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  • 151.
    Bäckström, Emelie
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Classon, Sandra
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    ÅH! Vad trendigt: Inspirationssökning, inställning till design, trender och plagiering hos designers och studenter2014Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    Our essay is based on qualitative interviews that we have carried out with professional designers and students who are new to the field of design. From now on, we do only refer to these as "students". We have also collected literature studies to our work and reported these. The reason why we have chosen to interview designers who work professionally with design and design students is that we wanted to be able to compare the answers from these both groups with each other to see what parts they agree on and disagree on when it comes to inspiration, trends and ethics.Our result that we have retrieved in this essay shows that professional designers and students both agree and disagree in different parts when it comes to inspiration, trends and ethics. Both of these groups use, for instance, the social network Pinterest to find inspiration. The professional designers are rather looking for inspiration through portfolio pages where they know they will find materials of good quality than by Google. The students, however, do often search for inspiration by Google by using keywords. When it comes to design trends the professional designers consider trends as important in order to develop the society and themselves as designers. The students on the other hand have a desire that all design should feel timeless and that we should focus on creating sustainable design instead. When it comes to where the line between being inspired by a design and to copy it outright goes, both professional designers and students agrre on that it is permissible to copy some elements from other design work that they then use to create something own. But they agree on that a design has become a plagiarism of something else if an entire layout or design has been copied without any modifications were made

  • 152.
    Carlsson, Andreas
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Johansson, Jenny
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Inte helt med på noterna?: En kvalitativ studie kring kommunernas tonalitet på Facebook2017Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Syftet med vårt examensarbete är att skapa en ökad förståelse för vilken tonalitet som kommuner använder i sina inlägg på Facebook. Målet med arbetet är att det efteråt ska finnas klarare riktlinjer för hur en kommun bör uttrycka sig på Facebook för att främja det engagemang som uppstår. Våra frågeställningar är: “Vilken tonalitet använder kommuner i deras inlägg på Facebook?” Samt “hur påverkar kommunernas tonalitet på Facebook det engagemang som uppstår?” Forskningen kommer att begränsas till de fyra kommunerna: Munkedal, Trollhättan, Uddevalla, samt Vänersborg som alla har olika grader av engagemang på deras Facebookpubliceringar (SKL, 2010). Motiveringarna bakom val av kommuner är att det ger oss ett brett spektra av stad och landsbygdskommun samt spridning på storlek mellan dessa kommuner. Som metod använde vi oss av en fallstudie och en innehållsanalys. Vi kategoriserar de uttryckssätt som vi sett att kommuner använder sig av på Facebook. De kategorier vi kunde urskilja var uppmanande, inbjudande, auktoritära, informativa samt en kategori vi valde att kalla för flyerutdelnings-inlägg. Dessutom såg vi hur kommunerna kunde uttrycka sig antingen personligt eller opersonligt. 

     När det kommer till vår första frågeställning såg vi att det på många håll används en informativ och opersonlig tonalitet. Det var även väldigt ofta som tonaliteten i inläggen skiftade från inlägg till inlägg inom samma kommun vilket gav intrycket att de inte hade någon strategi bakom hur de ska uttrycka sig på Facebook. När det kommer till vår andra frågeställning kan vi se mycket tidigare forskning som pekar på att en personlig tonalitet är mer inbjudande än en neutral (Zavattaroa, Frenchb och Mohantyc, 2015, Kellher och Miller, 2006). Mycket av den kommunikation som sker är av typisk statlig utformning. Det är envägskommunikation som inte uppmanar till diskussion och skapar betydligt sämre engagemang än tvåvägskommunikation (Liu och Horsley, 2007). Vi rekommenderar därför kommuner att sträva mot en tvåvägskommunikation vilken ger upphov till en större grad av återkoppling från följarna (Moonhee m.fl., 2014).   

  • 153.
    Carlsson, Lotta
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Ramare, Isabella
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Visionen av det framtida stadslivet: En semiotisk analys av informationsfilmer om det Västsvenska paketet2015Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    The future is often created by visions since we tend to strive towards them to reach the future wedesire, a vision can thus affect both lives and destinies (Rubin, 2013:40). Therefore it's relevant to attempt to understand how visions of the future are visualized and communicated. It's also important for these visualizations to be well-made and thought-through so that people understand and want to follow the vision (Baum, Locke, Kirkpatrick, 1998:45). We chose to examine this phenomenon by studying three movies about the West Swedish Package; The dream of the good life (2011), West Swedish Package - an investment that paves the way for the future (2014) och Västsvenska Paketet - Möten mellan människor (2014). Using a semiotic analysis we examined how the vision of future urban life was presented. We also looked at the rhetorical elements that are used to present the vision. We found several similarities in how the vision was presented in the films. Overall they show a very optimistic future. They paint a picture of the good life where only certain kinds of people and lifestyles are depicted. On the rhetorical plane they use a lot of emotionally persuasive arguments (patos), they try to gain trust (etos) and they use some logical arguments (logos). We also discuss if an overly optimistic image of the future could generate a negative response, especially in such ad ebated topic as the West Swedish Package.

    Fulltekst (pdf)
    fulltext
  • 154.
    Carrasco Henriksson, Rebecka
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    En läkande lek: Digitala spel som stöd till ett barn i sorg2016Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    Games are a natural part of many people's everyday lives and have gone from being a divergent interest to become Sweden's biggest cultural export. As a result from this expansion, digital tools had to be further developed and through this progress these tools have reached new areas of usage, which has created new challenges for game developers. The games that offers a higher purpose than pure entertainment goes under the genre serious games. Serious games are used in various application areas such as; in the military, health care, education, business, and psychology, which is the framework of this thesis. By combining and unifying previous research grounded in psychology and game science I want to answer the questions: How can games be used as a therapeutic tool in a child's grieving process? and, Which features should such a game focus on? These questions are answered through the information gathered from two interviews conducted with respondents that have different expertise within the area of this study, this to reach a broader perspective.

    A child's grieving process can manifest itself in various ways depending on the individual's level of sensitivity. It is therefore difficult to draw any general conclusions on how such a game should be designed. All games have the opportunity to motivate and engage, but this is not unique to a serious game and therefore a measurement function is essential in a digital rehabilitation tool to provide the therapist with valuable information about the patient.

    The figurative language makes it possible for the child to communicate where the spoken language sometimes has limits. For older children social support can be important as it creates opportunities to meet others in similar situations and together work towards improvement.

    Grief is a non-linear process and can present itself in many different ways and it is therefore important that the game should offer various turn-outs to make it adaptable for the individual.

    Fulltekst (pdf)
    fulltext
  • 155.
    Crusner, Maria
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Funktioner för förbättrad träning: En kvalitativ studie om Quantified-selfers uppfattning och erfarenheter kring beteendeförändring i Runkeeper2016Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    The purpose of this study was to find out how fitness applications should be designed to help Quantified-selfers to change a behavior. This was investigated by interviewing users of the fitness-tracking application Runkeeper, and focused on users experiences, how they use it and in what way their behavior has changed. The study showed that the application had overall improved the users training behavior, but it differed in the way in which it had succeeded. The app was seen as a positive resource that allowed the users to follow and compare their results, which led to that they progressed in their training. What features the users used, which they did not use and which they wanted was individually and depended on the users desired outcome of their training. Finally, it is suggested how future wearable tech regarding fitness can be designed to help Quantified-selfers further to change a behavior.

    Fulltekst (pdf)
    fulltext
  • 156.
    Darell, Linnea
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Henriksson, Matilda
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Min smartphone & jag: En kvalitativ intervjustudie om det emotionella bandet till smartphones2014Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    Smartphones implements many user areas, and it is an artifact that reflects and reshapes our society. During the year 2013, over a billion smartphones were sold around the world, and that was the first time more smartphones than traditional cellphones was sold (Westlund, 2014, s. 103). Smartphones let the user engage in activities that satisfies their needs and is therefore ranked as the most valuable artifact (Turner & Turner, 2011).

