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1

Vázquez, Suárez Silvia. "Pattern-based automatic induction of domain adapted resources for social media analysis." Doctoral thesis, Universitat Pompeu Fabra, 2016. http://hdl.handle.net/10803/350801.

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In this dissertation, we analyze different aspects of the language used in texts published along different social media, and we propose a set of methods for the automatic extraction of polar adjectives as well as for the automatic classification of these texts. First of all, we propose a new classification of polar adjectives according to their lexical features, based on a case study. Secondly, we implement a new domain adaptable system for the automatic extraction of polar adjectives (along with their polarity values), reducing the use of external language resources. Finally, we propose two automatic classifiers (one rule-based and one based on Decision Trees) to identify documents belonging to different stages of the purchase process and texts that analyze different aspects of the product.
En esta tesis, analizamos diferentes aspectos del lenguaje utilizado en los textos publicados en diferentes medios sociales y proponemos una serie de métodos para la extracción automática de adjetivos de opinión, así como para la clasificación automática de dichos textos. En primer lugar, proponemos una nueva clasificación de los adjetivos de opinión de acuerdo con sus características léxicas, basada en un estudio de caso. En segundo lugar, implementamos un nuevo sistema de extracción automática de adjetivos de opinión (junto con sus valores de polaridad), adaptable al dominio y que reduce el uso de recursos lingüísticos externos. Finalmente, proponemos dos clasificadores automáticos (uno basado en reglas y otros basados en ´arboles de decisión) para identificar textos pertenecientes a distintas fases del proceso de compra y textos que analizan diferentes aspectos del producto.
En aquesta tesi, analitzem diferents aspectes del llenguatge utilitzat en els textos publicats en diferents mitjans socials i proposem una sèrie de mètodes per a l’extracció automàtica d’adjectius d’opinió així com per a la classificació automàtica d’aquests textos. En primer lloc, proposem una nova classificació dels adjectius d’opinió, basada en un estudi de cas, més d’acord amb les seves característiques lèxiques. En segon lloc, vam implementar un nou sistema d’extracció automàtica d’adjectius d’opinió (juntament amb els seus valors de polaritat), adaptable al domini i que redueix l’´us de recursos lingüístics externs. Finalment, proposem dos classificadors automàtics (un basat en regles i un altre basats en arbres de decisió) per identificar textos que pertanyen a diferents fases del procés de compra i textos que analitzen diferents aspectes del producte.
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2

Clements, J. M. "Adapted orphans and protected histories : time based media and the moving image archive." Thesis, University of Salford, 2014. http://usir.salford.ac.uk/32981/.

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Through the examination of archived moving images, this practice-based research project explores processes and methodologies adopted by visual artists who use moving image archives as an integral component for the creation of new artworks. Underlying these methods of production are issues of originality, authorship and ownership. The research seeks to examine the role of archives as potential catalysts for the creation of new work and the role artists can play in animating collections thereby generating new meanings for archival materials. Central to the research is the study of traditional moving image archives, taxonomies, classifications and content alongside the more recent emergence of online digital archives. The creative outputs (artworks) comprise an exploration of how this virtual environment has the potential for artists to re-appropriate archival materials and how films housed in traditional moving image archives can respond to the challenge set by these new platforms. New collaborations between the artist-researcher and nine regional film archives test creative methodologies for creating artworks by re-presenting archival collections through a multi-disciplinary approach. The final artworks have been produced as a direct response to the contrast in accessibility of online works, freely available under the Creative Commons license, and the legal constraints placed on publicly funded archives (and archivists) who are nonetheless dedicated to making archives available to a wider audience and who have had a significant input into this research.
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Dickner, Nils, and Johan Lind. "Information visualization and interaction design adapted for intelligent environment systems." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-101989.

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Today there are many IT-systems holding information about different things. The information can for example be anything from news feeds to complex environment systems. By making these system collaborate with each other new oppurtunities and functionality can be established. However, since most of the systems are developed individually, there are different ways to communicate with each system. Therefore, The IT-agency Gaia has started a collaboration with the real estate company Klövern AB. The intention was to develop a plat- form for functional- and informational distribution focusing on commercial real estates. The platform was supposed to be available for Klöverns tenants and be used in public environments providing access to intelligent environment systems, processes in facility management and interactive information channels. This report describes the user study, the idea development and the implementation of two Windows 8 Metro application prototypes communicating through this platform. The two prototypes was directed towards the Cnema and Gaia which are both tenants of Klövern. Furthermore, both the applications was written in C# and uses ASP.Net library Signalr for real-time communication.
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4

Danielsson, Caroline. "Svårighet blir möjlighet : Skolbiblioteket som pedagogisk resurs för elever med läshinder." Thesis, Linnéuniversitetet, Institutionen för kulturvetenskaper (KV), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-24930.

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Since reading difficulties is a growing problem in Society and a problem that hinders Children to take an active part in every day life, I wanted to investigate how the School Library can be an educational resource for students with reading difficulties. Using qualitative interviews, I have gained insight into how three school librarians and two teachers work with Students with reading difficulties at two different Schools.The Respondents feel that they have the Knowledge necessary to work with students with reading difficulties, but Wish they had more Resources in terms of Time and Staff to help Students achieve School Goals even better. There are always new assistive technology for Students with Reading Difficulties, and an important part of the Educational work of the School Library, is to be informed of the Facilities available and how they work. I show, in my Research the importance of cooperation between school libraries and teachers to provide the students with reading difficulties the love of reading and work to promote reading. It is important that the School Librarian is an integral part of the School's Team to take full advantage of every opportunity to help the Reading Impaired Students with Information and finding the right Reading Level. Other important aspects that I see as very important to help the Reading Impaired Students in their Reading Development, is that they are given a lot of time and a Peaceful and Stimulating Environment to read and learn in.
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5

Mims, Pamela J. "Teaching Comprehension through Grade Aligned Adapted High School Novel via an iPad." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/etsu-works/170.

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The purpose of the presentation is to summarize and describe the results from a single case design study that measures the effects of an iPad application containing a grade aligned adapted high school novel on the listening comprehension of high school students with significant disabilities. Results of the study indicated a functional relation between the use of the application and gains in vocabulary, comprehension, and engagement. This session will also highlight the use of technology to promote grade aligned standard instruction in the context of use within the inclusive classroom. . a) effectively use an iPad application featuring adapted grade level aligned fictional text to promote listening comprehension for students in the high school setting b) discuss ways to implement grade-aligned access to ELA skills for students with significant disabilities in inclusive settings
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Bergström, Melisa. "A COMPARATIVE STUDY ON HOW THE WORLD WILDLIFE FUND ADAPTED ITS 2014 ENVIRONMENTAL COMMUNICATION CAMPAIGN EARTH HOUR IN SWEDEN AND TURKEY." Thesis, Uppsala universitet, Institutionen för informatik och media, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-453890.

