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Vliv zkušenosti s nevěrou na nastavení spodních limitů nevěry v partnerství / Influence of experience with infidelity on setting the bottom limit of infidelity tolerance in a partner relationshipKočvarová, Bohumila January 2014 (has links)
The thesis "Influence of experience with infidelity on setting the bottom limit of infidelity tolerance in a partner relationship" deals with the issue of determining the bottom limit of partner exclusivity and its possible association with a previous infidelity experience. The main thesis of this work is that setting the limits of infidelity tolerance between partners in a relationship is quite individual and each person may perceive these limits very differently. This work is divided in two parts. The theoretical part focuses on analyzing selected findings about infidelity that have been so far collected in research studies or therapeutic sessions, and methodological shortcomings that arise from these findings. The practical part is a description of the research itself, and its goal to find out if infidelity experience affects the setting of tolerance limit in a relationship. It was examined whether it was an experience with the person"s own infidelity or infidelity if its partner, if it was an experience from a former relationship or a current one and if there is a difference between men and women in being influenced by the experience. Semi-structured interviews with a total of 26 people were conducted for this purpose and then analyzed in a qualitative way. The final part presents results and...
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L’identification et l’impact de différents types de réseaux sociaux dans les trajectoires de vie de personnes assistées socialesStoetzel, Nadia (Christelle) 12 1900 (has links)
No description available.
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Silver Games : étude des facteurs humains dans le développement de jeux vidéos adaptés aux personnes âgées / Silver Games : human factors study in design of video games for older adultsLegouverneur, Gregory 28 November 2014 (has links)
Depuis de nombreuses années, la recherche dans le domaine du vieillissement s'attache à comprendre ce phénomène complexe et à identifier des solutions aux problématiques médicales, psychologiques, économiques ou sociologiques qui en découlent. Dans ce cadre, le présent travail rend compte des résultats obtenus dans l'identification des facteurs d'utilisation des jeux vidéo comme support de la stimulation cognitive. Afin de répondre à cette question, deux études ont été mises en place : une première expérience s'est attachée à explorer la jouabilité de la console Wii de Nintendo, tandis qu'une seconde visait à déterminer les facteurs d'acceptabilité des jeux vidéo par les seniors. Les travaux portant sur la Wii se sont focalisés sur le critère d'apprenabilité, en s’appuyant sur le cadre théorique de l'utilisabilité dans les Interfaces Homme-Machine. L'objectif était donc d'analyser les données recueillies au terme d'une observation comportementale, afin d'évaluer l'évolution de la maîtrise de l'interaction entre le joueur et le jeu. Les deux jeux retenus étaient le Bowling et le Tennis, auxquels les participants devaient jouer lors de 4 séances comprenant chacune deux parties de chaque jeu. Trois groupes de participants ont été ainsi constitués, comprenant des sujets jeunes, des seniors sans troubles cognitifs, et des seniors souffrant d'un MCI. Trois patients souffrant de la Maladie D'Alzheimer ont également participé à cette étude. Les résultats confirment un effet de l'âge, modéré par l'effet d'apprentissage ; l'effet du profil cognitif s'est avéré plus discret, et l'étude individuelle des trois volontaires souffrant de démence nous encourage à postuler la préservation d'un apprentissage moteur implicite, mais aussi à la présence obligatoire d'un médiateur humain. L'investigation des représentations de nos aînés sur un divertissement « réservé aux jeunes » a été opérationnalisée grâce à la constitution de deux focus groupes. L'objectif était de proposer une prise en main de différents jeux modernes, et d'explorer l'univers des jeux vidéo sous différents aspects, incluant le gameplay, les questions éthiques ou l'investissement financier. Les différentes thématiques étaient abordées de manière à susciter un libre échange entre les participants. Le matériel recueilli a par la suite été soumis à une analyse de contenu thématique : les différents extraits des échanges recueillis lors des deux focus groupes ont été étiquetés au moyen de mots clé, et les étiquettes ainsi obtenues ont permis