    The study uses qualitative group interviews with respondents between ages 20 to 25. The empirical research has analyzed how these experienced users are affected by and perceive their smartphones. Theory shows that all people act based on their life goals and user experience. By examining these aspects user values can be distinguished regarding smartphones. Smartphones possess the ability to satisfy three user themes: social, utilitarian and hedonic. It’s when one or more of these user needs are satisfied an emotional attachment to the artifact is created. The emotional attachment affects users in such a way that they tolerate the eventual negative aspects of smartphones

  • 157.
    Diehl, Catarina
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Kuzet, Stanko
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Immersion och checkpoints inom Singelplayerspel: Bidrar spelets checkpointsystem till immersionen?2017Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Vår avsikt var att undersöka ifall checkpointsystemet i Witcher 3; The Wild Hunt skapar en bättre upplevelse för användaren men resultatet visar dessutom hur immersionen i allmänhet upplevs. Med en djupare förståelse för spelet och checkpointsystemet baserat på intervjuer och enkät, är vårt mål att hjälpa spelutvecklare under deras process. Intervjuerna kompletteras med enkäten för att jämföra vårt resultat för att säkerställa ett tillförlitligt resultat. Deltagarna gav oss en intressant insyn till vad som gör checkpointsystemet till en bidragande faktor. Vårt resultat visar på att checkpoints kan bidra till immersionen men kan även bryta den. En faktor som kan bryta immersionen är när spelet sparar automatiskt innan ett större moment. Trots denna störning anser de flesta av våra deltagare att det är en positiv funktion. Majoriteten av våra deltagare anser det negativt att spela utan checkpoints men resultatet kom fram till att detta spelsätt kan bidra till immersionen. Vi kom fram till en lösning som gynnar alla deltagare och designen är att låta användarna utforma sitt eget personliga checkpointsystem, inklusive visuella indikatorer, för att inte avslöja viktiga moment under spelets gång.

  • 158.
    Ekholm, Sara
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Falk Friberg, Linn
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Personlig eller professionell?: Konsumenters tillit för svenska modeföretag på Facebook2017Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Kommunikationen som utspelar sig på sociala medier har skapat nya möjligheter för företag att interagera med sina kunder. Det finns ett flertal företagskategorier tillgängliga på dessa plattformar och däribland utgör modeföretag en viktig aktör. Syftet med denna studie är att undersöka vilka faktorer som bidrar med tillit hos svenska företags Facebooksidor inom mode för kvinnor. Forskningen behandlar därmed företagens Facebookinlägg genom att titta på mönster och samband i konsumenternas uppfattningar. Vi applicerar ett kvalitativt tillvägagångssätt där vår primära datainsamling består av tolv intervjuer. Med hjälp av teoretiska begrepp som varumärkeskännedom, företagskommunikation, electronic word-of-mouth och tillitsstegen har vi utgjort en bas för att stärka vårt resultat. Vår studie redogör för hur varumärkeskännedom och andra individers omdömen utmärker sig i en aspekt av tillit. I anknytning till dessa ämnen kan vi se hur tidigare erfarenheter väger tyngre än andra konsumenters uppfattning av en produkt eller företag. Vidare beskrivs huruvida företagets kommunikation och tonalitet spelar roll för att skapa tillit på företagssidorna. Resultatet av vår undersökning visar att respondenterna har delade meningar om vilken tonalitet företag ska applicera för att bekräfta sin seriositet hos kunder. Vi fördjupar oss även i hur konsumenter använder inläggens olika dimensioner i form av kommentarer och reaktioner, för att undersöka huruvida ett inlägg är tillitsfullt eller inte. Vi kan här se att reaktioner används i funktion av att utforska om andra individers tolkning speglar det konsumenterna själva upplever. På samma vis används kommentarsfältet som en plats där konsumenter kan ta del av omdömen från andra kunder gällande det som visas i det specifika inlägget. Avslutningsvis presenterar vi hur utformning av bilder är avgörande för uppfattningen av företagets tillit och seriositet.   

  • 159.
    Eklund Taavo, Mia
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Appelgren, Therese
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Popup-rutor på eget initiativ: En kvalitativ studie om implementering av click-popups i webbgränssnitt2018Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    In this study, alternative popup windows have been investigated from a user perspective by being implemented in the web interface of an e-commerce website. This was done with the aim of improving the interaction and user experience on websites where popup windows are applied as a marketing tool. The intention was to eliminate a negative suser experience that popup windows cause when they occur in the form of internal or external events that interrupt the user and leads the attention away from the main focus. A website prototype for e-commerce was designed where popup windows were placed in the interface, in the shape of so-called click-popups. The prototype was then used as a tool for implementing a user test, where 13 participants were allowed to navigate the site, thereby giving the opportunity to interact with the click-popups found in the interface. A subsequent questionnaire then answered what the participants thought about their experience. The result of our study showed that the click-popups reformed both interaction and user experience in a positive direction. This could be distinguished because the majority of participants interacted with several click-popups and we received positive response regarding their experience, which is different from previous research regarding other types of popup windows where similar results could not be found. We could conclude that the reason for this was the possibility of making own decisions as well as the lack of interruption. It was thus found that the disapproved properties that popup windows usually are associated with in fact can be reduced.

  • 160.
    El-Boustany, Elias
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Persson, Adam
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    "Käftsmällar" i Hollywood: Hur våld konstrueras med berättartekniska verktyg2015Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    The purpose of this exam is to increase the understanding of how to use storytelling-techniques to emphasize the viewers experience of a fighting-scene. Throuhg an analisys of selected movieclips and interviews with persons who have knowledge about imagery and visual techniques.we have interpred and compared the techniques used in the clips, how they are used and what type of feeling is mediated to the audience.

  • 161.
    Eneroth Johansson, Martin
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Ryås, Cornelia
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Vad som påverkar animatörers val i skapandet av fotorealistisk 3D-animation2012Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    The purpose of the paper is to show some possible factors that affect the animators’ choices when working on photorealistic animation based on references. Research in computer graphics has since 1970 had as a main goal to achieve photorealism. When working on 3D-production for film, animation is a part of the process. This part aims to give life to digital characters, among other things. References are used as a tool to achieve photorealism. This could for example be a video of animals or people moving in the same way as the characters in the animation is supposed to do. But many experiences show that the animation could be uninteresting and lack credibility if the animator sticks to close to the reference. This forces the animator to deviate from the reference material in order to achieve a photorealistic animation. We want to find out which choices the animators are making in that situation and what they are based upon.

    The paper highlights six animators’ views on what affects their choices when working with photorealistic animation. From the interviews a number of factors that the animators themselves found to affect them, was distinguished. The factors that the paper highlights with the support of theories and the answers from the interviews are clarity, interest, characters, influence of others, time, intuition, judgment, experience, subconscious factors and personal background. 

    Fulltekst (pdf)
    Val_I_Animation
  • 162.
    Eriksson, Andrea
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Persson, Sandra
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Hur Snapchat som applikation integreras i marknadsföringens utveckling inom företag2016Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    There have been changes in the way companies think about marketing. Developments in technology have made the communication easier and faster. Marketing has gone from focusing on the product or service to a customer-focused mindset where companies want to deepen their customer relationships in order to create more personalized and valuable offers according to the customer needs. Social media has become a major part of everyday life and companies therefore tries to reach their customers there. Since the emergence of new social media and it's growing in popularity, companies need to consider the benefits and how they will use the media in connection with its marketing purposes.

    Snapchat is an application that has increased in popularity and in users in recent years. In the current situation, Snapchat is one of the largest social media among teenagers. Companies therefore begin creating their own Snapchat accounts where users can follow and share their pictures and videos.

    Our thesis aims to examine how companies view the use of Snapchat, from a marketing purpose, and then compare this with previous research on the marketing and use of private Snapchat. We want to find out how Snapchat is different from other social media that companies use and what their strategies are, and how they look on the intimate communication with followers. Through qualitative interviews, we get an understanding of how companies view the topic.

    The result shows that all respondents appreciate the personal and rapid two-way communication. Respondents perceive the application as more spontaneous, unfiltered and playful compared to the other social media that they use. Snapchats interface, however, create problems for companies as they do not have access to a detailed statistical review of its followers and its published content. It is clear to see patterns of the companies' basic concept of marketing and previous research on the topic. Since the development of marketing is constantly changing, the companies are starting to think more different.

  • 163.
    Eriksson, Matilda
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Förståelse och interaktion i Runkeeper: En kvalitativ studie av Quantified-selfers uppfattning och erfarenheter av förståelse och interaktion i Runkeeper2016Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    The purpose of this study was to find out how Quantified-selfers' interpretation of the collected data occur by describing their experiences. As interaction with the system and the collected data is a contributive element to the interpretation, the purpose was also to see how the interaction occur in a system used by Quantified-selfers, and how the interaction influence and results in their understanding. This was investigated by interviewing users of the fitness-tracking application Runkeeper and observe, and discuss, a reconstruction of their interaction with the application.The study showed that the reflection and interpretation of the statistics of the collected data differed between the users as they saw different patterns and came to different conclusions based upon it. Mainly, the participants perceived the statistics as easy to understand but there were also some obstacles for the interpretation. Interaction played an essential part when the users were to look at the statistics and interpret it. It led to the interpretation by different goals and sub-targets and it occurred when the users explored and abstracted, or elaborated the collected data. In the discussion it is reviewed why the interaction and the interpretation occur the way they do. Finally it is suggested how systems for Quantified-selfers, in the future may be designed to facilitate the reflection and interpretation of the collected data.

