Dissertations / Theses on the topic 'Digital affordances'
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Toms, Elaine. "Browsing digital information, examining the affordances in the interaction of user and text." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/nq21319.pdf.
Full textTerrenghi, Lucia. "Designing Hybrid Interactions through an Understanding of the Affordances of Physical and Digital Technologies." Diss., lmu, 2007. http://nbn-resolving.de/urn:nbn:de:bvb:19-78747.
Full textPruchniewska, Urszula Maria. "Everyday feminism in the digital era: Gender, the fourth wave, and social media affordances." Diss., Temple University Libraries, 2019. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/602916.
Full textPh.D.
The last decade has seen a pronounced increase in feminist activism and sentiment in the public sphere, which scholars, activists, and journalists have dubbed the “fourth wave” of feminism. A key feature of the fourth wave is the use of digital technologies and the internet for feminist activism and discussion. This dissertation aims to broadly understand what is “new” about fourth wave feminism and specifically to understand how social media intersect with everyday feminist practices in the digital era. This project is made up of three case studies –Bumble the “feminist” dating app, private Facebook groups for women professionals, and the #MeToo movement on Twitter— and uses an affordance theory lens, examining the possibilities for (and constraints of) use embedded in the materiality of each digital platform. Through in-depth interviews and focus groups with users, alongside a structural discourse analysis of each platform, the findings show how social media are used strategically as tools for feminist purposes during mundane online activities such as dating and connecting with colleagues. Overall, this research highlights the feminist potential of everyday social media use, while considering the limits of digital technologies for everyday feminism. This work also reasserts the continued need for feminist activism in the fourth wave, by showing that the material realities of gender inequality persist, often obscured by an illusion of empowerment.
Temple University--Theses
Kim, Ji Eun. "Parent-child shared reading : the affordances of print, digital, and hand-held electronic storybooks." Thesis, University of British Columbia, 2014. http://hdl.handle.net/2429/50597.
Full textEducation, Faculty of
Language and Literacy Education (LLED), Department of
Graduate
Hushlak, Anna A. "Campaigning in the age of digital media : exploring the influences of digital affordances on campaigning in environmental non-governmental organisations." Thesis, University of Oxford, 2018. http://ora.ox.ac.uk/objects/uuid:11a7515f-720e-4dde-aa0c-f122f0980c48.
Full textJohansson, Erik. "Chess and Twitch : Cultural Convergence Through Digital Platforms." Thesis, Södertörns högskola, Medie- och kommunikationsvetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-45612.
Full textArnold, Luke. "The affordances and potentials of mobile digital devices to teach English: a South African case study." Master's thesis, University of Cape Town, 2018. http://hdl.handle.net/11427/29500.
Full textTopol, Ruth. "Manipulating affordances in practice : a hermeneutic phenomenological study of mobility impairment and uses of digital technologies in work." Thesis, Lancaster University, 2016. http://eprints.lancs.ac.uk/82491/.
Full textHock-Koon, Sébastien. "Apprendre ou ne pas apprendre : affordances et cadres de l'expérience du jeu vidéo." Paris 13, 2013. http://www.theses.fr/2013PA131018.
Full textThis research addresses the complex relationship between learning and video games, specifically through its object, theoretical tools, and method. The study focuses on adult learning through video games in which the time to learn the game is long. These games include some “great games” that take “a minute to learn and a lifetime to master. ” Two main theoretical tools are part of the research focus: Gibson’s affordances, which allow the addressing of action possibilities offered by the games’ properties to the players’ capacities, and Norman’s frames, which tackle the meaning given to the game and the activity by players. The research draws upon primary sources including interviews with experienced players, documentary data produced by practitioners, and a research diary from the author’s training to finish a “great game” with one credit. The interviews show several mechanisms relating video games and learning. The documentary data brings the designers’ point of view and pushes the mechanisms to their limit. The data analysis shows the importance of closure and ellipsis in the learning of a video game. Closure, in this instance, refers to the action of understanding a game as well as to the feeling that it has been understood. Ellipsis involves a player eluding some elements of the game and then being mistaken about how or why he or she was successful. The combination of these two elements leads to “elliptical closure” which causes the player to believe he or she has understood the game, albeit mistakenly. The author’s training to reach a high level of mastery has highlighted the possibility to successively break elliptical closure through an “elliptical learning” process
Forsling, Karin. "Medielek och digital kompetens i en förskolekontext : Design för meningsskapande." Thesis, Karlstads universitet, Avdelningen för utbildningsvetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-14561.