de construire un arbre thématique. Les résultats de cette étude nous ont permis de mettre en évidence un intérêt très variable pour les jeux vidéo, mais un souci prégnant de préserver ses facultés cognitives. L'amusement est possible mais semble répondre à des critères très hétérogènes ; un consensus sur des jeux impliquant de la réflexion, de la créativité et l'acquisition de nouvelles connaissances s'est néanmoins dégagé. D'un point de vue plus pragmatique, il existe un refus clair d'investir financièrement dans du matériel spécifique (consoles) ou dans les jeux eux-mêmes. Enfin, les jeux de type First Person Shooter, mis en avant pour la sollicitation du réseau visuo-attentionnel, sont massivement rejetés en raison de la violence associée au gameplay. Dans la dernière partie de ce travail, ces résultats sont d'abord mis en relation avec les données de la littérature afin de dégager les apports réalisés et les limites expérimentales des études décrites. Notre réflexion se termine sur une synthèse des recommandations sur l'implémentation du jeu comme support d'entrainement ou de réhabilitation cognitive, mais aussi sur les questions de recherche et les problématiques identifiées au terme de ce cheminement intellectuel et humain. / For many years, research in the field of aging has focused on understanding this complex phenomenon and identifying solutions to medical, economic, psychological or sociological issues linked to it. In this context, the aim of this thesis was to identify factors that facilitate the use of video games as a medium for cognitive stimulation in older adults. To answer this question, two studies were carried out: the first one focused on exploring the gameplay of the Nintendo Wii, and the second one aimed at determining the factors of acceptability for video game in older adults. The work on the Wii was focused on the criterion of learnability, based on the theoretical framework of usability in Human Machine Interfaces. The objective was to analyze the data collected throughout a behavioral experimentation in order to assess the process by which the older adults were able to master the game (either bowling or tennis). Participants had to play four sessions and each session encompassed two sets of each game. Three groups of participants were implemented: younger patients, older adults without cognitive impairment and suffering from Mild Cognitive Impairment respectively. Three patients suffering from Alzheimer's disease also participated in this study. The results confirm an effect of age, which is moderated by the learning effect. The effect of the cognitive profile was more subtle. The analysis of the data for each volunteer with dementia showed that positive results in the games were probably due to the preservation of implicit motor learning, but also required the mandatory presence of a human mediator. The investigation on older adults' representations of entertainments "dedicated to young people" was carried out in two focus groups. The aim was to let older adults play with different modern games, and explore the world of video games from different angles, including gameplay, ethical issues or financial investment. Different themes were brought up in order to encourage free discussion between participants. The collected material was subsequently subjected to thematic content analysis: the different items of material collected during the two focus groups were labeled with key words, and then the tags that we obtained were used to build a theme tree. The results of this study showed that older adults had various interests in video games, but a strong desire to preserve their cognitive functions. For older adults, fun is possible when playing videogames but seems to be linked to very heterogeneous criteria. However, our results showed a consensus among older adults on criteria for appropriate games such as stimulating thinking, creativity and new knowledge. From a more pragmatic point of view, there is a clear refusal to invest in specific equipment for games. Finally, games like First Person Shooter, put forward because of their potential benefit on visual and attentional functions, were rejected because of the violence associated with the gameplay. In the last part of this work, we compared our results with those of the literature in order to identify our contributions as well as the experimental limits of our studies. Then our reflection focused on a summary of guidelines for the implementation of games aiming at supporting cognitive training or rehabilitation. We also analyzed the research questions and issues identified at the end of this intellectual and human process.
