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Využití přístupů založených na modelu MVC pro tvorbu aplikacíKubíček, Lukáš January 2011 (has links)
No description available.
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Morgon-TV : En kvantitativ innehållsanalys av svensk morgon-TVPersson, Mats January 2006 (has links)
<p>Abstract</p><p>Purpose/Aim: The purpose is to compare morning television in the swedish public service chanel SVT and the public service/comercial chanel TV4 in Sweden to find out what the difference is between them.</p><p>Material/Method: This essay focuses on one week of recorded morning television from SVT´s Gomorron Sverige and TV4´s Nyhetsmorgon. The method used is quantitative analysis.</p><p>Main results: This study has shown that morning television differs between public service television and comercial television in three aspects. It differs in content, flow and the presenters role to frame the program.</p>
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Morgon-TV : En kvantitativ innehållsanalys av svensk morgon-TVPersson, Mats January 2006 (has links)
Abstract Purpose/Aim: The purpose is to compare morning television in the swedish public service chanel SVT and the public service/comercial chanel TV4 in Sweden to find out what the difference is between them. Material/Method: This essay focuses on one week of recorded morning television from SVT´s Gomorron Sverige and TV4´s Nyhetsmorgon. The method used is quantitative analysis. Main results: This study has shown that morning television differs between public service television and comercial television in three aspects. It differs in content, flow and the presenters role to frame the program.
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Informační systém pro základní školuMateašák, David January 2015 (has links)
The information system for primary school. Thesis. Brno, 2015. The thesis describes an information system developing which is built on customers needs and requests. The customer in this case is an elementary school. The whole information system fully correspond to modern developer techniques and standards with using MVC architecture and responsive design.
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Training on attachment as part of antenatal programmes : the perceptions of antenatal programme presentersLubbe, Zoe Odette Eloise January 2016 (has links)
Attachment refers to a strong emotional bond with special people in a person?s life, in whose presence the person experiences pleasure, joy and comfort in times of stress. The first attachment in life is commonly formed between an infant and primary caregiver, which is usually the mother. The caregiving provided by the mother or caregiver will determine whether a secure or insecure attachment pattern is formed. Attachment theory indicates that this first attachment forms the basis for a cognitive representation, the so-called internal working model, which becomes part of the person?s personality and forms the foundation of the person?s perception of the self and the world as well as of all future interpersonal relationships.
As infancy is a sensitive period for the development of attachment, the prenatal period could be an appropriate time to educate expecting mothers about the importance of secure attachment and their role in the development thereof. The researcher therefore wished to explore whether antenatal programmes could be used as a platform for teaching expecting mothers about attachment. As a starting point, the goal of this study was to explore the perceptions of antenatal programme presenters on including training on attachment into antenatal programmes.
The study was based on a qualitative research approach, and applied research as the type of research. A collective case study research design was adopted and data was collected by means of semi-structured interviews that were conducted with a sample of ten presenters of antenatal programmes in the Tshwane district. The participants were selected by means of purposive sampling. Data was analysed according to methods for qualitative data analysis, and relevant ethical considerations were followed during the study.
The research findings indicate that the participants were aware of the importance and benefits of secure attachment and that they had a positive attitude towards the inclusion of training on attachment into antenatal programmes. They were eager to receive training on attachment and to adapt their programmes to include training on attachment.
The researcher concludes that it would be feasible and beneficial to include training on attachment into antenatal programmes, and to train antenatal programme presenters for this purpose. The provision of training on attachment to nurses and raising awareness of attachment in the private and public health care sectors could facilitate greater knowledge of attachment for expecting mothers. Further research in diverse settings, such as in private and public clinics and hospitals in different geographical areas, is recommended. / Mini Dissertation (MA)--University of Pretoria, 2016. / Social Work and Criminology / MA / Unrestricted
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Kommunigate: 展示與銷售之可能方案 / Kommunigate – Presentation and Sales Enabling Solution馬戴維, Puthanangady, Martin David Unknown Date (has links)
Kommunigate: 展示與銷售之可能方案 / The marketing automation tools that are primarily web-based are a rapidly growing sector today. The competition in web-based platform offering a presentation tool and a repository of marketing collaterals with analytics to track the sales performance is currently limited. Tapping into this opportunity, owners of ideakitchen, the parent company that is primarily a hybrid communication design and strategy firm based in India, is launching a new web-based product called Kommunigate to enable the sales process.
Launching the new product, as part of an existing company will allow the startup to initiate its operations with several sunk costs that will reduce the initial investment required to launch the service. Synergies between the existing design and marketing strategy services and the new presentation and storing web application will allow each individual business to leverage costs and increase profits.