Full textSyftet med min uppsats är att bidra till förståelse för hur valet av design och iscensättning i förskolepedagogiska miljöer erbjuder medielek och möjliggör utvecklandet av en digital kompetens. Jag har utgått från frågan: Hur kan en specialdesignad förskolemiljö bidra till utvecklingen av barns medielek och digitala kompetens? En digital kompetens bygger på grundläggande IKT-färdigheter[1]. Det innebär bland annat att man kan hämta fram, bedöma, lagra, producera och kommunicera med och genom digitala medier. Tidigare forskning visar på förskollärares oro för den digitala tekniken. Förutom den rent konkreta osäkerheten vid användningen av de digitala verktygen ges också uttryck för en osäkerhet för hur man balanserar förskoleverksamheten med ny teknologin. Detta kan belysa vad som inom medieforskning beskrivs som digital divides, något som i sin tur kan förstärka klyftor i samhället. Frågan om bruk av IKT i förskolan diskuteras ofta ur ett framåtsyftande nyttoperspektiv. Man talar om inlärningsaspekten, arbetslivsaspekten och demokratiaspekten. Barnen på förskolan i min studie har genom den didaktiska designen möjligheter att få del av dessa tre aspekter. Men man har dessutom skapat en miljö som erbjuder barnen – och de vuxna – möjligheter för medielek och därigenom utvecklandet av en digital kompetens. I studien blir det tydligt hur vuxna och barn svarar upp mot de förutsättningar som designats och erbjuds. Lärprocesserna sker i en institutionell inramning, där läraren (och barnen) är aktörer och iscensättare. Pedagogen, likväl som barnet, kan aktivt välja vilka teckensystem och vilken gestaltningsform som ska användas. I den undersökta verksamheten finns även en underliggande kulturell affordance, meningserbjudande, en idé om att IKT är bra för barn, att vuxna kan både leka och lära samtidigt, samt att det är tillåtet att experimentera, för att finna något som man varken vet frågan eller svaret på. Det här skulle ur ett socialsemiotiskt perspektiv, vara tecken på lärande, eftersom en lärandeprocess utmärks av en ökad förmåga att använda skilda teckensystem, eller domäner. Barnen utvecklar sin litteracitet och sin medielitteracitet. De utökar också sin kognitiva, kommunikativa och kulturella och estetiska kompetens. Vi skulle här kunna tala om en multilitteracitet, eftersom de meningsskapande processer som barnen befinner sig i under arbetet med de digitala verktygen, inte bara inbegriper lingvistiska utan också visuella, auditiva och spatiala processer. Min studie visar att design och iscensättning på den undersökta förskolan är betydelsefulla för erbjudandet av medielek och utvecklandet av barnens och de vuxnas digitala kompetens. De vuxna är trygga i sina roller och där fanns en naturlig balansgång mellan de mer traditionella och de digitala verktygen. En avslutande reflektion är att det inte längre är frågan om att diskutera om IKT och medier ska användas i förskolan, det är mer frågan om hur. Det är inte heller längre tid att diskutera om barn och vuxna ska utveckla en digital kompetens i förskolan, snarare hur det ska ske. En fortsatt forskning på området kan handla om en fördjupning i sådant som berör lärande, kommunikativ kompetens, intertextualitet eller textrörlighet. Andra viktiga frågor kan röra sig om hur lärarutbildningen lever upp till kraven på en digital kompetens.
Hedberg, Evelina. "Affordances and challenges when creating a digital experience for people using smart watches with the intent of purchasing groceries." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280843.
Full textNya tekniska förutsättningar revolutionerar handelsmarknaden genom nya förutsättningar som ifrågasätter traditionellt sätt att handla på. Teknologier som Wearables har under de senaste åren blivit mycket populära där de vristburna enheterna är de som står ut särskilt i popularitet. Dock har lite studier gjorts på hur man med hjälp av Wearables skulle kunna skapa en upplevelse ämnad att underlätta shoppingupplevelsen hos personer som handlar matvaror. Vad öppnar en smartklocka upp för förutsättningar och vad finns det för utmaningar att skapa en upplevelse med hjälp av en smartklocka? Med stöd från CompanyX, en av Sveriges ledande företag inom dagligvaruhandel, byggdes studien kring Apple Watch-användare. Användaren var central genom hela studien då den var byggt runt användarbeteenden och användarupplevelser. En prototyp skapades baserat på de resultat som fastställdes kring användandet, samt testad på slutanvändarna. Resultaten visade att prototypen skapade värde för användaren då den uppmuntrade till ett mer strukturerat samt inspirerande sätt att handla matvaror på. Prototypen togs emot positivt men skulle gynnas av ytterligare förbättringar och design iterationer främst kring smartklockans begränsade interaktionsmöjligheter. Studien bidrar med insikter kring hur attityden ser ut kring skapandet av en användarupplevelse för matvaruhandel i en smartklocka hos Apple Watch användare.