  • 164.
    Eriksson, Åsa
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    "Strike a pose, there’s nothing to it": En kvalitativ studie om kvinnor & selfies2016Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    A selfie is a self-portrait photograph, taken by holding a mobile camera device and pointing it at oneself. Today's technology opens for new imagery and new ways to communicate, and the selfie is a prominent expression in the communication of today. Before social media and the Internet, photos were just physical objects stored in a photo album or a box at home, and the potential audience were limited. With the introduction of social media sites such as Facebook and Instagram, along with the prevalence of smartphones, selfies has become a socially acceptable way of expression available to vast audiences all around the world at the click of a button. But, does a selfie tell as much of our personality as the clothes on our body? The furniture in our homes, or what kind of music we listen to? Can a selfie replace a verbal introduction? How much of an effort is there behind a selfie? The purpose of this study is to investigate how young women interpret, use and consume selfies with the mobile photo-sharing application Instagram as a starting point. In this study I have used a combination of image analysis and group interviews. I have used two different groups of candidates, one that takes "selfies" on a regular basis, and one with lesser "selfie" frequency. I will proceed from Erving Goffman's dramaturgical perspective. Goffman believes that the interaction between people is comparable with a stage performance. The individual chooses their performance based on what kind of stage and audience is at their disposal. Image analysis concludes that a majority of respondents are inclined to take selfies with others. When the respondent is in a group setting it is not uncommon for them to try to fit as many people as possible in the photo, and as a consequence end up themselves on the fringe of the photo. When taking an individual selfie, image analysis shows that the more common setting is indoors, focused on the face of the subject. The majority of the respondent takes their selfies with the mobile phone straight ahead of them. The respondent begins to tilt the mobile phone depending on what she wants to capture in the picture. The study shows that selfies is complex and difficult to define and the appearance is central in the creation of a selfie. As a phenomenon, the selfie is a double edged sword, on one hand a popular form of expression and communication, and on the other it can be received by its viewers as repetitive and vain.

  • 165.
    Ernstsson, Helen
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Relationen mellan spelare och karaktärer inom onlinespel2015Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Finns det en relation mellan spelaren och den karaktär man använder när man spelar onlinespel? Varför väljer man den karaktär man spelar? Påverkar spelaren sin karaktär, och påverkar karaktären i sin tur spelaren? Finns denna påverkan redan från början då spelaren skapar sin karaktär och fortsätter den sedan under spelets gång? Och hur ser påverkan ut? Skulle spelaren betala med riktiga pengar för att karaktären ska se bra ut i spelet?

    Jag har valt att forska djupare i det här och intervjuat spelare om deras tankar kring sin karaktär och hur de skapar dem. Jag valde onlinespelet Tera Online att utgå ifrån. Jag vill ta upp hur spelarens handlingar genom karaktären och spelarens erfarenheter inom spelvärlden kan hjälpa oss att förstå hur en spelare tar sina beslut och påverkar sin karaktär. Hur spelaren ser sig själv gentemot sin egen uppbyggda karaktär och om spelaren väljer att spegla sig själv i sin karaktär eller någon annan karaktär som spelaren vill vara. I detta arbete har jag gjort intervjuer som beskriver relationen mellan spelaren och spelarens karaktär. Jag beskriver olika begrepp inom ämnet och även spelarens interaktioner och synpunkter när de spelar onlinespel. Resultatet visar att det finns en relation mellan spelaren och karaktären och tar upp hur den kan se ut. Det visar att attraktion och social status påverkar spelarens val av sin karaktär. Och att den kan bli bättre av att spelaren ändrar kläder och utseende till något snyggare. Det visar också att det sociala och lagarbete i onlinespel uppfyller spelarens behov och tillfredställelse av att spela.

  • 166.
    Fock-Nilsson, Albin
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Huusko, Max
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Äventyrsspelens visuella dragningskraft: En neuroestetisk näranalys av datorspel2014Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    In this essay we present a qualitative analysis of the aesthetics of the environments in the adventure computer games Machinarium (2009) and Superbrothers: Sword and Sworcery (2011). The aim is to find out what makes two so visually different productions visually appealing, and see if we can find a common denominator between them. Creating alluring environments is important in many fields and the results can be used in everything from classical painting to game productions.

    Our basis of analysis comes from neuroaesthetics - a field of empirical aesthetics where facts are based on studies of how our brains react to a diversity of stimuli. Humankind has always had the need to visually interpret the world around us. You have to detect predators, react to disease in potetial mates and find and interpret your surounding in order to find a suitable lands for habitation. This presumably has made it’s mark in our aesthetic appreciation and is what the study of empirical aesthetics and neuroaesthetics is based on. Especially prolific in the field is Vilayanur S. Ramachandran, a neuroscientist who together with William Hirsten created the speculative theory of human artistic experience, and this is the main inspiration for the analysis.

    The analysis is based on two scenes from each game, and it showed that one with relative ease could apply most of the artistic laws to the games, the difficulty however was in knowing how much one could twist and bend the laws, how exact they were to be followed. It was also an important aspect to learn that, just as in the design world, every rule is not to be followed exactly if you want to make an interesting composition

  • 167.
    Fröjdendahl, Richard
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Catwalk på webben: En studie om en produktorienterad användarupplevelse2016Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    The cost of returns is a big problem for a webshop. The purpose of this studie was to examine a user-experience related function on a webshop with clothes, additional to regular product pictures. It takes a closer look at a function called catwalk, which is a video where a model shows off clothes in movement. This studie was created with the purpose to see if this function could have any impact on the consumers positive experiences within searching for a specific product, in this case clothes. It also observes if the function provides a safer feeling for the consumer when it comes to evaluate a potential item for purchase. This, to see if the amount of return products eventually could be reduced. Six girls in the age span of 20-35 years old was observed when they searched for clothes, and afterwards they was interviewed about their thoughts of the catwalk-function. Results ars showing that the participants was given a safer feeling when it came to choosing the right product, and was given more help in the search progress. By experiences like these, the consumers desire to return a product reduces. The function was used mainly in the ending process of selecting a product, and could be compared to a changing room in a physical clothing store. This function is a distinct indication of user-experience (UX).

  • 168.
    Fuentes Martinez, Ana
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Gender and prior knowledge factors in pupils’ beliefs about programming in mathematics2019Inngår i: ICERI2019 Proceedings / [ed] L. Gómez Chova, A. López Martínez, I. Candel Torres, The International Academy of Technology, Education and Development, 2019, s. 5703-5703Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The recent introduction of computer programming in all Swedish school curricula is a significant addition that came along together with several revisions aiming at enhancing pupils’ ICT skills. One of the reasons behind this implementation model was to accelerate the rate at which substantial results would be noticeable. It was also expected that teaching algorithmic thinking from early years would help to reduce the gender gap that has largely been observed in technology and engineering programs in higher education. In this study we wanted to explore students’ beliefs and performance in programming in relation to gender and previous experience. This paper reports on data obtained from first year high school students whose teachers actively attempted to incorporate programming into their mathematics lessons over the course of a school semester during the first year after the reform. We address three questions: a) Is there a difference in in attitudes or beliefs toward programming between students that had programming experience and those who had not? b) Is there a difference in attitudes or beliefs toward programming between male and female students? and c) Is there a difference in code understanding between male and female students? The third question is further analyzed to test the confidence gap hypothesis, which holds that women feel less confident than men in their own abilities. Five student groups from schools across Sweden were selected for the survey among those whose teachers were actively using programming in mathematics. A cross-sectional study was designed addressing the research questions based on data gathered from a group administered questionnaire (N=138). In order to assess students’ understanding of code, three programming exercises in increasing level of difficulty, concluded the survey. Alongside each programming exercise, the respondent had the possibility to express how confident he or she felt about the given answer. For the purposes of data comparison, the chi-squared test of independence was used. The analysis of the data indicates that there are relevant gender differences in students’ views and attitudes towards programming but not in their actual performance when answering code questions. In this case, differences could be attributed to previous programming experience which also seems to influence students’ anxiety toward the reform. However, previous programming instruction did not seem to influence pupil’s beliefs about how useful they thought programming will be in their upcoming education or professional life. Female students were on average less positive regarding how useful they think programming might be for them in the future. We could also confirm the tendency for women to underestimate their programming achievements. Most relevant, female students were more likely to state that they were unsure when the answer was right, whereas male students often felt sure about their wrong answers.

