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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

Digital + Physical: Rethinking the Playground

Tew, Benjamin Montgomery 29 October 2008 (has links)
The increasing presence of digital play experiences has become an undeniable part of many childrenâ s lives. These digital experiences have begun to rival traditional physical play. Even with the introduction of the Nintendo Wii digital and physical rarely cross paths. This masters thesis investigates the design of a play experience that embraces digital experience through the combination of handheld wireless technology and playground experiences. The combination of these elements aims to create a play experience that provides the physical and imaginative aspects of traditional play while utilizing the personal, communication, social, competitive, and graphical informational properties of wireless handheld devices. This thesis documents the research, conceptualization and final development of the Funky Bars and Whirly Bird playground pieces. / Master of Science
2

Conceptualizing A Digital Bridge in Sports Entertainment

Liderås, Alexander January 2022 (has links)
The Covid-19 pandemic was detrimental to many industries and the sports industry was no exception. Due to ceased activity and financial deficit, sports organizations now look towards directing resources to developing digital technologies to enhance the customer experience. Jägersro Trot & Gallop is one of Sweden’s leading figures in the trotting industry, but they are suffering from financial decline and interest from customers. With no concrete plans on how to reach certain demographics, this study explores how digital technologies can help with reaching these demographics. This study introduces a new concept called Digital Bridge, which is prototyped in the form of a digital arena and then tested in two different qualitative focus groups. With a phenomenological approach, the study aims to understand the participant’s experience with the newly introduced concept. Findings show that the demographic between ages of 24-30 are prone to digital experiences presented in the prototype, with a high emphasis on socialization. Findings also show that the digital bridge can attract this demographic, even when individuals do not have prior experience with the sport. This study concludes that the concept of digital bridge can be beneficial for organizations who have difficulties in attracting new demographics.
3

Virtual reality in tourism. Opportunity or pitfall? : Explorative case study of a place-based virtual reality experience of Mariebergsskogen / Virtuell verklighet i turismen. Möjlighet eller fallgrop? : En explorativ fallstudie om en platsbaserade virtuell verklighet upplevelse av Mariebergsskogen

Kubitzek, Barbara January 2021 (has links)
To what extent can virtual reality be used to induce real-life tourism? This question becomes even more relevant in these covid-19 times. However, research on virtual reality concerning tourism has not engaged substantively with this question yet and thus this study seeks to address this question. This thesis is an explorative case study of the development of the prototype of a place-based virtual reality experience of Mariebergsskogen in Karlstad, Sweden. The purpose of this study is to investigate and show how a place-based virtual reality experience can add value to the experience and promotion of Mariebergsskogen. This thesis goes beyond ocularcentrism highlighting the involvement of senses, the whole body and emotions in experiencing a destination. How can a deeper emotional connection to a destination be evoked through virtual reality revealing the characteristics, uniqueness and rootedness of the place? A geomedia approach is taken that combines a sensitivity to place with media to arrive at a multi-dimensional view of Mariebergsskogen considering place representations, engagements and its roots to history. Place is conceptualized by recourse to Lefebvre’s (2011) spatial triad: lived, perceived and imagined that are in a dialectic relationship. The methodological model created has been informed by the project on place-based digital experiences (PDU) at the University of Karlstad in Sweden. Tourists are considered active agents in creating tourism destinations and this study emphasizes their engagement as co-creators in the prototype development process. A methodological model is proposed that combines a place analysis with workshops consisting of a user study and a co-creation workshop supplemented with insights from interviews with virtual reality developers and stakeholders from Region Värmland and Karlstad Municipality.

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