Sökning: "screen time"

Visar resultat 1 - 5 av 364 uppsatser innehållade orden screen time.

  1. 1. Tv-generationen - Kvinnor födda på 50-talet berättar om tv-mediet

    Kandidat-uppsats, Göteborgs universitet/Institutionen för kulturvetenskaper

    Författare :Magnus Sjöberg; [2021-02-23]
    Nyckelord :Narrative analysis; Memories; Shared concepts; Positions; Lifelines; Time; Generation;

    Sammanfattning : This study is an analysis of eight womens memories and stories about TV. All of theinformants were born in the 1950:s and they are all senior citizens today. Through theirindividual stories about the medium they say something about who they are, both as a groupand as individuals. LÄS MER

  2. 2. How can physical activity be enhanced through digital rewards? : An experiment where number of steps is rewarded with social media screen time

    Kandidat-uppsats, Karlstads universitet/Handelshögskolan (from 2013)

    Författare :Marina Tallberg; [2021]
    Nyckelord :Digital rewards; Gamification; Incentives; Physical activity; Steps; Social media; Experiment; Surveys.;

    Sammanfattning : Today nearly 9 in 10 internet users use social media each month. Most people enjoy social media and have a beneficiary relationship with the different platforms giving them opportunities to stay connected with family and friends. LÄS MER

  3. 3. Association between cognitive measures, global brain surface area, genetics, and screen-time in young adolescents : Estimation of causal inference with machine learning

    Master-uppsats, KTH/Skolan för kemi, bioteknologi och hälsa (CBH)

    Författare :Evgenija Kravchenko; [2021]
    Nyckelord :Causal modelling; DirectLiNGAM; PGS; intelligence; screen time; cognitive development; Kausal modellering; DirectLiNGAM; PGS; intelligens; skärmtid; kognitiv utveckling;

    Sammanfattning : Screen media activity such as watching TV and videos, playing video games, and using social media has become a popular leisure activity for children and adolescents. The effect of screen time has been a highly debated topic; however, there is still very little known about it. LÄS MER

  4. 4. Application of Deep Q-learning for Vision Control on Atari Environments

    Master-uppsats, Lunds universitet/Beräkningsbiologi och biologisk fysik

    Författare :Jim Öhman; [2021]
    Nyckelord :Reinforcement learning; Atari 2600; Deep Q-learning; Myopic Agents; Vision Control; Physics and Astronomy;

    Sammanfattning : The success of Reinforcement Learning (RL) has mostly been in artificial domains, with only some successful real-world applications. One of the reasons being that most real-world domains fail to satisfy a set of assumptions of RL theory. LÄS MER

  5. 5. Medievanor från en stängd värld i en pandemi : En kvalitativ studie om studenter på Linnéuniversitetets medievanor under COVID-19.

    Kandidat-uppsats, Linnéuniversitetet/Institutionen för medier och journalistik (MJ); Linnéuniversitetet/Institutionen för medier och journalistik (MJ)

    Författare :Fastmarken Anton; Khrinde William; [2021]
    Nyckelord :covid 19; pandemi; sociala medier; digitala medier; medieanvändning; uses and gratifications; intervjustudie; tematisk analys;

    Sammanfattning : The aim of this study was to examine young adults media behaviors during the times of the covid-19 pandemic. Qualitative interviews were conducted with five men and five women studying at Linnaeus University in Kalmar. The theoretical framework used are Uses and Gratification and New media theory. LÄS MER