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  • 169.
    Fuentes Martinez, Ana
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Ekström, Sara
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Kritiska föreställningar och reflektioner om robotar och artificiell intelligens i svensk skola: när lärarnas programmeringskunskaper spelar roll2019Inngår i: VILÄR 5-6 december 2019, University West, Trollhättan: Abstracts / [ed] Kristina Johansson, Trollhättan: University West , 2019, s. 9-10Konferansepaper (Annet vitenskapelig)
    Abstract [sv]

    Robotar och artificiell intelligens (AI) är redan en del av verkligheten och kan komma att göra intåg i skolan inom en snar framtid. I en studie av Hrastinski et al (2019) belyses lärares och forskares kritiska reflektioner om vad användningen av robotar och AI kan innebära för en utbildningskontext. Studien konstaterar ett ökat behov av kompetensutveckling, men påvisar också en viss oro över en förändrad lärarroll, mänskliga relationer, individualisering, pedagogisk ledning och etik. Både lärare och forskare visade upp en begränsad förståelse för skillnaderna mellan de två teknologierna. Dessutom framkom det i studien att det finns en skillnad mellan deltagarnas tankar om införandet av robotar och AI; lärarnas resonemang handlade om möjligheter att förbättra den nuvarande undervisningspraktiken medan forskarna såg en potential till att transformera undervisningen.

    I Sverige har läroplanen nyligen reviderats med följden att alla elever, från förskolan till gymnasiet, ska lära sig datalogiskt tänkande och programmering. Förändringen innebär ökade fortbildningskrav på lärarna, vilket har medfört att många svenska universitet erbjuder programmeringskurser för verksamma lärare. För att studera hur de ökade programmeringskunskaperna påverkar lärarnas syn på användningen av robotar och AI i undervisningen ombads sjutton universitetslärare, med ansvar för programmeringskurserna, att i en enkät reflektera över hur dessa teknologier kan forma framtidens undervisningspraktik. För att kunna jämföra med Hrastinskis tidigare studie, fick universitetslärarna föreställa sig en undervisningssituation där (a) sociala robotar och (b) robotar med artificiell intelligens var en realitet. De reflekterade över vilka utmaningar och möjligheter användningen av robotar och AI skulle kunna medföra i ett framtida klassrum. Hur skiljer sig universitetslärarnas reflektioner från resultatet i den tidigare studien?

    Analysen visade att universitetslärarna resonerade kring potentiella vinster med att individualisera undervisning och befria lärare från rutinuppgifter. Deras framtidssyn låg också närmare lärarnas än forskarnas i Hrastinskis studie, då de inte heller förutspådde någon betydande transformation av den nuvarande undervisningspraktiken. Resultatet indikerade att universitetslärarna generellt sett hade mer kunskap om robotar och AI än deltagarna i den tidigare studien. Trots det var de skeptiska till de kognitiva fördelarna med att använda en fysisk robot istället för en traditionell dator. Utifrån framtidsscenariot med programmeringskunniga lärare i klassrummen, föreslog universitetslärarna inte någon ytterligare kompetensutveckling, vilket står i kontrast till reflektionerna i Hrastinskis studie. Om universitetslärare tror att programmeringskunskaper kan överbrygga kompetensgapet, och de inte förväntar sig någon radikal förändring av undervisningspraktiken, då kanske tröskeln för att integrera robotar och AI i undervisning är lägre än vad den tidigare studien förutsåg.

  • 170.
    Fältström, Anton
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Perus, Malin
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Att skräddarsy för publiken: En studie om publiksegmentering och marknadsföring för film genom filmtrailrar2017Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Nästan sen filmens uppkomst har filmtrailern aldrig varit långt bakom. Men medan det finns mycket forskning kring filmvetenskap finns det väldigt lite om filmtrailern. Det som gifter filmvetenskap med marknadsföring i ett kommersiellt syfte.  Den huvudsakliga metoden som används under arbetets gång har varit modes av reception som användes genom att en enkät skickades ut via facebook.  I undersökningen gjordes ett test för att se intresset för filmen Dunkirk och då an Det gjordes en analys av dessa 2 trailrar samt jämfördes med 2 andra stora filmer inom krigsdrama genren, filmerna Apocalypse now samt Saving private ryan . Dessa trailrar ställdes mot varandra för att se skillnader och likheter mellan filmtrailrar inom samma genre samt se utveckling av montage och produktionsvärde med 19 års mellanrum.   

  • 171.
    Gellerstedt, Martin
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för juridik, ekonomi, statistik och politik.
    Bernhard, Iréne
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Lundh Snis, Ulrika
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Svensson, Lars
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Work-integrated Learning: Increasing societal impact by decreasing the gap between research and practice2018Inngår i: ICERI2018 Proceedings, 2018Konferansepaper (Fagfellevurdert)
    Abstract [en]

    In this paper we outline models for conducting work-integrated learning research. Our experiences from two decades of doing research in close collaboration with practitioners are presented and discussed. Our main message is that by engaging practitioners in all steps of the research project there is a potential for research outcomes to have high societal impact, and theoretical contribution

  • 172.
    Gellerstedt, Martin
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för juridik, ekonomi, statistik och politik.
    Gellerstedt, Victoria
    Bernhard, Iréne
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Bernhardsson, Lennarth
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Lundh Snis, Ulrika
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Vallo Hult, Helena
    Högskolan Väst, Institutionen för ekonomi och it, Avd för juridik, ekonomi, statistik och politik.
    Work-Integrated Learning: Impact of Individual and organizational Digitalization on Knowledge management and Expertise Sharing2019Inngår i: INTED2019 Proceedings / [ed] L. Gómez Chova, A. López Martínez, I. Candel Torres, 2019, s. 3601-3609Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The primary aim with this study was to examine the impact of digitalization and the use of ICT for knowledge sharing in an organization. A secondary aim was to further develop knowledge management models to also include collaborative knowledge production and expertise sharing. Based on such a model, we developed a questionnaire answered by 265 respondents. We found that the relationship between using ICT for knowledge sharing was correlated to knowledge sharing also when adjusted for established factors like organisational climate and social norms. We conclude that digitalization, both individually and on an organisational level is an important asset for knowledge management, and that the use of ICT could support knowledge sharing beyond known and established important factors.

  • 173.
    Gellerstedt, Martin
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för juridik, ekonomi, statistik och politik.
    Pareto, Lena
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Svensson, Lars
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    The Goalkeeper: a tool for monitoring learning outcomes in PhD education2015Inngår i: ICERI2015 Proceedings, 2015, s. 6223-6230Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The journey from being a new Ph. D.-candidate towards passing the doctorate grade is often a bumpy road with both unexpected and complex challenges that has to be turned in to learning experiences that adds to progression. In this paper we describe the development and use of a tool (the Goalkeeper) designed to support, structure and visualize this journey. It is a tool for supervisors, doctorate students as well as people responsible for quality assurance of a doctorate education. Based on our experiences of having utilised the tool we argue that it is important that the implementation of such a tool is firmly grounded in a quality culture where support of progression and formative assessment dominate over summative assessment and control.

  • 174.
    Gottfridsson, Samuel
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Vedberg, Niklas
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Från 2D e-handel till virtuell verklighet: En användbarhetsstudie2014Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    Summary

    3D and e-commerce on the web is constantly growing and new technology for Virtual Reality is on its way to be more accessible to the public. Studies show potiential benefits with an Virtual Reality and/or 3D combined with e-commerce, but despite this there’s no wide distribution of the use of 3D on e-commerce sites. Because of this, we find it relevant to research this area.

    In this paper we first build a prototype for an virtual reality e-commerce application, following Norman’s 6 design principles, theory on how most e-commerce websites are built and theory of 3D interactive environments. Secondly we evaluate the prototype, where we observe users in a qualitative usability test with a pre- and post-questionnaire. The test is conducted by 10 participants, where 5 participants are inexperienced at navigating in a virtual envronment, and 5 are experienced.

    From the results we have created design guidelines for similar applications. The disadvantages we identified with the concept was that the control mechanics was experienced as more complicated by the inexperienced participants and that the navigation wasn’t perceived as efficient. The advantages was that the products was in 3D, which meant that you could see the goods from different angles and that the 3D products gave a better perception of reality. In some cases it was also appreciated that the experience was similar to how you buy products in physical store

  • 175.
    Grundén, Kerstin
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för datavetenskap och informatik.
    Bernhard, Irene
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Implementation of a Contact Centre: a Local eGovernment Initiative2012Inngår i: Proceedings of the 12th European Conference of e-Government: ESADE Ramo Llull University Barcelona, Spain 14-15 June 2012 / [ed] Dr. Mila Gascó, Reading, UK: Academic Publishing International, 2012, s. 329-335Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Abstract: A case study of the implementation of a contact centre (CC) in a Swedish municipality was described and discussed. The implementation was an example of a local e-Government initiative. Seventeen employees at the municipality were interviewed. The initial implementation of the CC was done quickly, with a top-down approach. There were initial problems with negative attitudes towards the CC from the employees at the municipal departments. The new technology systems contributed to increased efficiency and to a more process-oriented organization. The CC was largely well-functioning, and many handling officers were relieved of work tasks related to the implementation of CC. There was a need for further competence development among the service handling officers at the CC. The number of incoming matters increased, related to the increased availability to citizens of municipal services.

