• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 18
  • 1
  • Tagged with
  • 19
  • 6
  • 6
  • 5
  • 4
  • 4
  • 4
  • 4
  • 4
  • 3
  • 3
  • 3
  • 3
  • 2
  • 2
  • 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

Moving pictures - En bransch i rörelse : En undersökning om svenska konsumenters betalningsvilja för nedladdning av film

Ahlström, Mattias, Bäckström, Göran January 2006 (has links)
<p>Problem area and purpose</p><p>Nowadays, 2006, the downloading of music and movies is an increasingly more burning issue. But while the music industry has made great progress in using the Internet as a distribution channel the film industry has been at a standstill for several years. Recently however there has been progress in the form of a few film companies beginning to offer their customers legal ways to acquire films over the Internet. But with this progress one central question arises, which this report will try to answer; what are the important factors for selling films as the Internet moves from primarily being a information channel to also functioning as a distribution channel? The purpose is to examine what the consumers find important when purchasing film, and to establish to what degree there is a substitution effect between DVDs and downloadable films.</p><p>Method</p><p>The report is first and foremost based on an Internet survey with a total of 383 participants. The respondents are divided into two separate selections, the first consisting of people already with a genuine interest in film (both watching and purchasing) and the second selection consisting of people with a more average interest. To get a wider perspective, but also to get an in-depth view of the business, we interviewed a Swedish journalist with strong connections both with the film companies and with the consumers.</p><p>Theory</p><p>The survey is based on three theoretical concepts; added value, differentiation and substitution. Together these concepts form two variables, Inclination to purchase DVD and Inclination to pay for downloading. Depending on the respondents’ answers to the survey, different values are given the variables, which in turn shows how inclined the different groups are to substitute DVD with downloaded films.</p><p>Result and conclusion</p><p>The report’s result shows that the first selection is not very inclined to replace DVDs with downloaded films, while the second selection shows slightly more interest. In conclusion, the most important factors for the consumers when, or rather if, downloading films are low price and an easy and functional system. When looking at the industry today this is not what the companies are offering the consumers, which puts the film industry’s role as Internet distributor in question.</p>
12

Talböcker och nedladdning : En studie om talboksanvändares användning av och uppfattning om nedladdning av talböcker / Talking books and downloading : A study of talking book users' usage and perception of download services

Balkenstig, Johan, Gyllander, Johan January 2013 (has links)
The aim of this qualitative study is to examine how users of talking books perceive the possibility of downloading talking books from home without visiting the library and how this affects them. Three research questions were formulated:How do talking book users reflect on their library usage?Have the subject&apos;s&apos; library usage changed since introduction to the download service?How have users experienced the service?To answer these questions, five semi structured interviews were conducted with five different users of talking books in Sweden. All subjects were currently using download services which they had gained access to from their local public libraries. In analyzing the interviews, a theory established by Henrik Jochumsen and Casper Hvenegaard Rasmussen in Gør biblioteket en forskel (2000) was used. This allowed us to better understand different roles of the library. The study shows that users find the ability to borrow books as the main reason for using the library. It was further established that the subjects&apos; library usage had not changed since introduction to download services. All users reported satisfaction with the services. We have identified the issues experienced by users to be mainly connected to print disabilities or lacking computer skills. / Program: Bibliotekarie
13

Åtkomst nekad: sidan du söker är inte tillgänglig : Internetleverantörers blockering av piratsidor på grund av upphovsrättsintrång – en analys av blockeringsförelägganden och konsekvenserna av dem / Access denied: The website you requested is not available : ISPs blocking of pirate websites due to copyright infringement - An analysis of blocking injunctions and their consequences

Pousette Grönqvist, Josefin January 2018 (has links)
No description available.
14

Moving pictures - En bransch i rörelse : En undersökning om svenska konsumenters betalningsvilja för nedladdning av film

