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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

Extending Opera - Artist-led Explorations in Operatic Practice through Interactivity and Electronics

Unander-Scharin, Carl January 2015 (has links)
How can we re-empower opera singers, extending their control over accompaniment and vocal expressivity? To answer this question, I have opened a novel design space, Extending Opera, consisting of interactive artist–operated tools to be used on-stage. The research has its methodological groundings in Research through Design (RtD) and Research through the Arts (RttA). This particular method is coined "research-throughthe- art-form-opera" – as I have worked within the realms and traditions of opera, probing its boundaries by designing, researching and creating through its own artistic toolbox. Originally conceived for personal use, the artifacts were later used by other singers and incorporated in performances of opera in small and large scale. By composing and designing for the requirements in operatic productions, high demands on robustness were explored in and through custom-built interfaces. The work resulted in ten novel artifacts and performances exploring the expressivity of these tools. Extending Opera is guided by and probed through three questions: 1. How can the design and creation of interactive, artist-operated instruments be informed by deep musical knowledge and be probed by the particular conditions surrounding an operatic production? 2. What impact can interactive, artist-operated instruments have on the opera singers themselves and on their vocal technique? 3. How can interactive, artist-operated instruments empower opera singers, thus challenging contemporary power hierarchies – thereby reconnecting to the explorative practice in opera's early days? My knowledge contribution has surfaced through artistic practice and consists of the exemplars and the artworks, as well as three abstractions – one procedure, one requirement and one experiential quality. Sensory Digital Intonation highlights how the fine-tuning of technologies and real-time interactivity is incorporated in a feed-back loop with artistic concerns and creativity. Performative Stamina ("The Premiere-Factor") highlights how the traditional procedures leading up to a premiere in opera influence the demands on robustness and reliability within the components and the overall design of the novel artifacts. Vocal Embodiment is an experiential quality that describes how the interactive artifacts change the singing itself. In the conclusion, Artistic Re–Empowerment is discussed, proposing that power structures in opera have been probed through the use of the novel artist-operated interactive instruments. / <p></p><p></p>
2

Dokumentära metoder och tekniker : En studie i att göra en dokumentärfilm 2015

Karlsson, Kevin January 2015 (has links)
Den här rapporten beskriver ett projekt som gick ut på att undersöka några av de metoder och tekniker som en dokumentärfilmare kan använda sig av i sitt arbete. Metoden som användes gick ut på att dels läsa litteratur på ämnet men huvudsakligen att producera en egen dokumentärfilm för att på så vis ta reda på hur olika tekniker fungerade och vilka för och nackdelar som fanns med dem.Väldigt mycket information kom fram genom arbetet, så mycket så att en hel del inte kunde tas med i rapporten på grund av tidsbrist. En subjektiv bedömning gjordes i slutändan för att bestämma vad som var intressant nog för rapportens mål.Rapporten beskriver först bakgrunden till problemet och går sedan vidare med att kronologiskt beskriva arbetsmetoden och de olika situationer som uppstod under arbetets gång. Därefter beskrivs några av de tekniker som användes på ett objektivt vis och slutligen kommer en subjektiv tolkning av resultatet.
3

Categories of Conceptions in Karlstad Community Classrooms : An analysis of educator interviews regarding new media technologies as teaching tools

Wallace, Robert January 2012 (has links)
Från höstterminstarten 2011 har alla nya elever inom de kommunala gymnasieskolorna i Karlstad och Hammarö tillgång till en egen dator, en satsning som brukar gå under beteckningen en-till-en. Denna situation öppnar för en möjlighet att studera hur denna tekniska förändring också påverkar lärares upplevelse av teknikskiftet och hur lärarna uppfattar att tekniken förändrar skolvardagen. Under december 2011 intervjuades 47 lärare i engelska (du skriver rätt antal) utifrån en gemensam intervjuguide med öppna frågor kring erfarenheter, strategier och åsikter om hur det är att arbeta i klasser som omfattades av en-till-en-satsningen. Syftet med studien var att kategorisera lärarnas uppfattningar och hur de erfar denna nya situation; detta då med hjälp av en fenomenografisk analysmetod. Studien tar sin utgångspunkt i ett sociokulturellt perspektiv där lärandet ingår i en social kommunikativ process. Resultatet av analysen pekar mot att det går att dela in lärarnas syn på den nya situationen i tre huvudkategorier; erfarenhet av fenomen genom jämförelse; undervisning strategier i förhållande till fenomenet; fenomen i praktik.
4

