Advanced search
Showing result 1 - 5 of 113 essays matching the above criteria.
-
1. Analyzing the Impact of Tempo-changing Music for user Performance and Risk-taking Behavior in Video Games
University essay from Blekinge Tekniska Högskola/Institutionen för datavetenskapAbstract : Background. In real life humans have been proven to be affected in different ways by music. In sports, music can be shown to be useful for better performance. Taking this into thought while playing video games could help players perform better as well as in real life. READ MORE
-
2. COVID-19: Healthcare Utilization Changes and Social Factors : A study on individuals aged over 50 in Europe
University essay from Umeå universitet/NationalekonomiAbstract : The thesis studies a sample of individuals over the age of 50 in Europe with the purpose of identifying any differences in healthcare utilization due to the COVID-19 pandemic. The main focus of the study is the impact that social factors have had on one’s behaviour and risk preferences, even if they themselves did not fall ill. READ MORE
-
3. Comfortably numb : Exploring the impact of moral disengagement on luxury emissions
University essay from Lunds universitet/LUCSUSAbstract : Those least responsible for climate change are most vulnerable to its impacts, raising the question of climate justice and moral responsibility for emissions. This thesis combines Shue’s concept of subsistence- and luxury emissions, with Bandura’s theory of moral disengagement. READ MORE
-
4. The Causes of Digital Divide in Nigeria: The Context of the Nigerian Law Reform Commission
University essay from Lunds universitet/Institutionen för informatikAbstract : Digital divide is the gap between individuals who have access to and can use the internet and ICT devices and those who do not. In this thesis, factors such as income, education, positional categories, electrical power supply, digital literacy etc. are identified as contributors to the cause of digital divide in Nigeria. READ MORE
-
5. Beyond the Canvas: A Mixed Methods Study of Awe-Experiences in Virtual Reality Featuring Abstract and Figurative Art
University essay from Lunds universitet/Institutionen för psykologiAbstract : Purpose: This thesis delves into the dynamic relation between awe and art, specifically focusing on abstract versus representational art within immersive Virtual Reality (VR) environments. Prompted by the expansion of awe research since Keltner and Haidt’s seminal work (2003) and the research gap on art and VR, this study explores whether the level of abstraction in art influences the intensity of the awe experience. READ MORE