425 research outputs found

    Vi har givet op

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    Vi stemmer af pligt og ikke af noget som helst social indignation. Vi tror alligevel ikke på politikerne, skriver Tem Frank Anderse

    Augmented Reality & Internet of Things in the Public School System: How Augmented Reality & Internet of Things Can Facilitate Movement in Education.

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    This Master Thesis in Interactive Digital Media, at Aalborg University, is focusingon a case from Jerslev Multipark and the project “Den Udendørs Læringsplatform”(“The Outdoor Learning platform”) at Toftegårdsskolen in Jerslev.On August 1st, 2014, the Danish Ministry of Education implemented areform of the Danish public school system. In the reform, a new law was passed,which require students in the public school system to be physically active for 45minutes per day. The physical activation can be everything between brain breaks,walking and running. This law is redefining how public schools are meant to teachstudents, because of the demands of compulsory educationally context in thisphysical activation.This thesis seeks to explore how the running track located at “The OutdoorLearning Platform”, can be digitally augmented to help educators at Toftegårdsskolenimplement the 45 minutes of physical activity into their curriculum through the100-meter running track. This led to the following research question:“How can augmented reality and internet of things help facilitate physicalactivity in a learning context on the running track “The OutdoorLearning Platform”?”In order to gain an understanding of this, we took a strategic design thinkingapproach. This approach seeks to explore the correlation between student needs,teacher needs, and technological feasibility.To gain an understanding of the correlation between these three domains,our empirical research will seek to gain an understanding of these needs, throughinterviews, workshops, state-of-the-art and heuristic evaluation. Furthermore,these needs and technological feasibility will be validated by experts - MariaJespersgaard, Teacher and IT-Counselor in regards to the teacher and studentneeds and tech entrepreneur Uffe Koch in regards to feasibility.The thesis presents a concept which is technological and meets therequirements of the teachers and students from Toftegårdsskolen.This Master Thesis in Interactive Digital Media, at Aalborg University, is focusingon a case from Jerslev Multipark and the project “Den Udendørs Læringsplatform”(“The Outdoor Learning platform”) at Toftegårdsskolen in Jerslev.On August 1st, 2014, the Danish Ministry of Education implemented areform of the Danish public school system. In the reform, a new law was passed,which require students in the public school system to be physically active for 45minutes per day. The physical activation can be everything between brain breaks,walking and running. This law is redefining how public schools are meant to teachstudents, because of the demands of compulsory educationally context in thisphysical activation.This thesis seeks to explore how the running track located at “The OutdoorLearning Platform”, can be digitally augmented to help educators at Toftegårdsskolenimplement the 45 minutes of physical activity into their curriculum through the100-meter running track. This led to the following research question:“How can augmented reality and internet of things help facilitate physicalactivity in a learning context on the running track “The OutdoorLearning Platform”?”In order to gain an understanding of this, we took a strategic design thinkingapproach. This approach seeks to explore the correlation between student needs,teacher needs, and technological feasibility.To gain an understanding of the correlation between these three domains,our empirical research will seek to gain an understanding of these needs, throughinterviews, workshops, state-of-the-art and heuristic evaluation. Furthermore,these needs and technological feasibility will be validated by experts - MariaJespersgaard, Teacher and IT-Counselor in regards to the teacher and studentneeds and tech entrepreneur Uffe Koch in regards to feasibility.The thesis presents a concept which is technological and meets therequirements of the teachers and students from Toftegårdsskolen

    Making media technology our own by learning to fear them:Blind spots in the theory of domestication?

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    In the mid 2000’s the term ”Fear of Missing Out” emerged in the wake of the first user generation of Web 2.0. FOMO has been debated and researched from different perspectives. One of the first studies was made within market or business psychology (Andersen, 2013; Grohol, 2018). The claim of the study was that heavy interaction with sociale media or web 2.0 created an unfortunate socio-psychological tension in users, which literaly translated into an addicted-like behavior: The inability of users to let go of their favorite social media, the attempt to respond to all invitations and notifications resulting in an overwhelming overbooked daily calendar, and some physiological symptoms as well (Bruglass et al, 2017; Hunt et al, 2018). Other studies have indicated that FoMO most relevantly can be considered as part of an emerging normal mode of user interaction within a still converging and diverging social media environment (Andersen, 2013)