Esposito, Antonella. "The transition ‘from student to researcher’ in the digital age: Exploring the affordances of emerging ecologies of the PhD e-researchers." Doctoral thesis, Universitat Oberta de Catalunya, 2014. http://hdl.handle.net/10803/290995.
Full textHassan, Dler, and Fehmi Sulejman. "Påtvingat distansarbete - möjligheter och påverkan på individers produktivitet." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-44374.
Full textDue to the corona pandemic, many companies have had to transform their daily operations intoa more digitized business in order to increase social distancing. As a result, digital tools play asignificant role for organizations in ensuring that employees achieve their desired levels ofproductivity. There is previous research on companies that encourage their employees to workfrom home, but the methods and results are lacking in certain aspects such as why and in whatway a worker experiences changes in his productivity. To investigate perceived productivityand underlying factors, interviews will be conducted with employees from different companieswho have been forced to work from home. The purpose of this study is to examine theemployee's perceived productivity in connection with forced telework as a result of theCOVID-19 pandemic, as well as how affordances are utilized and changed. In addition, thestudy aims to find development and research opportunities in the field due to the new meaningof teleworking in connection with the COVID-19 pandemic. The data from the interviewedemployees will be analyzed on the basis of the Research model to measure productivity oftelecommuters, affordances and socio-materiality. The study concludes that the perceivedproductivity is higher among those interviewed for teleworking, affordances have an impacton productivity, that at a distance there is an extended dichotomy between superiors andsubordinates and that in sociomaterial practice there are changes in the transition to telework.
Sofronova, Inessa. "Digital face of the city : Application of NFC in contextualized and personalized data access to urban environment." Thesis, Umeå universitet, Institutionen för informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-122527.
Full textNielsen, Kristian Mellgaard. "Easy to Read Digital Equipment for Older, Visually Impaired Users with Cognitive Decline." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-55204.
Full textPark, Jaeuk. "Multimodal language learning environment of the Korean digital kitchen : a study on the impact of physicality and technological affordances on Korean vocabulary learning." Thesis, University of Newcastle upon Tyne, 2018. http://hdl.handle.net/10443/4124.
Full textChina, Addie L. Sayers. "Beyoncé as a Semiotic Resource: Visual and Linguistic Meaning Making and Gender in Twitter, Tumblr, and Pinterest." Scholar Commons, 2018. http://scholarcommons.usf.edu/etd/7133.
Full textDelaunay, Anne-Laure. "Médiations des instruments digitaux dans l'activité des managers intermédiaires : une ethnographie au sein des technicentres industriels SNCF." Thesis, Paris 1, 2020. http://www.theses.fr/2020PA01E036.
Full textSince the introduction of digital technologies in organizations, middle managers must deal with a multiplication of artefacts and potential uses. We approach in this doctoral work the question of managerial activity transformation of managerial activity through this constellation of digital tools. More specifically, a theoretical bridge is advanced, between a sociomaterial approach based on the digital affordances perceived by managers (Leonardi 2011) and the different levels of analysis in the activity (Leontiev 1976, 1978) through instrumental mediation as a layout of artefacts and uses (Rabardel 1995). This framework foregrounds the instrumental updating by middle managers of digital affordances and the dynamic in managerial activity transformation. To explore this tentative theory, we turn to a 27-months ethnographic study of managerial activity in train maintenance plants using shadowing technique (Czarniawska 2007). The findings of this explanatory case study show that digital gives rise to contradictory injunctions. Middle managers try to concretely reply to them by actualizing perceived digital affordances into instrument. Their managerial activity is thus reshaped in cognition, action and interaction. Over time, the constellation of digital instruments built in managerial situation requires more consistency. An assembly is then carried out thanks to learning affordances (colour codes, common uses...). The main contribution of our research lies precisely in the central role of learning affordances (Kaptelinin and B. Nardi 2012). Our work thus contributes to the literature on technology mediated changes (Allen et al. 2013). Through instrumental construction and assembly, middle managers experiences what makes sense and what is efficient for them in their activity. Thus, digital instruments can contribute to the development of managerial empowerment (Clot, 2014)
Eghbal-Azar, Kira [Verfasser], Thomas [Gutachter] Widlok, Klaus [Gutachter] Schneider, and Stephan [Gutachter] Schwan. "Affordances, Appropriation and Experience in Museum Exhibitions: Visitors‘ (Eye) Movement Patterns and the Influence of Digital Guides / Kira Eghbal-Azar ; Gutachter: Thomas Widlok, Klaus Schneider, Stephan Schwan." Köln : Universitäts- und Stadtbibliothek Köln, 2017. http://d-nb.info/1135724415/34.
