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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.
11

Spelkaraktärer : En undersökning om skapandet av minnesvärda karaktärer i spel

Karlsson, Benjamin, Holgersson, Emil January 2018 (has links)
Detta kandidatarbete handlar om minnesvärda spelkaraktärer och dess utveckling inom ett fantasytema. Metoderna som har använts för detta arbete är MDA, Matter Matters och Quality of Experience. Vi bekantar oss även med en analysmetod för att analysera hur spelare använder karaktärer som ger oss en utgångspunkt. Vi har format vårt koncept så att spelaren kan ha fria tyglar när det kommer till karaktärens utveckling, detta gör att spelaren kan ändra karaktären efter sin spelstil. För att kunna få en bredare förståelse om minnesvärda spelkaraktärer så vänder vi oss till ett undersökningsformulär vi skapade för att få en inblick i vad andra ser som viktiga parametrar för dessa minnesvärda karaktärer. Som avslut så går vi igenom framtida idéer om detta koncept och om hur vår karaktär kan utvecklas vidare. / This bachelor thesis is about memorable game characters and its evolution within a fantasy theme. The methods used for this work are MDA, Matter Matters and Quality of Experience. We also familiarize ourselves with an analytical method to analyse how players use characters which gives us a starting point. We have shaped our concept so that we can let the player choose when it comes to the characters evolution, which allows the player to change the character according to their playstyle. To get a broader understanding of memorable game characters, we turn to a survey we created to get an insight into what others see as important parameters for these memorable characters. Lastly, we review future ideas about this concept and how our character can be further developed.
12

Rhizomatik som metod i en gränssnittsdesignprocess

Persson, Johanna January 2018 (has links)
No description available.
13

AWE-STHETIC - Sublima intra-aktioner & medietekniskt uttryck

Enlund, Linus, Funke, Alex January 2018 (has links)
No description available.
14

Sökmotoroptimering - en studie i att förbättra besökarantalet på svt.se/recept / Search Engine Optimazation – A study to increase online visitors for svt.se/recept

Johansson, Linn January 2016 (has links)
This report is about how to improve Search Engine Optimization (SEO) on svt.se/recept. The report includes a competitive analysis, a keyword analysis and a survey.   The competitive analysis was conducted by looking at five of the biggest competitors and assessing how they preform based on the most important parts of SEO. The results was concluded and analyzed.   Keyword analysis was based on selected words to map which ones were the most used and how they are used together with other words on search engines. These keywords were then assembled in an Excel-document.   The survey was conducted to get more detailed answers as to how people search for recipes using a search engine. This questionnaire was answered by 66 people and the survey was compiled and analyzed.
15

ROOTS : What could emerge out of thinking and acting networked roots as design? / ROOTS : Vad skulle kunna uppstå av att tänka och agera utifrån rotade nätverk som design?

Barry, Cecilia January 2017 (has links)
Abstract ROOTS – What Could Emerge Out of Thinking and Acting Networked ROOTS as Design?   This bachelor’s thesis uses ROOTS as a method designed to engage in both thinking and acting inside networks, by creating a hydroponic gardening network. As a designer one engages in many different fields of design. The most complicated design is designing networks with function, interlaced and embedded in everyday life. This is known as accountability, to be accountable to ones decisions and to act on many perspectives when designing. Accountability is designing from somewhere, and being aware of where that somewhere stems from. ROOTS visualizes accountability in a network, as accountability entails thinking and acting inside a network, and by doing so one actively engages in thinking about futures and design as a whole. When asking oneself what could emerge out of thinking and acting networked ROOTS as design, one begins to speculate in matters of vast networked complexity. From observation using methods such as ANT, the technologic extension T-ANT and also conducting a study in messiness, information is created and from the information, valuing becomes present, from valuing knowledge grows, from knowledge comes accountability and the network creates another cycle of ROOTS.   Keywords: Design, Network, Accountability, Complexity
16

Filmskapande för nybörjare - steg för steg / Film making for beginners - Step by step

Alekzandra, Granath January 2017 (has links)
This report is about film making, wich parts that are included in film making and things that is good to think of when doing film for the first time. A short movie has been created and from this, this study has been done to figure out if the theory is like the reality. Also the report is based om the book ”How to get started in film making” by Tom Holden and interviews with people working with film.
17

