Sökning: "interactive media technology"

Visar resultat 1 - 5 av 116 uppsatser innehållade orden interactive media technology.

  1. 1. What new practices emerged following VAR in football among spectators, and how do these practices relate to potential value co-creation and co-destruction?

    Master-uppsats, Göteborgs universitet/Graduate School

    Författare :Salih Tilki; Kanti Das Mrinmoya; [2023-07-03]
    Nyckelord :video assistant referee; practice theory; consumption practices; emotional practices; value co-creation; value co-destruction; interactive value formation;

    Sammanfattning : Technological tools are widely used in all industries. In football, Video Assistant Referee (VAR) has been implemented and is becoming more common in nearly all domestic leagues and international organizations. Previous research has shown how VAR affected the game objectively, as well as people's perspectives toward this new technology. LÄS MER

  2. 2. “ALLT ÄR DEN LILLA RÅTTANS FEL, HÖRDE FRÅN EN SÄKER KÄLLA ATT HEN OCKSÅ SYSSLAR MED KRIMINELLA VERKSAMHETER” - En kvantitativ innehållsanalys om medborgarjournalistikens kvalitet på Flashback

    Kandidat-uppsats, Göteborgs universitet/Institutionen för journalistik, medier och kommunikation

    Författare :Emelie Gustafsson; Josefine Gerdtman; [2023-03-10]
    Nyckelord :Medborgarjournalistik; användargenererat innehåll UGC ; kvalitet; Flashback;

    Sammanfattning : As interactive media have grown, citizen journalism has gained greater importance. Almost half of Sweden's population takes part in news delivery on social media, where the discussion forum Flashback is one of the platforms. LÄS MER

  3. 3. Assistive Technology for Users with ADHD

    Magister-uppsats, Malmö universitet/Institutionen för konst, kultur och kommunikation (K3)

    Författare :Patryk Banach; [2023]
    Nyckelord :ADHD; Interaction design; HCI; Design; UX; UI;

    Sammanfattning : This project explores how assistive technology can be useful for users with ADHD when it comes to their usage of smartphones. The design explores the importance of role and interaction aesthetic in regards to designing assistive technology. LÄS MER

  4. 4. Digital Dimension of Luxury Automotive Brands: A multiple case study investigating hedonic value creation online

    Kandidat-uppsats, Linnéuniversitetet/Institutionen för marknadsföring och turismvetenskap (MTS)

    Författare :Sara Horvath; Betty Sandberg; [2023]
    Nyckelord :Luxury Brands; Automotive Industry; Value Creation; Hedonic Value; Customer Experience; Digital Touchpoints; Customer Journey;

    Sammanfattning : In recent years, there has been a notable shift in the conventional strategies employed by luxury automotive brands towards a more digitalized customer journey. This shift reflects the changing landscape of consumer behavior and the growing influence of technology in shaping customer experiences. LÄS MER

  5. 5. Ljudmiljö och interaktivitet: Designa och utveckla en audiell AAR-upplevelse

    Kandidat-uppsats, Blekinge Tekniska Högskola/Institutionen för teknik och estetik

    Författare :Peter Båth; Max Leitner; [2023]
    Nyckelord :NOUS sonic; Audio Augment Reality; AAR; Audio; The physical room; Dolby Atmos; sound-ambience; NOUS sonic; Audio Augment Reality; AAR; Ljud; Fysiska rummet; Dolby Atmos; Ljudmilj;

    Sammanfattning : AR media or augmented reality has become increasingly prevalent in today's society, and more and more applications leverage the technology's ability to present digital 3D objects in the physical space, particularly in gaming. However, the auditory aspect, also known as audio augmented reality (AAR), has not received much attention despite its presence in various forms in our daily lives. LÄS MER