Full textDedeic, Emina, and Angelina Sten. "Could IT be a matter of life or death? : - En studie om hur det digitala vårdmötet påverkar patienten och organisationen." Thesis, Uppsala universitet, Institutionen för informatik och media, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-414727.
Full textEriksmo, Anton, and Johan Sundberg. "Digital academia: How higher education is affected by digital technology." Thesis, Umeå universitet, Institutionen för informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-119474.
Full textOlsson, Malin. "Att skriva sig till läsning med hjälp av appar : En kvalitativ studie av appar som används inom metoden ASL." Thesis, Södertörns högskola, Lärarutbildningen, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32536.
Full textAlm, Ia, and Nicole Lundström. "Hur platt kan det vara? : En studie om seniorers förståelse av skeumorfism och platt design inom e-hälsa." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-18229.
Full textThe vast progress of digitization creates problems for the seniors who find it hard to keep up with modern technology development. At the same time, the Swedish government has set itself the goal of digitizing health care by 2025. In connection with the trend of using flat design in digital platforms, the situation of seniors is further complicated and may have a negative effect in expanding the digital divide. Previous research shows that the style of the flat design is more difficult to understand than the traditional, skeuomorphic design previously used, as flat design lacks affordances. The aim of this thesis has been to investigate whether flat design is more difficult for seniors to understand than traditional skeuomorphic design, as well as how the design principle affordance could solve the problem of understanding flat design. The thesis has been guided by the question: How are seniors' understanding of flat design compared to traditional design in the context of websites and what significance does affordance have to support their understanding? To answer the question, a quantitative questionnaire survey and a qualitative observation study have been conducted to investigate the variables of the question based on previous theories. The result shows that affordance does not seem to affect how seniors understand a design interface. On the other hand, indications suggest that design principles such as visual clues, or signifiers, are important to consider when designing for a senior audience design.
Osborne, Richard. "An ecological approach to educational technology : affordance as a design tool for aligning pedagogy and technology." Thesis, University of Exeter, 2014. http://hdl.handle.net/10871/16637.
Full textSaarikko, Ted. "An inquiry into the nature and causes of digital platforms." Doctoral thesis, Umeå universitet, Institutionen för informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-127430.
Full textHarsha, Man Maharjan. "Digital Transitions and the Making of Online Newspapers in Nepal." Kyoto University, 2019. http://hdl.handle.net/2433/242769.
Full text0048
新制・課程博士
博士(地域研究)
甲第21906号
地博第252号
新制||地||93(附属図書館)
京都大学大学院アジア・アフリカ地域研究研究科グローバル地域研究専攻
(主査)教授 藤倉 達郎, 准教授 D'SOUZA Rohan Ignatious, 准教授 中村 沙絵
学位規則第4条第1項該当
Ramstedt, Anna. "En studie om behov av digitala tjänster i väntrumsmiljö." Thesis, Södertörn University College, School of Communication, Technology and Design, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-332.
Full textSyftet med studien är att ur väntrumsbesökarens perspektiv få en uppfattning om hur miljön i väntrummet på en akutmottagning upplevs, samt att skönja om det går att tillämpa digitala tjänster för att tillgodose deras eventuella behov. Avgränsningen består i ett väntrum på en akutmottagning i en mellanstor svensk stad. Litteratur har tillsammans med väntrumsmiljön och patienter/anhöriga utgjort studiens huvudsakliga källor. Datainsamlingen har gjorts genom observation av miljön i väntrummet samt genom strukturerade intervjuer med patienter och anhöriga. Resultatet analyserades därefter kvantitativt. I analysprocessen användes begreppet affordance tillsammans med Maslows behovsindelning för att tolka och få förståelse för undersökningens resultat. Materialet bearbetades i olika enheter för att därefter kunna sammanställas till en helhet. Resultatet beskriver dels väntrumsmiljön, dels väntrumsbesökarens behov och användning av digitala tjänster. Det tyder på att användningen av digitala tjänster hos målgruppen är stor, varför slutsatsen dras att de specifika behov som finns skulle kunna tillgodoses av digitala tjänster.