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Klimatförändringar är ett allvarligt problem som hotar vår planet och alla dess invånare.Världsnaturfonden (World Wildlife Fund) arbetar för att minimera och förhindra de skrämmandekonsekvenser som vi oundvikligen kommer att möta om vi fortsätter att leva och konsumera som vi gör.Earth Hour-kampanjen är deras viktigaste kampanj som stöder den gröna rörelsen mot klimatförändringar.Earth Hour blev en succé från dag ett i 2007 i Sydney och spred sig snabbt över hela världen och blev englobalt känd händelse. Earth Hour lyckades skapa medvetenhet och föra allmänhetens uppmärksamhet tillämnet. Klimatförändringen fick stort nyhetsvärde i massmedia och genom sociala medier blev den större.Att använda kändisar var ett bra sätt att öka medvetenheten och sprida WWFs budskap som tex. i Turkiet.Sverige gick en annan väg för att ta itu med det globala uppvärmning problemet de kontaktade politikernadirekt. Earth Hour 2014 kommunikationskampanj analyserades och jämfördes genom intervjuer medrepresentanter för WWF i Sverige och Turkiet. Jag strävar efter att göra en djupare analys på likheter ochskillnader mellan dem. Det är intressant att se hur en global organisation genomför sinkommunikationskampanj "Earth Hour" annorlunda i två kulturellt separata länder för att ta itu medsamma problem.
Climate change is a serious problem that threatens our planet and all its inhabitants. The World WildlifeFund puts a great deal of effort to minimize the devastating effects and prevent the frighteningconsequences that the humanity will inevitably face if we do not alter our approach. Addressing this issue,the Earth Hour campaign is the organization’s most important campaign supporting the green movementagainst climate change. The campaign was a success from day one in 2007 in Sydney and quickly spreadaround the world achieving global recognition. The campaign managed to create awareness and bring thepublic's attention to the subject. For example, climate change gained great news value in the mass mediaand through social media, it became greater. Various methods were employed for the promotion of thecampaign. In Turkey, celebrity endorsement proved successful in raising awareness and conveying theWWF's message. Sweden took a different path to address the global warming problem and contactedpoliticians directly. In the current study, the Earth Hour 2014 communication campaigns in Sweden andTurkey were analysed and compared. Data for the study were collected through interviews withrepresentatives of WWF in Sweden and Turkey. With its findings, the study provides valuable insightsinto the similarities and differences between two campaigns. It is noteworthy to see how a globalorganization conducts its "Earth Hour" communication campaign differently in two culturally separatecountries to address the same problem.
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Sanson, Raquel Koehler. "Development of a process of rabies virus production using BHK-21 cell line adapted to suspension in serum free media for vaccine production." reponame:Repositório Institucional da UFPR, 2013. http://hdl.handle.net/1884/44263.

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Orientador : Prof. Dr. Carlos Ricardo Soccol
Coorientadora : Profa. Dra. Vanete Thomaz Soccol
Dissertação (mestrado) - Universidade Federal do Paraná, Setor de Tecnologia, Programa de Pós-Graduação em Engenharia de Bioprocessos e Biotecnologia. Defesa: Curitiba, 29/10/2012
Inclui referências : f.53-55
Área de concentração: Saúde humana e animal
Resumo: Soro animal é usado em cultivo celular por causa de seus fatores nutricionais, porém, seu uso é um risco potencial à saúde, devido a possível presença de agentes adventícios, tais como vírus e príons, e também é um dos principais responsáveis por reações alérgicas em cães. Células BHK-21 adaptadas à suspensão crescendo em meio de cultura padrão com 3% de soro fetal bovino foram submetidas à adaptação em meio de cultura livre de soro. Os meios de cultura livre de soro usados neste estudo foram VP-SFM, Ex-Cell 302 e Cellvento BHK-200. As células foram adaptadas ao VP por trocada direta do meio de cultura, ao Ex-Cell por troca direta e gradual do meio. Adaptação a Cellvento só foi possível usando células previamente adaptada a VP-SFM. As células adaptadas ao meio de cultura Ex Cell 302 apresentaram melhores resultados de crescimento. Todas as células adaptadas são capazes de produzir vírus da raiva. Porém, células adaptadas em VP-SFM apresentaram a melhor produtividade viral. Entretanto, produção de vírus utilizando Cellvento BHK-200 apresenta o melhor potencial econômico. Palavras chaves: vacina antirrábica veterinária, meio de cultura livre de soro, BHK-21, adaptação celular.
Abstract: Animal serum is used in cell culture because of its nutritional factors, however, their use not only is a potential risky for health, due to possible presence of adventitious agents, such as virus and príons, but also is the major responsible of allergic reactions in dogs. BHK-21 cells adapted to suspension growing in standard culture media with 3% of fetal bovine serum were submitted to adaptation to serum free culture media. Serum free culture media used in this study were VP-SFM, EX-CELL 302 and Cellvento BHK-200. Cells were adapted to VP by direct media change, to Ex Cell by direct and gradual media change. Adaptation to Cellvento was only possible by using cells priory adapted to VP-SFM. Cells adapted to Ex Cell culture media presented best growth results. All adapted cells have ability to produce rabies virus. Although, cells adapted to VP-SFM presented best virus productivity. However, virus production using Cellvento BHK-200 presents best economic potential. Keywords: veterinary rabies vaccine, serum free media, BHK-21, cell adaptation.
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8

Tapanes, Marie A. "Revision And Validation Of A Culturally-Adapted Online Instructional Module Using Edmundson's CAP Model: A DBR Study." Scholar Commons, 2011. http://scholarcommons.usf.edu/etd/3376.

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In the present study, the Cultural Adaptation Process Model was applied to an online module to include adaptations responsive to the online students' culturally-influenced learning styles and preferences. The purpose was to provide the online learners with a variety of course material presentations, where the e-learners had the opportunity to select their preferred structure for learning. The research methodology for the study is Design-Based Research (DBR), which has been identified by many prominent researchers in Instructional Technology as the most productive research approach for the field. DBR integrates different data types and data collection methods (quantitative, qualitative, and mixed) with experience in instructional development and the participants' collaboration. The study produced design principles that are expected to be useful for practitioners when adapting online courses to multicultural audiences. To provide thorough information to instructional designers, the research report includes a detailed description of each phase, an estimate of hours invested per development and testing stages, a list of outcomes found, and a set of recommendations for improving the cultural adaptation model applied. The study is expected to be valuable for educational institutions and corporations that offer online courses to multicultural groups of e-learners.
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Müller, Stefanie. "Improving the Usability of a Q&A Platform : A design process based on the principles of Lean UX – adapted to a given start-up environment." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Datateknik och informatik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-45309.

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This Bachelor thesis is about digital tools for event organisers. The platforms offered by companies serve as digital backchannels that among other things facilitate interactions between audience and stage, for example during live Q&A sessions. This work focuses on the tasks and challenges of moderators on site and aims to develop a system that will optimise their workflows. Therefore, a tool is developed that allows moderators to conduct a Q&A session independently without having to rely on the assistance of an event organiser operating a desktop based platform simultaneously. The analysis addresses the moderator's role and tasks. It turns out that the functions of the platform relevant to the moderator can be combined in a mobile interface that is linked to it. Using a semi- structured expert interview, the feedback from clients of the start-up "Happenn" is gathered, which use the already existing platform of the company. Their platform "Happenn Live" serves as case study for this thesis. On the basis of the findings of the methods adapted to Lean UX, a solution approach in the form of a redesign of the platform and a corresponding mobile application for moderators is conceptualised. The structure and visual design of the platform follows the general design standards for desktop- and mobile-based interfaces. In this way, an improved usability can be achieved by making the platform more user-friendly for the user.
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Bornhofen, Robert J. "How Organizations Adapt Social Media Capabilities as a Competitive Advantage." Thesis, University of Maryland University College, 2013. http://pqdtopen.proquest.com/#viewpdf?dispub=3565897.