The financial analysis, which includes the expansion plan, proves the project to be profitable and desirable under its assumptions, based on the initial investment scheme.
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A Journey Through the Land of Model-View-* Design PatternsSyromiatnikov, Artem January 2014 (has links)
Every software program that interacts with a user requires a user interface. Model-View-Controller (MVC) is a common design pattern to integrate a user interface with the application domain logic. MVC separates the representation of the application domain (Model) from the display of the application's state (View) and user interaction control (Controller). However, studying the literature reveals that a variety of other related patterns exists, which we denote with Model-View-* (MV*) design patterns. This thesis discusses existing MV* patterns classified in three main families: Model-View-Controller (MVC), Model-View-View Model (MVVM), and Model-View-Presenter (MVP). We take a practitioners' point of view and emphasize the essentials of each family as well as the differences. The study shows that the selection of patterns should take into account the use cases and quality requirements at hand, and chosen technology. We illustrate the selection of a pattern with an example of our practice. The study results aim to bring more clarity in the variety of MV* design patterns and help practitioners to make better grounded decisions when selecting patterns.
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Giving the Audience a Perspective : Investigating the opportunities and challenges of introducing independent audience controlled cameras to a collaborative virtual environment / Ge Publiken ett Perspektiv : En undersökning av möjligheterna och utmaningarna av att introducera självständiga publikkontrollerade kameror till en kollaborativ virtuell miljöTärning, Jacob January 2021 (has links)
In the current field of cooperation in Mixed Reality there is, at the timeof writing, a clear lack of research regarding the cooperation between animmersed Virtual Reality user and a non-immersed audience. Therefore, theimpact of adding audience-controlled cameras to the two parties’ cooperationwas investigated. This was done through a user study where the participantswere cooperating as a Virtual Reality user and an audience to find hiddenobjects. The study was conducted with two prototypes. In the first prototype,the audience was only able to see a mirrored view of the immersed user. Inthe second, independent smartphone-controlled cameras were added to thedisposal of the audience. The results of the user study indicate that the secondprototype was overall less practical than the first in effectiveness, efficiencyand satisfaction. However, in certain scenarios where the number of objectswithin a scene made verbal communication inefficient, the second prototypeprevailed, indicating its potential in more visually complex scenes. / I det nuvarande fältet av samarbete inom Mixed Reality finns det i skrivande stund en tydlig avsaknad av forskning angående samarbete mellan en fördjupad Virtual Reality-användare och en icke-fördjupad publik. Därför undersöktes effekten av att inkludera publikkontrollerade kameror i de två parternas samarbete. Det gjordes genom att utföra en användarstudie där de två parterna samarbetade som Virtual Reality-användare och publik för att hitta gömda objekt. Användarstudien genomfördes med två prototyper. I den första prototypen kunde publiken endast se en speglad bild av den fördjupade användarens synfält. Detta kompletterades av enskilda smartphonekontrollerade kameror avsedda för publiken i den andra prototypen. Användarstudiens resultat indikerar att den andra prototypen generellt presterade sämre än den första inom områdena effektivitet, verkan och tillfredsställelse. Dock, i vissa scenario när antalet objekt i en scen gjorde verbal kommunikation ineffektiv visade sig den andra prototypen vara bättre, vilket indikerar dess potential för mer visuellt komplexa scener.