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Toppjurist, odjur, läkarstudent eller ansvarslös : En kritisk diskursanalys om konstruerandet av kvinnliga våldtäktsoffer och manliga våldtäktsförövare i Aftonbladet, innan och efter MeToo-rörelsen. / Top lawyer, beast, medical student or irresponsible : A critical discourse analysis on the construction of female rape victims and male rapists in Aftonbladet, before and after the MeToo-movement.Aldrin, Louise, Liljekvist, Amanda January 2022 (has links)
The MeToo movement has played a huge role in the society and the issue around gender equality around the world. 2017 the movement spread in USA due to women in the movie- and entertainment business speaking up about sexual harassements made by the Hollywood producer Harvey Weinstein. The hashtag #MeToo spread quickly around the world and came to Sweden in the fall the same year which contributed to the debate about women’s equal rights in society. The aim of this qualitative study is, with a cirital discourse analysis (CDA), to see how the rape victims and their perpetrators constructs in Sweden’s biggest evening news media, Aftonbladet, before (2013) and after the movement's upturn (2021). This study only tends to see how the female rape victims and the male pertpetrators are constructed, this due to statistics showing that woman are most often falling victims of rape and that their perpetrators are most often men (Brottsförebygganderådet [BRÅ], 2020). The study has found several discourses, for instance that the rape victims often are constructed as ideal victims or gets blamed for the rape. The victim blaming often constructes with rapemyths, which can be connected with an ideology of rapeculture. In one specific case there has been found an ideology of feminism, where the text explicitly and implicitly speaks about the womens right and the patrialchal structure in the society. The perpetrators on the other hand are often constructed as either regretful, sympathetic or as a beast. There has been found unequal power relations where the perpetrator is most likely to be constructed as the most powerful actor. On the other hand no differences in the construction of the victim or the perpetrator have been found during the two years, before and after the movement.
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Svenska kärnvapenprogrammet under Kalla kriget : En studie av den internationella arena som påverkade uppstartandet och nedläggandet av Sveriges kärnvapenprogramLindvall Pettersson, Louise January 2013 (has links)
The purpose of this paper is to investigate possible reasons Sweden might have had to motivate the start and end of its nuclear program during the Cold war. This investigation will be conducted using a qualitative research method and making a comparison between the theories realism and liberalism’s ability to explain the decisions. The question this paper is based upon is as follows: Can Sweden’s creating and shutting down of a nuclear weapons program during the Cold war be explained by the international events and actions that were taking place during this time period? The result consists of liberalism pointing out several failures on the international level that might explain the cynical decision from Sweden to create the nuclear weapons. Realism considers the decision to make perfect sense at this point in time, to protect Sweden on the anarchy that was going on at that time according to this theory. The ending of the nuclear weapons program is being explained largely by the rise of the MAD-concept which renders the acute need of nuclear weapons in Sweden void. Liberalism on the other hand considers this a logic step due to the better established UN that is playing a larger role now than in the 1940s. In conclusion, realism does a better job explaining the start of the nuclear weapons program, while liberalism explains the end of it more efficiently. The contribution this thesis has to the research of political science can be seen mainly in three areas. Firstly can the information gathered here be useful when negotiating with other countries regarding the possible shutting down nuclear programs in other states. Secondly has the decision not to develop nuclear weapons in Sweden surely effected 50 years of military strategy. Thirdly does the thesis contribute in the ongoing debate between liberalism and realism.
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Působení a publikační činnost Veřejné osvětové služby (vč. regionální sondy) / Functioning and publishing activity of the public edifying office (including regional analysis)Šolcová, Anna January 2021 (has links)
This diploma thesis is focused on the public edifying office and its impact during the Protectorate of Bohemia and Moravia period. With using archive sources, there has been introduced comprehensive information about structure, functioning and educative activities of this institution. Explained on the situation of the first district, there has been presented the real influence on Czech population and protectorate culture. Publishing activities are closely analysed with the sample of several journals with using the qualitative research method of grouded theory. Result of this qualitative research is a summary of main propagandistic ideas in these texts.
