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1460 Uppsatser om Action games - Sida 36 av 98
Att styra säkerhet med siffror : En essä om (att se) gränser
Work, especially that in complex, dynamic workplaces, often requires subtle, local judgment with regard to timing of subtasks, relevance, importance, prioritization and so forth. Still, people in Nuclear Industry seem to think safety results from people just following procedures. In the wake of failure it can be tempting to introduce new procedures and an even stricter "rule following culture". None, or at least very little, attention is given to tacit knowledge and individual skills. I am aiming to highlight the inadequacy of putting too much trust in formalization and that reporting and trending of events will contribute to increased learning, an increased nuclear safety and an efficient operational experience.
Censur och urvalsbegränsning ? En undersökning om hur bibliotekens urval begränsas och de som önskar göra detta
This bachelor thesis has as its aim to investigate theSwedish librarians? views and opinions about censorshipof their libraries' collections as well as buildinginformation about the context of challenges against thesame collections. In Sweden the public can't, unlike in theUSA, formally challenge material and are forcedto?complain? the subject with a librarian. What is deemedas controversial, both by the public and by the librariansthemselves are explored through qualitative interviewswith six librarians.The librarian's find that they rarely experience anythingthat can be called aggression or organized protests likethose found in the USA.
Optimal spelstrategi för yatzy
This report intends to analyze the difference between the original rules and a modification of the rules for the Scandinavian version of the world famous dice game yatzy (yahtzee). Several works are made previously existing strategies for yatzy and Yahtzee.The study was conducted using the optimal strategy calculated and implemented in the programming language Java. The execution of the application to create the file containing the optimal strategy was running on leased powerful servers from Amazon and took just over six hours each.A simulated player played 100,000 games based on the strategy, to obtain data which then was used to plot graphs and analyze the expected score and its standard deviation. The expected value (mean) and standard deviation of the score for the possibility of three or four throws were 233.00 ± 44.82 and 280.07 ± 41.25.In view of the results drawn the expected conclusion that the four possible throws provides increased probability of getting a high score, unlike the case where the player may only be able to throw the dice three times. The fact that the variance is lower in the case of four throw session is equivalent to that the likelihood to get close to the expected value increases..
Soundvolume 2.0 - En prototyp för ljuddesign i spel
Efter fyra månader som ljudpraktikant på det svenska spelföretaget Starbreeze i
Uppsala, var det dags att ta steget vidare i ytterligare fyra månader. Från
ljuddesign till scriptning, idéer och tankar, samt en inblick i hur scriptning
fungerar.
Detta arbete handlar om framtagandet av en ljuddesign-prototyp åt ett externt
företags framtida spelprojekt. En utveckling som från början var tänkt att öka
kunskaperna om scriptning, och att skapa ett sammanhängande spelscenario,
men som sedan utvecklades till att leda mycket längre.
Förklaring: Ljuddesign = Ljudläggning av någon form, i detta fall
spel.
Scriptning = Enklare programmering, kan vara saker som
händer eller saker man kan göra i spelet
Nyckelord: Soundvolume 2.0, Starbreeze, ljuddesign, spel, sounddesign, 3D.
Hur skapar jag en välbalanserad multiplayer- bana till ett fps? : Reflektioner kring arbetsprocessen bakom
Denna rapport är av en reflekterande karaktär. Den förmedlar arbetsprocessen och resultatet av ett projekt som gjorts i kursen examensarbete i medier: Dataspelsutveckling vt 2008. Verket som rapporten grundar sig på är en bana gjord för Unreal Tournament 3 (Epic Games, 2007). Banan skall uppnå mina egenstipulerade krav för att en bana skall vara välbalanserad. Texten inleds med en beskrivning av arbetsprocessen och de olika stegen som genomgicks.
Att resa i skräckens spår : en studie om fenomenet Dark Tourism
Dark Tourism is a relatively new concept, but as a phenomenon it has existed for centuries in the form of pilgrimages and gladiator games. The term includes visits to places associated with death and disaster, and has in more recent years become a highlighted tourist niche. This paper addresses the phenomenon of Dark Tourism and the reasons behind a visit to such an attraction. To find out the motive behind people's visits, interviews were conducted with respondents who have previously visited one or more Dark Tourism sites. A total of 32 people were interviewed about what influenced them to go to such a macabre place.
LEKKROKAR- ?Något att hänga upp leken på?
The research of today shows that natural environments are importantfor children's physical and mental development. It alsoshows that children often opt out of the traditional equipmentplaygrounds have to offer. By breaking the boundary betweenthe playground and park, is it possible to create a new spacethat will encourage rather than demand play? Through gatheringinformation and talking to landscape architects, designers,and children, I realized that today's parks already have environmentsand objects that could be used for playing. But whatthey need is something that makes the environment even moreinviting for children to play.
