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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.
141

Spelifierings påverkan på studiemotivation

Fransson, Simon, Huusmann, Johan January 2014 (has links)
Motivation är en viktig faktor till att vara framgångsrik inom akademiska studier. Samtidigt ärdet inte alltid lätt att hålla studiemotivationen uppe då det vid sidan av skolan ständigt finnsannat att göra som enkelt fångar studenters intresse. En av dessa aktiviteter är spelande pådiverse digitala plattformar som exempelvis dator, konsol och mobil. Vilka är faktorerna som göratt spelandet lockar, och går det att använda dessa för att påverka studiemotivationen hos studenter? Efter genomförda litteraturstudier valdes några av dessa faktorer ut för att forma enwebbapplikation bestående av fem funktioner. De fem funktionerna innefattade virtuellabelöningar och jämförelse av arbetsinsatser i form av: Progressionsmätare, medaljer, prestationeroch topplistor, vilka var formade på olika sätt utifrån de undersökta faktorerna. Detta för atttillämpa dessa funktioner på studier inom högre utbildning och se hur dessa i sin tur påverkar engrupp studenter och deras studiemotivation. Därmed undersöks spelifiering inom högre studier idenna undersökning. För att utvärdera resultatet av webbapplikationens påverkan har sammagrupp studenter också fått svara på en enkät. Sammanfattningsvis har vi dragit slutsatsen att samtliga undersökta funktioner utformade ispelifieringssyfte tenderar att öka studiemotivationen. Detta speciellt då flertalet olika typer avvirtuella belöningar och jämförelser av arbetsinsatser kombineras tillsammans. Graden av ökadstudiemotivation beror dock på vilka personliga egenskaper som personen i fråga har. / Being motivated is the key to success within academic studies, but it is not always easy tomaintain the motivation to study as there are plenty of interesting things to do besides schoolwhich easily catch the attention of students. One such thing is gaming on different digitalplatforms as computer, console and mobile. Which are the factors that make the games soappealing, and is there a way to use these to influence the motivation to study among students? After finding these factors through literature studies some of them were chosen to build an onlineinteractive web application consisting of five functions. The five functions were built uponvirtual rewards and comparison of work efforts in terms of: Progression bars, medals,achievements and high score lists, which all were formed in different ways depending on theexamined factors. This was done in order to apply these functions on studies within highereducation to see how they affect the students and their motivation to study. Therefore gamification is examined in relation to academic studies in this paper. To analyze the result ofthe impact of the web application the same group of students were also asked to fill out a survey. To sum up the study, we have concluded that all of the examined factors from gamification tendto increase the students motivation to study. Especially when several virtual rewards andcomparison of work efforts were combined together. The level of increased motivation to studywas although dependent on personal characteristics.
142