  • 176.
    Gråsjö, Urban
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för juridik, politik och ekonomi. Högskolan Väst, Institutionen för ekonomi och it, Avd för juridik, ekonomi, statistik och politik.
    Jansson, Elisabeth
    Högskolan Väst, Institutionen för ekonomi och it, Avd för företagsekonomi.
    Lindh, Kristina
    Högskolan Väst, Institutionen för ekonomi och it, Avd för företagsekonomi.
    Lundh Snis, Ulrika
    Högskolan Väst, Institutionen för ekonomi och it, Avd för datavetenskap och informatik.
    Pareto, Lena
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medieproduktion. Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Svensson, Lars
    Högskolan Väst, Institutionen för ekonomi och it, Avd för datavetenskap och informatik.
    Experience Design: Understanding the Role of Technology for Virtual Experiences2006Inngår i: Proceedings of 29th Information System Research Seminar in Scandinavia, IRIS 29: Paradigms, Politics, Paradoxes, 2006Konferansepaper (Fagfellevurdert)
    Abstract [en]

    New technologies have always teased the imagination of avant-garde artists on how to challenge existing cultural paradigms. For instance, experience design for the creative industries of today provides exciting challenges with a potential to innovate practices and creating new ways of interaction between the artist and her audience. In an ongoing research project we aim at framing the design space for virtual experiences. The paper presents and discusses the role of technology in such context and use three ongoing case studies where ICT has been used to augment and support consumers of cultural experiences. The analysis shows how technology-driven interventions are less oriented towards radical change compared to interventions that are rooted in their nondigital origins.

  • 177.
    Gråsjö, Urban
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för juridik, ekonomi, statistik och politik.
    Jansson, Elisabeth
    Högskolan Väst, Institutionen för ekonomi och it, Avd för företagsekonomi.
    Pareto, Lena
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Lundh Snis, Ulrika
    Högskolan Väst.
    Svensson, Lars
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Virtual Experiences: Towards an understanding of the role of ICT in the innovation systems of creative industries2005Inngår i: Uddevalla Symposium 2005: Innovations and Entrepreneurship in Functional Regions, Uddevalla: Högskolan Trollhättan Uddevalla , 2005, s. 501-512Konferansepaper (Annet vitenskapelig)
  • 178.
    Gråsjö, Urban
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för juridik, ekonomi, statistik och politik.
    Karlsson, CharlieHögskolan Väst, Institutionen för ekonomi och it, Avd för juridik, ekonomi, statistik och politik. Professor Emeritus of the Economics of Technological Change, Jönköping International Business School, Jönköping University and Professor Emeritus, Blekinge Institute of Technology.Bernhard, IréneHögskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Geography, Open Innovation and Entrepreneurship: New Horizons in Regional Science series2018Collection/Antologi (Fagfellevurdert)
    Abstract [en]

    Developed countries must be incredibly innovative to secure incomes and welfare so that they may successfully compete against international rivals. This book focuses on two specific but interrelated aspects of innovation by incumbent firms and entrepreneurs, the role of geography and of open innovation.

  • 179.
    Gråsjö, Urban
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för juridik, ekonomi, statistik och politik.
    Karlsson, Charlie
    Högskolan Väst, Institutionen för ekonomi och it, Avd för juridik, ekonomi, statistik och politik.
    Bernhard, Iréne
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Introduction: Geography, Open Innovation and Entrepreneurship2018Inngår i: Geography, Open Innovation and Entrepreneurship: New Horizons in Regional Science series / [ed] Gråsjö, U., Karlsson, C. och Bernhard, I., Edward Elgar Publishing, 2018, s. 1-18Kapittel i bok, del av antologi (Fagfellevurdert)
  • 180.
    Grönblad, Erik
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Öman, Marcus
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Kan animation öka motivationen i skolan?: En kvantitativ analys av en animerad prototyp i skolmiljö 2016Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    The purpose of this study is to investigate if animated pictures combined with spoken and written text can increase primary school students' motivation. We will design and create a prototype based on earlier research and theory about how to design animated images for educational use. We conduct an experiment involving 55 students. The students would perform an identical school assignment, half the group performed the task without our prototype and half the group used our prototype. Afterwards students answered a questionnaire in which they rate their experience and motivation of the task. This in order to explore whether students' motivation increased by using the prototype or not. The results show no clear correlation between students' motivation and use of the prototype. We discuss possible reasons for this in our text and give suggestions for further research.

  • 181.
    Gustavson, Anton
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Jönnerstig, Eduardo
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Multiplayerupplevelse i webbapplikationer utvecklade med Node.js och WebSocket2015Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    The purpose of this research was to delve into the process of developing real time applications for the web via the use of JavaScript based frameworks and code libraries – that run on both the client and the server. To aid us in this endeavor we have developed a test application in the form of a real time multiplayer game. We believe this project to be an appropriate model for experimentation as the market is currently showing an increasing interest in tools which facilitates the development of platform independent games. We have specifically examinined how technologies such as Node.js and WebSocket can be used in order to deliver a multiplayer experience that adequately satisfies the demands and expectations of the prevailing market as it pertains to applications of this kind.Apart from measuring the actual latency for each game round during our experiments, we have also made use of subjective evaluation through the Mean Opinion Score (MOS). This research paper also introduces the term "multiplayer experience" in order for us to encapsulate and relate to the user's subjective experience of simultaneous interaction.Our research has led us to conclude that there is no definitive or all-encompassing metric by which to judge the threshold for acceptable latency that is applicable to all games. The results from our tests do however show that Node.js and WebSocket – at least in regards to our own application – can be used to deliver an acceptable multiplayer experience.

    Fulltekst (pdf)
    fulltext
  • 182.
    Gustavsson, Sara
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Helmersson, Jonas
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Från Ronja Rövardotter till Hundraåringen: Kartläggning av hur specialeffekter och visuella effekter används inom svensk filmbransch idag och vad branschens inställning till det är2015Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    "Technology has been a key element in the changing creative possibilities available to filmmakers, but deep down the questions of staging, point of view, pace, suspense, time and psychology faced by filmmakers as they walk onto the set in the morning have remained remarkably consistent". Cousins, 2004, s13.

    Sättet att göra film på har ständigt förändrats och fortsätter att förändras men som citatet syftar till så verkar inställningen till film stå sig lika genom tiderna. I grund och botten handlar det om att berätta en historia som berör publiken. En historia berättad utifrån filmskaparnas olika stilar.

    Tack vare teknikutvecklingen har många effekter i film, både digitala och fysiska blivit möjliga och vem vet vad den tekniska, och kanske framförallt den digitala utvecklingen, kommer att leda till för effekter i film i framtiden? Vi är trots allt bara i början av den digitala eran. Samtidigt som det nya introduceras kanske de gamla beprövade fysiska effekterna etsar sig fast som klassiska och erkända arbetsmetoder.

    Vad vi behandlar i den här uppsatsen är hur digitala och fysiska tekniker att skapa effekter används och nyttjas i den svenska filmbranschen. Hur ser beslutsfattare i branschen på effekter som filmskapande och varför ser användandet ut som det gör idag? Vi har också undersökt vad det är som styr användandet av effekter inom filmskapande utifrån ekonomiska, tekniska och konstnärliga överväganden. Vi har samlat in information genom kvalitativa, djupgående intervjuer med tre produktionsbolagsföreträdare och tre finansiärer. Vi har även samlat in information kring begreppen fysiska effekter och digitala effekter bland sex stycken filmarbetare som aktivt arbetar med effektskapande på olika sätt. Det har visat sig att det råder meningsskiljaktigheter när det kommer till definition av begreppen kring digitala effekter och fysiska effekter mellan de bolagsföreträdare och finansiärer vi har intervjuat och de aktiva effektmakare som vi har bett definiera begreppen. För att underlätta framtida kommunikation kommer vi i den här uppsatsen definiera dessa begrepp utifrån våra resultat.

    Våra resultat tyder på att det finns en vilja inom filmbranschen att arbeta med effekter inom film men att det samtidigt saknas resurser och kompetens idag. Samtidigt tycker vi oss utläsa en okunskap kring effekter vilket ställer till det för dem som vill arbeta med effekter. Exempelvis gällande Guldbaggegalan, där kategorin "Bästa Visuella Effekter" togs bort efter bara några år efter införandet för att det ansågs vara för svårt att utläsa vad som var effekter och inte i en film. Utifrån det vi kan utläsa från våra resultat finner vi det motsägelsefullt att vilja utveckla branschen och arbetet med effekter och samtidigt inte utveckla kunnandet kring det, när man istället för att plocka bort en kategori på grund av okunskap istället borde lära sig mer om det.

