Sökning: "virtuella världar"

Hittade 4 avhandlingar innehållade orden virtuella världar.

  1. 1. Textmedierade virtuella världar : Narration, perception och kognition

    Författare :Ulf Pettersson; Lars Elleström; Paul Tenngart; Linnéuniversitetet; []
    Nyckelord :HUMANIORA; HUMANITIES; intermediality; virtual worlds; possible worlds; fictional worlds; storyworlds; reader response; semiotics; Gestalt psychology; cognitive linguistics; cognitive psychology; cognitive poetics; reading process; mental models; situation models; schemata; scripts; narratology; diegetic levels; focalization; transactional theory; iconicity; immersion; aesthetic illusion; gaps; concretization; mental places; integration network models; blending; conceptual metaphors; Intermedialitet; läsprocess; mentala bilder; mentala modeller; möjliga världar; fiktionsvärldar; virtuella världar; mentala platser; semiotik; kognitionsforskning; kognitiv semantik; kognitiv lingvistik; kognitiv poetik; narratologi; fokalisering; diegetiska nivåer; luckor; schemata; scripts; estetisk illusion; ikonicitet;

    Sammanfattning : This thesis synthezises theories from intermedia studies, semiotics, Gestalt psychology, cognitive linguistics, cognitive psychology, cognitive poetics, reader response criticism, narratology and possible worlds-theories adjusted to literary studies. The aim is to provide a transdisciplinary explanatory model of the transaction between text and reader during the reading process resulting in the reader experiencing a mental, virtual world. LÄS MER

  2. 2. Targeting Children Online : Young internet users and producers in the commercial media environment

    Författare :Carolina Martinez; Medie- och kommunikationsvetenskap; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; internetreklam; internet; reklamspel; barn; reklamproducenter; marknadsförare; mobilspel; virtuella världar; online advertising; internet; mobile games; children; advertising professionals; marketers; virtual worlds; tactics;

    Sammanfattning : Children’s daily internet usage takes place to a large extent in a commercial environment, where advertising and the sale of virtual goods are ever-present parts of the online experience. The overall goal of this thesis is to contribute to a critical understanding of children’s commercial online environment as spaces for children’s everyday life activities and participation, and as spaces for commercial interests that seek to target children and monetize their internet usage. LÄS MER

  3. 3. Online teaching practices : Sociomaterial matters in higher education settings

    Författare :Karin Bolldén; Madeleine Abrandt Dahlgren; Ann-Marie Laginder; Åsa Mäkitalo; Linköpings universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Practice theory; sociomaterial; ICT; distance education; e-learning; online ethnography; internet research; higher education; virtual worlds; LMS; VLE; Praktikteori; sociomaterialitet; IKT; distansutbildning; e-lärande; onlineetnografi; internetforskning; högre utbildning; virtuella världar; LMS; VLE;

    Sammanfattning : The aim of this study was to describe and analyse online teaching practices in the Swedish higher education context. The study had an online ethnographic approach and was based on empirical data on the teaching in two university courses. LÄS MER

  4. 4. Mind Your Own Business : Understanding and characterizing value created by consumers in a digital economy

    Författare :Martin Daniel Mileros; Nicolette Lakemond; Robert Forchheimer; Charlotte Norrman; Joakim Björkdahl; Linköpings universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; e-commerce; digital economy; Web 2.0; consumer-centric; personal data; content creators; user-generated content; business models; value creation; value capture; digital platforms; digital zero-price markets; blockchain technology; human-centered data economy;

    Sammanfattning : In the context of what is commonly referred to as consumer-centric digital economy, personal data has become the new currency which is utilized by consumers to be granted access to seemingly “free apps” within so-called digital zero-price markets. Simultaneously, there are consumers, known as “content creators”, who can generate million-dollar revenues annually. LÄS MER