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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.
1

Sprache mit Potenzial : XML als Grundlage des Cross-Media-Publishing /

Jackenkroll, Melanie. January 2006 (has links)
Fachhochsch., Diplomarbeit, u.d.T.: Jackenkroll, Melanie: Nutzen vom XML für die Herstellung verschiedener medialer Varianten von Informationsmitteln--Zugl.: Köln, 2002.
2

Att designa engagerande cross-media : - en kvalitativ studie av framgångsfaktorer vid effektiv medieproduktion

Hörstedt, Eric January 2011 (has links)
No description available.
3

Sprache mit Potenzial XML als Grundlage des Cross-media-Publishing

Jackenkroll, Melanie January 2002 (has links)
Zugl.: Köln, Fachhochsch., Diplomarbeit, 2002 u.d.T.: Jackenkroll, Melanie: Cross media publishing mittels XML
4

Erfolgsfaktoren für Crossmedia-publishing-Anbieter

Müller, Andrea January 2009 (has links)
Zugl.: Berlin, Steinbeis-Hochsch., Diss., 2009
5

Fundamental Concepts for Interactive Paper and Cross-Media Information Spaces

Signer, Beat. January 2005 (has links)
Diss. ETH Zürich, 2005.
6

Motivations in Sports and Fitness Gamification : A study to understand what motivates the users of sports and fitness gamification services

Stålnacke Larsson, Richard January 2013 (has links)
Sports and fitness is a trending theme in the field of gamification, which in turn is a trending theme in cross media. Underlying the concept of gamification is motivation. Sports and fitness seems to be an area where people have a hard time of motivating themselves in. Even though sports and fitness is popular, most research has been made in other settings. The research that has been made so far on motivation in gamification stands on two different sides on how gamification should be used to motivate users. One advocates the work on the user’s external motivation while the other focuses on internal motivation. By asking users of sports and fitness gamification services I seek to find out what motivates them. This thesis shows that by working on the user’s external motivation, the internal motivation can increase over time. Based on the findings I suggest a new implication for design in gamification which better suits the area of sports and fitness and will hopefully help gamification designers and researchers alike.
7

An empirical investigation into the combined effect of sequence and cross–media exposure on audience attitudes

Grimwood, Samuel James Thomas January 2010 (has links)
This study examines the effects of cross–media advertising on audience attitudes. An experiment was created that simulated every day media encounters: reading a magazine, watching television, and listening to the radio. A test advertisement was inserted into the experiment. After completion, participants were questioned on their recall, attitude toward the advertisement, attitude toward the brand, and purchase intention. In total, 1848 individuals were surveyed. From this, inferences about multiple media sequencing effects and repetition were made. The findings have value to researchers and practitioners.
8

Anforderungen von Crossmedia-Kampagnen : eine Untersuchung am Beispiel einer Casting-Show /

Regner, Christian. January 2008 (has links)
Fachhochsch. des Mittelstands, Diplomarbeit--Bielefeld, 2006.
9

Fundamental concepts for interactive paper and cross-media information spaces

Signer, Beat January 2006 (has links)
Zugl.: Zürich, Techn. Hochsch., Diss., 2006
10

Crossmediadesign : Den unika processen

Galfvensjö, Daniel, Olofsson, Christian January 2008 (has links)
<p>I denna artikel ämnar vi, genom att studera olika modeller med stöd för olika designsituationer, att skapa en modell som specifikt stöder design av crossmediaproduktioner då en sådan inte existerar i dagsläget. Genom att själva arbeta med en crossmediaproduktion för Non smoking generation fick vi chansen att på nära håll studera designprocessen och kunde på så sätt identifiera dess beståndsdelar och aktörer. Baserat på dessa och i kombination med teorier om design och crossmedia kunde vi skapa en egen modell som kan stödja framtida designers och producenter i deras arbete med designen av crossmedia.</p>

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