    Fulltekst (pdf)
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  • 183.
    Habtegaber, Salem
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Frisch, Olivia
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Karaktärsdesign​ ​och​ ​stereotyper: En​ ​kvalitativ​ ​studie​ ​av​ ​upplevelse​ ​av​ ​karaktärer​ ​i​ ​dataspelen​ ​Mass​ ​Effect​ ​och Dragon​ ​Age2017Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    Stereotyper​ ​och​ ​sexualisering​ ​inom​ ​spel​ ​och​ ​andra​ ​medier​ ​har​ ​varit​ ​starkt​ ​kritiserat​ ​under​ ​åren.​ ​Vi har​ ​valt​ ​att​ ​undersöka​ ​Biowares​ ​karaktärsdesign​ ​inom​ ​spelserierna​ ​​Mass​ ​ Effect​ ​ ​och​​ ​ Dragon​ ​ Age​ .​ ​I vår​ ​studie​ ​utgår​ ​vi​ ​ifrån​ ​både​ ​genusperspektiv,​ ​intersektionalitet​ ​och​ ​stereotypiska​ ​drag​ ​som förekommer​ ​inom​ ​spelvärlden​ ​och​ ​karaktärskapande.​ ​Vi​ ​har​ ​​genomfört​ ​fyra​ ​​intervjuer​ ​som​ ​har inriktat​ ​sig​ ​på​ ​det​ ​yttre​ ​faktorerna​ ​över​ ​dom​ ​karaktärer​ ​vi​ ​har​ ​valt​ ​ut​ ​från​ ​spelen.​ ​Respondenterna fick​ ​se​ ​bilder​ ​av​ ​fyra​ ​olika​ ​karaktärer,​ ​två​ ​karaktärer​ ​från​ ​varje​ ​spel,​ ​en​ ​kvinna​ ​och​ ​en​ ​man.​ ​Efter detta​ ​fick​ ​respondenterna​ ​svara​ ​på​ ​frågor​ ​om​ ​vad​ ​de​ ​ansåg​ ​om​ ​dessa​ ​karaktärer.​ ​Syftet​ ​med intervjun​ ​var​ ​att​ ​se​ ​hur​ ​de​ ​olika​ ​respondenterna​ ​reagerade​ ​på​ ​karaktärernas​ ​utseende​ ​och​ ​vad​ ​de trodde​ ​om​ ​dem.​ ​Resultatet​ ​av​ ​våra​ ​intervjuer​ ​och​ ​undersökning​ ​indikerar​ ​att​ ​sexualisering​ ​och stereotypiska​ ​drag​ ​förekommer​ ​fortfarande​ ​bland​ ​spel​ ​idag​ ​men​ ​är​ ​har​ ​minskats.​ ​Hos​ ​både​ ​det kvinnliga​ ​könet​ ​och​ ​det​ ​manliga​ ​könet​ ​av​ ​karaktärerna​ ​fanns​ ​stereotypiska​ ​drag.​ ​​De​ ​två​ ​manliga karaktärerna​ ​fick​ ​liknande​ ​kommentarer​ ​om​ ​deras​ ​utseende.​ ​De​ ​kritiserades​ ​hur​ ​stereotypiskt deras​ ​utseende​ ​såg​ ​ut​ ​och​ ​för​ ​att​ ​de​ ​inte​ ​stack​ ​ut​ ​på​ ​något​ ​sätt. De​ ​två​ ​kvinnliga​ ​karaktärerna​ ​fick​ ​olika​ ​reaktioner​ ​från​ ​respondenterna.​ ​En​ ​av​ ​de​ ​kvinnliga karaktärerna​ ​fick​ ​positiv​ ​feedback,​ ​om​ ​hur​ ​jämställd​ ​hon​ ​såg​ ​ut​ ​jämfört​ ​med​ ​de​ ​manliga karaktärerna.​ ​Den​ ​andra​ ​kvinnliga​ ​karaktären​ ​fick​ ​negativ​ ​respons​ ​på​ ​grund​ ​av​ ​att​ ​respondenterna ansåg​ ​att​ ​hennes​ ​utseende​ ​var​ ​sexualiserat​ ​och​ ​Bioware​ ​hade​ ​framhävt​ ​hennes​ ​kropp​ ​på​ ​ett onödigt​ ​sätt.   

  • 184.
    Haj-Bolouri, Amir
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Bernhardsson, Lennarth
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    A Duality of Digitalization: How Can We Understand the Tension Between Professional's Beliefs and Affordances with Digital Services in Civic Orientation?2015Inngår i: Conference Proceedings: ABSTRACTS All Concurrent Sessions Presented at the 19th World Conference on Cooperative & Work Integrated Education, WACE , 2015Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Throughout the last 2 decades, workplaces have been provided with digital services for optimizing work activities and processes. A variety of professions have incorporated their tasks for teaching and learning through the utilization of novel digital services. Teachers and students have the opportunity to interact with each other regardless of geographical locations through distance education and learning. Overall, the phenomenon of digitalization has generated consequences and effects for the society in general, and workplaces and professionals in particular.

        Recently, a notion of digitalization has reached projects conducted on a national level for integrating newcomers in Sweden. The Swedish government has appointed members from University West, together with a municipality in West Sweden to launch a novel digitalization project. The project emphasizes challenges and issues with designing, developing and evaluating an open digital experience in Civic Orientation. This paper examines and discusses a duality of digitalization by investigating how we can understand the tension between professional’s pre-understanding and affordances of digital services in Civic Orientation. We will present results from interviews with professionals at the municipality, together with results from a survey evaluation. We argue in the paper, that it is beneficial for further research, to understand the tension between professional’s beliefs and affordances of digital services.

    Fulltekst (pdf)
    fulltext
  • 185.
    Haj-Bolouri, Amir
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Bernhardsson, Lennarth
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Bernhardsson, Patrik
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    CollaborGeneous: A Framework of Collaborative IT-Tools for Heterogeneous Groups of Learners2015Inngår i: New Horizons in Design Science: Broadening the Research Agenda / [ed] Donnellan, Brian; Helfert, Markus; Kenneally, Jim; VanderMeer, Debra; Rothenberger, Marcus; Winter, Robert, Springer International Publishing , 2015, Vol. 9073, s. 376-380Kapittel i bok, del av antologi (Annet vitenskapelig)
    Abstract [en]

    In this paper, we present our designed prototype: CollaborGeneous. CollaborGeneous is a framework of collaborative IT-tools for heterogeneous groups of learners in Civic Orientation. It is designed to serve different types of activities for producing, maintaining, distributing and presenting digital learning-material within Civic Orientation. The significance of introducing our prototype is relevant for both practitioners and researchers within Design Science Research. The novelty of our artifact lies in its characteristic of use in the intersection between Civic Orientation and Information Systems, providing different groups of learner's necessary tools to collaborate and create an open digital experience of Civic Orientation.

  • 186.
    Haj-Bolouri, Amir
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Bernhardsson, Lennarth
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Bernhardsson, Patrik
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Svensson, Lars
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    An information systems design theory for adaptabe E-learning2016Inngår i: Proceedings of the Annual Hawaii International Conference on System Sciences, ISSN 1530-1605, Vol. 2016-March, s. 4414-4423Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    An Information Systems Design Theory is a prescriptive theory that offers theory-based principles, which can guide practitioners and scholars in the design of effective information systems and set an agenda for on-going research. This paper introduces and describes an ISDT for adaptable E-Learning. We formulate our ISDT based on two cycles of Action Design Research. The cycles were conducted in an authentic organizational setting with end-users, responsible for organizing, producing and distributing civic orientation. Based on our findings, we propose that our ISDT, together with its components, can be used to design, implement and support an information system that incorporates E-Learning, which is not explicitly constrained to the formal context of higher education. © 2016 IEEE.

  • 187.
    Haj-Bolouri, Amir
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Bernhardsson, Lennarth
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Rossi, Matti
    Aalto University, Finland.
    Introducing PADRE: Participatory Action Design Research2015Inngår i: Workshop Programme and Proceedings: AIS SIGPRAG Pre-ICIS Workshop :Practice-based Design and Innovation of Digital Artifacts, SIGPrag , 2015, s. 1-16Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Action Design Research (ADR) is a Design Research (DR) method that enriches the DesignScience Research (DSR) paradigm, by providing stages and principles for designing IT artifacts and allowing for their emergence in an organizational context. The method has been used and elaborated by scholars, extending the mode of the method and its stages, incorporating and adopting knowledge from related approaches such as Participatory Action Research(PAR) and Participatory Design (PD). In this paper, we have adopted principles and philosophy from PAR and PD to extend and elaborate the AD R method, by providing afront-end of Action Research (AR) that emphasizes learning through incremental iteration. We will introduce our elaborated method as Participatory Action Design Research (PADRE) and demonstrate how we have used it in our own research. We argue that the ADR method can benefit from incorporating learning within and across each and every stage iteratively. We also argue that learning can be used as an repository of knowledge, which informs and gets accumulated for formalization of learning that can be re-used within different cycles of ADR.Hence, we introduce PADRE and provide a model that consists of a set of key-components, which extends and elaborates the ADR method.

