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Att vara en person på sociala medier och en annan i verkligheten : En kvalitativ studie om sociala mediers inverkan på ungdomars självskattade psykiska hälsa/ohälsa / Being one person on social media and someone else in reality : A qualitative study on the impact of social media on adolescents self-assessed perception of mental healthMehmedovic, Emina January 2020 (has links)
As social media has emerged and integrated into our lives, the psychosomatic symptoms in adolescence has increased. Previous studies has shown how social media can contribute to a sense of belonging, but in contrast, it can also cause exklusion and a sense of alienation. Therefore, this study aimed to understand the consequences social media can cause in relation to mental health in adolescence. This study was based on a qualitative method where four adolescents between 17-18 years old were interviewed. The purpose was to understand how social media can affect their mental health based on their personal experiences and perceptions. The results were analyzed through Erving Goffman's theory of idealizing performances, Hartmut Rosa's theory of acceleration and Jean Baudrillard's theory of hyper-reality. The results showed that the adolescents are affected in a variety of ways by social media, where influencers set standards of perfection which are unattainable. Social media is a virtual room where the adolescents can take on new roles, where the underlying reason for role taking is fear of being excluded from the community. Social media creates a gap between the virtual world and reality, where the adolescents lose a sense of themselves. As one of the respondents expressed: you’re one person on social media and someone else in reality.
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Virtuell verklighet för kommunikation och interaktion : Interaktiva rum som kommunikationsverktygFransson, Axel, Börjesson, Christoffer January 2017 (has links)
Kandidatarbetet undersöker virtuell verklighet som ett spatialt och interaktivt realtids-medium för den arkitekturella domänen. Media används vanligtvis inom mäklar-, visualiserings-, och designindustrin för att representera föremål på ett förståeligt och övertygande vis genom bilder eller animerade filmer. Utgångsproblemet har varit användbarheten av högdetaljerad arkitekturell visualisering som representeras i 2D. Studier visar att 2D passar för viss abstrakt information som kronologisk sekvens eller data trender, men för komplicerad information som lokalisering och spatiala relationer är 2D för abstrakt. Målet är att skapa en prototyp i form av ett virtuellt rum vars syfte tjänar kommunikationsverktyg mot intressenter eller inom organisationen för tydligare beslutsförmåga. Fokus låg på användbarhet för att evaluera prototypens design-aspekter navigation, selektion/manipulation och indirekta kontroller. Utgångspunkten var en pragmatisk filosofi med användningen av mixade metoder för att nå djupare insikter i prototypen. Med hjälp av texturerings- och 3D modelleringsprogram samt spelmotorn Unreal Engine 4 har en virtuell nybyggnation skapats. Därefter har tre användbarhetstester formats som evalueras med hjälp av system usability scale. Detta expanderas på med en kvalitativ intervju där resonemang om användbarhet, kostnadseffektivitet och lämplighet framkommer. Utvärderingen indikerar att användarna är nöjda, men riktad evaluering av interaktions-teknikerna var för sig hade skapat insikter i specifika fallgropar av systemets designområden. / The bachelor thesis investigates virtual reality as a spatial and interactive real-time medium for the architectural domain. Media is usually used in the brokerage, visualization and design industry to represent objects in an understandable and compelling manner through images or animated films. The starting problem has been the usability of high-detailed architectural visualization represented in 2D. Studies show that 2D fits for some abstract information like chronological sequence or data trends, but for complex information such as location and spatial relationships, 2D is too abstract. The goal is to create a prototype in the form of a virtual space whose purpose serves as communication tools with stakeholders or within the organization for patent decision-making. The focus was on usability to evaluate the prototypes design aspects navigation, selection / manipulation, and indirect controls. A pragmatic philosophy was employed with the use of mixed methods to reach deeper insights into the prototype. With the help of texturing and 3D modeling programs and the Unreal Engine 4 game engine, a virtual room has been constructed. Thereafter, three usability tests were formatted and evaluated using system usability scale. This is expanded with a qualitative interview where reasoning about usability, cost-effectiveness and appropriateness emerges. The evaluation indicates that the users are satisfied, but targeted evaluation of the interaction techniques had created insights into specific pitfalls of the system's design areas.
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