E-sportens utsikter i svenska TV-mediekoncerner

Klöfver, Gunnar, Atterström, Philip January 2014 (has links)
Sammanfattning E-sport är en ny och växande bransch, där allt fler företag och sponsorer ger sig in på området. E-sport är inte längre en hobby som bedrivs hemifrån utan ett fenomen som tagit sig in på de stora arenorna. I Sverige växer populariteten för den nya sportformen samtidigt som landet huserar många professionella spelare och lag. På senare tid har de svenska TV-mediekoncernerna: SVT, TV4 Gruppen och MTG, visat ett ökat intresse för branschen och påbörjat sina egna e-sportsatsningar där de sänder matcher, rapporterar från evenemang och har en allmän bevakning. Syftet med denna undersökning är att utreda hur koncernerna satsar på e-sport, vilka utmaningar de står inför och hur de önskar etablera sig på marknaden. Frågan som är ämnad besvaras är: Hur ser e-sportsatsningarna ut hos de stora svenska TV-mediekoncernerna? För att besvara denna fråga har en kvalitativ studie genomförts. Personer med koppling till respektive koncerns e-sportavdelning har intervjuats, med MTG som undantag. Trots flertal försök fick vi aldrig kontakt med deras e-sportansvarig. Däremot är MTG med i undersökningen då intervjuobjekten kunde utifrån deras vetskap och tankar ge oss en inblick i MTGs verksamhet. Vi fann att TV-mediekoncernerna är i en avslutningsfas av deras initiala satsningar. Alla tre kanaler har provat på olika tillvägagångssätt och delvis kommit fram till att en bredare förståelse om e-sport internt inom företaget är viktigt för utvecklingen. Undersökningen har visat att de utmaningar som uppstått till stor del handlat om att hitta en balans för att locka både kärn- och kantpublik. Något som skulle kunna lösas med samarbeten från olika håll av branschen. / Abstract E-sport is a young and growing industry where an increasing number of businesses and sponsors are entering the field. E-sport is no longer a hobby pursued from home but a phenomenon that has made it into the big arenas. This new form of sport is widely popular in Sweden; the country is also home to many professional players and teams. Recently, the Swedish television media groups: SVT, TV4 Group and MTG, showed an increased interest in the industry and commenced their own e-sport venture where they broadcast matches, report from events and have a general coverage of e-sports. The purpose of this study is to investigate how Swedish TV syndicates are investing in e-sports, what challenges they face and how they wish to establish themselves on the market. The question intended to be answered is: How do the Swedish TV syndicates thrive their e-sport venture? A qualitative study was conducted, in which people associated with each syndicate’s e-sport venture were interviewed, except MTG. Despite several attempts, their e-sport manager could not be reached. However, MTG is included in the study to some extent. This is due to the fact that the interviewees could, based on their knowledge and thoughts, give insight in MTG’s business. We found that the TV media groups are in a final phase of their initial investments. All three channels have tried different approaches and partly concluded that a broader understanding of e-sports internally is essential for further development. The investigation has shown that the challenges that have arisen largely have been about finding a balance in order to attract both the core and edge of the audience. A possible solution for this could be to encourage cooperation between various quarters of the industry.
143

THE ROLE OF SOCIAL MEDIA IN CREATING POLITICAL AWARENESS AND MOBILIZING POLITICAL PROTESTS : A Focus on Turkey

Yunus, Ender January 2013 (has links)
In the recent years, the internet penetration, social media production and consumption have increased dramatically all over the world. This increase has affected the politics in most parts of the world in many ways. Social media became a tool for politicians to carry out their political campaigns and for activists to create awareness on political issues and mobilize protests. Today almost in all social movements in the countries with high rate of internet access, the role of social media is being discussed. Social media has become a costless and extremely effective tool in reaching mass audiences with political purposes. This thesis research focuses on the strength of social media in creating political awareness and mobilizing political protests in Turkey. In this study the recent social movements in Turkey are examined as case studies, to understand the role of social media in political movements, to be able to make predictions for the future. The prob-lem was approached with combining qualitative and quantitative research methods. Literature review regarding the subjects related to the social media and politics and information flow in social networks was conducted. After that, two interviews, a sur-vey and a social network analysis to comprehend the role of social media in the two recent major social movements in Turkey, Gezi Parki Protests and Internet Censor-ship Protests, were carried out. Depending on the results from research methods conducted, it was found that social media has already become a fundamental part of social movements in Turkey. The young generation in Turkey is extremely interested in joining online social networks. These social networks establish connections between people that are related with weak ties. These connections enable political information to flow on these networks virally, costless and rapidly. Information can be on political news or thoughts to cre-ate political awareness and also to mobilize political protests. These advantages of social media combined with biased and ignorant attitude of mainstream media on po-litical events; social media created an alternative source of information in the eyes of the society. Considering the increasing internet penetration, smart phone and social media use for political purposes, the strength of social media in creating political awareness and mobilizing political protests is expected to rise in the future as well.
144

Designing finger touch gestures for affective and expressive interaction on mobile social networking sites

Amoor Pour, Sepehr January 2014 (has links)
This thesis project is an interaction design study, which studies how finger touch gestures can be used as expressive alternatives to text comments on social networking sites. In the study qualitative research methods and a user-centred approach are used. The study collects literature on how emotion is modeled in Human-computer Interaction and how emotion can be expressed through touch. The popular social networking site Facebook is used as a case study of user behavior on social networking sites and as a starting point for the design of the interaction. A user study was conducted with two participants with much experience of the mobile Facebook application. The results of the study are five design ideas that are based on previous in the research area and from feedback from the participants of the user study. The interaction of two of the design ideas were developed into simple web prototypes to see if the functionality could be implemented. This thesis project is an exploratory beginning on the use of finger touch gestures for expression of emotions social networking sites. These design ideas will have to be developed into usable prototypes and tested with users in future research.
145

