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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.
41

TWITCH OCH SVENSKA INDIESPELSUTVECKLARE : En kvalitativ studie om svenska indiespelsutvecklares användning av Twitch / TWITCH AND SWEDISH INDIE GAME DEVELOPERS : A qualitative study about Swedish indie game developers usage of Twitch

Albrektsson, Elias January 2023 (has links)
Det blir allt svårare att sticka ut från mängden av nya spel som släpps varje år, speciellt för indiespelföretag med begränsade resurser. Sociala medier är idag ett av de effektivaste sätten att marknadsföra sig på, men en plattform som blivit känd som nyckeln till att bli upptäckt är livestreamingtjänsten Twitch. Tidigare forskning visar att indiespelutvecklare har kluvna åsikter om Twitch, och medhjälp av semi-strukturerade intervjuer med svenska indiespelutvecklare ämnade denna studien till att bygga vidare på de tidigare studierna genom att besvara följande frågeställning: Hur ser svenska indiespelutvecklare på Twitch som ett marknadsföringsverktyg? Det sammanställda resultatet visar att alla indiespelutvecklare har olika erfarenheter och åsikter om att använda Twitch för marknadsföring, men ser det ändå som ett attraktivt marknadsföringsverktyg, speciellt om man marknadsför ett partyspel eller ett spel med mycket slump.Genom att fortsätta undersöka indiespelutvecklares erfarenheter, kan en tydligare bild av den svenska scenen för indiespel skapas.
42

Studies on the regulatory expression of uncoupling protein 1 in bovine skeletal muscle / ウシ骨格筋における脱共役タンパク質1発現調節に関する研究

Diao, Zhicheng 25 September 2023 (has links)
京都大学 / 新制・課程博士 / 博士(農学) / 甲第24911号 / 農博第2574号 / 新制||農||1102(附属図書館) / 京都大学大学院農学研究科応用生物科学専攻 / (主査)教授 舟場 正幸, 教授 太田 毅, 教授 横井 伯英 / 学位規則第4条第1項該当 / Doctor of Agricultural Science / Kyoto University / DGAM
43

“hard to type with one hand” : Att göra genus och sexualitet i lättklädda livestreams på Twitch.tv

Bruzelli, Caroline January 2024 (has links)
This study explores the (hetero)sexualized online space that is the category “Pools, Hot Tubsand Beaches” on the streaming platform Twitch.tv. The aim of the study is to gain a further understanding of how gender and sexuality is performed under the specific conditions offered by the space. Interactions between livestreamer and chat in three livestreams have been transcribed and analyzed using reflexive thematic analysis. I find that the space is characterized by the logic of the heterosexual matrix as defined by Judith Butler, as well by two foundational asymmetries that inform the way that gender and sexuality is performed in the spaces studied: the asymmetry of perspective and the asymmetry of performativity. These conditions are actively negotiated with by the subjects that interact in the space. Furthermore, relying on the work of Raewyn Connell, I find that the subjects conduct a labor of positionality with regards to notions of good and bad masculinity, basing their sense ofcommunity on the abjectification of “other men” in order to construct their own masculinity.
44

Regulation of Human Cardiac Muscle Contraction and Relaxation in Health and Disease

Chung, Jae-Hoon 11 September 2018 (has links)
No description available.
45

Streaming as a Virtual Being : The Complex Relationship Between VTubers and Identity

Turner, Anna Birna January 2022 (has links)
The boundary between offline and online worlds is rapidly shrinking with improvements in technology. Virtual Youtubers (VTubers) have emerged in recent years as a new Twitch streaming phenomenon. Replacing the use of webcams, VTubers obscure their true physical appearance and instead choose to represent themselves through a fictional character. This character is most often controlled through facial tracking, motion capture, and additional software tools. While previous livestreaming research has focused on why people watch others play video games, or what an audience wants from the streamer they watch, there is very little current research available on VTubers. Current studies are scattered, and do not attempt to deeply engage with VTubers on a personal level to explore their thoughts and motivations. In turn, this study aims to answer the following questions: 1) “How does livestreaming as a VTuber allow people to explore and/or express their identity?”; 2) “What makes VTubing unique when compared to standard facecam streaming?”. 10 different VTubers were interviewed using semi-structured interviews, and their responses were analyzed by a framework centering Erving Goffman’s (1959) theory of self-presentation. Theories of online identity, imagined audience, online disinhibition, and parasocial interaction were also utilized to support the analysis. The results suggest that VTubing is a unique form of livestreaming which allows its users to overcome personal insecurities, explore different methods of self-presentation, and to affirm the identities of members of queer and ostracized communities.
46

Gamification på Twitch.tv : Hur upplever åskådarna på Twitch användning av gamification? / Gamification on Twitch.tv : How do viewer experience the use of gamification on Twitch?