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This paper is a systematic review of scholarly studies that examines how organizations enhance their ability to generate value through social media. It explores why some organizations are able to adopt and benefit from social media while others cannot. Specifically, it examines: (i) how people and social networks are essential to create value at the organizational level, (ii) how leadership sets the vision and convinces others on the need for change, and (iii) what types of strategy can be implemented to enable knowledge creation through social networks. Argument is made on the vital importance of two variables in particular—leadership and strategy—and their role in moderating how the organization accepts and incorporates change to enhance overall effectiveness and efficiency. Evidence-based research is used to describe relevant theory and practice through qualitative and quantitative sources. It examines how organizations overcome the hurdles associated with change, and how individuals learn to accept new methods to connect, share knowledge, and create value through Web 2.0 technology.

Social media challenges an organization’s ability to manage individuals and information. It requires a shift in the way people work and think; it requires a culture adjustment in how people collaborate in new, more inclusive ways other than relying on the same imbedded methods and inner core of co-workers for answers.

Keywords: Social Media, Social Networks, Leadership, Strategy, and Organizational Culture.

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Lentini, Dario, and Gustav Salenby. "Design and implementation of UPnP network functionality for a digital TV receiver." Thesis, Linköping University, Department of Computer and Information Science, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-16462.

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Media extenders or digital media receivers are network devices that are used to retrieve digital media files (such as music, pictures, or video) from a media server and play or show them on a TV or home theater system. A technology that is often associated with these devices is the Universal Plug and Play (UPnP) technology. This technology enables network devices to be used without requiring the user to do network configuration on it. This thesis demonstrates how a device that is normally used for receiving digital television broadcasts can be enhanced to support media extender functionality. The thesis describes the design and implementation of the technologies that are needed to accomplish this functionality. The main topics are centered around on how UPnP awareness and media rendering (decoding) are incorporated into the device.

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Maya, Sánchez María del Carmen. "Medida de parámetros de ruido de dispositivos activos basada en fuente adaptada." Doctoral thesis, Universitat Politècnica de Catalunya, 2003. http://hdl.handle.net/10803/6882.

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En esta Tesis se utiliza una técnica de fuente adaptada para medir los parámetros de ruido de transistores de efecto campo, como MESFET y HEMT. Para ello, se ha implementado un sistema de medida en el margen de frecuencias de 2-75 GHz, de 2-50 GHz para medidas de dispositivos en oblea y de 50-75 GHz en guía de onda. Sin embargo, en este margen de frecuencias las pérdidas de los dispositivos aumentan, el nivel del ENR de la fuente de ruido, utilizada para calibrar el sistema, es menor y la sensibilidad a la precisión en la medida de potencia es mayor.
Para disminuir la incertidumbre en la medida de potencia, se ha implementado el uso de un detector externo a un analizador de espectros, utilizado inicialmente como medidor de potencia. La calibración del receptor del sistema de medida de ruido se realiza mediante expresiones aproximadas, las cuales son extendidas a un caso general. Dicha calibración requiere como datos la lectura de potencias de ruido para dos cargas, conectadas a la entrada del receptor, a diferente temperatura y de su correspondiente coeficiente de reflexión, el cual no tiene que ser necesariamente igual entre cargas. Particularmente, para reducir la incertidumbre en el cálculo de la constante de ganancia del receptor y como una alternativa a las fuentes de ruido coaxiales, se proponen dos fuentes de ruido en oblea (del tipo coplanar): un transistor polarizado en frío (cold-FET) y un diodo en avalancha, que generan un nivel de ENR mayor en el plano de las sondas de prueba y que además, siendo coplanares permiten disminuir pérdidas debidas al uso de una transición coaxial-coplanar.
Por otra parte, se propone un modelo distribuido para transistores de efecto de campo con la finalidad de predecir mejor el comportamiento en pequeña señal y ruido del dispositivo teniendo en cuenta los efectos distribuido de las líneas (electrodos) de puerta, drenador y fuente.
También se utiliza la técnica F50, en conjunto con un modelo en pequeña señal y de ruido clásico para transistores bipolares, para extraer simultáneamente los elementos del circuito equivalente en pequeña señal y los parámetros de ruido de un transistor bipolar de heterounión (HBT).
In this Thesis a matched source technique is used to measure the noise parameters of field effect transistors, such as MESFET and HEMT. A noise measurement system, from 2 to 75 GHz, has been implemented. In the frequency range of 2-50 GHz the system has been implemented to measure on-wafer devices, and in the frequency range of 50-75 GHz it has been implemented to measure waveguide devices. However, at these frequencies the losses of the devices increase, the ENR level of the noise source, which is employed to calibrate the receiver, decrease, and the sensibility to the power uncertainty is bigger.
To reduce the measurement uncertainty of the noise power, an external detector to a spectrum analyzer, which at the beginning was employed as power meter, has been implemented. Approximate expressions to calibrate the receiver are used, where these are extended to a general case. To develop the calibration the measure of the noise power of two connected loads to the input receiver, and of its corresponding coefficient reflection, it is required. There is not restriction between the loads reflection coefficients. To reduce the uncertainty in the determination of the receiver's gain constant, and as an alternative to the coaxial noise sources, two on-wafer noise sources, a cold-FET and an avalanche noise diode, have been proposed. The on-wafer noise sources generate a bigger ENR level at the on-wafer reference plane, and furthermore, the due losses to the coaxial-to-on-wafer-transition can be practically eliminated.
Otherwise, a FET distributed noise model, which takes into account the propagation effects along the device electrodes, is proposed with the purpose of predicting better the small-signal and noise performance of the device.
As an application of F50 method, this is applied, in combination of a small-signal and a classic bipolar noise model, to simultaneously extract the elements of the small-signal equivalent circuit and the noise parameters of a heterounion bipolar transistor (HBT).
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Larsson, Christian. "Adaptiv spelmusik : En studie om musikens funktion och kompositörens roll i datorspel." Thesis, Högskolan Dalarna, Ljud- och musikproduktion, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:du-24542.

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I denna undersökning studerar jag hur adaptiv musik påverkar spelarens immersion i ett datorspel, samt undersöker hur ens roll och arbetsprocess påverkas som kompositör vid adaptiv musikkomponering. Genom att ha varit med och skrivit musik till ett datorspel som gjorts från grunden har jag getts unika inblickar i den processen. En fokusgruppundersökning i form av ett speltest på detta spel har även det gett feedback som eventuellt inte hade kunnat fås av ett spel som redan finns tillgängligt på marknaden. Det har framkommit att adaptiv musik fyller en viktig roll, medvetet och omedvetet, hos spelaren. Samtliga deltagare i fokusgruppundersökningen hade gemensamma drag och åsikter. Som kompositör ställs man även inför utmaningar som man annars inte stöter på under komponering under mer konventionella omständigheter som t.ex. till film.
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Johnsson, Marta. "Adapt or Die : Användarnas preferenser av mobila webbplatser." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-21530.

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"Adapt or Die" handlar om mobila webbplatser. Populariteten av mobila enheter växer ständigt och en intressant fråga var hur användarna upplever webbplatser genom mobila enheter. Arbetet hade som sitt mål att undersöka i fall användarna uppskattar att webbplatser anpassas till deras media; om det är viktigt för användarna att känna igen sig på en webbplats samt om man kan ta bort viss information från en webbplats när den presenteras via en mobil enhet. I uppsatsen förklaras begrepp som responsive web design samt mobildedikerad webbplats vilka är populära metoder för att anpassa webbplatser till mobila enheter. Den snabbt ökande användningen av mobila enheter gör denna problemställning mycket aktuell och intressant. För att försöka ge svar på dessa frågor, har genomförts en enkät, ett experiment samt en intervju.Resultatet av undersökningarna påvisar att anpassning av webbplatser till mobila enheter uppskattats mycket högt av användarna. Majoriteten (91,1%) respondenter tyckte att det var viktigt att kunna ha tillgång till sidor som är lätta att använda på mobila enheter. Det visade sig också viktigt för användarna att känna igen sig på en sida (64,6%) och behålla tillgång till all information även via mobila enheter (35%). Samtidigt var användarna dock villiga att offra just dessa egenskaper för att kunna använda sig av en enkel och lättläst webbplats (49,8%).
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Wik, Anders. "Att Adaptera Fantasy : En adaptionsstudie av TV-serien Game of Thrones." Thesis, Umeå universitet, Institutionen för kultur- och medievetenskaper, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-95991.