Designing Interaction and Visualization for Exploration of System Monitoring Data : A design-oriented research study on exploring new ways of designing useful visualizations and interaction for system monitoring data using web technologies

Dahl, Jonatan January 2014 (has links)
System monitoring is a practice that is frequent within companies providing digital products to consumers and is a common way to help developers contribute to a good enduser experience by ensuring a high availability and good performance of the product. This thesis is a design-driven exploratory study on designing interaction and visualization for system monitoring data, using web technologies. The design space spans over interaction design and technical domains, exploring system monitoring data interaction and visualization from an HCI perspective as well as technical possibilities and limitations of the web platform. An artifact embodying new ideas and design visions regarding the topic is created in close collaboration with the target users. The artifact expresses possible and potentially valuable inventions regarding exploration of system monitoring data. It also emphasizes the close relationship between system monitoring and physical space and how the interaction with it can provide a useful sense of place to the data. Technical insights and good practices regarding developing performant data visualization user interfaces is also presented and motivated, where two methods providing different strengths and weaknesses are described.
146

en fallstudie kring utformningen av publikationsdatabasen på Skolverkets webbplats

Bygdeman, Henrik January 2014 (has links)
I det här examensarbetet har jag undersökt vilka aspekter som behöver beaktas vid utformandet av en webbplats med responsiv design samt se hur användandet förändras utifrån de nya kontexter som den responsiva designen medför. Jag försöker besvara detta genom att själv ta fram den responsiva utseendet för en publikationsdatabas på Skolverkets webbplats. Projektet kan delas upp i två huvudsakliga delar. Under den första delen har jag undersökt användandet av publikationsdatabasen genom att analysera data från Google Analytics samt genomföra intervjuer och utvärdering av desktopgränssnittet tillsammans med användare. Den andra delen fokuserade på att testa de responsiva designen i praktiken genom ett iterativt designarbete, där användarnas feedback samlades in via användbarhetstest av skisserna och prototyperna. Resultatet från studien visade att övergången till en responsiv design innebär att fokus måste skiftas från att enbart förbättra användarupplevelsen i respektive enhet till att se den responsiva designen för de olika gränssnitten som ett gemensamt användande. Detta eftersom den responsiva designen ger friheten till användarna att hoppa mellan enheter oberoende vilken kontext de är i. I publikationsdatabasens fall visade det sig att användarna hellre önskade läsa publikationerna i de mobila enheterna än att söka efter intressanta dokument. Genom att göra det lättare för användarna att läsa intressanta dokument, oavsett vilken enhet de använder, kan användarna använda den enhet de tycker passar bäst för kontexten.
147

Flying Colors : toward more natural and intuitive 3D modeling

Rasmuson, Joakim January 2013 (has links)
Creating digital 3D models requires significant time and effort, even by experienced users. Tools such as 3D mice, motion capture cameras, and graphics tablets can make the creation process less tedious, but are generally not available to the average person. In this thesis I introduce Flying Colors - an application prototype for tablet computers, that lets the user create 3D sketches (simple 3D wireframe models) using a novel multitouch interface.  This thesis covers the iterative process of designing and developing Flying Colors, as well evaluating it, using variousevaluation methods. The final user study consists of a modified version ofPictionary, in which SketchUp is used as a point of reference,to measure the performance of Flying Colors. On average, it takes about the same amount of time to complete a task with Flying Colors, as with SketchUp. However, the Flying Colors data has a lower standard deviation, suggesting a more consistent performance. This reflects the subjective user feedback, which generally points towards a positive user experience with Flying Colors.
148

Från desktop till responsiv design : en fallstudie kring utformningen av publikationsdatabasen på Skolverkets webbplats