Toumpin, Alexandros January 2020 (has links)
Det har kommit att bli allt vanligare att företag använder spelifieringselement på sina produkter för att motivera och engagera sina användare. Tidigare studier som undersökte spelifiering visar att dessa element har båda positiva och negativa effekter på användarna, samt att flera forskare har börjat undersöka etiska frågeställningar av användningen av spelifiering. Detta arbete har syftat till att undersöka den påverkan som spelifieringselement kan ha på Twitch-åskådare. Genom kvalitativa enkäter och kompletterande intervjuer undersöktes åskådarnas positiva och negativa upplevelser av spelifieringselement på Twitch. Studien omfattade 34 enkätdeltagare som rekryterades genom att posta enkätformuläret i Twitch-relaterade Facebook grupper, Twitch-relaterade Reddit webbplats samt bland studenterna på Högskolan i Skövde. Med hjälp av enkätanalysen identifierades olika aspekter som undersöktes med två stycken intervjudeltagare som rekryterades genom ett kriteriebaserat bekvämlighetsurval. Genom en kvalitativ analys kom studien fram till ett resultat som visar positiva och negativa effekter som spelifiering har på Twitch-åskådarna. Resultatet kan ligga till grund för fortsatt studie kring hur spelifiering kan användas och vilka aspekter bör designers ta hänsyn till. / It has become increasingly common for businesses to use gamification elements to enhance motivation and engagement with their products. Previous studies examining gamification show that gamification has both positive and negative effects on end-users. Ethical issues have also been raised, as concerning, by some in the scientific community. This study aimed to investigate what effect some gamification elements have on Twitch viewers. Twitch viewer experience has been examined through the use of qualitative surveys and complementary interviews. The study included 34 surveys and two interview participants that were recruited through criterion-based selection. The study findings reflect both the positive and negative effects of some gamification elements that are used on the Twitch platform. The findings of this study can be used as a basis for further research on how gamification effect Twitch viewers. As well as a base guideline for future improvements on usage of gamification elements.
47

Towards Realistic Datasets forClassification of VPN Traffic : The Effects of Background Noise on Website Fingerprinting Attacks / Mot realistiska dataset för klassificering av VPN trafik : Effekten av bakgrundsoljud på website fingerprint attacker

Sandquist, Christoffer, Ersson, Jon-Erik January 2023 (has links)
Virtual Private Networks (VPNs) is a booming business with significant margins once a solid user base has been established and big VPN providers are putting considerable amounts of money into marketing. However, there exists Website Fingerprinting (WF) attacks that are able to correctly predict which website a user is visiting based on web traffic even though it is going through a VPN tunnel. These attacks are fairly accurate when it comes to closed world scenarios but a problem is that these scenarios are still far away from capturing typical user behaviour.In this thesis, we explore and build tools that can collect VPN traffic from different sources. This traffic can then be combined into more realistic datasets that we evaluate the accuracy of WF attacks on. We hope that these datasets will help us and others better simulate more realistic scenarios.Over the course of the project we developed automation scripts and data processing tools using Bash and Python. Traffic was collected on a server provided by our university using a combination of containerisation, the scripts we developed, Unix tools and Wireshark. After some manual data cleaning we combined our captured traffic together with a provided dataset of web traffic and created a new dataset that we used in order to evaluate the accuracy of three WF attacks.By the end we had collected 1345 capture files of VPN traffic. All of the traffic were collected from the popular livestreaming website twitch.tv. Livestreaming channels were picked from the twitch.tv frontpage and we ended up with 245 unique channels in our dataset. Using our dataset we managed to decrease the accuracy of all three tested WF attacks from 90% down to 47% with a WF attack confidence threshold of0.0 and from 74% down to 17% with a confidence threshold of 0.99. Even though this is a significant decrease in accuracy it comes with a roughly tenfold increase in the number of captured packets for the WF attacker.Thesis artifacts are available at github.com/C-Sand/rds-collect. / Virtual Private Network (VPN) marknaden har växt kraftigt och det finns stora marginaler när en solid användarbas väl har etablerats. Stora VPN-leverantörer lägger dessutom avsevärda summor pengar på marknadsföring. Det finns dock WF-attacker som kan korrekt gissa vilken webbplats en användare besöker baserat på webbtrafik, även om den går genom en VPN-tunnel.Dessa attacker har rätt bra precision när det kommer till scenarier i sluten värld, men problemet är att dessa fortfarande är långt borta från att simulera typiskt användarbeteende.I det här examensarbetet utforskar och bygger vi verktyg som kan samla in VPNtrafik från olika källor. Trafiken kan användas för att kombineras till mera realistiska dataset och sedan användas för att utvärdera träffsäkerheten av WF-attacker. Vi hoppas att dessa dataset kommer att hjälpa oss och andra att bättre simulera verkliga scenarier.Under projektets gång utvecklade vi ett par automatiserings skript och verktyg för databearbetning med hjälp av Bash och Python. Trafik samlades in på en server från vårt universitet med en kombination av containeriseringen, skripten vi utvecklade, Unix-verktyg och Wireshark. Efter en del manuell datarensning kombinerade vi vår infångade trafik tillsammans med det tillhandahållna datasetet med webbtrafik och skapade ett nytt dataset som vi använde för att utvärdera riktigheten av tre WF attacker.Vid slutet hade vi samlat in 1345 filer med VPN-trafik. All trafik samlades in från den populära livestream plattformen twitch.tv. Livestreamingkanaler plockades ut från twitchs förstasida och vi slutade med 245 unika kanaler i vårat dataset. Med hjälp av vårat dataset lyckades vi minska noggrannheten för alla tre testade WF-attacker från 90% ner till 47% med tröskeln på 0,0 och från 74% ner till 17% med en tröskel på 0,99. Även om detta är en betydande minskning av noggrannheten kommer det med en ungefär tiofaldig ökning av antalet paket. I slutändan samlade vi bara trafik från twitch.tv men fick ändå några intressanta resultat och skulle gärna se fortsatt forskning inom detta område.Kod, instruktioner, dataset och andra artefakter finns tillgängliga via github.com/CSand/rds-collect.
48