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The purpose of this paper is to study the adaptation process of the TV-show Game of Thrones. This paper focuses mainly on how David Benioff and D.B. Weiss and HBO adapted the TV-show from George R.R. Martins book series A Song of Ice and Fire and what, in the adaptation and in the reception of the TV-show, made it such a global cultural phenomenon. The analysis has been done by analysing interviews and studying behind-the-scenes material that has been available through articles and bonus material provided by the web and on the DVD and Blu-Ray features of the show. Mary H. Snyders Analyzing Literature-to-Film Adaptations provides a ground tool of analysing adaptations where particularly her “A Marriage of Media” theory has significantly helped the study. The paper analyses fantasy as a genre, the book series that the TV-show is based on, and the adaptation process itself and the different components that make up for the TV-show called Game of Thrones. After the adaptation analysis there is a study on how the internet has helped distributing both the show’s popularity and the show itself through the use of illegal downloading. The result is that the adaption is a successful “Marriage between media”, to use Snyders words, where the internet can be seen as product of that metaphorical marriage. The confidence and trust that both the author of the books and the show runners of the TV-series has placed in each other is the binding fundament that made the adaption as successful as it is. HBO as a cable network company also play a significant part where the financial support to the show’s production and the non-existent censorship regarding the adult content otherwise wouldn’t have been provided for, had the show been produced and/or aired by any other network company for example. The previous successes of other fantasy adaptations such as The Lord of the Rings and the Harry Potter-series could also be seen as necessary initiators regarding the industry’s newfound openness towards large scale fantasy projects.
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Aarthun, Tobias, and Marko Sokolovic. "Adaptiv musik i digitala spel : dess funktion och inverkan på spelaren." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16765.

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Adaptiv musik gör det möjligt för spelutvecklare att implementera musik som reagerar på andra spel-parametrar. Därmed kan musiken följa spelets narrativ i realtid och på så vis bidra till en uppslukande upplevelse. I ett spel med adaptiv musik innehar spelaren agens och inverkan på musiken, samtidigt som musiken också innehar agens och inverkan på spelaren. Vi har i detta kandidatarbete undersökt hur den adaptiva musiken skulle kunna påverka spelarens prestationsförmåga genom att titta på element som kan ha inflytande i den här frågan, till exempel musikens funktioner och stress. Vi har bedrivit tester samt kombinerat kvantitativa och kvalitativa metoder för att både kunna fördjupa oss i frågan och gå in på detaljerna, men samtidigt erhålla bredare och mer övergripande kunskap om den adaptiva musikens roll i spel. I texten skildrar vi det praktiska arbetet med alla dess tekniska ingredienser som vi utförde för att skapa och implementera adaptiv musik i spel. Vi erbjuder avslutningsvis även en redogörelse av den insamlade datan, en metodiskt utförd analys, samt en djupgående diskussion som reflekterar över arbetet och föreslår hur man skulle kunna fortsätta undersöka detta ämne.
Adaptive music allows game developers to implement music that responds to other game parameters. Thus, the music can follow the game's narrative in real time, thereby contributing to an immersive experience. In a game with adaptive music, the player has agency and influence on the music, while at the same time the music also has agency and influence on the player. In this bachelor thesis, we have investigated how adaptive music could affect player performance by looking at elements that may influence this issue, such as music features and stress. We have conducted tests as well as combined quantitative with qualitative methods which enabled us to dive deeper in this question and get into the details, while at the same time obtaining broader and more comprehensive knowledge about the role of adaptive music in games. In the text, we describe the practical work with all of  it’s technical ingredients that we performed to create and implement adaptive music in a game. Finally, we also provide an account of the collected data, a methodically conducted analysis, and an in-depth discussion that reflects on the work and suggests how to continue researching this subject.
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Brewster, Jack. "Quality Journalism in the Digital Age: Strategies to Adapt and Remain Profitable." Oberlin College Honors Theses / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=oberlin1528243622170827.

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Schmid, Andreas B. "The adaptor protein Sti1/Hop connects the Hsp70 and Hsp90 chaperone cycle /." München : Verl. Dr. Hut, 2009. http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&doc_number=018860584&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA.

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19

Ferrero, Santiago. "A Study about Adaptive Music through Analysis and Design." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-22820.

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The purpose of this essay has been to research about adaptive music by analyzing and designing a music system which could handle adaptive music for our game A Story About My Uncle. This essay also goes through the thought  process and techniques used when composing adaptive music, for example vertical re-orchestration and horizontal re-sequencing. For designing the system, I used an object oriented analysis and design approach, utilizing two of its models, the use case model and the class model. With the help of these models and a few system requirements based on the music composition, I was able to design a system which handles the composed music as planned. Although the system works in-game, there are still some issues that should be resolved to perfect the adaptive music experience.
Syftet med uppsatsen har varit att forska om adaptiv musik genom att analysera och designa ett system som kan hantera adaptiv musik till vårt spel A Story About My Uncle. Denna uppsats går också igenom tankeprocessen och tekniker som används när man komponerar adaptive music, som t.ex. vertikal re-orkestrering och horisontel re-sekvensering. För att designa systemet använde jag mig av två modeller inom objekt orienterad analys och design, fallmodellen och klassmodellen. Med hjälp av dessa två modeller och ett fåtal systemkrav baserad på den komponerade musiken kunde jag designa ett system som hanterar musiken som det hade varit tänkt. Även om systemet fungerar i spelet, så finns det fortfarande några problem som borde lösas för att fullända det adaptiva musiksystemet
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Radhi, Yasser. "Att adaptera svartsjuka : En komparativ analys av hur subtext påverkats i adaptionen av romanen Dream Story till filmen Eyes Wide Shut." Thesis, Högskolan Dalarna, Bildproduktion, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:du-24195.

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Subtext är en sanning gömd under ytan, som avslöjar en handling eller ords sanna mening. Hur kan en adaptionsprocess påverka subtexten då en bok tolkas om till film? Syftet med denna uppsats är att applicera en komparativ adaptionsanalys för att svara på frågan kring hur subtexten i en bok påverkas av att adapteras till film. Två kapitel och dess respektive filmscener analyseras därmed för att därefter peka ut dess subtext, detta från boken Dream Story och dess filmatisering Eyes Wide Shut. Skillnaderna i hur subtexten förmedlats pekas sedan ut i resultatet, där slutsatser kring adaptionsprocessen av subtext görs. Subtexten analyseras med hjälp av Linda Segers bok Writing Subtext: What Lies Beneath, vilket understöds med Thomas Denks teorier kring komparativa analyser i Komparativ metod – förståelse genom jämförelse. Resultatet har då pekat på att subtexten påverkats av att gå från en litterär till visuell tolkning, där mediespecifika detaljer påverkat berättandet. Dock har samma subtext i stor grad framförts i filmen, det har endast handlat om mediespecifika tolkningar.
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Silva, Ana Irina Teixeira Rodrigues da. "Aquisição e desenvolvimento da linguagem escrita: Um percurso individualizado na trissomia 21." Master's thesis, ISPA - Instituto Universitário, 2012. http://hdl.handle.net/10400.12/2615.