Berggren, Emelie, and Moa Wallin. "Att leda digitalt - det "nya" ledarskapet : En kvalitativ studie om digitalt ledarskap till följd av coronapandemin." Thesis, Uppsala universitet, Informationssystem, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-445692.
Full textDue to the covid-19 pandemic, organisations were forced to make a rapid and involuntary transition to teleworking. This shift in labour entails new demands, especially on leaders who are forced to rely on digital tools for communication and leadership. Accordingly, the aim of this study was to investigate experiences of leaders during this period of time, and how leadership is mediated through information and communication technology (ICT). To answer the research question, semi structured interviews were conducted with twelve leaders. The results were primarily analyzed through an affordance lens, combined with a leader-member exchange perspective, which emphasizes the dyadic relationship between leader and follower. The results imply that ICT is essential for remote leadership. However, a major issue arises as leaders previously has developed a leadership style that primarily relies on informal communication and following up with employees face-to-face. Although individual characteristics matter in regards to how well and to what extent digital affordances are actualized, digital tools do not manage to create and transmit social affordances to the same extent as the physical environment. Yet, a progress has been made since the start of the pandemic-induced telework, and the use of ICT has increasingly been integrated in the leadership. To fully reach so-called e-leadership, new e-competencies are nevertheless required, where ICT is applied effectively, deliberately and appropriately.
Silva, Diego Goulart Machado. "“Qualidade é insubstituível!” Ideologias linguísticas em manuais de legenders independentes de equipes de fansubbing." Universidade Federal de Goiás, 2018. http://repositorio.bc.ufg.br/tede/handle/tede/8341.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
Ce travail a pour but d’analyser les idéologies langagières manifestées dans les discours métapragmatiques dans des guides de sous-titrage d’équipes brésiliennes de fansubbing – le sous-titrage amateur de films, séries et animations faits par et pour les fans. Dans ce contexte contemporain de pratiques langagières, surtout de la production de sous-titres pour des films et séries faites par des legenders indépendants d’équipes brésiliennes, le thème principal de ce travail consiste aux évaluations de langue et de traduction faites par ces equipes et aux manières comment elles construisent la légitimité de leurs traductions au travers de leurs évaluations et orientations d’usage de la langue. Nous avons l’objectif d’identifier les idéologies langagières qui constituent, structurent et orientent la pratique de sous-titrage indépendante en équipe. Cette étude contribue avec l’approche ethnographique du numérique intéressée à la manière comment les pratiques en ligne influencent les pratiques hors ligne ; avec le domaine des idéologies langagières, intéressée à la manière comment les discours hégémoniques sur langue, surtout ceux issus d’un projet moderne, se soutiennent au Brésil ; finalement, avec le domaine d’études en traduction, intéressée à la manière comment les idéologies langagières fonctionnent dans la traduction. Nous avons donc deux catégories théorico-analytiques. Les idéologies langagières, que nous entendons comme les croyances et notions que des groupes de personnes partagent sur ce qui est une langue ; et les métapragmatiques de la langue en usage. Ces deux catégories nous ont fourni la possibilité d’analyser les idéologies langagières manifestées dans des commentaires qui rationalisent sur l’usage de la langue et/ou qui font fonctionnerles énoncées dans leurs contextes. Nos données et analyses indiquent um paradoxe où des idéologies langagières hégémoniques et non hégémoniques cohabitent. Les notions hégémoniques de langue qui suggèrent l’usage d’une variété standardisée et de prestige de langue, et l’obéissance aux règles grammaticales, sont soutenues. En même temps, la multimodalité constitutive des productions audiovisuelles (images, sons et textes) déstabilisent la linéarité du texte standard et la stabilité des règles grammaticales.
