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  • 151.
    Ulenius, Magnus
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Navigating using 360° Panoramic Video: Design Challenges and Implications2017Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE creditsStudent thesis
    Abstract [en]

    In recent years, technological developments have led to the emergence of 360°. Google Street Map has provided panoramic imagery for a number of years, where users can immerse themselves and pan around in scenarios and follow streets of their liking, familiarizing and navigating themselves with the location. However, this service supports neither video nor moving imagery. This paper explores the use of 360° panoramic videos as a navigation aid on two different platforms as well as consider more subjective perspectives from potential users. The study is conducted through a set of interviews and a focus group where the findings reveal a number of design challenges concerning the development of a navigational system based on 360° panoramic videos. Based on these findings, design challenges are presented and later summarized as three design recommendations; 1) Design for navigation in a panoramic scenery, 2) Support overview and traditional navigation, 3) Support custom tailored features and content. The studies also suggest that the use of a head-mounted display (HMD) increase the feeling of presence which is beneficial for navigational purposes however, the users in this study preferred the mobile device based on practicality. 

  • 152.
    Utas, André
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Onlinebetalningar & E-handel: Betalningslösningar åt företag i en ny tid2016Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [sv]

    Den här rapporten går igenom mitt tillvägagångssätt för arbete och utveckling av ett gränssnitt till företaget Comintellis online-betalningssystem. Projektet består av en hi-fi prototyp av Comintellis nya webbplats där online betalnings-systemet har blivit integrerat i designen. Användarens väg analyseras under hela processen, från det att val av produkt har bestämts tills dess att köp genomförts. Leveransen kommer ske via en fullt fungerande prototyp som skapats i prototypverktyget Axure. I samband med detta har intervjuer och en Heuristisk analys genomförts- detta för att titta på hur behoven kan tänkas se ut för Comintellis framtida kunder. I samband med att online-betalning analyseras kommer även rapporten ta upp hur E-handeln ser ut idag, samt hur den kan tänkas se ut i framtiden. Rapporten kommer fokusera mycket på detta eftersom E-handel som betalningsform har ökat lavinartat under de senaste åren. Slutmålet med projektet har varit att skapa en sömlös upplevelse, där design och gränssnitt fungerar så effektivt som möjligt; så att interaktionen mellan dator och människa fungerar utan motstånd.

  • 153.
    Van den Poel, Malin
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Gränssnittets makt: En studie av användares upplevelse av rapporteringsfunktionen på sociala medier2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Technology is increasingly becoming a natural part of our everyday lives, and in addition to this the research field of interaction design becomes increasingly more important. Design, usability and user experience shape how we now communicate with each other, which today mainly happen through social media. This puts social media platforms in a powerful position. Previous studies show how social media can be a user-controlled space for identity development, but also a place for suppression techniques and harassment, filtered through a user interface. In this essay, qualitative research methods are used to examine how power can be expressed in the process of reporting inappropriate content on social media, what the user experience can look like and what themes are present in the course of events. A thematic analysis with material from observations as well as in-depth interviews resulted in six different themes: feedback, recognition, reporting categorization, the user ́s will to be understood, the responsibility question and when something cannot be reported. These themes were then compared to theories about power and empowerment, user experience and the technology as a subject. This resulted in the notion that the power of a user interface can be expressed in many different ways, and that it is important to take the user experience into account during the design process.

  • 154.
    Väljataga, Terje
    et al.
    School of Educational Sciences, Tallinn University.
    Tammets, Priit
    School of Educational Sciences, Tallinn University.
    Tammets, Kairit
    School of Educational Sciences, Tallinn University.
    Savitski, Pjotr
    School of Educational Sciences, Tallinn University.
    Jää-Aro, Kai-Mikael
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Dias, Ryan
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Designing learning experiences in zoos: a location-based game development toolkit2017In: 2017 IEEE 17th International Conference on Advanced Learning Technologies (ICALT) / [ed] Huang R.,Vasiu R.,Kinshuk,Sampson D.G.,Chen N.-S.,Chang M., Institute of Electrical and Electronics Engineers (IEEE), 2017, p. 84-86, article id 8001725Conference paper (Refereed)
    Abstract [en]

    It is becoming the norm that learners with their per- sonal devices take an active role through accessing, inter- preting and processing informational artifacts on the go, trans- forming them into various representational states, or creating entirely new ones. Such a development holds the potential to take learning experiences from the classroom into the real world, but also supports the educational vision of adventure learning and learning through design and creation. This challenges current learning and teaching practices, requiring new pedagogical models and different perspectives on design- ing learning experiences and appropriate technological tools. This paper discusses the theoretical assumptions and design aspects of developing a toolkit that supports adventure learn- ing. The SmartZoos project aims to design and develop a tool- set which allows teachers, but also students, to take an active role in designing location-based games, adventure trails and other challenges (quizzes, assignments, etc.) with personal mobile devices.

  • 155.
    Wintzell, Fredrik
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    Funktionsaktivsm: Onlineaktivism och samhällsengagemang på Twitter2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    Activism and Civic engagement on social media have been taking place since they became a part of communication takes place in people’s everyday lives (Mihailidis 2015). This thesis aims to study the new opportunities for civic engagement and activism that have arisen through the growth of digital media. This work aims to study this by specifically studying how activism surrounding disability and disabled people (disability activism) takes place on the social media platform Twitter. Since the needs of disabled people are often not a priority in the development of technology (World Health Organization 2011, s.184). In this study a mediated community of disability activists and their activity on Twitter are studied using nethnography. The observations of which are analyzed through theoretical foundations in infrastructuring (Mosconi et al. 2017), design in relation to civic engagement (Korn & Voida 2015), and the role of mediated communities in activism (Fromm 2015). The primary result of the nethnography is the observation of how the disability activists appropriated Twitter as an infrastructure for their activism, as well as three analytical categories of the activity that was observed during the field work. Based on this categorization and analysis of the activists’ user behavior the main contribution of this thesis is formulated: A description of how disability activists engage in infrastructuring of Twitter to create a platform where their mediated community can engage in online activism and civic engagement.

  • 156.
    Wåger, Carl
    Södertörn University, School of Natural Sciences, Technology and Environmental Studies, Media Technology.
    ADHD och Instagram: En intervjustudie om unga människor med ADHD:s strategier för att hantera de negativa aspekterna av Instagram2018Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
    Abstract [en]

    This study aims to investigate how people with ADHD are affected by the social media application Instagram. The experiences examined are how three Instagram users with ADHD are affected by Instagram. If they find that there are some underlying needs and motives for why they use Instagram and in which case they are. Their diagnosis also gives rise to depressive tendencies and it is therefore investigated how they handle this when using Instagram. In addition, their strategies for using Instagram are investigated. How they help them to reduce the negative impact of Instagram. The study further develops this to examine how users want to prevent problems that exist with Instagram for people with a diagnosis. The study's theoretical starting point is previous research from state agencies such as Statistics Sweden and Stockholm County Council. In addition, scientifically reviewed articles are used. The choice of study methods is qualitative interviews with a strategic selection of persons diagnosed with ADHD and a literature study. The study's three participants all have Instagram accounts where they express their ADHD diagnosis. What emerges is the participants' own opinions analyzed with the data collected. This results in an interpretive result that can open up for a discussion on the subject and describe them with ADHD's own views on the subject.

1234 151 - 156 of 156
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  • de-DE
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  • nn-NO
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