Sökning: "user experience age"

Visar resultat 1 - 5 av 124 uppsatser innehållade orden user experience age.

  1. 1. Framtidens mediehus byggs med digital verktygslåda. En kvalitativ studie över hur digitala verktyg påverkat sportjournalistiken på lokala tidningsredaktioner

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

    Författare :Benjamin Hanafi; Emil Håkansson; Nils Strandahl; [2024-03-12]
    Nyckelord :;

    Sammanfattning : The aim of this study was to investigate how sport journalists who work on local newspaper editorial offices experiences the adaption into use of digital tools in the journalistic work, and find out what factors that affects the extent to which digital tools are used. Furthermore, the aim was also to find out which digital tools that are used most frequently by the selection of journalists, and investigate how these tools affects the journalistic work process. LÄS MER

  2. 2. Äldres uppfattningar av digitala vårdtjänster : En allmän litteraturöversikt

    M1-uppsats, Mälardalens universitet/Akademin för hälsa, vård och välfärd

    Författare :Fatime Mester; [2024]
    Nyckelord :Digitala vårdtjänster; ehälsa; uppfattning; teknologi; äldre personer.;

    Sammanfattning : Background: With the help of digital healthcare services, people can quickly and easily receive health advice and treatment. The new technology intends to increase the availability of health care. Older people with age-related disabilities and illnesses do not have as easy a time adapting to the new technology. LÄS MER

  3. 3. Prototyping Tool for Large Scale Interactive Experiences

    Master-uppsats, Lunds universitet/Institutionen för designvetenskaper

    Författare :Venkata Satya Anurag Gargeya Unnava; Yiyang Liu; [2023]
    Nyckelord :Virtual Reality; Augmented Reality; Interactive Content; Large Scale Interactive Content; Visualizer; Simulations; Technology and Engineering;

    Sammanfattning : In the age where entertainment is the driving force behind the functioning of large industries, companies like SONY have figured out a way to market their entertainment content including movies, music, and games using large-scale interactive marketing and promotional content. Building and testing such content before it is released on large and complex devices is a continuously challenging task and there have been efforts both in academia and industry made to ameliorate this content production workflow. LÄS MER

  4. 4. Grunden till ett demokratiskt medborgarskap : Medieanvändning för årskurs 1-3 i samhällskunskap

    Uppsats för yrkesexamina på avancerad nivå, Karlstads universitet/Institutionen för samhälls- och kulturvetenskap (from 2013)

    Författare :Linnéa Jansson; [2023]
    Nyckelord :;

    Sammanfattning : The purpose of this paper is to examine what media literacy means to primary school teachers. The purpose is also to examine how teachers work with the intent of aiding students' development of critical thinking, how they perceive the student’s media literacy abilities and how they perceive the social studies curriculum regarding media. LÄS MER

  5. 5. Human-Like Chatbot : A quantitative study of the emotional response toward human-to-machine interaction

    Kandidat-uppsats, Högskolan i Halmstad/Akademin för företagande, innovation och hållbarhet

    Författare :Anastasiia Jönsson; Clara Nordberg; [2023]
    Nyckelord :Digital Marketing; Chatbot; Emotion; Empathy; Humanlike; Human-to-machine interaction; ChatGPT;

    Sammanfattning : Problem formulation: The problem that the thesis research relates to is the limitations of artificially intelligent chatbots as interlocutors. The emotional component of communication plays an essential role in the customer experience, but many users have a negative attitude toward chatbots due to their lack of humanity and empathy. LÄS MER