Sökning: "subjective user study"

Visar resultat 1 - 5 av 145 uppsatser innehållade orden subjective user study.

  1. 1. Swipe to buy? : Examining the influence of Instagram and TikTok onmillennials fast fashion purchases

    Kandidat-uppsats, Stockholms universitet/Företagsekonomiska institutionen

    Författare :Yahya Qayyum; Omar Wattar; Faisal Aljalab; [2024]
    Nyckelord :User-Generated Content; Millennials; Fast Fashion Industry; Ultra fast fashion; Digital Marketing; Consumer Behavior; Instagram; TikTok; Qualitative Research; Social Influence Theory; Buying Behavior Theory.;

    Sammanfattning : This thesis explores the influence of User-Generated Content (UGC) on the purchasingdecisions of millennials in the fast fashion industry, particularly through the platformsInstagram and TikTok. The research delves into the transformation from offline to onlinemarketing within the fast fashion sector, examining both fast-fashion and ultra-fast fashion tounderstand UGC's impact on consumer behavior, including environmental and ethicalconcerns. LÄS MER

  2. 2. Perceptual Sensitivity to Video Degradations in a Simulated Cloud-Gaming Environment: An Empirical Study through Subjective Tests

    Master-uppsats, Uppsala universitet/Institutionen för informationsteknologi

    Författare :Boli Gao; [2023]
    Nyckelord :;

    Sammanfattning : Cloud gaming, often referred to as gaming on demand or game streaming, is a contemporary form of online gaming. It operates by running video games on powerful, remote servers and streaming them in realtime directly to a user’s device. LÄS MER

  3. 3. Evaluating ChatGPT’s Ability to Compose Music Using the MIDI File Format

    Kandidat-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Marcus Warnerfjord; [2023]
    Nyckelord :;

    Sammanfattning : This thesis examines the capabilities of the artificial intelligence model (AI), ChatGPT 3.5-turbo, to compose valuable music in a digital format (MIDI) from natural language prompts. Implementing a multifaceted quantitative approach, the study combines objective musical metrics with subjective user evaluations. LÄS MER

  4. 4. Electric Leisure Boats: Enablers and Barriers : A case study of leisure boat manufacturers

    Master-uppsats, KTH/Skolan för industriell teknik och management (ITM)

    Författare :FREDRIK IHRFELT; [2023]
    Nyckelord :Leisure boats; electric boats; electrification; technology management; innovation; industrial transformation; accelerators.; Fritidsbåtar; elbåtar; elektrificering; teknikledning; innovation; industriell transformation; påskyndare.;

    Sammanfattning : Combustion engines and fossil fuels have traditionally driven motor-powered leisure boats. Electrification is quickly transforming the transportation sector, but electric boats are rare. The primary drawback of the electric boat is the high production cost. LÄS MER

  5. 5. THE IMPACT OF DYNAMIC GAME DIFFICULTY BALANCING ON PLAYER USER EXPERIENCE IN PUZZLE GAMES : A case study

    Master-uppsats, Högskolan i Skövde/Institutionen för informationsteknologi

    Författare :Qian Lin; [2023]
    Nyckelord :dynamic game difficulty balancing; game user experience; flow; puzzle games; Eureka effect; a-ha moment; engagement; immersion;

    Sammanfattning : This study delves into the relationship between Dynamic Game Difficulty Balance and Game User Experience in the context of puzzle games. The aim of this study was to explore the impact of DGDB on user experience in puzzle games, focusing on player engagement, immersion, and the occurrence of a-ha moment. LÄS MER