Essays about: "Virtual COMMUNITY"

Showing result 1 - 5 of 100 essays containing the words Virtual COMMUNITY.

  1. 1. Lifelong learning at Scania and KTH : A qualitative study on community of practice as a learning method in contract education

    University essay from KTH/Lärande

    Author : Felix Alin; [2023]
    Keywords : Lifelong learning; sustainability; contract education; community; community of practice; virtual communities; Livslångt lärande; hållbarhet; uppdragsutbildning; gemenskap; praxisgemenskap; virtuella gemenskaper;

    Abstract : This degree project examines the feasibility of implementing a community of practice within the contract education course ”Sustainable Transport Systems” offered at KTH Royal Institute of Sweden in collaboration with Scania. This degree project aims to investigate if it would be possible to increase participation in the course by creating study circles led by circle leaders who have completed the course. READ MORE

  2. 2. People, Workplaces and Technology : A study of the practice of user experience in workplaces among tech companies in San Francisco Bay Area, California, USA.

    University essay from KTH/Fastighetsföretagande och finansiella system

    Author : Rebecca Redtzer; [2023]
    Keywords : User Experience ; UX ; Human Factors ; Workplace Environment ; Workplace Balance ; Physical ; Virtual ; Remote ; Hybrid ; Workplace ; Workplace Management ; Facility Management ; Technology ; Digitalization ; Innovation ; Användarupplevelse ; UX ; mänskliga faktorer ; arbetsmiljö ; fysisk ; virtuell ; distans ; hybrid ; arbetsplats ; workplace management ; facility management ; teknologi ; digitalisering ; innovation ;

    Abstract : This thesis focuses on the user experience in facilities and primary workplaces. In short, the purpose was to investigate what user experience is if applied in workplaces and also how to work with user experience in workplaces. READ MORE

  3. 3. Diablo: Immortal, A Pay-to-Win Study

    University essay from Jönköping University/IHH, Företagsekonomi

    Author : Keming Zhang; Ruiqi Liu; [2023]
    Keywords : Pay-to-Win; Free-to-Play; Mobile Game; Theory of Consumption Value;

    Abstract : Background: P2W games (Pay-to-Win) occupy a significant position in the Chinese gaming market, attracting a large number of players to participate and spend money. However, there is still a knowledge gap in understanding the motivational factors behind the behavior and psychology of Chinese players in terms of their purchase motivation in specific games Diablo: Immortal. READ MORE

  4. 4. Rohingya Photographers: Lens for Social Change : Photovoice and Social Media from the Refugee Camps in Bangladesh

    University essay from Malmö universitet/Institutionen för konst, kultur och kommunikation (K3)

    Author : Gaspar Ruiz-Canela López; [2023]
    Keywords : rohingya; communication; development and social change; photography; social media; refugees;

    Abstract : This degree project explores the role of Rohingya photographers in the refugee camps in Bangladesh and their use of visuals and social media as tools for communication for development and social change. The Rohingya, a predominantly Muslim community, have faced discrimination and persecution for decades in Myanmar, which has resulted in their displacement to Bangladesh. READ MORE

  5. 5. How can Augmented Reality be used to improve higher education courses

    University essay from Stockholms universitet/Institutionen för data- och systemvetenskap

    Author : Andreas Retzius; Alicia Petersson; [2023]
    Keywords : AR; Augmented Reality; Education; Higher Education; Computer Sciences;

    Abstract : Augmented Reality is a technology to visualize a real-time or indirect view of a physical real-world environment that has been enhanced by adding virtual computer-generated information. AR has been popular for mobile phone games and to visualize parts of education. READ MORE