Filma med mobilkameran : En kvalitativ studie i användandet av mobiltelefonkameror i nyhetsrapportering / Filming with the camera phone : A qualitative study about using camera phones in news reports

Damgaard, Andreas January 2016 (has links)
Today, anyone who has access to a mobile phone with a camera can provide information to others wherever, whenever. The mobile phone was crucial for the news reporting during the Arab Spring, when everyone had the possibility to reach out to the world through social media. During the terrorist attack in theatre Le Bataclan in Paris in November 2015, the only videos recorded from the happenings were with mobile phones, videos that later on echoed throughout the world. Mobile journalism, or MOJO, is a form of journalism that implies that the journalists record and edit the news reports by only using a mobile phone. Today, Sveriges Television are using MOJOs, and this report tells how they practically use their mobile phones in news reporting. It also tells the difference between a news report recorded with a mobile phone, and a news report recorded with a professional camera. The thesis is made using a qualitative method, where semi-structured interviews and Jakob Nielsen’s usability testing has been used. The result shows that a mobile phone is a very effective resource to reach out to an audience in a fast and effective way, and the respondents thought that the quality was good enough to use in news programs. / Idag kan vem som helst som har tillgång till en mobiltelefon med kamera nå ut med information när som helst, var som helst. Mobiltelefonen var avgörande för nyhetsrapporteringen under den arabiska våren, då alla hade möjlighet att nå ut med information genom sociala medier. Vid terrorattentatet i teatern Le Bataclan i Paris i november 2015 är det enda rörliga materialet från händelserna inspelade med mobiltelefoner, som sedan gav eko i hela världen. Mobiljournalistik, eller MOJO som det också kallas, är en form av journalistik som innebär att journalisterna på egen hand spelar in och redigerar nyhetsinslag enbart genom att använda sig av mobiltelefonen. Sveriges Television har medarbetare som använder sig av mobiljournalistik i yrkeslivet, och denna rapport behandlar hur Sveriges Television praktiskt använder mobiltelefonen i nyhetsrapportering. Den berättar även hur stor skillnad det är på ett nyhetsinslag som är inspelat med mobiltelefonen, och ett nyhetsinslag som är inspelat med en professionell kamera. Rapporten är uppbyggd med en kvalitativ metod, där semistrukturerade intervjuer och användartester utifrån Jakob Nielsens modell har använts. Resultatet visar att mobiltelefonen är ett mycket bra hjälpmedel för att nå ut information snabbt och effektivt, och resultatet blir i dagsläget så bra att respondenterna kan tänka sig att se det i nyhetsprogrammen.
5

Exoplanets: Interactive Visualization of Data and Discovery Method / Exoplaneter: En Interaktiv Visualisering av Data och Upptäcktsmetoder

Reidarman, Karin January 2018 (has links)
This report provides a description of the development and implementation of an Exoplanet visualization within the interactive astro-visualization software OpenSpace. Orbital Data from The Exoplanet Orbit Database were used to render the planetary systems around stars known to have exoplanets in orbit. The uncertainties of the data in the database were incorporated into the design of the visualization. A feature that visualizes the discovery method of exoplanets was also implemented.
6

The willingness to pay for mobile applications : Factors which increases and affects people’s willingness to pay for mobile applications

Zadonsky, Shirie January 2019 (has links)
The distribution of mobile applications is evolving, and the developers are seeking to gain economic advantages, as well as reaping the benefits of the current market opportunities. But studies show that a majority of the mobile users are not willing to pay for a mobile application. This dilemma complicates the economic gain for the developers and for the brands behind the mobile application. But is there a solution for this dilemma, for the developers to obtain? This paper investigates what aspects affects people’s willingness to pay for application and what factors increases people’s willingness to pay for applications. By combining a scientific literature review followed by semi-structured interviews with 19 participants, 8 guidelines were formed in order to answer what affects people’s willingness to pay for a mobile application and what aspects increases people’s willingness to pay for mobile applications.
7

