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474 Uppsatser om A game of thrones - Sida 28 av 32

Landskapsarkitektur för folkhälsa : teorier och reflektioner kring utformning

The Swedish healthcare system is characterized by lack of resources and extensive hospital queues. In order to counter these difficulties the Lund University Hospital have introduced Lean Healthcare to the hospital organization. The purpose of this scientific paper is to study the relationship between the implementation of Lean Healthcare and the experienced motivation among the staff. This essay thereby intends to impart knowledge, which could be used on future implementations of Lean Healthcare at other hospitals. In order to fulfil the purpose of this essay a case study have been conducted at two wards at the Lund University Hospital in which qualitative research interviews have been the method chosen in order to gather data.

Minderårigt nätpokerspelande : En explorativ studie om minderårigas reflektioner och upplevelser av nätpoker

This study represents seven adolescents? perspective on online poker gambling. The purpose of this study is to analyze and describe adolescents? thoughts and experiences of online poker gambling, thus gaining a deeper knowledge and understanding of how gambling affects youths in their living conditions and in their identity development. This was done by studying the symbolism and meaning that gambling has in these youths every day live and in their identity development.

Att kunna det som andra kan : Knowledge management i ett kunskapsföretag

The capability to know what knowledge there is and where it resides within an organization is becoming increasingly important in the new knowledge-based economy. This paper takes on a practise-based view of knowledge in order to decide on a course of action for how to successfully implement knowledge management within a knowledge-based company. By considering all knowledge as more or less contextual and socially constructed, knowledge is divided into three dimensions depending on the degree to which it is tacit, namely: information, knowledge and skills. The paper then discusses inhibitors and enablers for transferring knowledge via these three dimensions respectively. The empirical findings are based upon a case study of Faveo. It is shown that Faveo, like most organizations, has til now focused on the collection of codified knowledge, i.e.

Den svenska regeringens förvirrade klimatarbete

The aim of this study is to clarify the Swedish government?s purpose of participating in theEuropean Union Emission Trading Scheme. Taking as its departure point state-centricinternational political economy this study presents three plausible hypotheses on what thepurpose might be. Either it is to promote consumers interests, or to promote the Swedishnational climate goal ?Reduced impact on climate?, or to promote the profit of Swedishcompanies.

Den svenska sällskapsspelsmarknaden : En studie om en bransch i utveckling från 1970 till idag

This essay is about the history of the Swedish board game-industry from the 1970?s to today. The essay focuses on the companies in the business and how they change during this period and about the causes of this change. This essay aims both at accurately describing the development of the industry as well as asking the question of what influence factors from outside of the industry have upon the change during this period of time. The material used in this essay is mainly extracts from interviews with people who have been working in the industry during the period, as well as literature on the subject and product-catalogues from certain years in the time-frame.From this material I have outlined the basic history of the industry.

Motivation till förändring : hur sjukhuspersonal kan motiveras till att arbeta med Lean Healthcare

The Swedish healthcare system is characterized by lack of resources and extensive hospital queues. In order to counter these difficulties the Lund University Hospital have introduced Lean Healthcare to the hospital organization. The purpose of this scientific paper is to study the relationship between the implementation of Lean Healthcare and the experienced motivation among the staff. This essay thereby intends to impart knowledge, which could be used on future implementations of Lean Healthcare at other hospitals. In order to fulfil the purpose of this essay a case study have been conducted at two wards at the Lund University Hospital in which qualitative research interviews have been the method chosen in order to gather data.

En dekonstruktion i ljud : J.O. Mallanders Extended Play

J.O. Mallander?s Extended Play (1968) is a sound recording, a readymade, of the counting of votes in two presidential elections in Finland, during 1962 and 1968. A voice repeats monotonously: ?Kekkonen, Kekkonen, Kekkonen, Kekkonen, Kekkonen?? Although the Finnish president Urho Kekkonen represents, almost personifies, the politics of the post World War II period in Finland, Extended Play does not explicitly address the political. Rather, as this essay argues, it engages in the discourses of power and politics by providing a temporalization of its fixedness, or what Jacques Derrida terms the proper.Extended Play is, in parallel with Derrida?s critique of western metaphysics, a deconstruction in sound that challenges the state ideologies conveyed in the process of the counting of votes, where the presuppositions of the presence of the voice characterizes the ambiguities of power that Kekkonen?s politics of neutrality represent.Mallander?s readymade emerges as a double of the game theory strategies of the Cold War, a mimetic surplus of the administrative control mechanisms of sound recording.

Det är lite gambling, man kan aldrig veta hur det blir i slutändan : Socialsekreterares erfarenhet av bedömning av en viss insats för barn och ungdomar

Social workers in this study describes various experiences of the assessments of interventions for children and adolescents. Social workers experience of the many different situations where an assessment of best effort must be made on the basis of BBIC, which is the Social Services investigation records. To make this assessment, the Social workers need social assistance and support of their colleagues and manager. Knowledge mixed with experience is also an important part when it comes to being professional and not let emotions control that could otherwise be happened when the social worker meets and builds relationships with clients. Social workers are also those who will decide which achievement the client needs from the needs.

