5 resultados para Card catalogs

em Dalarna University College Electronic Archive


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The report describes the production of graphic correspondence and marketing material for DUCIS(Dalarna University Centre for Irish Studies).A logotype symbol is created on the basis of an element from the Celtic art, and a graphic material thatharmonies with this ideal of style is built around the symbol. A unique visiting card, correspondence cardand letterhead is produced to strengthen the identity of DUCIS outwards.The work proceeds with an international education folder which is an important element in the marketingwork for the MA-education which starts in the autumn of 2003. Two posters, one for the opening ofDUCIS in may 2003 and one for a conference in 2004, are produced. Finally, a redesign of the book coverfor NIS, Nordic Irish Studies, is carried out.The report describes the working process consisting of meetings, practical work and other elementswithin the process. The conclusion is that the work has been quite successful and that this, to a largeextent, depended on an engaged and supporting commissioner. The commissioner also is very satisfi edwith the results.The in-depth studies of the project is about the art and design of the Celtic culture throughout history.The text gives an account for the history and expressions of Celtic art from its birth, 2800 years ago, untilits death in 13th century Ireland and Scotland. Special attention is payed to the golden age of ChristianCeltic art on the british islands, the era from which the pattern of the DUCIS logotype originates.

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The degree project has been implemented abroad in Brisbane, Australia. A literature study has beenperformed parallel to the practical work within the subject »Corporate identity through graphicaldesign«. In this study deeper research has been made concerning the establishment and manifestationof a corporate identity and its program. The knowledge given from this study has been put into practicethrough two larger projects.The first project was carried out at De Pasquale, advertising agency in Brisbane, where a corporateidentity program was designed for a new company. The company is a fitness centre, called KnockoutFitness, which specializes in different types of boxing training sessions such as Boxing, Thai Bow andBoxercise but also Aqua aerobics. They needed a full corporate identity program including a logotype,business card, letter paper-paper and address labels.The second project was carried out at Queensland University of Technology in Brisbane. A promotioncampaign was designed for the Department of Visual Arts, which included two information folders andone advertisement. The purpose of the campaign was to promote both the undergraduate and postgraduatecourses offered within the department.

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This paper is concerned with the use of the choice experiment method for modeling the demand for snowmobiling . The Choice Experiment includes five attributes, standard, composition, length, price day card and experience along trail. The paper estimates the snowmobile owners’ preferences and the most preferred attributes, including their will-ingness to pay for a daytrip on groomed snowmobile trail. The data consists of the an-swers from 479 registered snowmobile owners, who answered two hypothetical choice questions each. Estimating using the multinominal logit model, it is found that snow-mobilers on average are willing to pay 22.5 SEK for one day of snowmobiling on a trail with quality described as skidded every 14th day. Furthermore, it is found that the WTP increases with the quality of trail grooming. The result of this paper can be used as a yardstick for snowmobile clubs wanting to develop their trail net worth, organizations and companies developing snowmobiling as a recreational activities and marketers in-terested in marketing snowmobiling as recreational activities.

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A strong brand can help a company to be easier to recognize and be remembered by their customers. Part of branding is to create a visual appearance which is called a graphic profile and contains information on for instance a logo, colours or typography.The objective of this thesis was to create a graphic profile for Stjørdal Tannhelsesenter that could serve as a base for a brand work in the future. It was important to analyze how the clinic wants to be perceived and how it is perceived today. The methods used to carry out this study were questionnaires, researches and a focus group.The work resulted in the generation of a graphic profile that included a new logo, colours, decorative elements, fonts, templates for stationery, business card / badge, imagery, and examples of some publications.According to the test which was made to examine the results of the project showed that I was successful and that the new design meets all the requests from the previous questionnaires.

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Research objectives Poker and responsible gambling both entail the use of the executive functions (EF), which are higher-level cognitive abilities. The main objective of this work was to assess if online poker players of different ability show different performances in their EF and if so, which functions are the most discriminating ones. The secondary objective was to assess if the EF performance can predict the quality of gambling, according to the Gambling Related Cognition Scale (GRCS), the South Oaks Gambling Screen (SOGS) and the Problem Gambling Severity Index (PGSI). Sample and methods The study design consisted of two stages: 46 Italian active players (41m, 5f; age 32±7,1ys; education 14,8±3ys) fulfilled the PGSI in a secure IT web system and uploaded their own hand history files, which were anonymized and then evaluated by two poker experts. 36 of these players (31m, 5f; age 33±7,3ys; education 15±3ys) accepted to take part in the second stage: the administration of an extensive neuropsychological test battery by a blinded trained professional. To answer the main research question we collected all final and intermediate scores of the EF tests on each player together with the scoring on the playing ability. To answer the secondary research question, we referred to GRCS, PGSI and SOGS scores.  We determined which variables that are good predictors of the playing ability score using statistical techniques able to deal with many regressors and few observations (LASSO, best subset algorithms and CART). In this context information criteria and cross-validation errors play a key role for the selection of the relevant regressors, while significance testing and goodness-of-fit measures can lead to wrong conclusions.   Preliminary findings We found significant predictors of the poker ability score in various tests. In particular, there are good predictors 1) in some Wisconsin Card Sorting Test items that measure flexibility in choosing strategy of problem-solving, strategic planning, modulating impulsive responding, goal setting and self-monitoring, 2) in those Cognitive Estimates Test variables related to deductive reasoning, problem solving, development of an appropriate strategy and self-monitoring, 3) in the Emotional Quotient Inventory Short (EQ-i:S) Stress Management score, composed by the Stress Tolerance and Impulse Control scores, and in the Interpersonal score (Empathy, Social Responsibility, Interpersonal Relationship). As for the quality of gambling, some EQ-i:S scales scores provide the best predictors: General Mood for the PGSI; Intrapersonal (Self-Regard; Emotional Self-Awareness, Assertiveness, Independence, Self-Actualization) and Adaptability  (Reality Testing, Flexibility, Problem Solving) for the SOGS, Adaptability for the GRCS. Implications for the field Through PokerMapper we gathered knowledge and evaluated the feasibility of the construction of short tasks/card games in online poker environments for profiling users’ executive functions. These card games will be part of an IT system able to dynamically profile EF and provide players with a feedback on their expected performance and ability to gamble responsibly in that particular moment. The implementation of such system in existing gambling platforms could lead to an effective proactive tool for supporting responsible gambling.