Search

Your search keyword '"medieteknik"' showing total 275 results

Search Constraints

Start Over You searched for: Descriptor "medieteknik" Remove constraint Descriptor: "medieteknik" Publication Year Range This year Remove constraint Publication Year Range: This year
275 results on '"medieteknik"'

Search Results

1. Embodying Politeness in Persuasive Humanoid Agents for Small Group Scenarios

2. Toward the Internet of Medical Things : Architecture, trends and challenges

3. Connecting sound to data : sonification workshop methods with expert and non-expert participants

4. Toward the Internet of Medical Things : Architecture, trends and challenges

5. Toward the Internet of Medical Things : Architecture, trends and challenges

6. Spelkaraktärers utveckling, i förhållande till Uncanny Valley : En jämförande studie

7. Retrografisk skräck : Analys av nostalgisk representation & framkallandet av skräck inom indiespelgrafik

8. Movement Estimation with SLAM through Multimodal Sensor Fusion

9. Night Vision Goggle Simulation in a Mixed Reality Flight Simulator with Seamless Integrated Real World

10. The State of Live Facial Puppetry in Online Entertainment

11. AI: A helping hand for digital marketing agencies? : AI: En hjälpande hand för digitala marknadsföringsbyråer?

12. Movement Estimation with SLAM through Multimodal Sensor Fusion

13. The State of Live Facial Puppetry in Online Entertainment

14. Night Vision Goggle Simulation in a Mixed Reality Flight Simulator with Seamless Integrated Real World

15. Toward the Internet of Medical Things : Architecture, trends and challenges

16. Förbättrad återspelbarhet genom AI-bildgenerering

17. Using Augmented Reality Technology in Geometry Learning for Elementary School Students

18. Assisted Prompt Engineering : Making Text-to-Image Models Available Through Intuitive Prompt Applications

19. Från stillasittande till aktivitet : En studie om spelifieringens påverkan på aktivitetsnivåer.

20. Användbarheten i ett avvikelsehanteringssystem för små till medelstora företag

21. Den Digitala Transformationens Påverkan på Konsumenters Köpbeteende : En Analytisk Studie av Marknadsföringsstrategier och Konsumentreaktioner

22. Bakom skärmen : En kandidatuppsats om att förstå OnlyFans hajp genom informationsspridning över sociala medier.

23. Från skroll till klick: Nycklarna till effektiva Instagram-annonser för unga vuxna med tekniskt intresse

24. UX Evaluation of a Configurable Machine Vision User Interface

25. Beyond the LED-Volume : An accessibility research into photogrammetry and virtual production's viability in independent filmmaking

26. Enhancing User Satisfaction Through Micro-interactions: A Qualitative Study of Usability on Spotify

28. Unbound Visual Odometry

29. Virtual reality designprinciples: A casestudy on VRChat

30. 2D i VR-miljöer : En undersökning av 2D och dess inlevelse

31. LED-TV inom Filmproduktion

32. Freak : En undersökning om ljudberättande och Point of Audition

33. Articulating Felt Senses for More-Than-Human Design : A Viewpoint for Noticing

34. Games for coding to attract new students to STEM

35. Connecting sound to data : sonification workshop methods with expert and non-expert participants

36. Navigating automated futures : A Framework for Playing and Learning with Imaginaries, Interactions, and Impact

37. Games for coding to attract new students to STEM

38. Analyzing Sentiments in eLearning: A Comparative Study of Bangla and Romanized Bangla Text using Transformers

39. A Two-Stage co-Design Process of Battleship-AST Persuasive Game for Active School Transportation in Northern Sweden

40. Interactive sonification helps make sense of the negative environmental impact of vessel traffic in the Baltic Sea

41. Light and Motion: Effects of Light Conditions and mEDI on Activity and Motion Area under a Sky-Lighting Machine

42. AI Art for Self-Interest or Common Good? Uncovering Value Tensions in Artists’ Imaginaries of AI Technologies

43. Light Rhythms : Exploring the Perceptual and Behavioural Effects of Daylight and Artificial Light Conditions in a Scandinavian Context

44. Games for coding to attract new students to STEM

45. Navigating automated futures : A Framework for Playing and Learning with Imaginaries, Interactions, and Impact

46. Analyzing Sentiments in eLearning: A Comparative Study of Bangla and Romanized Bangla Text using Transformers

47. A Two-Stage co-Design Process of Battleship-AST Persuasive Game for Active School Transportation in Northern Sweden

48. Connecting sound to data : sonification workshop methods with expert and non-expert participants

49. Förbättrad återspelbarhet genom AI-bildgenerering

50. LED-TV inom Filmproduktion

Catalog

Books, media, physical & digital resources