  • 188.
    Haj-Bolouri, Amir
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Bernhardsson, Lennarth
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Rossi, Matti
    Information Systems, Aalto University, Finland.
    PADRE: a Method for Participatory Action Design Research2016Inngår i: Tackling Society's Grand Challenges with Design Science: 11th International Conference, DESRIST 2016, St. John's, NL, Canada, May 23-25, 2016, Proceedings / [ed] Editors: Parsons, J., Tuunanen, T., Venable, J., Donnellan, B., Helfert, M., Kenneally, J. (Eds.), Springer International Publishing , 2016, Vol. 9661, s. 19-36Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Action Design Research (ADR) is a Design Research (DR) method that enriches the Design Science Research (DSR) paradigm, by providing stages and principles for designing artifacts and allowing for their emergence in an organizational context. The method has been used and elaborated by scholars, extending the mode of the method and its stages, incorporating and adopting knowledge from related approaches such as Participatory Action Research (PAR) and Participatory Design (PD). In this paper, we have adopted principles and philosophy from PAR and PD to extend and elaborate the AD R method, by providing a front-end of Action Research (AR) that emphasizes learning through incremental iteration. We will introduce our elaborated method as Participatory Action Design Research (PADRE) and demonstrate how we have used it in our own research. We argue that the ADR method can benefit from incorporating learning within and across each and every stage iteratively. We also argue that learning can be used as a learning nexus, which informs and gets accumulated for formalization of learning that can be re-used within different cycles of ADR. Hence, we introduce PADRE and provide a model that consists of a set of key-components, which extends and elaborates the ADR method

  • 189.
    Haj-Bolouri, Amir
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Flensburg, Per
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Bernhardsson, Lennarth
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Winman, Thomas
    Högskolan Väst, Institutionen för individ och samhälle, Avd för socialpedagogik och sociologi.
    Svensson, Lars
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Designing a Web-Based Education Platform for Swedish Civic Orientation2014Inngår i: Proceedings of the 37th Information Systems Research Seminar in Scandinavia (IRIS 37), Ringsted, Denmark, 10-13 August. / [ed] Ahmad Ghazawneh, Jacob Nørbjerg and Jan Pries-Heje, Ringsted, 2014, s. 1-13Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Newcomers in Sweden face a problem of learning the Swedish society with respect to laws, culture, democratic values, education system, labor market and aspects of taking the role as a parent. The municipality of Gothenburg and the county administrative board in Västra Götaland are appointed by the Swedish government to educate newcomers in civic orientation. This paper describes some problems in providing distance education for Swedish civic orientation in forms of advanced learning modules (ALM). Requirements for implications for design were gathered through several conducted workshops together with relevant stakeholders through a participatory design approach. We concluded that our design for implications can be processed for future research and used together with a system solution.

    Fulltekst (pdf)
    Designing a Web-Based Platform for Swedish Civic Orientation
  • 190.
    Haj-Bolouri, Amir
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Purao, Sandeep
    Information and Process Management, Bentley University, USA.
    Rossi, Matti
    Information Systems, Aalto University, Finland.
    Bernhardsson, Lennarth
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Action Design Research as a Method-in-Use: Problems and Opportunities2017Inngår i: Designing the Digital Transformation: DESRIST 2017 Research in Progress Proceedings / [ed] Maedche, Alexander [Hrsg.]; Brocke, Jan vom [Hrsg.]; Hevner, Alan [Hrsg.], Karlsruhe: KIT Publishers, 2017, s. 110-118Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper reports on the results of a study to investigate how scholars engage with and use the action design research (ADR) approach. ADR has been acknowledged as an important variant of the Design Science Research approach, and has been adopted by a number of scholars, as the methodological basis for doctoral dissertations as well as multidisciplinary research projects. With thisuse, the research community is learning about how to apply ADR's central tenets in different contexts. In this paper, we draw on primary data from researchers who have recently engaged in or finished an ADR project to identify recurring problems and opportunities related to working in different ADR stages, balancing demands from practice and research, and addressing problem instance vs. class of problems. Our work contributes a greater understanding of how ADR projects are carried out in practice, how researchers use ADR, and pointers to possibilities for extending ADR.

    Fulltekst (pdf)
    fulltext
  • 191.
    Haj-Bolouri, Amir
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för informatik.
    Purao, Sandeep
    Bentley University, Bentley, USA.
    Rossi, Matti
    Aalto University, Helsinki, Finland.
    Bernhardsson, Lennarth
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Action Design Research in Practice: Lessons and Concerns2018Inngår i: Proceedings ECIS 2018 / [ed] Frank U.,Kautz K.,Bednar P.M., 2018, artikkel-id 1755Konferansepaper (Annet vitenskapelig)
    Abstract [en]

    This paper reports on the results of a study of how scholars engage with and use the action designresearch (ADR) method. Since its publication, ADR has been acknowledged as an importantvariant of DSR, and has been adopted by a number of researchers. It has been adopted as theprimary research method for doctoral dissertations as well as research projects in severaldisciplines. With the increasing use of ADR, the research community is also learning about how toapply ADR in different contexts. In this paper, we focus on how researchers are using the method.Drawing on primary data from researchers who have recently engaged in or finished an ADRproject, we identify several recurring themes: managing expectations with actual outcomes ofADR-projects, coordinating work across different ADR-stages, and balancing the focus on probleminstance versus class of problems. Our work contributes a greater understanding about how ADRprojects are carried out in practice, how researchers can avoid some of the common pitfalls, andhow the method can be applied more effectively.

  • 192.
    Hallgren, Anna
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Disney: Från cartoon-komik till uncanny valley2018Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [sv]

    En kvantitativ undersökning avseende en jämförelse av åskådares upplevelse mellan två av Disney's föremålskaraktärer i Beauty and the Beast 1991 och 2017, påvisade att objektkaraktärer kan upplevas uncanny. De "tecknade" karaktärerna upplevdes i högre grad livfulla, på grund av 'exaggeration' , vilken i lägre grad kan användas för att framställa trovärdiga "fotorealistiska" 3D-CGI-animerade karaktärer.

    Undersökningen påvisar att animationen vid fotorealism, i högre grad behöver anpassas till en större taktil påtaglighet avseende karaktärens material, vilket gör antropomorfa icke-mänskliga karaktärer i lägre grad antropomorfa och levande och därav riskerar att upplevas som uncanny

  • 193.
    Hattinger, Monika
    et al.
    Högskolan Väst, Institutionen för ingenjörsvetenskap, Avdelningen för produktionssystem (PS).
    Norström, Livia
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Unpacking Social Media to explore professionals work practice2016Inngår i: Proceedings of IRIS39, Information Systems Research Seminar in Scandinavia, Ljungskile, August 7-10, 2016 / [ed] Pareto, Lena, Svensson, Lars, Lundin, Johan, Lundh Snis, Ulrika Lundh Snis, 2016, s. 1-14Konferansepaper (Annet vitenskapelig)
    Abstract [en]

    Organizations are inspired by the massive social media use in the private domain and try to filter interactions and knowledge sharing in socialmedia also for professional purposes. Even if the interest in social media isstrong in the private domain, the use is far less widespread in organizations. The trajectory of traditional information spread through web platforms into use of new and open social media platforms stresses organization's and professionals to enrich user-generated content and take part in and enhance social networking. This study explore how social media is used in organizations and how professionals´ practice is challenged by use of social media of reaching out, sharing knowledge and interaction with target groups. Through illustration of two research cases; municipality-citizens' interactions and university-industry collaborations, three affordances of social media practice are emerging; incentives, perceptions and openness, where social media is constituted as the boundary object

    Fulltekst (pdf)
    fulltext
  • 194.
    Hedlund, Elin
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    (Ur)kunden har alltid rätt: En studie om plagiat och användandet av plagiatkontrollsystem vid ett svenskt lärosäte2019Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    The purpose of this study was to better understand how the universities in Sweden work to prevent plagiarism, how they use plagiarism detection tools and what knowledge the students have or wish to have about plagiarism. This was studied through interviews with teachers and administration staff from one smaller university in Sweden together with a questionnaire for students attending any university in Sweden. The study shows that the information about plagiarism can be clearer from teachers according to the students, to prevent plagiarism as far as possible. It also shows that the university is already working to improve the information so that the students in a better way can understand, but it is hard to know how to give the information and what information that the students need. The examined university are using the system Urkund as a plagiarism detection tool and the study shows that teachers in general are satisfied with the system and how they use it. However, some teachers see an opportunity to use the detection tool in their teaching practises but need more knowledge of the system to do so efficiently. The students reportedly know what plagiarism means according to the study, but they do not have a deeper knowledge about it which they want from their universities, especially how the school is handling plagiarism cases and how the plagiarism detection tool works. The study concludes with recommendations for the universities to improve their work against plagiarism.

