapshantering. Den virtuella mötesplatsen togs emot väl och detbeslutades att satsa vidare på ökad funktionalitet via Internet.Denna rapport beskriver utvecklingen av en webbapplikation som möjliggör åtkomst av denmedicinska bilddatabas som byggts upp under MedView-projektet. Som utgångspunkt förapplikationens funktionalitet och innehåll står skrivbordsapplikationen MedImager.
Den mobila marknadsföringens utveckling - Sociala medier som plattform för mobil marknadsföring.
Företag har sedan länge varit intresserade av mobil marknadsföring och då speciellt medplatsbaserade tjänster (Location Based Services ? LBS) som fokus. Ett stort hinder för denna nyamarknadföringskanal har då varit att hantera kundens acceptans till reklam i mobilen. Vårt syfteär att identifiera faktorer som visat sig vara kritiska och idag hanterbara för att uppnå en lyckadmobil marknadsföring. Den utförda empiriska studien pekar på att en stor del av befolkningenäger tillräckligt avancerade mobiler för att hantera en mer anpassad mobil marknadsföring.