Demokratisk fred : Resultatet av FN-interventioner ur ett demokratiskt perspektiv
The UN was established after the Second World War. The organization?s primary goal was to maintain peace among all nations. When the UN intervenes in other states affairs, it is violat-ing the principles it is set to defend, principles of non-intervention and respect for sover-eignty. The outcome from such interventions is very important, a result that can legitimize the action.
Jag kan själv : Spelmanualer för mellanstadiebarn
Todays board game manuals have many shortcomings. One of them is that they are not always adapted to the game's target audience.Adapting the language and shape of a game manual for the the target group children, can save time for both parents and teachers, and give the children a chance to conquer the game by themselves. In addition, playing board games can lead to children developing other important properties such as problem solving and independence.This study found that the game manuals inconsistency, tone and the way they adress the reader makes it difficult for children to grasp the content. Many game manuals do not speak directly to the reader, and often describes gameplay in a passive way, which has been shown by this study.This study has resulted in 12 guidelines for writing game manuals for children. In addition, they have been tested with a sample study.
Fritidshemmets betydelse för barnets sociala utveckling : utifrån ett värdepedagogiskt vuxenperspektiv
The purpose of my study was to find out how staff in after-school activities thinks they work with norms and values, we may call this values education, and how this in turn may influence children's norms and values. By extension, how children are socialized with each other and develop socially. In my research, I have interviewed five of the after-school activities staff who work with children aged 6-9 years at a school in the neighbourhood Rinkeby-Kista in northwestern Stockholm.The results show that after-school activity according to the staff can play a very important and sometimes crucial role in children's social development. Staff believes that if they do not learn the social rules by participating in playing and games in early childhood, when growing up they are outside and cannot participate. By their pedagogical approaches, in terms of values and norms, the adults in after-school activities can help children to become socialized into a community of solidarity and eventually as adults become responsible citizens able to function and participate in society..
Att navigera med gester : Gestbaserad teknik för framtiden
Technology evolves quickly, with innovative ideas growing everywhere. Still, no technology is anywhere near challenging the mouse and keyboard for navigation of your standard computer. This study focuses on comparing the traditional technologies of mouse and keyboard with the new technology of gestures - in this case Leap Motion - in purpose of finding how the usage differs and what the potential users want from the competing technology. The experiment was executed in a controlled environment, with as few external factors as possible. We found that although the test subjects found Leap Motion fun, the test subjects do not want to surf the web with gestures.
Den som ger sig in i leken får leken tåla! : En studie om barns maktlekar
Our essay is about children's exercise of power, oppression or domination in games or when playing on school grounds with one and other. We thought it would be interesting to look into how children in preschool and up to the fifth grade use power acts respective power plays in leisure-time. During four days we visited two different after-school center and carried out observations of children during the school day and later inside the recreation centers during leisure activities. In order to analyze our empirical material in relation to power, we have used Magnus Hörnqvist (2012) interpretation of Michel Foucault's theory of power - Another Foucault. We have also used Åsa Bartholdsson (2008) thesis about The regular exercise of power regime ? about normality and power in school.
Musikundervisning på anstalt - terapeutiskt verktyg eller känslomässigt andningshål?
Syftet med denna undersökning är att undervisa i musik och ensemblespel på en anstalt och studera vilka effekter undervisningen har på internernas aggressiva beteende och destruktiva tänkande. Aktionsforskningen baseras på teorin om att ensemblespel även är en utmanande och effektiv gruppsykologisk övning. Situationen tvingar dig att ta ansvar för din uppgift i gruppen i realtid. Den negativa, kollektiva konsekvensen av en persons misstag är snabb och konkret. Studien vill se om musik och ensembleundervisning kan användas i såväl träningen av interners samarbetsförmåga och tolerans som ett verktyg för interners utveckling inom kognitivt beteendeterapi.
Zoonotic Pathogens at the Interface between Humans and Animals in Cambodia, a Rural Approach
A zoonosis is a disease or infection that is naturally transmitted between vertebrate animals and humans. The majority of infectious diseases that affect humans are zoonoses. Environments where wild animals, domestic animals and humans live in close proximity with no or small boundaries in the ecological system favor the transmission of diseases between animals and humans. The above described situation is more common in low income countries, where humans and animals live in high density and zoonoses are generally more common. The study was conducted in Cambodia.
Ett Oskarpt Beslut : om Oskarp Logik i speldesign
This paper examines possible applications of fuzzy logic on the field of artificial intelligence in digital games. It describes fuzzy logic in contrast to crisp logic. The paper will give several examples of possible applications of fuzzy logic-based decision making for game AI. These examples include the choosing of weapons for AI agents and the gas-break decision of an AI-controlled car. The paper will also analyze the impacts of game AI which makes decisions based on many factors.