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För Älskade saker : Ett hållbart designkoncept för återbruk av begagnade produkterRuljeff, Malin January 2022 (has links)
This thesis project is based on the area of Technical Design with a focus on sustainable development and sustainable consumption. The purpose of the project is to develop a concept for a product or service that helps families with children to reduce their negative environmental impact without reducing the supply of the products they need. The goal of the project is to provide in-depth knowledge of product and service development based on human needs. At the end of the project, a well-developed prototype will be created and presented. In order to succeed in creating a concept that both meets the users needs and contributes to minimal environmental impact, literature studies have been carried out in subjects such as sustainable development, aesthetics, consumption and circular economy. The project has been implemented according to the Design Thinking process (Hasso Plattner Institute of Design at Stanford, u.å.). The process consists of the five phases Empathize, Define, Ideate, Build and Test. The sixth phase reDesign was added to set aside time for adjustments according to the user feedback collected in the test phase. Methods such as survey and interview were used early in the process to gain understanding of the users needs and motivations. The information collected in the Empathize phase was analyzed in the Define phase. With the use of methods such as Persona and Point of View, four problem areas could be identified and further defined. During sessions of How might we and brainstorming, many creative solutions were created. The idea that was considered to solve the problem in the best way was built as a prototype and then used in interactive user tests. Based on the user feedback, some adjustments were made prior to the final concept. The result of this thesis was the concept Pre-Loved Things, a new way of giving away gifts that do not increase consumption but instead make use of the resources that already exist. The end product is a sticker, designed to symbolize all the good that used products stand for. As a complement to this symbol, gift packages in different sizes are also sold, the idea is that these should be combined with an optional used product to easily create a nice gift that is ready to be given away. The hope is that the concept will change people's attitudes to used products and thus encourage more people to make a sustainable choice. / Detta examensarbete har sin utgångspunkt i området Teknisk Design med inriktning mot ekologiskt hållbarhet och hållbar konsumtion. Syftet med examensarbetet är att ta fram ett koncept på en produkt eller tjänst som hjälper familjer med barn att minska sin negativa miljöpåverkan utan att för den skull minska utbudet av de produkter de behöver. Målet med projektet är att det ska ge fördjupad kunskap kring produkt- och tjänsteutveckling utifrån mänskliga behov. I slutet av projektet ska en välutvecklad prototyp tillverkas och presenteras. För att lyckas skapa ett slutkoncept som både möter användarnas behov och bidrar till minimal miljöpåverkan har litteraturstudier genomförts inom ämnen som hållbar utveckling, estetik, konsumtion och cirkulär ekonomi. Projektet har genomförts enligt Design Thinking-processen (Hasso Plattner Institute of Design at Stanford, u.å.). Denna process består av de fem faserna Empathize, Define, Ideate, Build och Test. Den sjätte fasen reDesign las till för att redan från start planera in tid för justeringar efter den användarfeedback som samlas in i Test-fasen. Metoder som enkät och intervju användes tidigt i processen för att förstå användarnas behov och motivationer. Den information som samlades in i Empathize-fasen analyserades i Define-fasen och med hjälp av metoder som Persona och Point of View kunde fyra problemområden identifieras och definieras. Under sessioner av How might we och brainstorming så skapades många kreativa lösningar. Den idé som ansågs lösa problemet på bästa sätt byggdes som prototyp och användes sedan i interaktiva användartester. Utifrån användarnas feedback så gjordes vissa justeringar inför det slutgiltiga konceptet. Resultatet av detta examensarbete blev konceptet För Älskade-saker, ett nytt sätt att ge bort gåvor som inte ökar konsumtion utan istället tar tillvara på de resurser som redan finns. Slutprodukten är ett klistermärke, som ska symbolisera allt det bra som begagnade produkter står för. Som ett komplement till denna symbol säljs även presentförpackningar i olika storlekar, tanken är att dessa ska kombineras med en valfri begagnad produkt för att enkelt skapa en fin gåva som är redo att ges vidare. Förhoppningen är att konceptet ska ändra människors inställning till begagnade produkter och på så sätt uppmuntra fler att göra ett hållbart val.
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The Challenge of Designing Gestures for InteractionEriksson, Anette, Svensson, Caroline January 2001 (has links)
The main interfaces for interaction with computers today are; keyboard, mouse and remote control. In order to interact with the presentation software Power Point, the presenter has to focus either on the computer or the buttons on the remote control. By doing this, the presenter often loses the contact with his audience and his or her flow of speech gets interrupted. This project has researched the possibility of using gestures for interaction with Power Point, by using an appliance that detects gestures. The purpose was that the interaction should be possible to realise by software, which we have done an introductory design of. We have focused on assisting presenters when they use Power Point and other applications when delivering presentation. To collect data and get an understanding of presenters, presentations and gestures we have observed presenters in action, done workshops together with future users and tested some gestures in real life. These are methods inspired from approaches such as ethnographic fieldwork and participatory design. During the whole project we have used video recording to collect and save data. To create an understanding and clear picture of what the future software should include UML-diagrams were used. We have separated gestures in two categories; natural and designed. The natural gestures occur naturally during speech and social interaction, while the designed gestures are gestures that you learn to use and express, often to perform a task. We discovered that it was the designed gestures that are best suited for gestural interaction with computer. Since the designed gestures are close to the natural way of gesturing we see them as easier to learn, remember and also more comfortable to use. We think the designed gestures have the potential to become second nature, therefore they are good to use for interaction with computers. Our research work led us to realise a need for an on/off function, to distinguish the designed gestures from the natural ones. By using a gestural interface during a presentation, the presenters can keep the focus on the audience and the message they want to convey. When gestural interfaces become reality they will introduce a paradigm shift in the way that people interact with computers and information. / Anette Eriksson 0457-12196 Caroline Svensson 0410-24148
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