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1460 Uppsatser om Action games - Sida 30 av 98
Adaption och subversion : Återbruk, mening och nonsens i Block av Ulf Karl Olov Nilsson
The Swedish contemporary poet Ulf Karl Olov Nilsson (UKON) creates his poems by recycling and manipulating existing material. Though the overall opinion of his work has been positive, the idea that experimental poetry focus shape on the expense of content has led critics to either interpret the nonsensical and absurd aspects of UKON?s poetics as a consequence of the technical methods he uses to create his poetry, or to look beyond the nonsensical and absurd aspects to focus the fact that the poems creates meaning at all. The poems of UKON?s sixth collection of poems, Block (2005), differ from each other in many ways: some poems are lists and other revolves around a person ? their content and construction vary and they can hardly be read as an expression of one persons thought.
Renaissance of a CRM system ? Successful re-implementation out of an after market perspective
Problem: Today Frigoscandia Equipment Europe, FSEE, is not sure how their CRM-system, MSMS, is used along with other solutions at the different regions throughout Europe. The company is interested in a usage evaluation describing by who and how the system is used. FSEE is also concerned about the users opinions of future development and improvements.Management is also concerned about how MSMS would support the After Market and gain full leverage of the IT investments. MSMS is today only used to a limited extent in a few of the After Market departments, and FSEE is interested in what an overall usage would mean in terms of improved internal communication, customer focus and information management. The following questions will therefore be investigated in this study:· How, by whom and where is MSMS used within FSEE?s After Market and Sales divisions today?· What does the After Market division at FSEE gain from using MSMS?· What has to be done to improve the usage of MSMS at FSEE? Purpose: The purpose of this Master Thesis is partly to examine the current usage of the Sales and Marketing System within FSEE?s After Market and Sales divisions.
Det uppätna monopolet : Initiativ, inflytande och resurser vid planeringen av kvarteret Druvan genom projektet Mitt I City
The purpose of this essay is to examine if the municipality has a real freedom of action to control the use of the land and the shaping of the buildings in a large and prestigious building project.In Karlstad there is now (2006) a large building project in form of a shopping mall. This project is in its final stage of completion and offers me a suitable case to examine. To undertake the purpose of the essay, the following research question is formulated:Do the municipality have a real freedom of action to control the use of the land and the shaping of the buildings in a large and prestigious building project as the Mitt I City project?In an attempt to examine the project and the planning process, three themes are applied. The first theme derives from the hypothesis that the part that initiate the process gets the upper hand as future discussions are taking place in relation to the original ideas.
En jämförelse mellan ljus baserat i naturalism och pictorialism : En studie om ljussättning i spel
In this study, we investigate various lighting applications in a virtual environment, where we compare between light based in naturalism (natural light) and pictorialism (artistic light). The purpose of this study is to gain further knowledge in lighting, which is increasingly important for game graphics. Theory are examined to gather information and recommendations on how to use various light settings that convey different emotions. We then use this information to illuminate the environment that we have built. The environment is presented in Unreal 4 for respondents who are allowed to move around freely in the environment.
Rakt på sak! : Ett arbete om effektiva och funktionella webbtexter
Den ökade tillgången till internet i svenska hem betyder att vem som helst har tillgång till olika typer av information. Samtidigt ökar omsättningen hos den svenska detaljhandeln, både i butiker och för den svenska e-handeln. Därför ställs det högre krav på webbtexter, så att alla kan förstå dem.Den här studien handlar om hur webbtexter, i form av artiklar, bör skrivas på Elgigantens svenska webbplats. På uppdrag åt Elgiganten har det befintliga materialet analyserats för att ge feedback på vad som är positivt och negativt. Det ska leda fram till vad som kan förbättras för att skapa effektiva och funktionella webbtexter som riktar sig till en bred målgrupp.Begrepp hämtade från informationsdesign, klarspråk och användbarhet på webben ligger till grund för de kvalitativa metoder som har använts i den här studien.
Pojkars läsning : -en kvalitativ studie av pojkars läsvanor i årskurs 8
I detta forskningsproducerande arbete undersöks en grupp pojkars läsvanor i syfte att se vilken typ av litteratur deföredrar att läsa samt vilka attityder de har till läsning. Bakgrunden till denna studie är författarens examensarbete isvenska som behandlade pojkars förhållande till skönlitteratur. Undersökningen som ligger till grund för dennauppsats är strukturerade skriftliga intervjuer, genomförda med tio pojkar i årskurs åtta.Resultaten av studien som genomförts visar på att de flesta pojkar har en dålig attityd till läsning av skönlitteratur.Många föredrar istället digitala medier som TV, film och datorspel. Läsningen kopplas många gånger endast tillskolarbete och inte som en del av pojkarnas fritidsliv. Läsande förebilder pekas ut som en viktig del i formandet avpojkars attityder inför läsning.
Den kompetente läraren - Yttre och inre ramfaktorer och deras inverkan på undervisning
Title: The competent teacher-external and internal frameworks and their influence on educational praxis. This thesis is about what kind of approach a teacher (may) consider when he is facing parameters that he can not do anything about, in this case represented by political, educational och social frameworks. One of the things a teacher can do to adapt to the situation is to see what possibilities he has to develop and expand his topic. The study is built on action research and was carried out during a nine months period on an upper secondary school in Malmö, Sweden. The object of reasearch is myself as a teacher and in my result I describe how various educational situations were handled.