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Mediální konstrukce genderově podmíněného násilí ve vybraných španělských médiích / Media Construction of Gender-based Violence in Spanish MediaAlvarez Alvarez, Žaneta January 2021 (has links)
This thesis entitled Media construction of gender-based violence in selected Spanish media deals with how the Spanish media frame the topic of gender-based violence. The aim of this work is to identify and describe the dominant interpretive frames that the Spanish media offers in connection with the topic of gender-based violence. The starting point of this diploma thesis is the concept of media framing. The research method is qualitative analysis based on the procedures of grounded theory and uses open and axial coding. The research sample consists of selected Spanish media. Specifically, the online news newspapers El País and El Mundo and the television news stations La 1 and TeleCinco. The result of axial coding is seven categories through which the Spanish media offers the issue of gender-based violence.
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Deepening Understanding of Science Content Through Text Structure InstructionThomas, Karen 15 July 2009 (has links) (PDF)
The purpose of this study was to examine the effectiveness of an instructional program designed to explicitly teach text structure awareness to fourth grade students to assist in their understanding of science content in a unit of study on weather. The changes that occurred in teacher thinking and practice were also examined throughout the process of developing and implementing the instructional program. A quantitative analysis was performed to reveal any differences in mean posttest scores between a control group and a treatment group. Results indicated that the treatment group students' science content knowledge was increased significantly more than the students in the control group. A qualitative analysis was also performed to reveal the changes that occurred while this program was implemented into science instruction. Results indicated that by using research and results to guide her instruction, the researcher became more refined as a teacher. Recommendations for further research are discussed.
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Har de sociala nätverken betydelse för företags tillgång till finansiering? : En analys baserat på bankers arbetssätt avseende kreditbedömning / Do social networks have significance for c ompanies’ access to finance? : An analysis based on banks’ working methods for credit assessmentNguyen, Anna January 2017 (has links)
Studier antyder att kreditbedömningsprocessen hos banker har förändrats över tiden. Numera baseras bedömningen till största del på datoriserade system, vilket har påverkat företagens tillgång till företagsfinansiering. Syftet med denna studie är att undersöka vilka möjligheter bankerna anser att företagen har att kunna utnyttja sina sociala nätverk för att lättare erhålla företagsfinansiering och vilka effekter dessa möjligheter kan ha på bankerna och deras kreditbedömningsprocesser. Studien har baserats på empiriskt material som samlats in genom halvstrukturerade intervjuer med banktjänstemän från Swedbank, Svenska Handelsbanken och Roslagens Sparbank samt en mailintervju med en professor inom företagsekonomi. De nämnda bankerna skiljer sig åt på så sätt att Swedbank är tämligen en vanlig affärsbank, Svenska Handelsbanken kännetecknas för att vara en decentraliserad bank och Roslagens Sparbank är en mindre lokal bank. Resultaten har visat att bankernas kreditbedömningsprocesser är snarlika avseende stegen som kreditgivarna måste genomgå vid bedömning av ett företag. Tillvägagångssätten för att erhålla och analysera både den kvantitativa och den kvalitativa informationen kan skilja något hos bankerna. Vidare finns det möjligheter för företag att utnyttja sina sociala nätverk för att lättare erhålla finansiering, beroende på nätverkens omfattning, vilka typer av relationer nätverken utgörs av samt vilken typ av information som erhålls från dessa. I och med att bankernas verksamheter är starkt reglerade, har dessa tillvägagångssätt snarare en marginell påverkan på utfallet av kreditärendet än på bankerna och deras kreditbedömningsprocesser. / Studies suggest that the credit assessment process of banks has changed over time. Nowadays, the assessment is based largely on computerized systems, which has affected the companies’ access to corporate finance. The purpose of this thesis is to investigate what opportunities the banks consider that companies have to utilize their social networks in order to facilitate the ability to gain corporate finance and how these opportunities may affect the banks’ credit assessment process. The thesis has been based on empirical material collected through semi-structured interviews with bank employees from Swedbank, Svenska Handelsbanken and Roslagens Sparbank, as well as an email interview with a professor of business economics. The mentioned banks differ in such a way that Swedbank is quite a common commercial bank, Svenska Handelsbanken is characterized as being a decentralized bank and Roslagens Sparbank is a smaller local bank. The results have shown that the banks’ credit assessment processes are similiar to the steps that creditors need to undergo when assissing a company. The procedures for obtaining and analyzing both the quantitative and qualitative information may differ slightly from the banks. Furthermore, there are opportunities for companies to utilize their social networks in order to facilitate the access to corporate finance, depending on the scope of the networks, the types of relationships the networks comprise and the type of information being received. With the banks’ operations being heavily regulated, these approaches have a marginal impact on the outcome of the credit issue than on the banks and their credit assessment processes.