Deltagarkultur i en filterbubbla : En innehållsanalys av nätsamhället Twitch.tv's externa kommunikation. / Participatory culture inside a filter bubble : A content analysis of the network society Twitch.tv’s external communication.

Johansson, Michael January 2016 (has links)
Participatory culture inside a filter bubble – A content analysis of the network society Twitch.tv’s external communication. The aim of this essay was to study how user-generated content is being used and how it is presented by Twitch Interactive, Inc. in its external communication, more specifically how the discourse of this content is shaped on Twitter. To gather the information needed a quantity based content analysis was made, ranging from 1-31st of October 2015. From this data patterns where detected and a discourse analysis based on Berglez version of van Dijks model was conducted on six of the Twitter posts that followed said pattern. This was done to answer how the discourse was shaped and what the consequences could be of using such a pattern. Analyzing the results was done using theory from strategic marketing researchers such as Larsåke Larsson, Lars Palm, Ulf Dahlqvist and Magnus Linde. Furthermore theorist like Gripsrud, Pariser, Lindgren, Jenkins, Ford and Green were used to describe and analyze the field of culture, more specifically participatory and popular culture. The conclusion of the study was that Twitch representation of user-generated material and the culture it represents was unjustified and could be seen as a filter bubble. The results showed that the majority of content was young white male gamers where as other research on the field of gaming culture shows a more equal split between genders. The individuals that where represented in the content could be seen as objects of admiration and association. Discussion led to the belief that Twitch may not possess the power to change to discourse due to the strong economic need of the consumers. This need was concluded to arise from the fact that the platform and its culture is much like participatory culture and where this culture has been taken to a commercial level.
49

The measurement of maximal bite force in human beings

Alibrahim, Anas January 2015 (has links)
Background: Registering a true maximum bite force on the most commonly-used force transducers is problematic. It is often believed that this is related mainly to discomfort and the fear of breaking teeth. Objectives: The aim of the project was to compare the suitability of different bite force measuring transducers including ones which were designed to improve subject comfort. The transducers used were a traditional strain-gauge transducer with and without covering with ethylene vinyl acetate (EVA) sheets, and a newly-developed pressure transducer. Methods: Five separate studies were performed in this project. The experiments were carried out on human volunteer subjects (aged 24 to 41 years). They were all dentate with no missing anterior teeth and with no crowns on these teeth. The following procedures were used in some or all of the studies: measurement of MVBF, electrical stimulation of the masseter muscle, and EMG recording from two pairs of jaw closing muscles. Results: The highest MVBF values were recorded on the pressure transducer, mean (± S.D.) 464 N ± 224 N; followed by the strain-gauge transducer with EVA sheets, 243 ± 80 N; and last of all the strain-gauge transducer with silicone indices, 165 ± 35 N; or acrylic indices, 163 ± 82 N. Significantly higher maximum potential bite forces were predicted by twitch interpolation for the pressure transducer (730 ± 199 N) than for the strain-gauge transducer with EVA sheets, 354 ± 67 N (Paired t test, P < 0.05). Significantly higher EMGs of the masseter and anterior temporalis muscles were found to be associated with MVBFs on the pressure transducer than with MVBFs on the strain-gauge transducer with EVA sheets (Paired t test, P < 0.05). Conclusions: It is concluded that: a) the pressure transducer system and to a lesser extent the strain-gauge transducer covered with EVA sheets seemed to overcome the fear associated with biting on the hard surfaces of the strain-gauge transducer alone; b) the pressure transducer may have some multi-directional capabilities which allow for total bite forces, or at least larger parts of them, to be recorded than on a uni-directional strain-gauge transducer.
50

Concurrent training in endurance athletes: the acute effects on muscle recovery capacity, physiological, hormonal and gene expression responses post-exercise

Deakin, Glen Bede Unknown Date (has links)
The research presented in this thesis examined the issue of the compatibility of strength and endurance training within one training regime, termed concurrent training, in recreational cyclists. Various research designs used in the previous literature resulted in inconclusive findings. The overall aim of this thesis was therefore to examine, in three systematically designed studies, the effects of various components of concurrent training regimes on cycling efficiency and recovery, and to identify some of the mechanisms that may be responsible for the interference or impedance of strength and/or endurance adaptations.

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