Essays about: "Thesis about internet"

Showing result 11 - 15 of 508 essays containing the words Thesis about internet.

  1. 11. A Holistic Framework for Analyzing the Reliability of IoT Devices

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

    Author : Leonardo Manca; [2023]
    Keywords : Canvas Learning Management System; Docker containers; Performance tuning Performance tuning; Internet of Things IoT ; Reliability; Failure rate; Availability; Comprehensive framework; IoT architecture; Failure modes; Reliability Block Diagram RBD ; Prestandajustering; Sakernas internet IoT ; Tillförlitlighet; Felfrekvens; Tillgänglighet; Heltäckande ramverk; IoT-arkitektur; Felfunktioner; Till-förlitlighetsblockdiagram RBD Canvas Lärplattform; Dockerbehållare; Prestandajustering;

    Abstract : In the rapidly evolving landscape of the Internet of Things (IoT), ensuring consistency and reliability becomes a top priority for a seamless user experience. In many instances, reliability is assessed through Quality of Service (QoS) metrics, sidelining traditional reliability metrics that thrive on time-dependent failure rates. READ MORE

  2. 12. 'This Game Changed my Life' : Online Stories of ‘Emersion’ about Playing Video Games during Difficult Times in Life

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

    Author : Sergio J. Abuin; [2023]
    Keywords : video games; videogames; personal crises; difficult times; immersion; netnography; stories; posts; online; offline; uses and gratifications; Reddit; Persona 5; videojocs; video jocs; temps dificils; immersió; historia; videojuegos; video juegos; crisis; tiempos difíciles; inmersión; netnografia; historias;

    Abstract : This thesis aims to explore the video game medium in depth, to relate it to the stories foundon Internet communities about users’ gameplay experiences during burdensome moments inlife. To achieve that, the phenomena is explored through the lenses of Uses & Gratificationstheory by means of a netnography on the ‘/Persona 5’ official subReddit; interpreting, codingand analyzing all narratives that fit the criteria with the help of a proposed ‘USE’ system. READ MORE

  3. 13. SOGIE minority organisations in Africa and their relation to European donors

    University essay from Linnéuniversitetet/Institutionen för samhällsstudier (SS)

    Author : Evelina Magnusson; [2023]
    Keywords : LGBTQI ; LGBT; SOGIE; Africa; Donors;

    Abstract : The situation for sexual orientation, gender identity or expression (SOGIE) minority persons is difficult in many places and in much of Africa their lives are illegal in some form. This thesis focuses on how local organisations and European actors address this problem and what local actors believe could be done better to improve the situation for SOGIE minorities. READ MORE

  4. 14. Enhancing Care for Occupational Burnout : Leveraging Digital Humans by Exploring Trust-Building Communication

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

    Author : Tania Amel Sayyah; [2023]
    Keywords : digital humans; stigma; linguistic trust-building; burnout; digital humans; stigma; språkligt förtroendebyggande; utmattningssyndrom;

    Abstract : Current research and the scarcity of mental health resources indicate that patients increasingly rely on internet-based health information. Occupational burnout and the associated stigma with the diagnosis often prevent people from seeking help for mental health issues. READ MORE

  5. 15. 'It was never about the games' : A Critical Discourse Analysis of the Construction of "Video Game Addiction" in Swedish News 1991-2017

    University essay from Uppsala universitet/Institutionen för speldesign

    Author : Ulf Benjaminsson; Danielle Unéus; [2023]
    Keywords : discourse analysis; video game addiction; moral panic; moral entrepreneurs; Owe Sandberg; Patrik Wincent; youth culture; juvenism; forced treatment; Sweden;

    Abstract : This theoretical thesis employs critical discourse analysis to scrutinise the construction of video game addiction in Swedish press from 1991 to 2017, and examines its potential contribution to a moral panic. Our research is based on the assumption that media discourse influences societal norms, which in turn, can profoundly affect individuals and groups. READ MORE