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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
361

Implementation och utvärdering av kommunikation mellan smartphone och in flight entertainment systems / Implementation and evaluation of communication between smartphone and in flight entertainment systems

Viberg, Erik January 2021 (has links)
In this thesis an implementation of an Android application is made. The application is able to run on both an Android based In Flight Entertainment system screen, as well as on an Android smartphone. When two instances of the application is run on different systems, the two application instances are able to communicate with each other via UDP or Bluetooth. The implementation of the communication is evaluated. For implementations demanding high goodput, UDP is better suited than Bluetooth which is consistent with results of previous studies. For implementations where response times are more important than goodput, Bluetooth is considered to still be a viable option. The results shows that the hardware performance of the system running the application greatly impacts the resulting goodput and response times of the communication. Hardware performance is therefore concluded to be the biggest hurdle to overcome when implementing demanding application communication between smarthphones and the In Flight Entertainment systems targeted in this study. / I detta examensarbete så skapas en Android applikation. Applikationen kan köras på både en Androidbaserad In Flight Entertainment skärm, samt en Android smartphone. När två instanser av applikationen körs på olika enheter så kan applikationerna kommunicera med varandra via UDP eller Bluetooth. Implementationen av kommunikationen utvärderas. För implementationer som kräver högre goodput så är UDP bättre lämpat att använda än Bluetooth, vilket är konsekvent med resultat från tidigare utförda studier. För implementationer där låg responstid är viktigare än hög goodput, så är Bluetooth dock inte ett uteslutet alternativ. Resultatet visar att hårdvaruprestandan hos den enhet som applikationen körs på har en stor påverkan på kommunikationens goodput och responstid. Utifrån detta så dras slutsatsen att påverkan från hårdvaruprestandan är den största begränsningen som behöver adresseras vid implementation av krävande applikationskommunikation mellan smarttelefoner och de In Flight Entertainemet system som använts i denna studie.
362

Anforderungen des Nicht-Elektrischen Explosionsschutzes im Produktentwicklungsprozess

Herbst, Sabrina, Engelmann, Frank, Grote, Karl-Heinrich January 2016 (has links)
Einleitung Der Faktor Zeit nimmt in unserer heutigen Gesellschaft einen bedeutsamen Platz in den unterschiedlichsten Bereichen unseres Lebens und Wirkens ein. Beispielsweise verbreiten sich Nachrichten weltweit innerhalb von Minuten, Reisezeiten verkürzen sich von Tagen auf mehrere Stunden (Kurpjuweit 2013) und die Hersteller von Unterhaltungselektronik verkürzen die Produktlebenszyklen um neue Produkte schneller am Markt zu platzieren (Scheimann 2011). Die Reduzierung des Produktlebens ist bei vielen anderen Produkten des Konsum- und Investitionsgütermarktes festzustellen, da die Markteintrittsstrategie den möglichen Absatz des Produktes bestimmt (Meffert et al. 2008, S. 445f.). Der Erfolg eines Produktes ist jedoch eine Folge aus unterschiedlichen Aspekten, wobei die Zeit, neben der Qualität und den Kosten, einer der Hauptparameter ist. Demzufolge ist das Zusammenspiel dieser drei voneinander abhängigen Faktoren auch im Produktentwicklungsprozess zu berücksichtigen, um die geforderten Ziele zu erreichen (Burghardt 2013, S. 23). Diese werden durch den technologischen Fortschritt, die veränderten Bedürfnisse der Kunden und den internationalen Wettbewerb bedingt (Cooper 2010, S. 8ff.). Durch den Einsatz von strukturierten Produktentwicklungsprozessen können die Zielvorstellungen abteilungs- und aufgabenübergreifend berücksichtigt und kontrolliert werden. Anwendungsbeispiele für komplexe, aber systematische Produktentwicklungsprozesse sind in der Automobil- und IT-Branche zu finden (Braess 2013; Ruf & Fittkau 2008). Für die Produkte der Sicherheitstechnik muss bei der Entwicklung, Konstruktion und Fertigung jedoch ein Aspekt gesondert betrachtet werden – die Qualität. Es sind sehr hohe Anforderungen und Ansprüche zu erfüllen, die teilweise vom Gesetzgeber festgesetzt wurden, da die Sicherheit von Mensch und Maschine zu gewährleisten ist. Im Bereich des Explosionsschutzes, welcher als ein Teilgebiet der Sicherheitstechnik gilt, ist die Einhaltung von Richtlinien und Normen bei einer Produktentwicklung für den Markteintritt zwingend erforderlich. Neue Bauteile werden u.a. durch aufwändige Prüfungen von benannten Stellen erprobt. Diese Bedingungen beeinflussen den Produktentwicklungsprozess und die Konstruktionsmethodik im Explosionsschutz fundamental und charakterisieren den kosten- und zeitintensiven Vorgang durch aufwändige Iterationen (Träger et al. 2005).
363