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Dissertação de Mestrado em Psicologia Educacional, apresentada ao ISPA - Instituto Universitário
O presente estudo teve como objectivo a compreensão e o desenvolvimento da linguagem escrita de uma jovem de 16 anos com Trissomia 21. Antes da intervenção ser realizada, a participante deste estudo encontrava-se num nível conceptual de escrita grafo-perceptivo. As produções escritas da participante foram avaliadas num pré-teste e num pósteste. Nestas duas fases, as escritas inventadas por parte da participante foram avaliadas de acordo com os critérios definidos por Alves Martins (1994). No período compreendido entre o pré-teste e o pós-teste, foi elaborado um programa de intervenção à medida, construído de forma a induzir a reestruturação do nível conceptual de escrita da participante. Neste programa de intervenção, constituído por dez sessões, a participante foi convidada a escrever algumas palavras e comparar a sua escrita com outras de um nível conceptual superior. Este último exercício incluiu uma avaliação comparativa das duas escritas em questão, no qual a participante identificou a escrita correcta e justificou a sua decisão. O conflito cognitivo criado teve o objectivo de conduzir a participante a reflectir sobre os sons e letras que constituem as palavras, e ao estabelecimento de relações letra/som. Objectivos específicos foram sendo adaptados e delineados com o decorrer das sessões. Os resultados indicam uma evolução conceptual da escrita da participante para um estado intermédio entre o nível inicial e o nível silábico sem fonetização. Este programa de intervenção aplicado a uma jovem com Trissomia 21 corrobora os estudos que postulam a eficácia deste tipo de intervenção em crianças de idade pré-escolar.
ABSTRACT: The core of this study was the comprehension and development of the written language skills of a sixteen-year-old female with Down Syndrome. Before the intervention program took place, the participant of this study was at the pre-syllabus level, in relation to her written skills. There were two evaluation periods of her written work comprising a test both before and after the intervention program was carried out. The evaluation was based on the criteria established by Alves Martins (1994). In the period between the two evaluations, it was established an intervention program adapted to the participant skills, which aimed at a restructure and improvement of the latter. The intervention program comprised ten sessions, where the participant was encouraged to write twelve words, and sequentially she was asked to compare her written work with others of a higher conceptual level. In this last type of exercise, it was included a comparative evaluation of the two different writings, in which the participant identified the correct writing form, and where decisions had to be justified. The cognitive dissonance created, lead to an analysis by the participant of the different sounds and letters of which words are constituted by and to establish parallels between sounds and letters. The intervention program was a dynamic process where immediate goals and long-term targets were adapted and redesigned as the sessions went by. The results indicate a solid progress in the participant's written language skills from a pre-syllabus level to an intermediate stage before the syllabus level. This intervention program applied to a teenager with Down Syndrome, and its success, are in accordance to the efficiency demonstrated by this type of interventions in children aged three to five.
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Hallengren, Andreé, and Marcus Svensson. "Dynamic difficulty adjustment for roleplaying games." Thesis, Blekinge Tekniska Högskola, Sektionen för planering och mediedesign, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2740.

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This thesis explores the possibilities of employing a dynamic difficulty adjustment system in a role playing video game. The purpose is to aid developers in designing games that can detect and lead players into their own flow zone. We have developed theories and ways on how a system could do this, and then proceeded to make our own prototype to see if the theories would work. We then applied this to a game prototype to explore how this affects other game design choices. Results show that role playing games can adopt the system in different ways, that are all personal and individual to each game, but that the system in the end always should provide aid in game balance, and ultimately, leading the players towards their flow zone. It also resulted in some serious issues and loopholes that would require much attention if it is to be deployed in a commercial product.
Denna uppsatsen utforskar möjligheterna av att använda ett dynamiskt svårighetsgradssystem i digitala rollspel. Syftet med arbetet är att ge utvecklare stöd med att designa spel som kan finna och hjälpa till att leda sina spelare till deras respektive flow-zon. Vi har utvecklat teorier och tillvägagångssätt för hur ett system skulle kunna göra detta och sedan fortsatt med att göra en egen prototyp för att vidare utforska hur det påverkar andra val i speldesign. Resultaten visar att rollspel kan anpassa sig efter systemet på ett antal olika sätt, där alla olika sätt är unika till spelet i fråga, men att systemet alltid ger stöd i spelbalansering och i slutändan leder spelaren till dess flow-zon. Det resulterade också i ett antal allvarliga problem som kräver mycket uppmärksamhet innan systemet kan användas för kommersiellt bruk.
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Eriksson, Oliver, and Philip Lindau. "Evaluating an adaptive music system in an adventure game environment." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-22821.

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Adaptiv musik ändras beroende av parametrar som ändras av händelser i spelet. Den här studien undersöker om ett adaptivt musik system är en förbättring i spelet A Story About My Uncle jämfört med statisk musik, om det är värt tidsinvesteringen som implementationen kräver. Data samlas in genom att ta in testare som spelar en introduktionsnivå i spelet två gånger, en gång med statisk musik och en gång med adaptiv musik. Spelarna svarar på en enkät efter varje genomspelning av nivåerna. Resultaten visar ingen signifikant skillnad mellan den statiska och adaptiva versionen när man undersöker spelarnas generella spelupplevelse, och upplevelse av musiken i nivåerna.
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24

Quicaño, Arones Cristhian Felix. "UTAUT2 adaptado para medir la intención del comportamiento en la aceptación tecnológica del servicio de internet de alta velocidad en cadenas hoteleras peruanas caso de estudio: Casa Andina." Master's thesis, Universidad Nacional Mayor de San Marcos, 2019. https://hdl.handle.net/20.500.12672/10851.

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Identifica los factores de un modelo que tengan influencia directa en la intención del comportamiento de uso y que permita medir con mayor precisión la aceptación tecnológica del servicio de Internet de alta velocidad en cadenas hoteleras peruanas. Para realizar el estudio se presentó un nuevo modelo a partir de la Teoría Unificada de Adopción y Uso de Tecnología 2 (UTAUT 2), que es la herramienta recomendada según la literatura revisada. El estudio se centró en obtener los datos de primera fuente, a través de encuestas, las cuales fueron contrastadas con el modelo inicial. Se realizó la evaluación de los factores y los ajustes que señala la teoría de ecuaciones estructurales; luego del cual obtuvimos un modelo final, el que nos permitió medir la intención del comportamiento de uso. El modelo se validó en un caso de estudio, donde se midió la aceptación tecnológica del servicio de internet de alta velocidad a través de la intención del comportamiento de los huéspedes corporativos. Se concluyó que dicho servicio es conocido por los clientes, valoran que un hotel cuente con ese servicio y están dispuesto a pagar por él si el valor obtenido es proporcional al valor ofrecido.
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25

Zhang, Ziming. "Determination of Real-Time Network Configuration for Self-Adaptive Automotive Systems." Master's thesis, Universitätsbibliothek Chemnitz, 2015. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-165180.

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The Electric/Electronic architecture of vehicle becomes more complex and costly, self-adaption can reduce the system, enhance the adaptive meanwhile reduce energy consumption and costs. The self-adaption needs the cooperation of both hardware and software reconfigurations, such that after the software is reconfigured the automotive network continues to fulfill the time constraints for time-critical applications. The thesis focuses on the real-time network reconfiguration. It uses EAST-ADL to model a real-time automotive system with timing events and constraints, which conforms to AUTOSAR timing extensions. The network media access is analyzed based on the model and a scheduling algorithm is developed. Then the concept is implemented by a use case, which is transformed from an EAST-ADL model to an executable simulation.
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Tompsen, Andreia Machado. "Valida??o, adapta??o e avalia??o de um instrumento para medir qualidade de vida em crian?as a partir de oito meses de idade at? cinco anos." Pontif?cia Universidade Cat?lica do Rio Grande do Sul, 2010. http://tede2.pucrs.br/tede2/handle/tede/1348.