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A Qualitative Analysis of the Impact of Artificial Intelligence (AI) Adoption (Focusing on Machine Learning (ML)) on the Organizational Capabilities of the Telecom Industry in Sweden and FinlandVerma, Neeraj January 2023 (has links)
The German government's "Industry 4.0" paradigm transforms technology application across domains using real-time data and connectivity. The telecom sector's reliance on digital, software-driven infrastructure for real-time data and connectivity is paramount. Data science and Artificial Intelligence (AI) are crucial, enhancing telecom networks' reliability, cutting costs, and improving service. This technology drives efficiency and innovation, shaping 33% of the market. As AI matures, discussions revolve around potential human replacement, especially in innovation management. Early AI investments yield cost-effective innovation but may not entirely replace human discretion. The exact AI implementation varies, aligning with organizational goals. This research investigates the challenges of implementing AI in the dynamic telecom industry's R&D departments, particularly in Sweden and Finland. The research employs a case-study approach, utilizing semi-structured interviews and document analysis. Thematic analysis of the qualitative data reveals key challenges, including "Lack of Understanding and Awareness," "Recruitment and Skills Gap," "Data Security and Privacy Concerns," and "Infrastructure and Funding Limitations." These findings contribute to a comprehensive understanding of AI adoption challenges in the telecom sector, offering valuable insights for future research and industry practice. Ethical considerations and credibility measures were employed to ensure the rigor and validity of the research, emphasizing the importance of impartiality and multiple perspectives in qualitative research. A thematic analysis was conducted focusing on the "People," "Position," "Process," and "Technology" themes. "Position" categorizes organizations and individuals into AI-beginners, AI-followers, and AI-leaders, showing the diverse stages of AI adoption. "People" emphasizes upskilling, culture, and employee receptiveness. "Process" delves into integration challenges, data quality, ethics, and communication. "Technology" highlights data and budget challenges, infrastructure, and scalability. The findings reveal the telecom industry's transformative AI journey and the importance of balancing technological advancements, cultural shifts, skill development, and ethical considerations for successful AI implementation. While the research followed a rigorous qualitative approach, transparency is crucial for evaluating its credibility and acknowledging potential biases and limitations. The telecom industry's future success in harnessing AI's potential relies on understanding and addressing these multifaceted challenges. This research categorizes organizations and individuals into three distinct AI adoption stages: AI-beginners, AI-followers, and AI-leaders. This framework illuminates the diverse positions within the AI adoption spectrum and emphasizes the critical role of leadership, resource allocation, and skills development. Moreover, this research underscores the significance of human factors, integration processes, and technological considerations in successful AI adoption. Practical implications encompass strategic planning, resource allocation, leadership development, cross-functional collaboration, change management, ethical considerations, and talent acquisition. While offering valuable insights, the research acknowledges limitations in sample size, subjectivity, temporal relevance, and contextual completeness. This research also explores the potential future research directions in the domain of AI adoption in the telecom industry. Drawing from the insights gathered through interviews, several promising avenues for future investigations are outlined. These include longitudinal studies to track the evolution of AI adoption, cross-industry comparisons to identify best practices, quantitative analyses of AI's impact on key performance indicators, examinations of regulatory and ethical frameworks, in-depth studies of AI-related skill development, investigations into AI's impact on employment, and explorations of cultural transformations necessary for successful AI adoption. These avenues offer opportunities to advance our understanding of AI adoption dynamics and their implications for the telecom sector.
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