Populární hudba v televizní zábavě 90.let na území ČR / Popular Music in Television Entertainment in 90's in Czech Republic

Zdychová, Šárka January 2020 (has links)
The thesis "Popular Music in Television Entertainment in 90's in Czech Republic" is mainly engaged in the development of music show in this period, namely monitors developments of hit-parades Medúza and Eso. The period of 90's can be talk like a top of this kind of shows that have been an integral part of television entertainment. In connection with their development this study also deals with the history of these formats prior to 1989 and with the period context. The complexity of the topic also forms the theoretical basis in which work is about notions of popular culture, mass and consumer culture and globalization. The concept of globalization is closely related to the developement of television programs. Globalization is going through all the basic components of the production of these programs, both music and the television environment itself, and is just a possible consequence of the decline in the popularity of television hit-parades today. Keywords Television entertainment, popular music, format in TV, music show, hit-parade
364

Reconnect with readers : Does native advertising affect customer’s attitude towards online advertising?

Hemphoom, Sunisa, Konrádi, Karina January 2020 (has links)
Background - The thesis topic was selected because of the increased value of ads as a promotional tool and the growing avoidance arising from the exposure rate towards advertising. The principle of native advertising gives marketers a less intrusive pathway. Despite the increased trend and the benefits of using native advertising as a digital marketing tool, native advertising has been criticized for its approach. However, we hope to provide another insight into the positive side of native advertising.  Purpose - We seek to help advertisers improve native advertising content based on individuals' preferences by focusing our attention on what motivates consumers to affect their attitude towards online advertisement in the form of native advertising. Therefore, the purpose of this thesis is to investigate the factors influencing internet users’ attitude towards native advertising.  Method - The thesis is an exploratory study which is based on a qualitative method along with an abductive approach within the interpretivism stance. Data collection was done through primary. Within the primary data, it is collected through a semi-structured interview with the eleven internet users. Both genders are included in the data collection as well as it consists of several nationalities. Also, the data analysis is done through a thematic analysis method.  Conclusion - Entertainment, informativeness, irritation and credibility were applied to research the attitude of customers towards native advertising. Participants agreed that native advertising itself is not enough to encourage them for consumption, but they find it a smart and new idea that makes it easier to recognize the brand. While all four factors were crucial, we could discover different categories within each type that can influence customers’ attitude. Moreover, participants did not feel overwhelmed or deceived by native ads.
365