    Fulltekst (pdf)
    fulltext
  • 195.
    Heldal, Ilona
    et al.
    Högskolan i Bergen, Norge.
    Hammar Wijkmark, Cecilia
    Myndighetens för Samhällsskydd och Beredskap.
    Pareto, Lena
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Simulation and serious games for firefighter training: challenges for effective use2016Inngår i: NOKOBIT - Norsk konferanse for organisasjoners bruk av informasjonsteknologi, ISSN 1892-0748, E-ISSN 1894-7719, Vol. 24, nr 1, s. 1-12Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    One of the main criteria of effectively managing emergency and crisis situations is good preparedness. Simulation and serious games (SSG) are often advocated as promising technologies supporting training and increasing the skills necessary to deal with new, complex and often unexpected situations. This paper is based on an investigation of why a seemingly appropriate SSG technology was not used long after procurement. We identified potential obstacles and challenges of SSG implementation in organizations responsible for societal safety. The focus is on fire fighter training and is based on 33 interviews with major stakeholders from seven countries, from organizations with successful as well as unsuccessful experiences of SSG use. By contrasting the different incentives and views regarding the technology use, this paper contributes to a better understanding of challenges related to SSG implementation and use. The results confirm the possible benefits of SSGs, but also highlight an urgent need for new approaches to integrate these new technologies into organizational practices. Only by formulating local, organizational strategies with the SSG use can the technology be implemented successfully

  • 196.
    Hjertén, Alma
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Alva Soplin, Betsy
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    De formade ögonbrynens ilska: Queer coding inom Disneys porträttering av manliga skurkar2018Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    This study aims to examinehow and what Disney communicate to their target audience, by analyzing the four animated feature films Peter Pan (1953), The Lion King (1994), Pocahontas (1995), and Princess and the Frog (2009). The animated movies have been analyzed through a qualitative method to get a better understanding of how Disney portray their male antagonists through queer coding. Through semiotics, and Peter Dahlgren's approach to analyzing media texts, we have gained a deeper understanding of what Disney is communicating. The study shows that there are many obvious cases of queer coding because of the stereotypically feminine way that the male villains are portrayed. The villains show signs of this femininity through everything from facial features to bodily movements. Through this detailed analysis it has come to our attention, that there is no doubt that the villains are being portrayed in a much more feminine way in comparison to the remaining characters in the movies.

    Fulltekst (pdf)
    fulltext
  • 197.
    Hjortfors, Simon
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Jigfelt, Therese
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Den sociala strategin: Hur man skapar ett engagerande målgruppsanpassat Facebookinnehåll2014Independent thesis Basic level (degree of Bachelor), 10 poäng / 15 hpOppgave
    Abstract [en]

    This is a deep dive into how the world's largest social network works and in particular how users interact with pages’ content on Facebook. In this essay, we find out what kind of content users interacts with and what content creators must consider in order to successfully reach their target audience and thus also increase commitment to the organization or business that the content creator advocates.

    Our study consists of a field experiment preceded from a focus group and literature studies. We have used these methods to get new thoughts and ideas from users and to be able to know what we measure and how we do it. The study shows what kind of content works best on a given target audience, and this is backed up by extensive statistics, theories about how to create the ultimate Facebook content and theories about what actually makes people interact with content on Facebook.

    We find that this is a topic with few universal truths. Given the diversity among users and their differing motivations, Facebook is a very complex area of research. It is exactly this complexity that we find interesting and appealing, and we know that companies are craving more knowledge in this area. We have compiled important knowledge on Facebook and we present quantitative results from qualitative research, completed with conclusions and recommendations.

    Join us when we confirm what many have said about focus groups, read about why companies and organizations need to rethink their communication strategies and learn to understand what actually matters in target communications on Facebook; The user

  • 198.
    Hrastinski, Stefan
    et al.
    KTH Royal Institute of Technology,Division of Digital Learning, Stockholm, Sweden.
    Olofsson, Anders D.
    Umeå University, Department of Applied Educational Science, Umeå, Sweden.
    Arkenback, Charlotte
    University of Gothenburg, Department of Applied IT, Gothenburg, Sweden.
    Ekström, Sara
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Ericsson, Elin
    University of Gothenburg, Department of Applied IT, Gothenburg, Sweden.
    Fransson, Göran
    University of Gävle, Faculty of Education and Business Studies, Gävle, Sweden.
    Jaldemark, Jimmy
    Mid Sweden University, Department of Education, Sundsvall, Sweden.
    Ryberg, Thomas
    Aalborg University, Department of Communication and Psychology, Aalborg, Denmark.
    Öberg, Lena-Maria
    Mid Sweden University, Department of Computer and System Science, Östersund, Sweden.
    Fuentes, Ana
    Högskolan Väst, Institutionen för ekonomi och it.
    Gustafsson, Ulrika
    Umeå University, Department of Applied Educational Science, Umeå, Sweden.
    Humble, Niklas
    Mid Sweden University, Department of Computer and System Science, Östersund, Sweden.
    Mozelius, Peter
    Mid Sweden University, Department of Computer and System Science, Östersund, Sweden.
    Sundgren, Marcus
    Mid Sweden University, Department of Education,Sundsvall, Sweden.
    Utterberg, Marie
    University of Gothenburg,Department of Applied IT, Gothenburg, Sweden.
    Critical Imaginaries and Reflections on Artificial Intelligence and Robots in Postdigital K-12 Education2019Inngår i: Postdigital Science and Education, ISSN 2524-485X, Vol. 1, nr 2, s. 427-445Artikkel i tidsskrift (Fagfellevurdert)
    Abstract [en]

    It is commonly suggested that emerging technologies will revolutionize education. In this paper, two such emerging technologies, artificial intelligence (AI) and educational robots (ER), are in focus. The aim of the paper is to explore how teachers, researchers and pedagogical developers critically imagine and reflect upon how AI and robots could be used in education. The empirical data were collected from discussion groups that were part of a symposium. For both AI and ERs, the need for more knowledge about these technologies, how they could preferably be used, and how the emergence of these technologies might affect the role of the teacher and the relationship between teachers and students, were outlined. Many participants saw more potential to use AI for individualization as compared with ERs. However, there were also more concerns, such as ethical issues and economic interests, when discussing AI. While the researchers/developers to a greater extent imagined ideal future technology-rich educational practices, the practitioners were more focused on imaginaries grounded in current practice.

    Fulltekst (pdf)
    fulltext
  • 199.
    Högberg, Karin
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för företagsekonomi.
    Olsson, Anna Karin
    Högskolan Väst, Institutionen för ekonomi och it, Avd för företagsekonomi.
    Willermark, Sara
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    In an urban food desert: A study of mobile farmers markets and social entrepreneurship in Washington, DC2019Inngår i: Uddevalla Symposium 2019: Unlocking the Potential of Regions Through Entrepreneurship and Innovation. Revised papers first presented at the 22nd Uddevalla Symposium 27-29 June, 2019, L'Aquila, Italy. / [ed] Irene Bernhard, Trollhättan: University West , 2019, s. 205-216Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Food deserts, i.e., socially distressed neighborhoods with little access to healthy food, constitute a growing concern in the United States. In this pilot case study, we explore a non-profit organization dedicated to creating a more equitable and sustainable local food system in the Washington, DC area from a social entrepreneurship perspective. In total, six interviews with employees at the non-profit organization were carried out between September 2017 and January 2019. Additionally, quantitative data from sales and education programs has been used as supplementary data sources. The paper contributes to the literature of social entrepreneurship by analyzing how mobile farmers markets are developed and organized through the theoretical lens of social entrepreneurship.

  • 200.
    Högberg, Karin
    et al.
    Högskolan Väst, Institutionen för ekonomi och it, Avd för företagsekonomi.
    Willermark, Sara
    Högskolan Väst, Institutionen för ekonomi och it, Avd för medier och design.
    Making Sense of Organizational Social Media: An International Longitudinal Case Study of Hotel Employees2019Inngår i: Proceedings of the 52nd Annual Hawaii International Conference on System Sciences / [ed] Tung X. Bui, Honolulu: Hawaii International Conference on System Sciences (HICSS) , 2019, s. 2377-2386Konferansepaper (Annet vitenskapelig)
    Abstract [en]

    When new Information Technologies (IT) are implemented in an organization, this creates new situations that need to be understood and made sense of. Sensemaking processes are vital when trying to identify the meaning users give when interacting with the new IT. The purpose of this study is to identify how hotel employees make sense of organizational social media over time. The empirical data was gathered overfour years in seven European countries and 14 hotels within an international hotel chain. In total, 37 interviews with 28 hotel employees were conducted. The findings explain how the hotel employees' dailywork routines are disrupted due to the social media implementation, but also what meanings the employees ascribe to social media in an organizational context. The study contributes to existing literature by providing illustrations about how users' sensemaking process concerning organizational social media influences their use over time.

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