Ahlström, Mattias, Bäckström, Göran January 2006 (has links)
Problem area and purpose Nowadays, 2006, the downloading of music and movies is an increasingly more burning issue. But while the music industry has made great progress in using the Internet as a distribution channel the film industry has been at a standstill for several years. Recently however there has been progress in the form of a few film companies beginning to offer their customers legal ways to acquire films over the Internet. But with this progress one central question arises, which this report will try to answer; what are the important factors for selling films as the Internet moves from primarily being a information channel to also functioning as a distribution channel? The purpose is to examine what the consumers find important when purchasing film, and to establish to what degree there is a substitution effect between DVDs and downloadable films. Method The report is first and foremost based on an Internet survey with a total of 383 participants. The respondents are divided into two separate selections, the first consisting of people already with a genuine interest in film (both watching and purchasing) and the second selection consisting of people with a more average interest. To get a wider perspective, but also to get an in-depth view of the business, we interviewed a Swedish journalist with strong connections both with the film companies and with the consumers. Theory The survey is based on three theoretical concepts; added value, differentiation and substitution. Together these concepts form two variables, Inclination to purchase DVD and Inclination to pay for downloading. Depending on the respondents’ answers to the survey, different values are given the variables, which in turn shows how inclined the different groups are to substitute DVD with downloaded films. Result and conclusion The report’s result shows that the first selection is not very inclined to replace DVDs with downloaded films, while the second selection shows slightly more interest. In conclusion, the most important factors for the consumers when, or rather if, downloading films are low price and an easy and functional system. When looking at the industry today this is not what the companies are offering the consumers, which puts the film industry’s role as Internet distributor in question.
15

Upphovsrättslagen : Hur effektiv är den nya lagen och har den lyckats påverka attityderna hos fildelare

Deumic, Almedina, Tran, Tuyet-Tu, Canales Olguin, Rodrigo January 2006 (has links)
Fildelning har på sistone varit ett aktuellt ämne i media där den nya upphovsrättslagen har diskuterats för fullt. När den nya upphovsrättslagen infördes 1 juli 2005 i Sverige, skapades det ett intresse från vår sida att undersöka vilken inverkan den nya lagen skulle få och om den skulle lyckas minska fildelningen. Denna teknik går till så att man delar med sig av sina filer (media till andra användare antingen genom Internet eller i ett nätverk. Genom att dela med sig av sina filer kan man själv få tillgång till andras filer. Men för att kunna fildela krävs det att man använder speciella fildelningsprogram som exempelvis Bittorrent, DC och Kazaa. Det som vi strävar efter med denna rapport är att se om lagen har påverkat fildelarnas attityd gentemot fildelning, men också hur den nya upphovsrättslagen har påverkat fildelningen idag. I referensramen har vi tagit upp redan befintlig fakta (sekundär data) som vi anser relevant för forskningens syfte. Här vill vi att läsaren ska kunna sätta sig in i arbetet för att lättare förstå och få en överblick över fildelning och dess lag. Intresseorganisationen Antipiratbyrån har beskrivits kortfattat eftersom de är den största organisationen i Sverige som kämpar för att stoppa illegal fildelning men vi har också tagit upp lite om Piratbyrån som är för fildelning och är Antipiratbyråns största rival. Här har vi även tagit upp de två första fildelningsfallen i Sverige. Vi har även samlat in primär data från olika tänkbara fildelare. En enkät har utvecklats som besvarades av 92 respondenter i åldrarna 16-35 år. De har delats ut i Jönköpings högskolor, Per Brahe gymnasiet samt på allmänna platser. Enkäten fokuserar på ämnet fildelning, men också på upphovsrättslagen och innehåller mest frågor med bestämda svarsalternativ men också några frågor med öppna svar, där respondenterna får svara med egna ord. Enkätundersökningen är av kvantitativ karaktär medan analysen av enkäterna är av kvalitativ karaktär. Utifrån vår referensram, samt våra resultat från enkäten har vi försökt analysera dessa så gott det går och svarat på våra två forskningsfrågor. Vi har kommit fram till att upphovsrättslagen inte fungerar tillräckligt bra. Genom enkäten har vi dragit slutsatsen till att ingen reducering av fildelning har skett. Av de många anmälningar som gjorts av Antipiratbyrån har också bara ett fåtal fall gått till domstol. För att upphovsrättslagen ska fungera bättre krävs det mer insatser för att stoppa fildelningen.
16

