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1460 Uppsatser om Action games - Sida 35 av 98
"Menniskan, icke naturisk eller djurisk i vanlig låg mening, utan såsom ofvan bildningens strider född till natur och enhet med sig sjelf i himmelsk mening" : Djur som aktörer och bildspråk i Carl Jonas Love Almqvists epik och lyrik
Play is an important part of children´s everyday life, it is through play children develop. Play occurs a lot in kindergarten and in this study, the aim is to examine how play activities play is used in preschool teaching and the role of the teacher´s in the play. Video recordings of play activities done and qualitative methods (conversation analysis) has been used to analyze the video recordings. The results of this study show that play are widely used as a pedagogical tool in preschool. It is through play children develop.
Valet av Renegade och Paragon i Mass Effect : Undersökning av möjliga aspekter på valet att spela som ond eller god med fokus på spelarens subjektiva upplevelse
The purpose of the study was to examine possible aspects concerning the choice to play as good or evil with a focus on the players´ subjective experience. A form was constructed and the material was interpreted according to Interpretative Phenomenological Analysis (IPA). The games Mass Effect I and II were used as an example of the choice to play as good or evil since the choice between Renegade (evil) and Paragon (good) is present. The sample consisted of individuals who had played Mass Effect I and/or Mass Effect II and were over 18 years old. The end result concerning who played a Renegade or a Paragon came to be very uneven (15 out of 16 participants played a Paragon) which means that the result mostly relates to possible aspects concerning the choice to play a Paragon.
Processuell generering av oändliga spelvärldar : Praktiska problem och optimering
Enligt oss så är det största problemet med att processuellt generera en pseudo-oändlig spelvärld i realtid är att få genereringen att ske så sömlöst som möjligt samtidigt som världen upplevs som konsekvent. För att finna lösningar på detta problem så analyserar vi andra studier och spel som utnyttjar processuell generering. Vi använder sedan de metoder och tekniker vi funnit för skapandet av en egen applikation för att få en djupare förståelse för hur dessa fungerar i praktiken och hur mycket varje metod påverkar prestandan. I vår slutsats beskriver vi de problem vi fann, deras orsak och ger förslag på lösningar. På grund av studiens tekniska karaktär så riktar den sig främst till programmerare.
Hur paraplyorganisationer fungerar - en fallstudie på ESTOC
Umbrella organizations, organizations that have other organizations as members, are in previous research described as arenas of conflicts with problematic decision-making and contradictory parallel action towards political decision-makers. However, the research within this subject is limited, and therefore the aim of this paper is to add knowledge to how such organizations in fact work. After conducting a case study at the trade association ESTOC this thesis challenge previous statements about umbrella organizations and conclude that there, under certain circumstances, may exist harmony within an umbrella organizations. The main implication, thus, is that we have to readdress umbrella organizations in quite another way to be able to make a more realistic interpretation of collaborations in umbrella organizations..
Verksamhetsstyrning: Utrikesdepartementets personalbostäder
The purpose of this thesis is to find means of control that secure cost efficiency regarding the accommodation for the employees on missions abroad of the Swedish Ministry for Foreign Affairs. Today the ministry?s cost for the employees? rented housing is 100 million SEK and there is a need of improvement in the control of these costs. A work method for organizational development will be used in order to reach the findings presented in the thesis. First we study the strengths and weaknesses in today?s control system.
Inlevelse genom narrativ i spel
Detta kandidatarbete undersöker problemet med konvergeringen av narrativ och interaktion och varför en konvergering mellan dessa hämmar deltagarens inlevelse i ett spel. Utifrån spelet Traverser redovisas i detta kandidatarbete processen och resultatet av hur ett interaktivt narrativ kan väcka inlevelse hos deltagaren genom att låta berättandet ske subtilt och icke-linjärt, där spelaren uppmanas till att vilja utforska narrativet på egen hand i form av en miljö i Traverser. This bachelor?s thesis discusses the problem of converging narrative and interaction and why the convergence between the two tends to arrest the participants immersion within a game. Through an interactive narrative by letting the narration take place subtly and nonlinearly, this bachelor?s thesis reports the process and result of how an interactive narrative could provoke immersion within the game Traverser, where the actor is urged to explore the narrative independently in the shape of an environment..
ELITFOTBOLLSSPELARE OCH VISUALISERING: EN STUDIE OM VISUALISERINGSUPPLEVELSER, MEDVETENHET OCH FÖRÄNDRINGAR I VISUALISERINGSMÖNSTREN
Experiences in Sport (IPIES; Weibull 2008a) användes som mätinstrument. Resultatet visade att det var stora skillnader mellan spelarnas generella och specifika visualiseringsupplevelser. Resultatet visade även att på en stor dynamik i spelarnas visualiseringsmönster. Förändringar i spelarnas visualiseringsmönster kan förklaras utifrån Action Theory (Nitch, 1985). Vidare visade studie att spelarnas medvetenhet ökade under undersökningsperioden.
Vårdprogram för utemiljön vid Zorngården
The purpose of this essay was to develop a conservation program for the outdoor environment at the Zorn House (Zorngården) in Mora, Dalarna, situated in the upper central part of Sweden. In the conservation program the Zorn House garden?s origins and development process has been studied by historical studies of various kinds. As a result a status report also has been made and a description of the garden's values. This has resulted in an objective discussion that provides guidelines for how the garden can be developed in the future.
