Spelling suggestions: "subject:"web"" "subject:"webs""
151 |
Implementationen av tillgänglighetsriktlinjerna på kommersiella och statligt ägda företag : En kvantitativ studie om tillgänglighet / The implementation of the accessibility guidelines in commercial and state-owned enterprises : A quantitative study on accessibilityLundberg, Lisa January 2023 (has links)
The internet is an important source for people to access news and other important information that can be crucial for their daily lives. Previous research has shown that accessibility guidelines are not prioritized in many businesses and that knowledge of the fact that increased accessibility benefits all users is limited. This study focuses on the implementation of WCAG on landing pages for commercial and state-owned companies. The study had some limitations that led to only the landing pages being examined and not the entire website, which may be considered insufficient. But since a person in need of an accessible website needs to feel welcome and understood already on the landingpage, an examination of the landing page gives an indication of how the entire website relates to accessibility. A statistical, descriptive analysis has been used as the method for data analysis. The descriptive method was used to create visual representations of the dataset through box plot diagrams. The boxplot-diagrams provide a simple visual presentation of the data's distribution, central values, and deviations. The analysis shows significant differences in accessibility levels on the landing pages for commercial and state-owned companies. State-owned companies perform better with fewer elements that do not meet WCAG guidelines and higher contrast differences compared to commercial companies. This indicates that commercial companies need to improve accessibility on their landing pages, especially when it comes to meeting WCAG guidelines on contrast.
|
152 |
Propuesta de una página web como estrategia de periodismo digital para la difusión de las artes visuales en LambayequePrieto Racchumi, Maite Arantxa De Fatima January 2022 (has links)
La presente investigación expuso los elementos que tendrá la página web para difundir las artes visuales. El objetivo principal fue proponer una página web como estrategia de periodismo digital para la difusión de las artes visuales en Lambayeque. Tuvo como objetivos específicos el identificar las páginas web que informen sobre arte y cultura, identificar las instituciones que promueven las artes visuales en Lambayeque y proponer el diseño y contenido de la página web para la difusión de las artes visuales. El estudio cualitativo se desarrolló con un enfoque hermenéutico. Dentro de los principales resultados se obtuvieron: las actividades de artes visuales desarrolladas en la región, las secciones y el diseño visual de la página web. Se concluyó que las principales actividades artísticas dentro de la región fueron las exposiciones fotográficas y pictóricas, muestras audiovisuales y talleres de pintura. La propuesta de página web llevará cinco secciones donde se presentarán noticias, entrevistas y artículos, haciendo uso
de infografías, GIFS y notas informativas en formato de video.
|
153 |
Live nu! : En kvalitativ undersökning om svenska organisationers användande av och syn på Periscope som medium. / Live nu! : A qualitative study of Swedish organizations' use of and views on Periscope as a medium.Wallmark, Emelie, Wigert, Alexander January 2016 (has links)
Live nu! is an essay in media and communication studies covering 15hp. The authors have, by interviewing five Swedish companies, looked at how Periscope as a livestreaming medium is viewed and used for marketing purposes, as well as how it has changed the media climate of today. This by analysing the interwievs in a theoretical context based on theories conserning user generated content and the concept of Webb 2.0 as well as theories on marketing and the creation of value for costumers. Henry Jenkins theory about convergence culture was also applied. Discourse analysis is the method used in the qualitative work that make the foundation of this essay. The material was analysed and categorised using tools such as nodal points, chains of equivalence and articulations. Theories on marketing, user generated content and Webb 2.0 were then used to make a deeper analysis of the content. The results of the study shows Periscope viewed by Swedish companies as a tool to create content on costumers terms. A type of content built on trustworthiness, transparency and, if used in the right way, interactivity. Periscope is seen as a way to achieve a more personal dialog with the target group and to strengthen the brand whilst giving costumers value outside of consumable products.