    E-SPORT AS PHENOMENON: Master's thesis in Interactive Digital Media

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    This master’s thesis sets its focus on the growing phenomenon of e-sports. The motivation behind this focus is twofold. First, there is the student’s own experiences in competitive e-sports and as such a personal interest in investigating the practice. Then, there is the observation that trying to grasp and understand e-sports is mostly done from the perspective of the market, business, technology, viewership and so on, instead of from a cultural perspective focusing on the practitioners of e-sports. Therefore, there is also a scientific curiosity behind this thesis and the finding, that even though e-sports is a researched topic, the author believes it lacks an understanding of one segment of its core users: the professional e-sport practitioners. Establishing the pre-understanding of the problem area as well as conducting background research, the thesis then moves on to the research question, which is: “What does the professional e-sports practitioners think of their own practice, and specifically in reflection to sports?”. This is designed with the underlying thoughts of McGonigal’s statement regarding e-sports as being able to “improve quality of life” as well as how the digital interactivity is affected by the high level of competition, but lacking level of control in the scene. To narrow the scope of the study the game genre of Digital Collectible Card Games is chosen, as well as the specific game of Hearthstone within this genre. From here, a literature review is conducted regarding how to define e-sports in the thesis, as well as how to understand how others think about their own practice. The study takes the scientific theory perspective of the phenomenological approach trying to go about the study in an inductive and empirical way. In more precise terms, the approach leans more towards Heidgger than Husserl, and takes a more hermeneutical phenomenological style with allowing the context of the author to be a part of the understanding and interpretation of the study. The research design is a qualitative strategy and the chosen methods are autoethnography, game analysis and focus group interview. The autoethnography is carried out on the authors own experiences in e-sports using three “epiphanies” and hereafter reflection-on-action. The game analysis is a “game community” analysis focusing on the audience, game community and cheats of the game Hearthstone. The focus group interview is conducted virtually with four professional Danish e-sports practitioners in Hearthstone. Afterwards, the interview is transcribed and condensed into units of meanings. Looking closer at the condensed meanings and dividing them into themes and then creating statements from them, the findings can be more easily accessed and compared to the results of the autoethnography and game analysis. The results from the autoethnography are recognizable in the statements, as well as the results from the game analysis. The study is then discussed with a state-of-the-art review and reflections on further work. The conclusion explains how far in the qualitative process the study got in the end, elaborating on further iterative work possibilities, as well as brings up the research question and the underlying thoughts again. These are concluded upon, leading to an attempt to develop a work-in-progress theory that: “The professional e-sports practitioners in Hearthstone originally thought e-sports as an opportunity to compete with others without the need of social and physical demands that other alternatives implied”. This master’s thesis sets its focus on the growing phenomenon of e-sports. The motivation behind this focus is twofold. First, there is the student’s own experiences in competitive e-sports and as such a personal interest in investigating the practice. Then, there is the observation that trying to grasp and understand e-sports is mostly done from the perspective of the market, business, technology, viewership and so on, instead of from a cultural perspective focusing on the practitioners of e-sports. Therefore, there is also a scientific curiosity behind this thesis and the finding, that even though e-sports is a researched topic, the author believes it lacks an understanding of one segment of its core users: the professional e-sport practitioners. Establishing the pre-understanding of the problem area as well as conducting background research, the thesis then moves on to the research question, which is: “What does the professional e-sports practitioners think of their own practice, and specifically in reflection to sports?”. This is designed with the underlying thoughts of McGonigal’s statement regarding e-sports as being able to “improve quality of life” as well as how the digital interactivity is affected by the high level of competition, but lacking level of control in the scene. To narrow the scope of the study the game genre of Digital Collectible Card Games is chosen, as well as the specific game of Hearthstone within this genre. From here, a literature review is conducted regarding how to define e-sports in the thesis, as well as how to understand how others think about their own practice. The study takes the scientific theory perspective of the phenomenological approach trying to go about the study in an inductive and empirical way. In more precise terms, the approach leans more towards Heidgger than Husserl, and takes a more hermeneutical phenomenological style with allowing the context of the author to be a part of the understanding and interpretation of the study. The research design is a qualitative strategy and the chosen methods are autoethnography, game analysis and focus group interview. The autoethnography is carried out on the authors own experiences in e-sports using three “epiphanies” and hereafter reflection-on-action. The game analysis is a “game community” analysis focusing on the audience, game community and cheats of the game Hearthstone. The focus group interview is conducted virtually with four professional Danish e-sports practitioners in Hearthstone. Afterwards, the interview is transcribed and condensed into units of meanings. Looking closer at the condensed meanings and dividing them into themes and then creating statements from them, the findings can be more easily accessed and compared to the results of the autoethnography and game analysis. The results from the autoethnography are recognizable in the statements, as well as the results from the game analysis. The study is then discussed with a state-of-the-art review and reflections on further work. The conclusion explains how far in the qualitative process the study got in the end, elaborating on further iterative work possibilities, as well as brings up the research question and the underlying thoughts again. These are concluded upon, leading to an attempt to develop a work-in-progress theory that: “The professional e-sports practitioners in Hearthstone originally thought e-sports as an opportunity to compete with others without the need of social and physical demands that other alternatives implied”. <br/