Valet av Renegade och Paragon i Mass Effect - Undersökning av möjliga aspekter på valet att spela som ond eller god med fokus på spelarens subjektiva upplevelse
The purpose of the study was to examine possible aspects concerning the choice
to play as good or evil with a focus on the players´ subjective experience. A
form was constructed and the material was interpreted according to
Interpretative Phenomenological Analysis (IPA). The games Mass Effect I and II
were used as an example of the choice to play as good or evil since the choice
between Renegade (evil) and Paragon (good) is present. The sample consisted of
individuals who had played Mass Effect I and/or Mass Effect II and were over 18
years old. The end result concerning who played a Renegade or a Paragon came to
be very uneven (15 out of 16 participants played a Paragon) which means that
the result mostly relates to possible aspects concerning the choice to play a
Paragon.
Minoritetsproblem i Östeuropa : EU:s relation till Slovakien
The aim of this thesis is to study the situation of minorities in Slovakia before and after the EU-membership and if EU has played a role in the situation. Also the criteria for becoming a member and other treaties regarding protection of minorities between European institutions and the accession/member states are studied. With the help of i.e. literature, relevant internet pages and yearly studies of EU, the conclusion has been made that Slovakia has made an immense change in the state?s legislation when it comes to minorities and their fundamental rights, but that changes need to be made in attitudes as well.
Attityder till studier och övertygande kommunikation som motivator - för ungdomar som avbrutit sina gymnasiestudier
Hur ungdomar kan motiveras till att återuppta sina studier efter avhopp från gymnasieskolan har legat till grund för denna undersökning som genomfördes i samarbete med Länsstyrelsen i Norrbotten. Syftet var att kartlägga attityder och intentioner vad det gäller studier hos ungdomar som avbrutit sina gymnasiestudier. Den erhållna kunskapen kunde sedan användas som ett underlag för att lägga fram förslag om vad skolan kunde göra för att försöka förhindra avhopp och motivera unga till att återuppta sina studier. En undersökningsmetod utformades med hjälp av Theory of Reasoned Action (TRA) av Fishbein och Ajzen, samt olika utredningar. Tretton intervjuer genomfördes med ungdomar som hade valt att avbryta sina gymnasiestudier under åren 2002 och 2003 i en mindre och en större kommun i Norrbotten.
Barns utevistelse på förskolan : Utemiljöns inverkan på barns lekar och naturintresse
Through interviews with children of ages 4-5 years old and by observing children children at play at three preschools with different types of outdoor surroundings, I have investigated if the preschools outdoor surroundings have any influences on the children´ choice of play. The hypothesis was that natural surroundings can entice children´s interest in nature being in it and play. I have also investigated if the children know why it is important to be outdoors and if they know it has a positive influence on their health.The result of my investigation is that the children play about the same games at the three different preschool gardens, but at the preschool with more natural surroundings, the children have more contact with plants and animals, and could learn of the different phenomena of nature by the preschool teacher answering their questions. Most of the children in the interviews know it´s useful to be outdoors and be on the move and get fresh air, but many of them thought it was most important to play. By being outdoors the children get exercise, fresh air, play and at the same time they establish an understanding of the nature and a healthier life..
Hur ?vi? konstruerar ?vi? : En deduktiv diskurspsykologisk studie av vi-dem konstruktioner utifrån social identitetsteori
The ambition of this paper is to study the construction of the categorization between ?us? and ?them? in a religious minority, represented by Jehovah?s Witnesses and a nationalist political party, represented by the Swedish Democrats. This will be done by a discursive psychology analysis of their official publications on each group?s website. By a deductive study using Henri Tajfel?s Social Identity Theory trying to disclose the psychological processes; social categorization, social identity, social comparison and psychological distinctiveness.
Att vara ensam eller ha en vän: Bilder av barns vänskap i fyra svenska barnböcker valda ur Barnbokstipset.
This thesis analyses how friendship between children is described in four Swedish childrens books, published in 1995-2001 and recommended in Barnbokstipset, which is used in libraries for recommending books. Today there are many childrens books that describe various aspects of childrens everyday lives and these books can have an influence on the children who read them. But I found that there has not been much research about how friendship is described in childrens books, although much has been written about the importance of social relationships with peers for childrens lives and development. I analyze the books one by one with the help of a number of questions and categories that I have constructed beforehand. In the analysis I apply Zick Rubins theory of two different stages in childrens understanding of friendship and William Corsaros theory of interactive space which deals with who is allowed to join in games and friendships and who is not allowed to do so and how this is played out.
Förmedling och framställning av historia i Tv-spel : En analys av den historiska miljön och atmosfären i Red Dead Redemption
This bachelor´s thesis analyzes the video game Red Dead Redemption and the historical use of the environment and atmosphere in the game. The theory and method used is media research and social memory studies. Two questions were asked: how does Red Dead Redemeption convey and produce the historical environment and the historical atmosphere. Furthermore subqueries/criterias were used to help answer the main questions.The analysis was divided into two parts, the first part we analyze and discuss the games historical environment and the second part analyzes and discusses the historical atmosphere of the game.The conclusion is that both the historical environment and the historical atmosphere is present in the game through picture and sound, the text only works as a guide. The picture and sound live in a symbiotic relationship and depend on each other to fully immerse the player to the game.