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Introdu??o: Atualmente um grande n?mero de pesquisadores tem estudado medidas de avalia??o de qualidade de vida relacionada ? sa?de em pediatria. Existe, por?m, um d?ficit na disponibiliza??o desses instrumentos em pa?ses em desenvolvimento, pois o processo de adapta??o e valida??o dos mesmos ? muitas vezes trabalhoso e exige criteriosa avalia??o. A monitora??o da qualidade de vida em crian?as com instrumentos validados ? uma ?rea nova em pediatria e h? raros estudos voltados para uma popula??o de menores de cinco anos. O TAPQOL ? um instrumento direcionado para crian?as com idade at? cinco anos, criado por pesquisadores na Holanda, que avalia as condi??es de vida desta popula??o. Objetivo: Traduzir, adaptar culturalmente e validar o conte?do do TAPQOL (Preschool Children Quality of Life) para avaliar qualidade de vida em crian?as a partir de oito meses at? os cinco anos de idade. M?todo: Tomando como base o instrumento de avalia??o de qualidade de vida, TAPQOL, foi realizado processo de tradu??o e adapta??o, que envolveu cinco etapas: (1) tradu??o; (2) retro-tradu??o; (3) revis?o t?cnica e avalia??o da equival?ncia sem?ntica; (4) valida??o do conte?do por profissionais; (5) avalia??o da fidedignidade do instrumento. Resultados: Foram entrevistados 128 familiares de crian?as, sendo 35 crian?as abaixo de 18 meses e 93 crian?as acima de 18 meses. A amostra estudada envolveu 61 crian?as do sexo feminino e 67 do sexo masculino; dos familiares das crian?as, 83% foram as m?es que responderam o instrumento. Os valores de alpha de Crombach variaram de 0,91-0,92 para os 46 itens que foram respondidos por toda a amostra (N=128), demonstrando alta consist?ncia interna do instrumento. Conclus?es: O instrumento mostrou-se valido e confi?vel para avalia??o da qualidade de vida em crian?as menores de cinco anos, na sua vers?o em portugu?s, dirigida ?s crian?as brasileiras.
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Leme, Jaci. "Cultivo de célula BHK-21 C13 em meio de cultura livre de soro fetal bovino adaptada para crescimento em suspensão." Universidade de São Paulo, 2016. http://www.teses.usp.br/teses/disponiveis/9/9134/tde-20022017-105416/.

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Células de mamíferos são os hospedeiros mais frequentemente utilizados para a fabricação de proteínas biofarmacêuticas e para a produção de vacinas virais, A qualidade é um elemento-chave para o estabelecimento de um processo de bioconversão eficiente. No presente trabalho utilizamos a linhagem de células BHK- 21C13(Baby Hamster Kidney) adaptadas para cultivo em suspensão. O uso de Soro Fetal Bovino (SFB) é tradicionalmente utilizado, sendo considerado um suplemento universal, pois permite o crescimento em várias linhagens de células de mamíferos; porém, uso de SFB apresenta risco de infecção por prions, variabilidade entre lotes e aumento no custo em etapa de purificação (Downstream processing). O objetivo do presente trabalho foi comparar o cultivo de células BHK-21 C13 entre dois meios suplementados com SFB e sem SFB, através do estudo cinético para cultivo em suspensão estático e agitado com frascoT, frasco spinner e biorreator, respectivamente. Os parâmetros; Xmáx e µmáx, não foram significativamente influenciados pelo meio de cultura em cultivo estático, em cultivo com agitação em frasco spinner e também no cultivo em biorreator. O tempo de duplicação ficou próximo para todas as condições testadas. A produtividade alcançada foi: 0,032x106 cel/mL.h-1 para o meio com SFB e 0,031 X106 cel/mL.h-1 para o meio sem SFB. Ao final do processo foi possível obter uma concentração celular em torno de 4,7x106 cel/mL, tanto para o cultivo com SFB quanto para o cultivo sem SFB. Dessa forma, o uso de meio de cultivo sem SFB não alterou os principais parâmetros cinéticos, não apresentando as desvantagens do uso do SFB.
Mammalian cells are the most frequently used hosts for the production of biopharmaceutical proteins and viral vaccines. Quality is a key element for the establishment of an efficient bioconversion process. In this work, we used the cell line Baby Hamster Kidney C13 (BHK-21 C13) adapted to suspension culture was used. Fetal Bovine Serum (FBS) is traditionally used and it is considered a universal insert due to its power to increase cell growth in this kind of animal cells. However, the utilization of FBS introduces risks of infection from prions, variability between batches and increase in cost associated to purification stages (downstream processing). This work aimed to compare the kinetic behaviors of BHK-21 C13 cells in two media supplemented with FBS and without FBS using both one static and two suspension systems, T-flask, spinner flask and bioreactor respectively. The parameters; Xmax and µmax were not significantly influenced by the culture medium in T- flask culture static, in spinner flask cultivation and were neither significantly influenced by growing in culture media stirred bioreactor. The doubling time was close to all conditions tested. At the end of the growth phase it was possible to obtain a nearby cell concentration of 4.7 x 106 cells / ml, both for cultivation with FBS as for FBS without cultivation. Thus, the use of culture medium without FBS did not affect the main kinetic parameters. Besides, it does not show the disadvantages of culture media using FBS.
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Petrovic, Maria. "Global form av reklam och dess vetenskapliga debatt : En kvalitativ studie av fyra globala kampanjer." Thesis, Karlstad University, Faculty of Economic Sciences, Communication and IT, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-5137.

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I’ve chosen primary to analyze commercial form of advertising by world leading companies; McDonald’s, Coca-Cola and HP due to their implementation of global advertising. The fourth campaign that’s being analyzed is not of commercial type instead it’s characterized as an informative campaign that the ideal organization Amnesty is carring out.  The study has been successful in gathering data that could be presented in correlation with already established theories and then comparing the results. The goal of the research is to create an understanding regarding global advertising as well as the scientific debate that’s going on within the subject. The scientific research has been debated for a long time regarding advertising that’s positioned globally; whether it should be standardized or adapted. This means whether advertising should look the same in all countries or if it should be adapted to a nation’s specific culture. Scientists haven’t yet been successful in establishing what’s considered to be more prominent due to various diverse opinions.

By implementing content analysis together with semiotic analysis as a reinforcer, the study was able to examine the global advertising’s design and their common characteristics. Within this study the campaigns have been studied both visually and verbally in addition to their messages and values. The McDonald’s and Coke campaign has been categorized as advertising that reflect specific kinds of lifestyles and therefore characterized as “lifestyle format”. HP campaign on the other hand was using celebrities. This contributed that their global campaign became very personal because the celebrities were reflecting their own personality in the commercials. That’s why HP was categorized as the “personalized format” while Amnesty remained characterized as an informative campaign. Results show that these campaigns’ global form of advertising weren’t only implementing standardized form but also incorporated adapted commercial characteristics as well. This is what the theorizers Hassan, Craft and Kortam call a”hybrid strategy” that’s by their opinion most effective form of global advertising. Another important result was that the “creative strategy” (its promise/statement) is what makes the campaign cohesive. While the “creative tactic” (the visual elements) differs more or less within an advertising campaign.