Este trabalho tem como foco analisar ideologias linguísticas que se manifestam em discursos metapragmáticos em manuais de equipes brasileiras de fansubbing. Por fansubbing entende-se a legendagem amadora de filmes, séries e animações feita por e para fãs. Levando em conta este contexto digital contemporâneo de práticas linguísticas, especificamente a produção de legendas para séries e filmes feitas por legenders independentes de equipes brasileiras, o tema central de interesse deste trabalho é como língua e tradução são avaliadas por estas equipes e em como estas equipes constroem a legitimidade de suas traduções através de suas avaliações e orientações de uso da língua. Mais especificamente, nosso objetivo está em identificar as ideologias linguísticas que constituem, estruturam e orientam a prática de legendagem independente em equipe. Este estudo contribui com uma abordagem etnográfica digital, interessada em práticas online e/ou em como práticas online afetam práticas off-line; com o campo das ideologias linguísticas, interessada em como discursos hegemônicos sobre língua, principalmente aqueles advindos de um projeto moderno, se sustentam no Brasil; e finalmente com o campo de estudos em tradução, interessado em como as ideologias linguísticas funcionam especificamente na tradução. Toma-se como categorias teórico-analíticas as ideologias linguísticas, aqui entendidas como as crenças e as noções que grupos de pessoas compartilham sobre o que é língua; e as metapragmáticas da língua em uso, que fornecem a possibilidade de analisar as ideologias linguísticas manifestadas em comentários que racionalizam sobre o uso da língua e/ou que fazem funcionar enunciados em seus contextos. Nossos dados e análises apontam um paradoxo onde ideologias linguísticas hegemônicas e não hegemônicas convivem ao mesmo tempo. Noções hegemônicas de língua que sugerem o uso de variedade padrão de prestígio da língua e a obediência às regras gramaticais são sustentadas ao mesmo tempo em que a multimodalidade constituinte de produções audiovisuais como imagens, sons e textos, desestabilizam e desafiam a linearidade do texto padrão e a estabilidade das regras gramaticais.
Madya, Sidiq Hari. "Mobile sociality : backpacker interaction in a digital world." Thesis, Stockholms universitet, Sociologiska institutionen, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-144888.
Full textHenne, Susanne. "Gröna sköna appar : - lek- och lärappar som didaktisk resurs i lärande för hållbar utveckling." Thesis, Stockholms universitet, Barn- och ungdomsvetenskapliga institutionen, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-145135.
Full textHaarstad, Öberg Anne. "Skrift, bild och ljud : en studie av elevers digitala texter producerade i appen Book Creator." Thesis, Högskolan Kristianstad, Sektionen för lärande och miljö, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-13291.
Full textVeseli, Adelina, and Rojas Viviana Cea. "Är ett digitalt vaccinationspass en del av det “nya” normala? : Hur ställer sig medborgare till införandet av ett digitalt vaccinationspass för covid-19?" Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-44392.
Full textThe current pandemic has limited humanity and the digital vaccination passport for covid-19 promises the return to a normal life. The study aims to investigate what room for maneuver a vaccination passport gives citizens based on their expectations and the requirements of the vaccination passport. The properties and conditions of the digital vaccination passport as a digital artifact are examined in relation to the affordance model. The research strategy for the study has been a case study of a qualitative nature where the data collection consists of semi-structured interviews with citizens in Sweden and a literature review that constitutes the current debate in related research. The study shows how citizens perceive the introduction of a digital vaccination passport for covid-19 and wants to show recommendations in the work of making the digital vaccination passport available to citizens. The study is based on the fact that the digital vaccination passport will be made available somewhere in the future and we therefore want to point out that the result can not be determined but will change depending on the conditions and time frame for the examination. The study identifies the shortcomings with the dissemination of information as well as the authorities' global responsibility in introducing a digital vaccination passport against covid-19. To deal with this, we recommend that a strategy should be developed and also a clarification of the information regarding the vaccination passport against covid-19. Based on the study, it is interpreted that the digital vaccination passport is designed for the rich and that covid-19 has accelerated digitization of society. We believe that everyone should have access to vaccines and access to digital technology before the digital vaccination passport against covid-19 is introduced.
Cunha, Rodrigo. "Design de Informação em produtos jornalísticos para tablets: uma comparação Brasil-Espanha." Faculdade de Comunicação, 2015. http://repositorio.ufba.br/ri/handle/ri/23546.