Development of an interactive seriousgame for stress relief during flights

Larsson, William January 2022 (has links)
Airway travel is an easy and accessible form of transportation that allows billions of people to travel the world each year. Many passengers are however not perfectly comfortable on flights, with stressful flight-related anxieties or phobias being common. These issues are all sources of various negative emotions and can be difficult to circumvent or tone down when on long flights. Previous research has shown that controlled breathing techniques and distraction from the situation are good approaches when dealing with the body's physiological stress responses, but both techniques have seldom been used in conjunction.    This thesis is targeting In-Flight Entertainment (IFE) systems used onboard modern aeroplanes to provide passengers with a serious game for alleviating stressful emotions during flights. The study aims to determine whether guided breathing combined with gameplay distraction can help passengers with various flight-related anxieties to relax and regain a calm state of mind. This was done in comparison to a standard breathing exercise. The data was collected from user testing involving Visual Analogue Scales (VAS) for happy and sad moods and the Strait-Trait Anxiety Inventory (STAI) to evaluate participants' emotional states. Heart rate measurements were used to analyse correlations between stress and heart rate. Finally, the game itself was evaluated for its intrinsic value, effectiveness for stress relief and the participants' intention to engage with it.  The results of the study could however not draw any conclusions that indicate that the serious game was any more effective than standard breathing exercises in most aspects, with both having a similar influence overall. A few components, namely immersion, enjoyment, entertainment, concentration and usability did however show a significant increase indicating that the serious game is a more enjoyable experience while remaining effective for relaxation and stress relief.  In conclusion, having a larger number of participants would have enabled the results to make more accurate and reliable findings. Heart rate was also found to be a poor predictor of stress, with more appropriate sensors being an area of improvement for future studies. Using both breathing techniques and distraction can however be considered to be a useful way to provide stress relief as both components were found to complement each other well.
366

Can Social Media Help Boost Customer Satisfaction? : A quantitative study on how different social media marketing activities impact customer satisfaction.

Liu, Caiyan, Andersson, Frida, Omar, Iftin January 2022 (has links)
Background: The development of social media brings traditional marketing into a newera - social media marketing - which offers new platforms through which brands cancarry out marketing activities and connect with their customers. Thus, social mediamarketing has become important for brands and marketers to reach their customers andsocial media marketing activities (SMMAs) include entertainment, trendiness,customisation, interaction, and word of mouth (WOM). Purpose: The purpose of this paper is to explain the impact of social media marketingactivities (SMMAs) on customer satisfaction.  Methodology: A quantitative method and deductive research approach were adopted inthis research as a means of gathering data. Through a cross-sectional research design, anonline self-completion questionnaire was created and conducted with consideration ofethical and societal issues; as a result, 165 valid responses were collected. The collecteddata from the respondents were analysed through frequency analysis, descriptiveanalysis, explore analysis, reliability analysis, correlation analysis as well as multipleregression analysis. Findings: The results of this research revealed that both H3 and H4 were accepted,meaning that customisation and interaction have a significant positive impact oncustomer satisfaction. Conversely, H1, H2, and H3, i.e., entertainment, trendiness, andword of mouth (WOM), were rejected. Conclusion: This study concluded that customisation on social media (H3) positivelyinfluences customer satisfaction which can be understood as customised content isaimed in a way to suit the customers’ own preferences. Furthermore, interaction onsocial media (H4) was revealed to have a significant and positive impact on customersatisfaction. As firms and businesses interact with their customers on social media, theyallow for communication between a brand and the customer. Whereas, entertainment(H1), trendiness (H2) and WOM (H5) on social media do not significantly impactcustomer satisfaction.
367

Production of HIV/AIDS lessons in the entertainment-education television programme Tsha Tsha and their reception by HIV-positive men in Soweto-Johannesburg