Jag har valt att främst analysera kommersiella kampanjer från de världsledande företagen McDonald’s, Coca-Cola och HP eftersom de tillämpar global form av reklam.  Den fjärde kampanjen som analyseras är inte av kommersiellt slag då den karaktäriseras som en informativ kampanj som den ideella organisationen Amnesty har genomfört.  Studien har lyckats generera data som kunde sättas i relation med de redan fastställda teorierna och på så vis jämföra resultaten.

Forskningens mål är att skapa en förståelse angående global reklam samt den vetenskapliga debatten i ämnet. Den vetenskapliga forskningen har länge debatterat angående om reklam som appliceras globalt borde vara standardiserad eller anpassad, det vill säga om den ska se lika ut i alla länder eller om man borde anpassa den till varje lands individuella kultur. Forskarna har fortfarande inte kommit fram till vad som anses vara mest effektivt då en splittrad syn angående denna fråga uppstår.  

Genom kvalitativ innehållsanalys med förstärkning av den semiotiska analysen så kunde studien granska den globala reklamens utformning och dess gemensamma karaktäristiker som uppstår. I denna studie så har reklamkampanjerna granskats både visuellt och språkmässigt samt dess budskap och värderingar. Reklamkampanjerna McDonald’s och Coca-Cola blev kategoriserade som den form av reklam som reflekterar specifika livsstilar och därför karaktäriserades som ”livsstilsformatet”. HP är den reklamkampanj som använde sig av kändisar. Detta gjorde att deras globala reklam blev väldigt personlig då den reflekterade kändisarnas personligheter. Därför kategoriserades HP:s reklamkampanj som det” personifierade formatet” medan Amnesty förblev karaktäriserad som informativ form av kampanj. Resultatet visade att dessa reklamkampanjers globala reklam inte endast implementerade standardiserad form utan likaså integrerade anpassad form. Detta kallar teoretikerna Hassan, Craft och Kortam för ”hybridstrategi” och anses enligt dem vara mest effektivt tillvägagångssätt när det gäller global reklam.  En annan viktig sak som resultatet påvisade var att den ”kreativa strategin” (dess utlovande/påstående) är det som gör kampanjen sammanhängande medan den ”kreativa taktiken” (dess visuella element) mer eller mindre skiljer sig inom en kampanj.

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Romera, Cláudio Piccoli. "Sistemas e ferramentas para a gestão mercadológica de empresas fabricantes de máquinas e equipamentos não seriados: quais são os sistemas e ferramentas para a gestão mercadológica aplicáveis as empresas fabricantes de máquinas e equipamentos não seriados, e em que medida eles se adaptam a essa gestão?" reponame:Repositório Institucional do FGV, 2004. http://hdl.handle.net/10438/5574.

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A motivação para este estudo nasceu de uma avaliação inicial, ocorrida durante a obtenção dos meus créditos em Marketing, segundo a qual, na bibliografia disponível, existiriam poucos trabalhos que tratassem das técnicas e métodos de gestão mercadológica, aplicáveis a indústrias não seriadas. Tendo desenvolvido carreira em indústrias fabricantes de bens de capital, pude assistir a várias 'ondas' de filosofias, processos e tecnologias, as quais, freqüentemente, foram ou ainda são acompanhadas por pressões pela análise, para eventual adoção, destas 'modas', o que, quando não levava à tomada de atitudes mal pensadas, tinha como contrapartida o desperdício de tempo dos envolvidos. Com o passar do tempo, isto trazia como conseqüência o desenvolvimento de uma cultura de rejeição a tudo que vinha de fora, pois os envolvidos já estavam tão cansados de analisar novidades, as quais raramente eram implementadas, que dificilmente concordavam em investir mais tempo neste tipo de atividade, preferindo seguir as receitas caseiras. Na área mercadológica, que não se constitui em exceção à regra, freqüentemente surgem novos modismos, e o fenômeno acima descrito ocorre com renovada intensidade, pelas características peculiares do setor: as vendas para cada cliente são muito espaçadas no tempo, em termos de equipamentos, e no caso dos serviços, embora haja uma maior freqüência nas vendas, o centro de compras envolvido é, via de regra, diverso daquele empenhado na compra de novos equipamentos, o que torna a administração dos relacionamentos com os clientes bastante complexa. No caso específico das técnicas e metodologias, publicadas na área de Marketing, pode-se perceber que a imensa maioria foi desenhada para ser aplicada na transação final com o consumidor, ou nos estágios finais da cadeia produtiva, entre os fornecedores de material produtivo para produtores de bens de consumo e os próprios, e/ou entre os produtores de bens de consumo e seus respectivos canais. No entanto, isto não impede que se tente vender aos fabricantes de bens de capital versões, mais ou menos modificadas, das técnicas e sistemas 'da moda', o que nos remete à situação, citada anteriormente, de ter de escolher
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Lin, Che-Hao, and 林哲豪. "A Study on the Receptive Motivations and Experiences of Cross-Media Adapted Serial Texts." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/19272911723287249544.

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碩士
國立中正大學
傳播學系電訊傳播研究所
105
In the convergence communication environment today, it is common for a story to be adapted to different media. This study takes films and TV serials adapted from novels as the cases, adopting intertextuality and intermediality as the theoretical basis, to explore audience behaviors from different entry points about the motivations and experiences of seeing a story in another media. Research finds that audiences from different entry points have distinct motivations. Those who read novel first want to know “how”the video media adapt the story, but for those who watch video version first, they want to know “more”in the novels. Besides, the serial form would inspire some special motivations. In the experiential analysis, audiences will follow the media hierarchy relation from the inside to formulate their behavior.In addition, this study proposes “matched”and “structured-context” intertextuality/ intermediality, two theoretical viewpoints, to explain how audiences reference the experiences to the media texts. Finally, there are some discussions about the concept of serial“breaks”.
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LIN, HONG-WEI, and 林鴻偉. "The Design of an Adapted Media Access Control Protocol for Long Range Wireless Internet of Things." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/rw8y2j.

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碩士
世新大學
資訊管理學研究所(含碩專班)
106
As Internet of Things (IoT) becomes more and more popular, how to connect things to the network has become an important issue. In order to meet the needs of wireless IoT in long-range communication, the low power wide area network has emerged. Technology of low power long range wireless IoT (LoRa) focuses on reducing the cost and power consumption and extending the communication range of devices. However, the media access control (MAC) protocol of these low power long range wireless IoT technologies cannot meet the requirements of different communication environments and thus they may incur unnecessary interferences and retransmissions. To meet the requirements of different communication environments, an adaptive MAC protocol for low power long range wireless IoT is proposed. For routine communications, a prescheduled MAC protocol is proposed so as to avoid contentions and collisions and a simple transmission mechanism (Aloha) is adopted so as to save energy. For burst communications, the MAC protocol is tuned according to the sensed communication environment, an environment-aware and random access mechanism is proposed so as to Avoid collisions. The IoT device predict the number of competitors and the number of packets generated per unit of time so as to calculate the probability of success, the number of failures, and the power consumption. The MAC protocol is switched according to power consumption, to meet the requirements of different communication environments. Experimental results show that the proposed adaptive media access control protocols is better than a single media access control protocol which uses pure Aloha and CSMA/CA only.
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Shih, An-Ling, and 石安伶. "Dual Consumption, Multiple Pleasures: A Study on Cross-media Experiential Pleasure of Knowing Audiences Seeing a Film Adapted from Novel." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/31370024173515613103.