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Capes
ao design de informação, em uma situação de surgimento e difusão de plataformas para produção de conteúdos. Buscamos compreender de que forma os profissionais dessa subárea do design têm resolvido os desafios de criar sinalizações e pistas de navegação em interfaces que apresentam elementos novos, decorrentes das funcionalidades incorporadas aos tablets. A partir de uma análise de caráter exploratório, buscamos entender as peculiaridades, os pontos recorrentes e as rupturas trazidas na forma de sintagmas e sintaxes de interação, constituintes de uma nova gramática visual. Em segundo lugar, o trabalho aborda o fenômeno das funcionalidades geradoras de affordances para compreender de que maneira inovações são por elas induzidas nessa gramática dos aplicativos jornalísticos. A partir disso, entende-se que a trocas entre o designer e o leitor por via das interfaces digitais são estabelecidas, com maior ou menor sucesso, na forma de contratos de interação. Para testar a eficácia de tais contratos, a tese recorre a um teste de usabilidade de produtos exclusivos para tablet, entre universitários, de distintas formações, na Espanha e no Brasil. Conclui-se que o design de informação oferece uma gramática visual própria, com seus respectivos elementos sintáticos, mas que é ocasionalmente passível de falhas eventuais no estabelecimento de contratos de interação. A falha de compreensão da proposta do designer por parte do leitor não é vista aqui como um grave erro, conforme apontam alguns teóricos da usabilidade, mas integra o processo de experimentação e de reconhecimento de um tipo de interface que ainda precisa ser melhor estabelecida e testada. Por fim, o teste de usabilidade indica que publicações com menos sintagmas e sintaxes de interação foram as mais bem avaliadas pelos usuários após sua experiência, o que reforça a máxima de que “menos é mais”.
Rintala, Maja. "Democratic participation on digital conditions : communication challenges and opportunities for collective action organizations." Thesis, Umeå universitet, Institutionen för kultur- och medievetenskaper, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185462.
Full textAddo, Giuseppina. "Worshipping on Zoom: A Digital Ethnographic Study of African Pentecostals Churches and their Liturgical Practices during Covid-19." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23360.
Full textGrozman, Elizaveta. "Churchdemic : A digital ethnographic study of religious online practices in Hillsong church Sweden during Covid-19." Thesis, Malmö universitet, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-44686.
Full textPetersen, Petra. "Appar och agency : Barns interaktion med pekplattor i förskolan." Licentiate thesis, Uppsala universitet, Institutionen för pedagogik, didaktik och utbildningsstudier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-265324.
Full textCöllen, Sebastian. "Den auratiska artefakten : Begränsningar och möjligheter i den digitala reproduktionen av kulturarv." Thesis, Uppsala universitet, Institutionen för ABM, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-413839.
Full textÖrnberg, Berglund Therese. "Making sense digitally : Conversational coherence in online and mixed-mode contexts." Doctoral thesis, Umeå universitet, Institutionen för språkstudier, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-26060.
Full textAndersson, Johannes, and Matilda Pettersson. "IT IS MORE THAN WHAT MEETS THE EYE : Exploring Immersion & Co-Experience in Holographic Art." Thesis, Umeå universitet, Institutionen för informatik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185233.
Full textvon, Rosen Sally. "People dancing without bodies: A qualitative study of virtual raving in a pandemic." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22843.
Full textRynningsjö, Simon, and Tim Wahlström. "Visuellt berättande i spelmiljöer." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2387.
Full textDetta är en reflektionsdel till en digital medieproduktion.
Kiong, Sy-gia, and 王思佳. "Affordances of Product: Using Digital Cameras as Example." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/2j5asr.
Full text國立雲林科技大學
工業設計系碩士班
96
To study the Affordances situation which presented by product and how to apply Affordance concept to product design are the research’s purposes. In order to apply Affordance concept to the complexity interface of man-made products, this study decided the digital cameras which included variety of hardware and software interface features, as the experimental product. The research could be divided into (a) the status of analysis and (b) the usage of the experiment two stages. (a) Status analysis: According to Gaver (1991) the relation of Affordance and perceived information theory combine with the summarized of the Affordance and their perceived information relationship on the basis of this study to analysis of existing products. The main purpose of this stage is to understanding the Affordances situation which presented by product. Based on this analysis result, have to select four digital cameras which show a representative Affordance situation for the use of the second phase of the experiment. (b) The usage of the experiment: to invite 30 young subjects who do not have any experience with the 4 digital cameras and requested the subjects were instinctively react to actual operation of the four digital cameras. After each usage test of digital camera, the subjects were required to fill out the user satisfaction questionnaire base on their intuitive operation point of view. The main purpose of this stage in order to verify the use of experimental data derived from the first stage and the status of whether the results of a correspondence between. The results of this study show that, the Gaver (1991) theoretical framework, not only can effectively define the property of components Affordance situation of products, but also can help designers to understand the reasons for the product operational issues. Finally, the results of this study included: (a) Understand the reasons of Perceptible Affordance, False Affordance Hidden Affordance formated, (b) the advantages and disadvantages when applied to product design, and (c) contribute to the application of intuitive operation ways. Key words: Affordance, Product Design, Digital Camera.
