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830 Uppsatser om Online poll - Sida 1 av 56

Filmspridning och ny teknik i samband med huliganvåld : En studie om hur filmklipp sprids och hur dagens teknik används av svenskafotbollshuliganer och supportrar

We have in this study preformed a quantitative examination on how hooligans use film and new technologies to spread private videos on the Internet. With today´s technologies it is very easy for hooligans to publish their videos. In this study, we have choosen to do a questionnaire poll based on seven questions about what people think of hooliganviolence on online video sharing sites. We have also conducted an online interview with a former swedish hooligan. The people who participated in our study are all anonymous, and therefore we have no age or gender included in our study.

Den uppkopplade enkätundersökningen : En studie av informationsvisualiseringen i Mentimeter

A new phenomenon on the Internet is the online audience response. Mentimeter is a web-based tool where you can create Online polls. The users can then cast a vote and the result is shown in real time. We want to test the information visualization in Mentimeter and we base our hypothesis, that a better graph design is possible, on the work of Edward Tufte and Stephen Few. Edward Tufte is an emeritus at Yale University, where he held courses in statistical evidence and information design and has created theories about how visual information should be designed.

Den virtuella dejtingvärlden : En studie om användandet av nätdejtingsajter

The purpose of this study has been to investigate the virtual world that people are part of on online dating sites. To do this we have investigated two different research questions, which are the following: What functions do the online dating sites provide? Why and how are the online dating sites being used by their members? In order to gather information about these matters, we have used a qualitative method consisting of participating observation, scrutinizing and single person interviews. Our results indicate that people have different goals with their usage of online dating sites; some are looking for love, a long-term relationship while others are looking for sexual contact. There are many different online dating sites to choose from depending on the users? objective.

En Plats på nätet : Deltagande Observation i den virtuella miljön Ragnarök Online

Ragnarök Online en plats på nätet, ett online-spel, där människor från hela världen möts och samverkar. Det är i detta möte personer emellan som den virtuella miljön Ragnarök Online skapas. Målet med denna uppsats är att visa på hur människor interagerar i, och skapar denna plats på nätet. Varför spenderar folk tid i virtuella miljöer? Är det annorlunda att agera i en virtuell miljö? Dessa är några av de frågor vi kommer att möta i texten.

Från TV-TV till Social-TV : En studie av strategier för Webb-TV och Sociala Medier

This study explores how online television works and how it is integrated with social media such as Facebook, Twitter and blogs. Through three qualitative interviews with representants from different fields of work regarding online television, we have concluded how online television is being used in Sweden today and concludes with examples of what the future of online television could look like. Representatives from the following companies have been interviewed: SBS Media Group Sweden, Strix Television and Mediamätning i Skandinavien. The use of social media for marketing of online television is a fact for the companies in this study. However, the result of the study shows that theres room for development in the integration between online television and social media.

Spelets språk : Hur används det engelska språket i onlinespel?

This study aims to research how upper secondary pupils interact while playing online games, how the English language is used within each game and what attitudes these pupils have towards language in school and online gaming respectively. Online gaming sessions have been recorded to analyze the methods of interaction by which people communicate with each other while playing online games. Furthermore, the text-based communication occuring in online gaming is analyzed on a lexical level to find words not defined in legitimate English dictionaries. Interviews with students have been conducted to understand the attitudes held by students towards language in school and online games..

Lek och allvar : Om pokerspelande på nätet

This study explores the relatively new phenomenon of online poker. More specifically, it elaborates on who the online poker player is, why s/he plays online poker, what the fascination of the game is, why s/he continues to play, and what the experience is. The study is delimited to focus on individuals who mainly play Texas hold?em online. The empirical material is based on semi-structured interviews with active online poker players, as well as on secondary data such as articles and literature.