Vikten av Ljud för Navigation i Virtuell Miljö : Orientering med Binaural ljudsimulering

Dagens digitala spel är oerhört komplexa produktioner som ofta kräver en multitud av  sofistikerade verktyg för att förverkligas. Ett intrikat nätverk av moderna lösningar där såväl  visuella som audiovisuella element samverkar för att frambringa fängslande och entusiasmerande  upplevelser är vad som gör dagens spelproduktioner, och ingen annan bransch har sett samma  raketutveckling som spelbranschen sedan dess begynnelse. Ljuddesignens roll i digitala spel har  dock förblivit passiv där andra element tagit an mer dynamiska roller i varierande form.  Generellt sett är ljudet oftast mer ett komplement till de visuella elementen än ett fristående  förmedlingsredskap. Då audiovisuell kommunikation ej delar vissa av de begränsningar som  visuell kommunikation innehar, såsom grafisk processeringskraft, bildskärmsavgränsningar etc,  så ser vi att ljuddesign besitter en stor mängd outnyttjad potential som i teorin hade kunnat  förgylla spelupplevelser kolossalt.Det här arbetet undersöker både genom analoga och digitala medel hur införandet av binaural  lyssning i spelproduktioner kan förbättra navigationsförutsättningarna för användaren avsevärt  då djup och höjd kan skildras mycket mer effektivt, samt hur dess applicering i tredimensionella  miljöer kan främja såväl nöjes­ som lärosyften i så kallade Audio based Environment Simulators  (AbES).

Barns samspel i rollek : En studie om hur barn i rollek utvecklar social kompetens

this paper is a study on children's social interactions in role-play. The aim is to try to highlight how children with other develop social skills and how to further motivate children tosee, understand and manage their reality in role-play by highlighting the characteristics of afunctioning role-play. I would also highlight the importance of pedagogue´s role in relation tochildren's social skills in role-play. The purpose flows into these issues, what distinguishes afunctioning role-play? Can the children in role-play influence their thinking to developunderstanding of others and the environment and if so, how? What significance does pedagogue´s role in children's role-play? I used out of a qualitative methodology to carry out this investigation.

Machinima : Ett kulturellt fält i rörelse

I mitten av 1990-talet närmare bestämt 1996 gjordes en film kallad Diary of a Camper. Filmen handlade om en person som satt och lurpassade på sina fiender i ett datorspel. Det som var speciellt med denna film var inte handlingen eller något fantastiskt kameraarbete. Nej det som var speciellt var det faktum att filmen spelades in i ett datorspel. Denna film anses vara startskottet för machinimakulturen som idag omfattar flera tusen utövare världen över.Det var personerna bakom Diary of a camper som myntade uttrycket machinima som är en sammanslagning av de engelska orden ?machine? och ?animation? alltså maskin och animation.

Pedagogers roll i den sociala lekens betydelse för barn med svårigheter : Preschool-teachers role in the social game for children with social difficulties

Särskolan är en skolform för elever med utvecklingsstörning. Gymnasiesärskolan tillhör särskolans frivilliga skolform och erbjuder en fyraåring utbildning för ungdomar i åldern 16-20 år. Den har samma läroplan som gymnasieskolan. Under de senaste åren har det skett en ökning av antalet elever som skrivs in i särskola. Den största procentuella ökningen har andraspråkselever stått för.

Distribution of wild boar (Sus scrofa) damage and harvest loss in crop fields

The last decades the populations of wild boar (Sus scrofa) has increased rapidly over the species? entire European range, including Sweden. This is followed by increasing human-wildlife conflicts as a result of the wild boar foraging behavior, causing damage to agricultural crop fields due to trampling and feeding. To be able to minimize damage we need more knowledge of where in the fields the risk of damage is high and what features in the landscape that affect this risk. I analyzed damage distribution in relation to the distance to six different landscape features; forest, road, ditch, building, game field and bait station, in the study area, the Island Mörkö in eastern central Sweden.

Battle of the Produce

Thesis Purpose: The purpose of our thesis is to explore different plausible scenarios concerning the future of the Swedish produce industry with regards to branding. Methodology: In order for us to answer the research question and fulfill its purpose, we have utilized a qualitative approach combined with of both an inductive and deductive theoretical approach. Our study is both explorative and speculative. Theoretical Perspective: The theoretical framework of our research is based upon Porters Five Forces and Competitive Advantage combined with Kapferers Brand Identity Prism and his ideas on Brand Innovation. Additionally, we have utilized the Game Theory.

Ungdomars sociala lärande och kommunikation genom strategispelet League of Legends : en etnografisk studie om socialt lärande och kommunikation bland tonårskillar

Detta examensarbete, som skrivits inom området media vid Konstfack ägnas åt tonårskillars sociala lärande i strategispelet League of Legends. Jag har undersökt hur ungdomarna kommunicerar med varandra och vilka olika metoder de använder för att inskaffa kunskap som är nödvändigt för att utvecklas som League of Legendsspelare. Jag har utgått från kvalitativa intervjuer med tre femtonåriga killar och etnografiskt orienterade videodokumentationer som bas för min undersökning. Socialsemiotisk teori med ett multimodalt perspektiv används. Begrepp som jag använder mig av för att förstå och analysera min empiri är lärande och design.Analysen av intervjuer och videodokumentationerna vägleds av mina frågor kring hur ungdomarna lär sig av varandra och vilka resurser de skapar tillsammans.

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