|
154 |
Topplistan som motivationsfaktor / The highscore list as motivational factorBergeling, Rickard, Forsberg, Erik January 2015 (has links)
Väldesignade spel är naturligt motiverande för att hålla kvar sina spelare. För att ett spel ska bli framgångsrikt är det viktigt att det innehåller motivationsförstärkare. På senare år har element hämtade från speldesign även använts inom andra områden, utanför sin vanliga kontext. Detta sammanfattas i begreppet gamification (sv. spelifiering). Syftet med vår studie var att undersöka hur gamification kan påverka användandet av en applikation som är skapad i syfte att uppmuntra en miljövänlig livsstil. Detta gjorde vi genom att låta två testgrupper med studenter från programmet för Medieteknik vid Kungliga Tekniska Högskolan använda varsin applikation under åtta dagar. Applikationerna var identiska sånär som på en komponent: en av dem innehöll en topplista, vilket är en vanlig motivationsförstärkare inom speldesign. Utöver de data som vi samlade in genom applikationerna så lät vi även användarna svara på ett antal enkäter för att få kvalitativa svar angående deras användning av applikationen. Resultaten visar att topplistan inte har fungerat som en motivationsförstärkare i det här fallet, men att många användare funnit motivation i att se sin personliga statistik. Införandet av topplistan krävde också att vi införde ett underliggande poängsystem. I diskussionen och analysen för vi resonemang om möjliga orsaker till undersökningens utfall. En möjlig förklaring till varför topplistan inte har höjt användarnas motivation kan vara poängsystemets utformning. Vidare visar resultatet att användare från olika årskurser visat på varierad motivation att använda applikationen. Studenter i årskurs ett och två har generellt presterat bättre än studenter i högre årskurser. / Well-designed games are naturally motivational to keep the players interested. For a game to be successful, it has to contain motivators. Recent years have seen elements from games used in other areas, out of their normal context. This is what is called gamification. The purpose of our study is to examine how we can use common gamification elements to motivate our users to be more environmentally friendly. We have done this by letting two groups of students from the Programme of Media Technology at The Royal Institute of Technology use two separate applications. The study lasted for eight days and the two applications were identical except for one component – one of them contained a leaderboard, which is a common motivator in game design. We can see from our results that the leaderboard has not motivated our participants to be more considerate of the environment. A lot of people did however find motivation in their personal statistics. The use of a leaderboard required us to also implement an underlying points-system, one explanation to our outcome could be how this system was designed.
|
155 |
INTERNET OCH PERSONER MED FUNKTIONSHINDERAl Attar, Haidar, Melle, Ghada January 2009 (has links)
<p>People with disabilities constitute a big group of Internet users. Due to great advances in adaptive technology for people with disabilities more and more disabled will have access to Internet. For that reason it is extremely important for a web developer to be aware of different disabilities that complicate or prevent using Internet, different adaptive technologies that facilitate using Internet and different methods, both in design and programming, that make Internet accessible for people with disabilities.</p><p>In this report we have dealt with three problems:</p><p>• Which types of disabilities that complicate or prevent using Internet?</p><p>• Which types of adaptive technologies are available concerning using Internet?</p><p>• How can a web developer or programmer increase the accessibility to Internet for people with disabilities?To investigate how disabled people use adaptive technologies and which difficulties they experience when using Internet we have interviewed people with various types of disabilities.</p>
|
156 |
Animationers inverkan på användarens förtroende för webbplatsen / The influence of animation on user trust in the websiteJansson, Andreas, Pernsjö, Jonna January 2019 (has links)
Syftet med denna studie var att ta reda på om animationer kan användas för att påverka en användares förtroende för en webbplats, vid situationer där förtroende har en stor betydelse. Som till exempel registrering av prenumerationstjänster eller sociala medier. Syftet är även att ta reda på vilka animationer som ger ett förtroendeingivande intryck. För att genomföra undersökningen har litteratursökning, visuell innehållsanalys och enkätundersökning använts. Resultatet visade på att animationer kan användas för att öka en användares förtroende för en webbplats. Resultatet visade även vilka animationer som kan användas för att öka förtroendet. Slutsatserna visar att webbplatser bör innehålla någon form av animation för att öka förtroendet, användaren vill få feedback när interaktion med webbplatsen sker. Feedbacken ska ske så snabbt som möjligt och med någon form av varaktighet. Animationerna bör öka kontrasten på elementet gentemot sin omgivning, oavsett vilken sorts animering det gäller. Dock bör inte kontrasten vara för påtaglig. / The purpose of this study was to investigate if animation can be used to influence a user’s trust in a website in situations where trust is of great importance, such as registration of subscription service or social media. The purpose is also to find out which type of animations that gives a trustworthy impression. Literature studies, visual content analysis and questionnaire survey have been used to carry out the survey. The result showed that animations can be used to increase a user's trust in a website. It also showed which animations can be used to increase trust. The results show that websites should contain some form of animation to increase trust, the user wants to receive feedback when interacting with the site. The feedback should be given as quickly as possible and with some kind of duration. The animations should increase the contrast of the element to its surroundings, no matter what kind of animation it is. However, the contrast should not be too obvious.