Bygdemark, Henrik January 2014 (has links)
I det här examensarbetet har jag undersökt vilka aspekter som behöver beaktas vid utformandet av en webbplats med responsiv design samt se hur användandet förändras utifrån de nya kontexter som den responsiva designen medför. Jag försöker besvara detta genom att själv ta fram den responsiva utseendet för en publikationsdatabas på Skolverkets webbplats. Projektet kan delas upp i två huvudsakliga delar. Under den första delen har jag undersökt användandet av publikationsdatabasen genom att analysera data från Google Analytics samt genomföra intervjuer och utvärdering av desktopgränssnittet tillsammans med användare. Den andra delen fokuserade på att testa de responsiva designen i praktiken genom ett iterativt designarbete, där användarnas feedback samlades in via användbarhetstest av skisserna och prototyperna. Resultatet från studien visade att övergången till en responsiv design innebär att fokus måste skiftas från att enbart förbättra användarupplevelsen i respektive enhet till att se den responsiva designen för de olika gränssnitten som ett gemensamt användande. Detta eftersom den responsiva designen ger friheten till användarna att hoppa mellan enheter oberoende vilken kontext de är i. I publikationsdatabasens fall visade det sig att användarna hellre önskade läsa publikationerna i de mobila enheterna än att söka efter intressanta dokument. Genom att göra det lättare för användarna att läsa intressanta dokument, oavsett vilken enhet de använder, kan användarna använda den enhet de tycker passar bäst för kontexten.
149

CONQUERING A NEW CUSTOMER SEGMENT : INNOVATIVE MEDIA CONCEPT FOR THE PRE-LAUNCH COMMUNICATION OF THE NEW BMW 2 SERIES ACTIVE TOURER

Heidemann, Gerald January 2014 (has links)
The BMW 2 Series Active Tourer is a brand new car concept for the company and will be launched in Sweden at the end of September 2014. It will compete in the compact MPV (Multi Purpose Vehicles) segment with established competitors like the Mercedes Benz BClass. Therefore, BMW Sweden has the goal to win new customers and unknown target groups, in order to conquer the market. To support BMW in this matter, this research shows systematically, who the new customers are, what they prefer, how they consume media and which communication concept will be the most effective one. The potential customers are divided into two target groups, one can be described as young, active families with one or two children and a high interest in outdoor activities. The other target group is defined as an elderly, retired but also very active couple, where the children moved out already and the free time is spent wisely in the nature, working in the garden or taking care of the dog. Besides the knowledge about preferences and demands of the target group, the right timing and effective media channels provide the key to a successful marketing campaign. Unfortunately, the timing was preset on the summer holiday period. Thus the right channels for these new circumstances had to be defined and the empirical research of this thesis delivered this definition. The final answer to the research question is given by the creative concept: The best way to communicate the new BMW 2 Series Active Tourer to the target groups “Livliga familj” and “Rörliga paret” is the interactive and innovative BMW ActivityGenerator. It’s the perfect support for the active lifestyle of the potential customers and provides them a real benefit in everyday life. The advertising for the AT is smoothly integrated and the concept is adaptable to all channels, which were identified as most effective during the campaign period.
150

Improving pedestrian navigation on iPhone in urban environments using deduced reckoning and turn detection

Stefan, Knutas January 2013 (has links)
Pedestrian navigation on an iPhone today does not provide the accuracy to place the pedestrian on the correct side of a street. A deciding issue that prevents sufficient accuracy is the errors that occur when using satellite positioning in urban environments. Another big problem is that heading data has shown a tendency to be inaccurate. Chapter 2 explains satellites navigation, navigation techniques, and sensors. Chapter 4 describes how a prototype was developed. The prototype uses deduced reckoning and turn detection to navigate a pedestrian road network, without relying on satellite signals. The prototype is intended to run on iPhone 5 and utilizes accelerometer, magnetometer (compass), and gyroscope data together with detailed data about the pedestrian network to accurately track a pedestrian. It features a turn detection method that makes it possible to perform a logical traversal of the road network, together with step detection and step length estimation to move around. The turn detection method was very effective and gave good results when combined with logical traversal. For the two routes that were tested the total error in distance estimation was about 3~7 % and for both routes a close fit to the actual routes was achieved. For individual parts of the routes the largest distance estimation errors varied between 3 and 15 %.

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