Bostaden och de boende

AbstractWe all have experience of dwelling, which means that everyone can have an opinion about the architecture of the dwelling. Today the building companies do not have time enough to investigate which architecture qualities their clientele ask for in their apartments. JM AB use to call their apartments ?generous city apartments?. But do these apartments fulfill the needs of their dwellers? And what would the apartments look like if they were designed according to the wishes of the dwellers? When JM AB get knowledge about the dwellers needs and wishes they can make even better apartments for their future customers.The purpose and the objective with this report are to draw up proposals for tenant owner flat.

SECOND LIFE: SECOND CHANCE - A netnographical study of the online virtual world Second Life as a place of...

Our study illustrates the nature and characteristics of the virtual world Second Life. We have identified that the online community aims to satisfy hedonistic needs through social and conspicuous consumption, for online use only, concentrating on socially accepted identity construction..

Upplevda oönskade beteenden hos katt : förekomst och orsaker till dessa

The objective was to examine the frequency of unwanted behaviors in the Swedish feline population and what factors in the environment, inheritance and past life that have an influence on the frequency. SLU?s web poll generator was used to create a web poll which insinuated that it was a poll with objective to make an inventory of the Swedish feline population. I wanted to avoid that only owners to cats with unwanted behaviors answered the poll. The web link to the poll was sent to SLUs students and posted on Internet forums for people interested in cats.

Sms-lån - Färdigreglerat?

Ragnarök Online en plats på nätet, ett online-spel, där människor från hela världen möts och samverkar. Det är i detta möte personer emellan som den virtuella miljön Ragnarök Online skapas. Målet med denna uppsats är att visa på hur människor interagerar i, och skapar denna plats på nätet. Varför spenderar folk tid i virtuella miljöer? Är det annorlunda att agera i en virtuell miljö? Dessa är några av de frågor vi kommer att möta i texten.

Släktforskning på nätet : Onlinetjänsters påverkan på släktforskares informationsbeteende

With the technological development of the last decades, an increasing number of genealogists are carrying out their research online. The purpose of this master?s thesis is to examine how and why genealogists' information behavior has been influenced by the use of online services for genealogy. Using a conceptual model of genealogists' information behavior as theoretical basis for the study, I examine how the use of online services affect genealogists? search process, what information they are looking for and what information resources they use.

Data och Tv-spel : Data och tv-spels påverkan på ungdomar

The purpose of this study is to investigate in what extension students experience that computer and videogames affect them. I have chosen to focus on the physical, mental and social affect that this activity might bring them. I have also examined how much time the students spends in front of the computer or the videogame and in which social context they play.The method I have chosen to use is a quantitative opinion poll which I used in three classes of the later junior high and I have also conducted five qualitative interviews.The conclusions I have drawn from this investigation are that computer and videogames affects teenagers both physically and mentally. Physically the affects of playing videogames mostly can be derived to the physical inactivity they expose themselves to. The students themselves did not experienced any positive physical affects from their playing.Amongst the mental affects that stood out the most I recognized the social training that online gaming provided and also the intellectual stimulation that certain games offered the player.

Hur väljer man lämpliga SNP för produktion av SNP-chip?

The objective was to examine the frequency of unwanted behaviors in the Swedish feline population and what factors in the environment, inheritance and past life that have an influence on the frequency. SLU?s web poll generator was used to create a web poll which insinuated that it was a poll with objective to make an inventory of the Swedish feline population. I wanted to avoid that only owners to cats with unwanted behaviors answered the poll. The web link to the poll was sent to SLUs students and posted on Internet forums for people interested in cats.

En portal till frihet? : - En studie av www.scientologi.se

Uppsatsens undersökning bygger på en studie av den officiella Scientologikyrkans hemsida: www.scientologi.se. Den frågeställning varpå uppsatsen främst baseras på är: På vilket sätt förmedlar Scientologikyrkan sitt budskap via www.scientologi.se? Tidigare forskning kring ämnet är väldigt knapphändig vilket motiverar valet av uppsatsämne. Uppsatsens teoretiska utgångspunkt baseras på Christopher Hellands begrepp religion online och online religion. Studien lägger därför stor vikt på huruvida Scientologikyrkans svenska hemsida är en religion online eller en online religion.

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