|
157 |
Digital Tvilling : Visualisering av personlig hälsodata / Digital TwinGanestål, Teodor, Palmborg, André, Royo, Adrian, Stenberg, William, Stenvall, Olle, Winneroth, Juliette, Yahya, Sami S. January 2019 (has links)
Detta projekt är givet som ett kandidatarbete i mjukvaruutveckling vid Linköpingsuniversitet, i kursen TDDD96 Kandidatprojekt i programvaruutveckling. Arbetet är utfört aven grupp tredjeårsstudenter på D- och U-programmen.Projektet ges av forskargruppen för integrerad systembiologi på IMT LiU, som utvecklarmatematiska modeller av biologiska system. Dessa modeller kan användas för att förståsystemen bättre, eller som beslutsstöd inom farmakologi och vård. Forskargruppens fokusför tillfället är att sammankoppla modeller för olika delar av människokroppen till en helhetsbildsom beskriver delsystemens samverkan.Denna helhetsbild för en särskild individs hälsotillstånd kallas för en digital tvilling, förvilken detta projekt ämnar framställa ett användargränssnitt.Användargränssnittet skall erbjuda grafer över hälsoparametrars förändring över tid,och användaren ska kunna ta fram olika sådana genom att interagera med gränssnittet.Utöver framtagning av själva gränssnittet, skall en brygga mellan applikationen ochkundens modeller tas fram. Detta har gjorts genom en version av programmet OpenCOR,vilket forskarna använder sig av, som exponerar ett API i Python. Detta API sammankopplatmed en server kallas i projektet för motor.
|
158 |
En drakes bildval : En semiotisk bildanalys av Aftonbladets bildval på webben och i den tryckta tidningen / A tabloid dragons choice : a semiotic image analysis of Aftonbladets image choices on the web and the printed newspaper.Göransson, Alice, Eke-Göransson, Ellinor January 2019 (has links)
The purpose of this study was to investigate the image selection in the swedish newspaper Aftonbladet during three days. We wanted to know what kind of images Aftonbladet choosed to publish in the printed newspaper and in the corresponding articles on the web. Through a semiotic image analysis we were able to analyze what images Aftonbladet choosed to publish and what the images signaled. We were also looking for differences and similarities in the image selection so we compared what kind of different images the newspaper where using on the web and in the printed newspaper. We analyzed three pages from two newspapers in June, and the associated web articles, which gave us a total of 50 photos to analyze. Through the analysis we found that most of the images could speak to the observer's pathos, that is, emotions. The result also showed that Aftonbladet used more sensational journalism on images of people in the printed newspaper compared to the web. The similarities we found mainly concerned that there were many of the images that were the same on the web and the printed newspaper. The differences we found mainly concerned that there were many more images on the web than in the printed newspaper and the pictures were also much bigger at the website. We hope that our study will provide an in-depth understanding of the importance of the image in the news context and contribute to the journalistic research field.
|
159 |
Webb 2.0 i svensk B&I-utbildning / Web 2.0 in Swedish LIS educationTeglund, Åsa January 2011 (has links)
This thesis describes the introduction of Web 2.0 education into Swedish LIS education with emphasis on the driving forces and obstacles in the process. It also discusses the possibilities of estimating the appropriate time for the start of new educational courses introducing new technologies, when it is uncertain if the technologies in question will sustain for a long enough period of time to make the educational effort worthwhile. The data on the Web 2.0 education was collected during the spring of 2010 from the Web pages of the five LIS departments in Sweden, namely Borås, Lund, Umeå, Uppsala and Växjö, as well as by 10 interviews during November and December 2010 with two representatives from each LIS department..The key finding is that Web 2.0 is covered in Swedish LIS education and embracing both practical and theoretical issues. The main driving forces have been both the needs of the profession and an academic research interest. It is concluded that Rogers’“S-curves” as described in “Diffusion of Innovation” can be used as a tool in order to improve the understanding of when to introduce education in new technologies. Departments with no research in the new technology will probably start education in the new technology later due to the lack of scientific literature, while departments with research in the new field will have the potential to start earlier. / Program: Bibliotekarie
|
160 |
Täckning av ett informationsbehov via Wold Wide Webb : Hur man undersöker ett informationsbehov, söker efter information på WWW samt utvärderar sökmaskiner. / Coverage of an information need through World Wide Webb : How to examine an information need, search for information on WWW and evaluate search enginesEkeroth, Patrik, Sverker, Jakob January 1996 (has links)
This thesis was built on a practical work for LM Ericsson Data AB and deals with how toexamine an information need for a limited department within the corporation using aqualitative interview method.The thesis deals with how to search for requested information on the Internet and the WorldWide Web (WWW). It contains a model and a method for evaluation of search engines onthe World Wide Web, and 16 search engines which primarily indexes the World Wide Webare being evaluated.
|
Page generated in 0.0315 seconds