Advanced Visualization Techniques for Laparoscopic Liver Surgery

Felekidis, Dimitrios January 2015 (has links)
Laparoscopic liver surgery is mainly preferred over the traditional open liver surgery due to its unquestionable benefits. This type of surgery is executed by inserting an endoscope camera and the surgical tools inside the patient’s body through small incisions. The surgeons perform the operation by watching the video transmitted from the endoscope camera to high-resolution monitors. The location of the tumors and cysts is examined before and during the operation by the surgeons from the pre-operative CT scans displayed on a different monitor or on printed copies making the operation more difficult to perform. In order to make it easier for the surgeons to locate the tumors and cysts and have an insight for the rest of the inner structures of the liver, the 3D models of the liver’s inner structures are extracted from the preoperative CT scans and are overlaid on to the live video stream transmitted from the endoscope camera during the operation, a technique known as virtual X-ray. In that way the surgeons can virtually look into the liver and locate the tumors and cysts (focus objects) and also have a basic understanding of their spatial relation with other critical structures. The current master thesis focuses on enhancing the depth and spatial perception between the focus objects and their surrounding areas when they are overlaid on to the live endoscope video stream. That is achieved by placing a cone on the position of each focus object facing the camera. The cone creates an intersection surface (cut volume) that cuts the structures that lay in it, visualizing the depth of the cut and the spatial relation between the focus object and the intersected structures. The positioning of the cones is calculated automatically according to the center points of the focus objects but the sizes of the cones are user defined with bigger sizes revealing more of the surrounding area. The rest of the structures that are not part of any cut volume are not discarded but handled in such way that still depict their spatial relation with the rest of the structures. Different rendering results are presented for a laparoscopic liver test surgery in which a plastic liver model was used. The results include different presets of the cut volumes’ characteristics. Additionally, the same technique can be applied on the 3D liver’s surface instead of the live endoscope image and provide depth and spatial information. Results from that case are also presented.
18

Utvärdering av gränssnittet hos en VOD-tjänst : En undersökning av användbarhetsproblem hos Netflix’ gränssnitt med hjälp av en lätt modifikation av Jacob Nielsens ”usability heuristics”

Johansson, Carina, Grundström, Robert January 2013 (has links)
For better understanding of how users interact with the video on demand service Netflix a study was conducted in 10 Swedish households. This study is based on the well-established heuristic evaluation method of Jacob Nielsen, which we modified slightly by letting the users to act as “evaluation experts” and informing them about the heuristic rules of thumb during the evaluation process. The purpose of this study was to identify usability problems when people interact with Netflix’ interface. We found that the users identified usability problems efficiently and that the information they delivered might be useful for further development of Netflix and other video on demand services. The modified application of Nielsen’s rules of thumb seems to have worked satisfactorily.
19

Kommunikation och marknadsföring inom Sociala medier – Novamedia Svenska PostkodLotteriet AB / Communication and marketing in Social media – Novamedia Svenska PostkodLotteriet AB

Alexander, Bodén January 2015 (has links)
When I worked with the daily communication with the lottery’s customers on social media the Communications Department at Nova Media Swedish Postcode Lottery contacted me to write a document, plan and present an advertising campaign in their social media channels to Christmas 2014. The company had ideas on a campaign that they wanted develop where my job was to develop and present a plan for how to implement the campaign. The purpose is to explain what PostkodTomten is and to highlight its commercial advantages for marketing purposes. To have succeeded with this work, I needed a clear methodology and plan. I deepened my knowledge in marketing with a clear focus on social media, literary studies has been key and theoretical studies have been a good basis to implement my work practically. The conclusion I take with me in the future, the importance of how to dispose of your work, meetings booked weekly and milestones were set up giving the project good order and structure. This report will first and foremost focus and process these documents but also contains a theoretical part of marketing and communications in social media in general. The document and the report were presented to the company as an appendix. The theoretical parts of the report focuses on the marketing and communications in social media, how it is going to and how to do it appropriately. It is also up to what a company can do to strategically "stick out" and promote themselves on social media and its various channels. The terms "Buzz marketing" and "viral marketing" will also be explained.
20

Den mobilanpassade jobbrekryteringsprocessen : En kvalitativ undersökning om två intressentgruppers användarupplevelse av tjänsten Uptrail

Bergström, Emma January 2017 (has links)
This study aims to examine two user groups experience and usage of the mobile job advertising service Uptrail. The two groups that are the focus of this work are the companies that use the service for job recruitment and job-seekers that have applied for work through Uptrail. In which context job-seekers apply for work through the service and why is also examined in this study. This is to give an understanding of how the mobile interface might influence users behaviour during the job recruitment process. The study is based on a qualitative research method where individual in-depth interviews with representatives from the different groups are used for gathering data. Also a shorter observation has been applied during the interviews with the job seekers. Collected data were then analyzed through an inductive interpretation method and combined with previous research and theories regarding mobile usage, context, digital recruitment (e-recruitment) and user experience (UX). The result of the study implies that Uptrail has impacted the motives behind job advertising by affecting the user experience of the recruitment process. Job applicants experienced that the mobile format and the process of the service changed their habits on applying for work through digital application. In line with previous research results from this study also suggest that the usage of mobile services largely takes place in “home like” environments. This is explained as a consequence of existing attitudes and thoughts regarding the job search process.

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