Minskning av produkter i arbete på Volvo powertrain
For Swedish companies to compete with low wage countries, developments in theproduction industry moved towards streamlining the entire company. One of themost effective ways for a company to streamline their operations is to review theirproduction. All companies have processes in their production that add no value tothe product. In order to compete, they must be eliminated.The purpose of this report is to reduce work in process (WIP) in the flow ofbashus at Volvo Powertrain in Köping. The aim is also to try to find reasons whyVolvo Powertrain feel that they have problems with the storage principle First in-First Out (FIFO).To meet the objective, empirical studies were conducted at the company whilethe literature in the area was studied.
Gamification av digitalt lärande : En studie av attityder om spelelement i lärplattformar
Society today is characterized by the transforming effect IT has had, the majority of the activities we perform on a daily basis involves one way or another digital technology. One area which has not yet seen the positive effects of IT is education. Despite the progress of technology, the school education has barely changed since it first saw the light of day. Our goal with this study is to investigate the possibility of implementing Gamification elements in educational environments and examine whether it could increase our young students learning motivation. We believe that this kind of implementation will have a positive effect for these young people since they have been interacting with games since they were small and are familiar with the driving force of a reward system.With this study we want to examine the opportunities and challenges that Gamification implementation brings out in a learning environment and therefore encourage and motivate our young ones to study even harder..
Hur elever under en aktion bedömer sina kunskaper i slöjd : VAD - HUR - VARFÖR
SAMMANFATTNINGDen här magisteruppsatsen omfattar en empirisk studie i textilslöjdsundervisningen på en F- 6 skola. Studiens syfte är att undersöka hur elever reflekterar och bedömer sina kunskaper i textilslöjd under en aktion samt om aktionen fungerar som stöd för dem. Empirin består av 3 delstudier där elever i år 6 skrivit loggbok, gjort en självvärdering samt besvarat en enkät. Undersökningen har genomförts i pragmatismens anda med aktionsforskning som metod inom ramen för den ordinarie slöjdundervisningen under fyra veckor i följd. Ledstjärnan för studien har varit en matris för bedömning, vilken använts som utgångspunkt för aktionen.
Föräldrasamarbete i familjeklass - om konsten att bjuda in
We are two students at Malmö Högskola, writing our final essay for obtain our teacher diplomas. On our partner schools, we have been facing but little information about how to invite the parents to collaborate with the school. Our thought is that the schoolwork is favorable to the pupils if both school and home are working together side by side. Therefore, we decided to dig deeper into this matter of how one particular school is working with parental collaboration, to be able to see if their method is useful.
This particular school is offering studies in a course form so called family class. Here the pupils can get extra help from remedial teachers and their parents are also invited.
?MMORPG? - en studie av dataspelsberoende
En problematik kring dataspelsberoende växer fram allt mer i media och i denna uppsats utforskas fenomenet MMORPG (massive-multiplayer-online-roleplaying-games). Syftet är att undersöka MMORPG i förhållande till beroende. Den empiriska datan utgörs av intervjuer med fyra personer som själva anser sig vara beroende av MMORPG. Resultatet visade att MMORPG är utformade både i spelmekanik och i spelkultur till att bidra till en ökad konsumtion, dvs. ett ökat spelande.
Småbarnslitteratur sedd ur ett genusperspektiv
The purpose of this Masters thesis is to investigate if gender stereotypes are mediated to children between 0-3 years through books suitable for their age. This thesis concerns books that are available in public libraries. The content will be analysed by using a combination of methods, both content analysis of all the books in our study and a qualitative analysis of a smaller number of these books. With inspiration from both Robert Connell and Yvonne Hirdman and their theories of gender and gender stereotypes, this material was read and we wanted to examine if books for very young children might establish stereotypes. Our analysis showed that many known stereotypes are common in these books.
Visualisering för spelbaserat lärande
Denna underso?kande designstudie utforskar hur visuellt material till en simulator kan komma att se ut och hur va?gen fram till det fa?rdiga designen kan se ut. Simulatorn som sta?r i centrum fo?r just denna studie kallas fo?r Simulerade Provokationer (SimProv) och har la?rarstudenter som huvudsaklig ma?lgrupp. I SimProv kan la?rarstudenten som anva?ndare va?lja mellan fyra olika handlingar i en klassrumssituation.
What can change the nature of a grade? : A study of computer games and how they affect English grades.
The purpose of this study is to establish whether or not there is a connection between a highincidence of computer gaming and English proficiency in Swedish 9th-graders. The study also takescomputer game genres into account, attempting to see if there is a link between frequent playing ofcertain genres and high English grades.According to this study, there is a clear correlation between the gaming habits of Swedish 9thgradersand the grades they receive in English, with a higher frequency of gaming corresponding toa higher grade. The study also suggests that the Strategy, MMO (Massively Multiplayer Online) andCRPG (Computer Role-Playing Game) genres have a higher representation amongst students withgood grades in English..