PIRATKOPIERING OCH ILLEGAL NEDLADDNING : En studie om piratkopieringsskydd och dess påverkan på konsumenterna

Larsson, Nazar, Viktor, Pedro January 2020 (has links)
In this modern day and age where internet reigns supreme and the digital age is neigh, there are many ways to copy and illegally acquire software. It is called online piracy. The “crackers” crack the software code which then is illegally distributed online, giving the ability to other users to download the software. Ever since game industry exploded on the market, there has been a “cat-and-mouse game” between game developers and online pirates. Game developers trying to stop the pirates from cracking their products, while pirates finding ways around the code. This is an eternal battle and today we are in a situation where there seems to be a common belief that the protection software affects the performance of video games. By taking a deeper dive in to the game industry, we have concluded that in fact, generally video games that use a 3rd party protection are the most affected in terms of performance. To say that this is non consumer-friendly is an understatement, whereas in this situation people who buy the video game gets the version with worse performance than a pirated copy. This results in clash of developers thinking they are saving themselves some money by stopping the pirates, but, pirating does not necessarily have a bad impact on sales. If sales are not affected, then why would you release a software with protection which performs worse than their counterpart, only for it to be sold less through bad performance and negative feedback from community? We conclude that these kinds of security are far too drastic. It does not matter what level of protection there is, with time anything will be broken down. As we have noted the pirates have too low of impulse control, which is the biggest reason why they are downloading. We say that a protection that inflicts minor to non, performance dips is the right way to go. Give the consumer good reasons to buy the video game, rather than forcing them to purchase a product with performance issues.
17

Tillgång eller ägande : En studie i konsumentvärde på marknaden för digital underhållningsmedia / Access vs. Ownership : a Study of Consumer Value on the Digital Media Entertainment Market

Sivertzen, Oscar, Noble, Tom January 2013 (has links)
Syftet med uppsatsen har varit att genom kvalitativa intervjuer lyfta fram motpolerna kringdagens konsumtion av digital underhållningsmedia och fastställa om konsumenters syn på värdekan relateras till deras val av att antingen betala för ägandet eller för tillgänglighet av den. Metoden har bestått av åtta stycken kvalitativa intervjuer där respondenter fått frågor om sinkonsumtion av digitala underhållningsmedia inom; musik, video, spel och podcasts. Uppsatsen kommer fram till att konsumenter ser värdet i användningen av mediet och inte iägandet av det. Konsumenterna vill således hellre strömma sin media än att ladda ner den. Deväljer därför mer eller mindre obehindrat den tjänst som har bäst utbud. Konsumenterna menardock att det i dagsläget finns en viss otrygghet i strömningstjänsterna. Otryggheten växer ju merengagemang mediet kräver, vilket gör att spel och video som enligt respondenterna var primäraaktiviteter, vilka kräver högre engagemang, har en tendens att hellre vilja laddas ner avkonsumenterna medan musik och podcast, vilka kräver lägre engagemang, sekundära aktiviteter, hellre strömmas. / Purpose/Aim: The purpose of the thesis was to examine if consumers perceived the value of digital media entertainment in the access of the media and/or the ownership of it. Material/Method: The material consisted of 8 qualitative interviews which was presented in anarrative form. The interviews investigated consumers digital media entertainment habits and inparticular if the consumers downloaded or streamed their content. Main results: Consumers perceived the value of digital media entertainment through the accessof it, value-in-use, rather than in the ownership of it, value-in-exchange. On the other hand, themore engaged the consumers were in their use of the media, the more concerned they were withdownloading the content rather than streaming it.
18