Toms, Elaine G. "Browsing digital information examining the "affordances" in the interaction of user and text /." 1997. http://books.google.com/books?id=l8LaAAAAMAAJ.
Full text"Mediated Transnational Communication: Digital Technology Use and Transnational Communication Practices of Resettled Refugees." Doctoral diss., 2019. http://hdl.handle.net/2286/R.I.54804.
Full textDissertation/Thesis
Doctoral Dissertation Communication Studies 2019
Terrenghi, Lucia [Verfasser]. "Designing hybrid interactions through an understanding of the affordances of physical and digital technologies / von Lucia Terrenghi." 2007. http://d-nb.info/987854887/34.
Full text(8801109), Jessica Eise. "The Objective/Subjective Nature of Affordance Use in Digital Environments: Building a Tailored Climate Change Adaptation Website for the Colombian Coffee Sector." Thesis, 2020.
Find full textThis dissertation extends our knowledge of digital affordances in communicating complex scientific information by building and testing a climate change adaptation website for the Colombian coffee sector, www.climaycafe.com. This project offers both a practical component (scholarship of engagement) and theoretical component (extension of our understanding of the objective/subjective nature of affordances). Practically, it seeks to create a collaborative and tailored science communication solution for improved information access to support climate change adaptation. Theoretically, it extends our understanding of affordances in a digital environment through a qualitative assessment, specifically how occupational identity influences the subjective nature of affordances. Data is gathered through an iterative qualitative assessment of users’ interpretation of the perceived affordances on the website. The results demonstrate that occupational identity has an influence on perceived digital affordances, particularly influenced by (1) Perceived Social Status of Occupation, (2) Perception of Value Based on Occupational Demands, (3) Occupational Influence on Perceived Reliability and (4) Usability Preferences Based on Occupation. We additionally found that as creators we can set general goals for digital tools and achieve general success in obtaining them, but ultimately the users will dictate their needs within this broader framework. Lastly, there is a self-identified need for more practical knowledge and information access for coffee farmers in these regions of Colombia around climate change adaptation.
Pihlstrøm, Siri Anne. "Matters of materiality : researchers' use of print and digital formats for academic reading." Thesis, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-24169.
Full textSagnières, Louis. "La démocratie à l’heure de l’internet : autonomie politique, vie privée et espace public dans un environnement numérique." Thèse, 2015. http://hdl.handle.net/1866/13730.
Full textMy goal in this thesis is twofold. First I want to understand the impact the Internet can have on democracy, that is to say, I want to understand what this technology changes to democracy. In order to do this, it is necessary to possess a clear and precise conceptual framework of the meaning of democracy and to ground my analysis in empirical literature. Second, I want to give a normative account of what needs to be done to ensure that the impact of the Internet on democracy will stay positive. To accomplish these goals, one first needs to have a clear conception of democracy. That is why I will offer, in the first part of my thesis, an understanding of democracy as political autonomy. I will offer an analysis of this last concept in my first chapter. I will then analyze two of its central elements, namely privacy and public space. In the second part of my thesis, I will offer an analysis that is both precise and empirically grounded of the impact of the internet on these two elements, in order to present an argument that will not simply be a priori and speculative. It is important to notice that the conclusions that I reach are only of value if the Internet doesn't evolve. It is therefore quite possible that the internet ceases to allow for greater political autonomy as I explain in my second part. It is thus important to carry out the normative part of my project to identify to what extent it might be necessary to do something to ensure the positive impact of the Internet on political autonomy. So, in the last part of my thesis, I show that it is necessary to protect the non-discriminatory Internet architecture, but that it is not necessary to protect its generative ecosystem. I will conclude by showing the importance of providing all the elements of a digital literacy, if we want that all benefit from the opportunities offered by the Internet.