Essays about: "COMPUTER AS MEDIA"

Showing result 1 - 5 of 158 essays containing the words COMPUTER AS MEDIA.

  1. 1. Navigating through Frustrations : A User-Centered Approach to Enhancing Airborne Early Warning and Control System Operator Experience

    University essay from Uppsala universitet/Institutionen för informatik och media

    Author : Josef Jönsson; [2023]
    Keywords : Human-computer interaction; Military; User interface design; Usability; User-centered Design; Airborne Early Warning and Control System; User experience; Research-through-design; Defense industry; High-stakes environments;

    Abstract : This master thesis focuses on enhancing the user interface experience for Airborne Early Warning and Control (AEW&C) system operators in a military context. Collaborating with Saab, a defense sector company, the study employs the research through design and a user-centered design approach to investigate user needs and how they interact with the interface. READ MORE

  2. 2. Spatiotemporal Selves on a Location-Based Social Network : A Postphenomenological Autoethnography of Snap Map

    University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Author : Adam Särnell; [2023]
    Keywords : postphenomenology; autoethnography; spatiotemporality; performativity; location-based social networks; postfenomenologi; autoetnografi; spatiotemporalitet; performativitet; platsbaserade sociala nätverk;

    Abstract : The location-based social network (LBSN) Snapchat allows millions of users to share their locations to others through Snap Map: a digital map that updates their position each time they open the app. While social science studies have explored sentiments, behaviors and norms among Snap Map users, there is limited research on this type of location-based social network in the field of human-computer interaction (HCI), indicating a need for expanding the understanding of the roles that this technology and its design play in shaping the experiences and interactions among users. READ MORE

  3. 3. "But Maybe They Should Feel Lost": Magical Literariness in the Computer Game Kentucky Route Zero

    University essay from Linnéuniversitetet/Institutionen för språk (SPR)

    Author : Anna Ishchenko; [2023]
    Keywords : intermediality; video games; magical realism; literariness;

    Abstract : This thesis investigates the poetical interplays of the contemporary magical realist computer game Kentucky Route Zero. Through the notion of literariness coined by the Russian formalists, the work centers on the ways the game operates with the established conventions of magical realism. READ MORE

  4. 4. Image Colorization Based on Deep Learning

    University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Author : Tao Deng; [2023]
    Keywords : Image colorization; Deep Learning; Convolutional Neural Network; Generative Adversarial Network; Färgläggning av bilder; djupinlärning; Konvolutionella Neurala Nätverk; Generativa Adversariella Nätverk;

    Abstract : With the development of artificial intelligence, there is a clear trend to combine computer technology with traditional industries. In recent years, with the development of digital media technology, many methods for coloring gray-scale images have been proposed. READ MORE

  5. 5. The Class of Us: A Study Across Several Schools in Sweden Comparing the EFL Comprehension of Playing the Video Game The Last of Us Versus Viewing the Television Adaptation

    University essay from Lunds universitet/Engelska

    Author : Robert Bång; Simon Torffvit; Anton Grandi; [2023]
    Keywords : Comparative; Comparative Study; Quantitative; English; EFL; English as a Foreign Language; SLA; Second Language Acquisition; Comprehension; Test; Video Games; Video Game; CALL; Computer assisted language learning; The Last of Us; TLoU; The Last of Us: Remastered; Naughty Dog; PlayStation; HBO; Home Box Office; Game; Games; Computer Games; Skolverket; Upper Secondary School; Gymnasiet; Gymnasieskolan; Sweden; Control Group; Immersion; Multimodality; Interactivity; Interactive; Television; Television series; Media; Audiovisual media; Audiovisual; Large-scale; Gender; Program; Video Game Literacy; Game Literacy; Narrative; Educational; Serious Games; Mature; Problem of Content; Attitudinal; Survey; Likert-scale; Likert; Interventionist; Narratology; Languages and Literatures;

    Abstract : Contemporary English as a foreign language (EFL) classrooms in upper secondary schools in Sweden make frequent use of receptive media such as movies and television to facilitate language learning. The more interactive medium of video games is seldom used for the same purpose, despite previous research indicating that the added layer of interactivity can bring benefits such as improvements to vocabulary, written production and reading comprehension. READ MORE