Comparison between binaural reproduction methods for auditory distance perception in virtual reality

Brihage, Filip January 2019 (has links)
In recent years, virtual reality (VR) has become more common within the media industry and with its increasing popularity, spatial audio reproduction methods such as ambisonics have got more attention. But how humans perceive auditory events in VR is an ongoing research topic and there is a need for keep evaluating the reproduction methods used for it. Even though humans’ auditory distance perception in natural and laboratory conditions has been investigated in many previous studies, little has been made in VR environments. Thus, there is a need for keep investigating how humans estimate sound source distances in VR and which recording techniques that results in most accurate estimations. This study aimed to investigate human’s accuracy in sound source distance estimations in VR, when sound sources have been recorded with an artificial head or first-order ambisonic (FOA) microphone. Three different reproductions methods were used in the study: artificial head, FOA-tracked binaural and FOA-static binaural. In a VR environment, twenty-three subjects were asked to position a virtual loudspeaker at the same position as a sound source. The results showed no significant differences between the three reproduction methods. In the results it was also shown that the subjects clearly overestimated the sound source distances. A possible reason is that the subjects underestimated the size of the virtual environment.
8

Påverkande faktorer på designprocessen : En övergripande studie om faktorers påverkan vid utvecklingen av nya tjänster inom mobila betaltjänster

Lindstedt, Emil, Nynäs, Emil January 2018 (has links)
In the socio-technical society, the demands of the user create opportunities for new services based on mobile devices. Services such as Swish and Samsung Pay contribute to new ways for both individuals but also companies to carry out simple mobile-based payments. Through past studies in the field in focus, development of services for mobile payment services, and group and in-depth interviews a number of influencing factors on the design process have been noticed: factors such as the customer’s major impact on a design process and the importance of a functioning communication between designers and customers. Working agile facilitates this and at the same time enables the involvement of users in the design process. This work focus on norms and trends in the design process and the most important influencing factors in a design process based on reality. / I det sociotekniska samhället skapar kraven från användare möjligheter till nya tjänster med utgångspunkt i mobila enheter. Tjänster som Swish och Samsung Pay bidrar till nya sätt för både privatpersoner men också företag att utföra enkla mobilbaserade betalningar. Genom teoretisk bakgrund till området i fokus, utveckling av tjänster hos mobila betaltjänster, samt utförandet av djupgående intervjuer och gruppintervjuer har flera olika påverkande faktorer på designprocessen kunnat urskiljas: faktorer som kundens stora inverkan på en designprocess och vikten av en fungerande kommunikation mellan alla designers och kunden. Agilt arbete underlättar för detta och samtidigt möjliggör involvering av användare i designprocessen. Detta arbete fokuserar på normer och trender inom designprocessen och de viktigaste påverkande faktorerna i en designprocess utifrån från ett verklighetsbaserat fokus.
9

En anonym kvinna har inget kön : En kvalitativ studie om varför kvinnor väljer att vara anonyma på sociala medier Av:

Söderberg, Frida, Engesvik, Line January 2018 (has links)
This paper describes what causes women to want to be anonymous on social media. Anonymity causes both negative and positive effects online, which we believe makes the topic interesting to examine from a specific user group’s perspective. Through interviews and a web-based questionnaire, this study provides insight into why women choose to remain anonymous, and which strategies they apply to preserve a hidden identity on social media. As the study aims to provide a qualitative answer, a discourse analysis was carried out in combination with a smaller content analysis when interpreting the material. The study shows that women are primarily anonymous to protect themselves against possible threats, as a tool for preserving their self-representation and as a means of releasing themselves from power structures. We see this as an indication that anonymity is an important function to make available for users, to achieve inclusive design.
10

Visuell kommunikation - Hur kan grafiska designelement användas i matematiska problemformuleringar på högstadienivå? / Visual Communication - How can graphic design elements be used in mathematical problems on a junior high school level?

