Sökning: "Immersive data collection"

Visar resultat 1 - 5 av 8 uppsatser innehållade orden Immersive data collection.

  1. 1. Prototyping and Evaluation of a Lightweight Simulator Concept Combining Physical and Digital Assets

    Master-uppsats, Göteborgs universitet/Institutionen för data- och informationsteknik

    Författare :Nicke Carlsson; Carl Månsson; [2023-09-27]
    Nyckelord :Virtual reality; extended reality; mixed reality; tactical training; simulation; combat; medical; treatment; tccc; unreal engine;

    Sammanfattning : Serious injuries often occur in high-risk environments such as warfare, urban combat, and traffic accidents. The medical proficiency of soldiers and first responders in these situations is paramount. LÄS MER

  2. 2. Hole-in-one Experiences : Evaluating the Impact of Experiential MarketingDimensions on Customer Engagement and LoyaltyWithin the Golf Course Industry

    Master-uppsats, Jönköping University/Internationella Handelshögskolan

    Författare :Zachary Sporn; [2023]
    Nyckelord :Experiential Marketing; Golf Industry; Customer Engagement; Customer Loyalty; Emotional Response; Recreational Sports;

    Sammanfattning : Background: The leisure and recreational sports market, a multibillion-dollar industry, isexperiencing a transformative shift. With increased competition and changing consumerdemographics, businesses and facilities are seeking innovative strategies to ensure customerretention and maintain profitability. LÄS MER

  3. 3. Designing and evaluating the impact of gamification in e-learning platforms for non-Swedish people learning Swedish

    Kandidat-uppsats, Blekinge Tekniska Högskola/Institutionen för datavetenskap

    Författare :Vaishnavi Walajapet Bhakthavathsalam; Mahidhar Reddy Vaka; [2023]
    Nyckelord :E-learning; Gamification; Motivation; Persuasive design; User engagement.;

    Sammanfattning : Background. Learning a new language is essential for global communication and cultural understanding as it enhances communication skills and promotes respect for diverse cultures. In this digital age, e-learning platforms have become popular tools for language learning. LÄS MER

  4. 4. Branding in the Metaverse: Exploring established brand management perspectives and the advent of decentralized branding on Web 3.0

    Magister-uppsats, Lunds universitet/Företagsekonomiska institutionen

    Författare :Thiago Costa; Alaa Eldin Helal; [2022]
    Nyckelord :Branding; Brand Management; Metaverse; Decentralization; Blockchain; Web 3.0; NFT; DAO; Decentralized Branding; Business and Economics;

    Sammanfattning : Purpose: The purpose of this exploratory qualitative research is: First, to explore what brands understand by metaverse and how they perform branding in this new context. Second, to investigate how established constructivist approaches to branding are performed within the metaverse. LÄS MER

  5. 5. The Social Contract of Live Streaming : A Case Study of Four Streams on Twitch.tv

    Kandidat-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :Desislava Atanasova; Oliver Svensson; [2022]
    Nyckelord :Gaming culture; Immersive data collection; Live-streaming; Netnography; Online chat rooms; Social Contract Theory; Twitch.tv; Fördjupande datainsamling; Kontraktualism; Live-streaming; Netnografi; Online chattrum; Tv-spels kultur; Twitch.tv;

    Sammanfattning : This thesis asks how unique and different communities are formed and facilitated on the live-streaming platform Twitch.tv. Twitch was chosen for its relevance to gaming culture as well as its higher number of users comparatively to its contemporaries. LÄS MER