Ogenga, Fredrick Oduor 22 October 2008 (has links)
This study aims to examine the production of HIV/AIDS lessons on Tsha Tsha Entertainment-Education and their reception by HIV-positive men in Soweto, and to find out whether this response impacts on their perception of their roles and responsibilities in HIV/AIDS. The rationale behind this study is that gender and HIV/AIDS has been critical in interventions aimed at combating the disease. Studies in South Africa on gender have revealed that versions of masculinity can be implicated in the increasing infection rates of HIV/AIDS making efforts to combat the disease problematic. A qualitative methodology is used. This method included interviews and focus group discussions. Five interviews were done with programme producers and researchers of Tsha Tsha to find out the major considerations in production. An average of seven HIV-positive men were exposed to 12 episodes of Tsha Tsha to find out their responses in six focus group discussions, and whether these indicated a changed perceptions in their roles and responsibilities in HIV/AIDS. Their responses were then examined under Bandura’s (1971) social learning theory and Hall’s (1977) encoding-decoding theory .This theories explain the considerations in the production of lessons in Tsha Tsha and how audiences respond to those lessons respectively. The findings reveal that audiences (HIV-positive) men identify with lessons around HIV-testing, disclosure, support and those that challenge stigma and masculinity in HIV/AIDS. Disclosure emerges as a major theme and is compared with sub themes of testing, stigma, masculinity and social support to form categories that are presented as the findings. While HIV-disclosure is seen as challenging HIV/AIDS stigma and masculinity, where men accept their condition, and take responsibility to continue occupying their space as men, E-E production can reinforce lessons around disclosure and other coping strategies to combat HIV/AIDS.
368

The Effects Of Physical Movement In Virtual Reality With The Use Of Heart Rate Biofeedback Interaction As A Game Mechanic

Pettersson, Sebastian January 2021 (has links)
This thesis explores the use of heart rate as a biofeedback game mechanic control in combination with physical movement in a Virtual reality (VR) environment using either teleportation, or a VR treadmill. A literature review, surveys, expert interviews, semi-structured interviews and a VR prototype were created. The prototype was iterated three times, and tested using the A-B method with 57 participants. The Polar H10 was used for the heart rate monitoring of the participants. The readings of the heart rate values were received via a script in Python in order to extract raw heart rate data from the participant in real time and sent to the prototype in Unity. It includes different interaction functionalities, a teleportation system, and a grabbing system from the SteamVR asset pack, a walk function using the Omnideck from Omnifinity, and includes assets from Unity for the graphics and sound. From the results and analysis of the data from the prototype, it can be interpreted that using some sort of movement in VR enhances the participants engagement and immersiveness in the environment. While heart rate biofeedback control enhances the VR experience, adding physical walking using treadmills improves it even more.
369

Poetika imanence: performance divadlo Forced Entertainment / Poetika imanence: performance divadlo Forced Entertainment

Suk, Jan January 2017 (has links)
Jan Suk The Poetics of Immanence: Performance Theatre of Forced Entertainment Abstract The present dissertation thesis examines the multi-faceted nature of the devised as well as durational works of the British experimental theatre Forced Entertainment via the thought of Gilles Deleuze and Félix Guattari. The aim of the thesis is to explore the transformation- potentiality of the territory between the actors and the spectators. The transformativity of this interspace, or the territory in-between, is decodable namely via Forced Entertainment's performances' structural patterns, sympathy fostering aesthetics, virtual audience integration and accentuated emphasis of the now. The application of Deleuze's philosophy, chiefly the phenomenon of immanence, results in the definition of the poetics of immanence, whose operation enables the transformativity of theatrical space to be terminologically embraced. After delineating crucial terms, such as performance and theatre, live art, or postdramatic theatre, the initial chapter contextualizes Forced Entertainment as the pivotal experimental theatre group; the chapter further conducts an analysis of relevant critical literature in performance and theatre theory discourse. Chapter two provides a deeper contextualising study of the most significant Deleuzoguattarian...
370

"Cibo" - A serious game raising awareness for the effect that different food has on the environment

Dahl Karipidis, Tim Oscar January 2019 (has links)
Climate change might be our time's defining issue and our way of producing and consuming food is a large contributor of global climate change. This thesis investigate the possibility of using serious gaming with the intent of raising awareness for the difference in emissions of distinct food types. With the development of a serious game, this paper aims to raise awareness for these issues among university students. The game was evaluated with nine university students and the results suggests that the use of serious gaming with the intent of raising awareness for the difference in emissions of distinct food types show potential, however it was unclear whether or not the students gained a wider understanding of the issue or only acquired some factual knowledge.

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