Linn, Falck January 2015 (has links)
Visuell kommunikation är viktigt för att underlätta förståelsen hos läsaren, samt lösa avancerade problem inom vetenskap och matematik. Trots denna kunskap används den knappt vid läromedelsformgivning av exempelvis matematiska läroböcker. Tidigare forskning har gjort undersökningar om visuell kommunikation i ämnet matematik som främst involverat låg- och mellanstadieelever, samt högre gymnasiala- och högskoleutbildningar. Instruktioner är fortfarande dock väldigt begränsade vad gäller att använda visuella modeller och strategier från läromedel. Att tillverka tydlig visualisering utifrån data är dock tidskrävande samt kräver stor ansträngning. Däremot är visuell kommunikation nödvändigt för att minska otydligheter samt konsekvenser. Denna studie har därför undersökt hur visuell kommunikation kan utformas i matematiska problemformuleringar, samt hur detta uppfattas hos matematikintresserade elever på högstadienivå. En kvalitativ undersökning har genomförts via ett matematiktest som utformats på 3 olika sätt. Matematiktestet utformades utifrån teorier om grafiska designelement som används ofta i visuell kommunikation. Målgruppen bestod av 6 matematikintresserade elever från 2 klasser i årskurs 7. Testet innehöll 5 problemformuleringar varav 2 personer fick göra varsitt matematiktest av de 3 utformningarna. Matematiktestets utformningar bestod av ett bildbaserat, ett textbaserat, samt ett text- och bildbaserat. Dessa 3 utformningars kommunikation jämfördes sedan i form av en semistrukturerad intervju med målgruppen efter testet. Målgruppens åsikter analyserades i förhållande till testerna. Slutsatserna av analysen resulterade i en majoritet som uppskattade det text- och bildbaserade testet. De gemensamma designelementen bild, förklarande text, samt rödmarkerad text underlättade förståelsen hos målgruppen för denna studies undersökning. Det text- och bildbaserade testet underlättade därför förståelsen för problemformuleringarna. Det textuella och bildbaserade testet hade bristande kommunikation och uppfattades därför som svårt. Kombinationen av både text och bild gav  motivation till att vilja lösa problemet i jämförelse med de test som enbart bestod av text eller bild. Text och bild kan därmed användas av, eller enbart inspirera, lärare inom ämnet matematik vid framtida utformning av problemformuleringar. / Visual communication is necessary in order to gain a better understanding for the reader, and also to solve difficult scientific and mathematical problems. Though, this knowledge is rarely used in the design of educational materials, mathematical educational books as an example. Earlier reasearch has been investigating visual communication in mathematic, which has involved primary- and upper primary school, including investigations at high school and university level. Still, instructions is very limited when it comes to the use of visual models and strategies from educational materials. It is very time consuming and requires great effort in order to create comprehensible visualization from raw data. Though, visual communication is necessary in order to decrease vaguenesses and consequences. This study has therefore investigated how visual communication can be designed in mathematical problems, and what  the experience of it is according to secondary school students that have an interest for mathematic. A qualitative investigation has been done through a mathematic test that has been designed in 3 different ways. The design of the test was based on theory involving graphical design elements that is often used in visual communication. The target group consisted of 6  mathematical interested students from 2 classes in the 7th grade. The test contained 5 problems, where 2 students each got to make one of the tests from the 3 designs. The designs of the test contained one picturebased, one textbased, and one text- and picturebased. These 3 designs’ communication was therefore compared in a semistructured interview together with the target group, after the test. The tests got analyzed by the target groups’ opinions. The conclusions from the analyze resulted in a majority that appreciated the text- and picturebased test the most. The common design element pictures, explanatory text, and the redmarked text helped to understand the problems in the test. The test that was textbased and picturebased lacked in communication and therefore seemed difficult by the target group. Compared to the test involving only text or pictures, the combination of both text and pictures gave motivation to solve the problem. At last, text and pictures can thereby be used by, or only in order to inspire, teachers in mathematic when designing mathematical problems in the future.

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