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Abstract:
碩士
國立中正大學
電訊傳播研究所
100
Digital technologies are making content repackaged, remediated, and redistributed more easily across all kinds of media platforms. Therefore, adaptation of novels into films has been one of the most often used “cross-media branding” strategies by the entertainment industry as part of the development of an entertainment franchise. This study aims to explore media consumption behavior, the state of involvement and experiential pleasures by focusing on “knowing audiences” who have read the novel upon which the film is based before they see the film. Through focus group interviews with knowing audiences, and text analysis of film reviews by knowing audiences, this study shows that knowing audiences experience with the film adaptations quite differently from unknowing audiences. The findings indicate that the motivations of knowing audiences are: curiosity about the ‘unknown’ part in the film narrative, re-experiencing the ‘known’ part in the film narrative, and pursuit of a ‘total entertainment’ experience. In terms of involvement in the viewing process, knowing audiences tend to always engage with more than one text (i.e., the novel and the film), and use intertextuality and intermediality to interpret the film. Regarding the consumer behavior of dual media form/ text consumption, this study finds out that the intertextual relationship between novels and film adaptations has a great influence on consumer intention and context of consumption. This thesis classifies the experiential pleasures of knowing audiences into four categories: pleasure of senses, affective pleasures, cognitive pleasures, and pleasures of total entertainment experience. In addition, these “multiplicative” pleasures mainly come from the dual-text experiences that are not present in the film-viewing by the unknowing audiences. In conclusion, the motivations of knowing audience to see a novel-based film not only come from seeking the gratifications of senses and narrative, but also from the emotional arousal, intertextual/ intermedial pleasures, and total entertainment of consumption process. Furthermore, audiences experiencing multiple media texts tend to acquire different pleasures from those who only experience one media text.
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Montandon, Isabelle Gomes de Amaral. "How Chanel adapted its storytelling to the digital era within its masstige segment : a case study of the perfume Chanel number 5." Master's thesis, 2020. http://hdl.handle.net/10400.14/34306.

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The information and communication technologies - which became popular worldwide since the 1990s - have transformed the contemporary world; thus, altering interpersonal, labor and consumption relationships. Thanks to the connectivity and interaction between people, without limits of time and space, the collectivity was empowered. In this globalized world - with an endless supply of possibilities, experiences, information and products - it is crucial to offer users great content to stand out in the crowd. In this context, nothing is more effective than using storytelling to involve and engage consumers. Stories arouse interest and empathy for brands, as well as for the values they transmit; thus, strengthening emotional bonds with customers and consequently increasing the desire of purchasing their products. Luxury brands are aware of the relevance of engaging customers and creating emotional bonds. This research is a case study of the perfume Chanel Number 5, that consists of a one single phase; which is the qualitative content analysis of all advertising films the perfume, released from 1973 to 2020. This study investigated the evolution of the storytelling of Chanel - within its masstige segment - and how it has adapted to the digital age. Another objective was having a broader understanding of the use of storytelling in the advertisement of luxury and masstige brands, specially in the new digital context. The storytelling of Chanel Number 5 evolved over time and accompanied the technological changes that transformed the contemporary society; but, without ever losing its essential attributes, like glamour, luxury, allure and singularity.
As tecnologias da informação e comunicação - que se popularizaram mundialmente desde a década de 1990 - transformaram o mundo contemporâneo, e alteraram as relações interpessoais, de trabalho e consumo. Graças à conectividade e interação entre as pessoas, sem limites de tempo e espaço, a coletividade foi potencializada. Neste mundo globalizado - com uma oferta infinita de possibilidades, experiências, informações e produtos - é fundamental oferecer aos usuários um ótimo conteúdo para se destacar na multidão. Nesse contexto, nada é mais eficaz do que contar histórias para envolver e engajar os consumidores. As histórias despertam interesse e empatia pelas marcas, bem como pelos valores que transmitem; fortalecendo assim os laços afetivos com os consumidores e, consequentemente, aumentando o desejo em adquirir seus produtos. As marcas de luxo estão cientes da importância de envolver os clientes e criar laços emocionais. Esta pesquisa é um estudo de caso do perfume Chanel Número 5, que consiste em uma única fase; qual seja uma análise qualitativa de conteúdo de todos os filmes publicitários do perfume, lançados de 1973 a 2020. Este estudo investigou a evolução da narrativa da Chanel - dentro do seu segmento masstige - e como ela se adaptou à era digital. Outro objetivo foi ter uma ampla compreensão do uso da narrativa na propaganda de marcas de luxo e masstige, especialmente no novo contexto digital. A narrativa do perfume Chanel Número 5 evoluiu ao longo do tempo e acompanhou as mudanças tecnológicas que transformaram a sociedade contemporânea; sem perder de vista seus atributos essenciais, como glamour, luxo, fascínio e singularidade.
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Chen, Ming-Dey, and 陳銘德. "An Enhanced ADAPT Media Access Protocol for Ad Hoc Wireless Networks." Thesis, 2001. http://ndltd.ncl.edu.tw/handle/71169798124000985721.

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"Medida de parámetros de ruido de dispositivos activos basada en fuente adaptada." Universitat Politècnica de Catalunya, 2003. http://www.tesisenxarxa.net/TDX-1222103-101713/.

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36

Gallardo, Perrote Noelia. "Medea como una figuración feminista. La reinvención de la mujer en la tragedia de Séneca." Bachelor's thesis, 2014. http://hdl.handle.net/11086/19265.

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En el orden de los discursos de nuestras sociedades que establecen y producen sus orígenes en la Grecia y la Roma Antigua, se hace de la tragedia la escuela primera de toda dramaturgia occidental. Como todo discurso que se produce, establece formas y maneras de describir y sugerir cómo funciona el mundo. La representación de la mujer en esta historia de la tragedia posee características muy distintivas, es decir, las mujeres en general están siendo representadas desde un punto de vista misógino. Hablamos de un producto discursivo que pregna todos los niveles de las representaciones colectivas y de los sistemas simbólicos creados por la sociedad, tanto la griega como las contemporáneas, donde seguimos reproduciendo tales historias y en cuyo seno se alimenta la creación literaria de cada época. Si la constitución del sujeto está dada por y a través del lenguaje, podríamos afirmar entonces que somos efectos de determinadas prácticas discursivas que se sostienen por la repetición: la repetición de una representación [performance] frente a un determinado público. Reproducimos la representación de las narraciones que existen de nosotras, y considero que entre tales discursos hegemónicos disponibles, el de la misoginia, que rige muchas de nuestras representaciones culturales, ocupa un lugar privilegiado. Me propongo re-presentar una tragedia griega no misógina, que narre la feminidad y la sexualidad como un empoderamiento posible en un contexto de opresión, como lo es una sociedad patriarcal. A mi parecer, nuestra sociedad actual no difiere de manera significativa respecto de la griega en lo que concierne a cómo se reproducen los términos de las relaciones de poder entre hombres y mujeres. En aquel momento las mujeres no eran consideradas sujetos políticos, no podían acceder al ágora; hoy, por poner sólo un ejemplo, las mujeres no somos soberanas de nuestros cuerpos al no poder decidir por un aborto legal. Medea me ofrece una figuración posible de una mujer que reinvente la maternidad y la heterosexualidad obligatoria y compulsiva; una narración que nos visibilice otro teatro, otra manera de volver a presentar los personajes femeninos. Las figuraciones de Medea nos posibilitan la creación de herramientas políticas feministas para reapropiarnos de la tragedia antigua.
Fil: Gallardo Perrote, Noelia. Universidad Nacional de Córdoba. Facultad de Artes. Departamento Académico de Teatro; Argentina.
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