    Integrated Marketing Communications : Engaging consumers in a digital era

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    Internettet og nye digitale medier har ændret den måde kommunikation og interaction foregår i det moderne samfund. Dette speciale omhandler hvordan denne ændring påvirker markedsføring og hvordan markedsføringsbranchen kan omfavne denne udvikling og bruge den til deres fordel. For at løse dette problem etableres et strategisk rammeværk under paradigmet for holistisk markedsføring til brug under udvælgelsen og integration af mediekanaler til markedsføringskampagner. Specialet starter med at filosofere over internettet som en teknologi der konditionerer samfundet omkring sig, og derigennem ændrer forbrugsmønstre, igennem Pierre Lévy’s arbejde omkring cyberkulturer. Dette gøres for at danne et teoretisk fundament for antagelsen om at digitale medier har ændret kommunikation i samfundet, og derigennem har en indflydelse på hvordan markedskommunikation skal gribes an.Specialet konkluderer at markedsføring til den moderne forbruger skal skabe relationer og fordre interaktion mellem virksomhed og målgruppe, og finder at digitale platforme kan skræddersyes til dette formål. Dette findes gennem en analyse af forskellige markedsføringsteoretikeres arbejde b.la. Kotler, Keller og Wind. Endvidere findes det nødvendigt at integrere og målrette markedsføring kommunikationen endnu mere end det holistiske paradigme foreskriver og integrere nødvendigheden af at skabe relationer i processen hvor mediakanaler udvælges. Dette gøres ved at integrere branding teori og brand værdi som kernen af enhver kampagne. For at teste validiteten af de fremsatte tanker foretages et case studie af en af markedlederne indenfor relations og emotionel markedsføring, Coca-Cola. Coca-Cola’s historie og markedsføringsteknikker undersøges, og det fremsatte rammeværk testes ved at blive benyttet som hoved analyseværktøj i en analyse af en af Coca-Cola’s seneste globale kampagner. <br/

    Mediernes lyd. En multimodal analysemetode

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    Der er en voksende mængde af akademiske artikler og bøger om lyd i medier. Særligt filmen er velbeskrevet, men også andre områder er i vækst. Artiklen ser derfor udfordringen i at integrere forståelsen af lyd i den øvrige medieforskning, frem for at fastholde lyden med status af et særligt område. En væsentlig barriere for denne integration er manglen på konkrete redskaber til at analysere lydens rolle og funktion i audiovisuelle medier. Artiklen gør derfor tre ting: 1) Den peger på en række fundamentale træk ved lyd som kræver særlig opmærksomhed, 2) den ser på, hvordan lyden indgår i mere omfattende multimodale sammenhænge og 3) den giver en række anvisninger på, hvordan man med fordel og med præcision til følge kan inddrage det lydlige i analysen af medier

    A gentle nudge or an electronic whip? The balancing act of a user-oriented dashboard for laundry workers

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    The goal of the thesis is to explore the user experience among Vaskeriet Neptuns employees in their exposure to and use of provided laundry dashboards. This is important in order to try and make them more user friendly . This project was based on a pragmatic method of gaining insight, understanding this insight and developing ideas for a solution that is later to be evaluated by the users.To gain insight into the users and their experience with the dashboard, qualitative research methods have been utilized. Firstly, the workplace has been observed by joining the employees in their work.Furthermore, the CEO and two employees were interviewed and joined for a walk-along in the workplace to discuss points of interest from the perspective of the user. Alongside the empirical research,an Academic Map of Knowledge Creation has been made through a literature review where works by other academics have been used as inspirational principles of design. To stand alongside the empirical and academic knowledge, a selection of theories have been used. Theories in question are Persuasive Design theory, Motivational theory and Gamification. Together these areas of insight and knowledge have been investigated with Kolko’s sensemaking process to get a better understanding of how it all pieces together and later combined to make ideas for solutions with Kolko’s insight combination. These ideas were then as a final action evaluated by the same employees that were interviewed, in order to get their perspective on the functionality and level of usefulness.The insight into Neptuns employees showed a potentially stressful environment where competition was its main reason. Also a lack of involvement of the employees in the implementation process revealed that the employees had little knowledge and therefore also interest in the KPI’s showed on the dashboard. Therefore, the solution presented in this thesis ties into stress relief by engaging employees and listening to their interests. It’s important that rather than designing to change behavior specifically, it’s better to design in order to validate reached goals
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