Essays about: "Reading Experience"

Showing result 11 - 15 of 208 essays containing the words Reading Experience.

  1. 11. Birdpoetic Worlds : Sensing the more-than-human worlds through Nina Södergren's bird poems

    University essay from Södertörns högskola/Estetik

    Author : Jessica Sunnebo; [2023]
    Keywords : Nina Södergren; Animism; Ecocriticism; Human-animal studies; Ecopoetics; Zoopoetics; Poetry; Birdpoetry; Birds; More-than-human world; Attentiveness; Nils Aslak Valkeapää; Nina Södergren; Animism; Ekokritik; Litterära djurstudier; Ekopoetik; Zoopoetik; Poesi; Fågelpoesi; Fåglar; Mer-än-mänsklig värld; Uppmärksamhet; Nils Aslak Valkeapää;

    Abstract : This thesis, Birdpoetic Worlds: Sensing the more-than-human worlds through Nina Södergren’s bird poems, analyses a selection of poems by Swedish poet Nina Södergren (1924–2015) from the collection Högt ärade trana: Nya dikter och urval av tidigare poesi* (2012),  through the lens of ecocriticism and animism. The aim is to identify and explore how her bird poetics can function as an invitation to sense a relational experience and interconnectedness with the more-than-human world, especially through attentiveness. READ MORE

  2. 12. Recommending digital books to children : Acomparative study of different state-of-the-art recommendation system techniques

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

    Author : Malvin Lundqvist; [2023]
    Keywords : Recommendation Systems; Collaborative Filtering; Matrix Factorization; Multi-Layer Perceptron; Neural Network-based Collaborative Filtering; Implicit Feedback; Deep Learning; Term Frequency-Inverse Document Frequency; Rekommendationssystem; Kollaborativ filtrering; Matrisfaktorisering; Flerlagersperceptron; Neurala nätverksbaserad kollaborativ filtrering; Implicit data; Djupinlärning; Termfrekvens med omvänd dokumentfrekvens;

    Abstract : Collaborative filtering is a popular technique to use behavior data in the form of user’s interactions with, or ratings of, items in a system to provide personalized recommendations of items to the user. This study compares three different state-of-the-art Recommendation System models that implement this technique, Matrix Factorization, Multi-layer Perceptron and Neural Matrix Factorization, using behavior data from a digital book platform for children. READ MORE

  3. 13. Seeing Yourself Visualized as Data : A Qualitative Study on Users' Interactions and Perceptions of Data Visualizations in Digital Self-Tracking

    University essay from Jönköping University/JTH, Avdelningen för datateknik och informatik

    Author : Liis Lepler; [2023]
    Keywords : Data Visualization; Personal Informatics; Self-Tracking; Personal Visualizations; Personalization; User Data; User Behavior;

    Abstract : Effective data visualization is essential for digital self-tracking to help users gain insights into their behavior and habits. Personalized visualizations engage users, making the self-tracking experience more meaningful. However, potential biases and limitations should be considered to ensure an accurate and objective self-tracking process. READ MORE

  4. 14. The Psycho Mantis Effect : Redefining Immersion in Conjunction with the Fourth Wall

    University essay from Uppsala universitet/Institutionen för speldesign

    Author : Thérèse Lundqvist; Nora Ekeblad; [2023]
    Keywords : Diegesis; fourth wall manipulation; immersion; ludonarratology; Metal Gear Solid; NieR: Automata; the Magic Circle; video game;

    Abstract : This thesis broadens the discussion surrounding the fourth wall and immersion in games; the hypothesis being that there are more ways to manipulate the fourth wall other than breaking it, and that manipulation of the fourth wall does not necessarily break immersion. Four types of fourth wall manipulation have been labeled in this body of work: breaking, expansion, contraction, and grazing. READ MORE

  5. 15. Exploring Resilience Building in Soulsborne Games

    University essay from Uppsala universitet/Institutionen för speldesign

    Author : Chushu Ye; [2023]
    Keywords : Soulsborne games; Psychological benefits; Resilience; Positive behavior change; Game design; Self-efficacy theory; Self-Determination Theory; Close reading; Content analysis.;

    Abstract : This study investigates how players experience psychological benefits, specifically in promoting resilience and positive behavior change, in Soulsborne games. It is important to note that this study does not suggest video games as a substitute for professional therapy or mental health treatment. READ MORE