Tillit på webben : En rapport om arbetet med en webbaserad tjänst med målet att inge tillit hos användare / Trust on the Internet : A report on the work with a web based service with the goal to induce trust in users

Huber, Christine January 2015 (has links)
Denna rapport redogör kring arbetet med tjänsten Hästjuristen och svårigheterna kring att designa och utveckla en webbplats som inger förtroende och tillit. Hästjuristen är en helt ny tjänst som erbjuder information om hästjuridik och nedladdning av juridiska avtal rörande hästar. Målet med arbetet har varit att ta fram en fullt fungerande tjänst som är tilltalande, användarvänlig och förtroendeingivande för att göra det enklare för behövande att erhålla sig korrekta avtal. Arbetet med tjänsten har haft tre teoretiska modeller för webbutveckling för e-handelstjänster som grund. Intervjuer, personas, prototyper och användartester har varit delar av arbetsprocessen. Resultatet är en webbaserad tjänst som erbjuder nedladdning av hästavtal, information om hästjuridik och medlemskap. Webbplatsen är fullt responsiv och kodad i CSS, HTML, PHP och JavaScript. / This report present the work of the service Hästjuristen and the difficulties with designing and developing a website which induces credibility and trust. Hästjuristen is a completely new service that offers information about jurisprudence and the possibility of downloading contracts concerning horses. The goal has been to develop a fully functional service which is appealing, user friendly and confidence inspiring to make it easier for people to obtain correct contracts for their own needs. The work with the service has been based on three theoretical models for development of e-commerce. Interviews, personas, prototypes and users test have been parts of the working procedure. The result is a web based service which offers horse contracts for downloading, information regarding jurisprudence concerning horses and membership on the site. The website is fully responsive and coded using CSS, HTML, PHP and JavaScript.
19

Dynamically Downloading Games to Minimise Start-up Time, Disk Space and Bandwidth Requirements

Ek Johansson, Filip January 2022 (has links)
Video games are increasing in size. A lot of computer and console games nowadays are well over a hundred gigabytes which can create significant delays between starting the download and being able to play the game. The game might also take up a great percentage of the user’s storage drive. This paper creates a subsystem for content for the Unreal Engine that allows packages of game content to be downloaded and mounted into the game at runtime. It also provides a method of building Unreal Engine games in such a way that they can be split into packages. Finally, the subsystem manages all the packages and their relations to each other, downloading dependent ones and removing ones that will not be used again. The solution is evaluated on how much it decreases the time it takes to download and start a game, how much disk space it saves and how it affects the environment in comparison to a conventionally downloaded game. Result show that such a system reduces a significant amount of start-up time and disk usage, as well as reduce the amount of greenhouse gases depending on how interconnected the game packages are. / Datorspel har blivit större och större och det är inte längre ovanligt att se spel som är över ett hundra gigabyte. Det kan därför ta väldigt långt tid mellan att starta en nedladdning och att kunna spela spelet. Spelet kan också ta upp en signifikant del av användarens lagringsutrymme. Den här uppsatsen skapar ett subsystem till Unreal Engine som gör att paket av spelinnehåll kan laddas ner och monteras in i spelet medan det kör. Den beskriver också hur Unreal Engine-spel kan byggas för att kunna delas upp i paket. Systemet hanterar paketen och deras relationer till varandra och laddar ner beroenden samt tar bort de som inte kommer användas igen. Lösningen utvärderas efter hur väl den minskar tiden det tar att ladda ner och starta ett spel, hur mycket lagringsutrymme som krävs och hur den minskar miljöpåverkan jämfört med vanlig spelnedladdning. Resultatet visar att systemet minskar starttiden och diskanvändningen men också att den minskar växthusgasutsläppen beroende på hur beroende paketen är av varandra.

Page generated in 0.056 seconds