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2056 Uppsatser om Active video gaming - Sida 19 av 138
Finns det ett samband mellan avgifter och avkastning hos fonder? : En kvantitativ studie av svenska aktiefonder 2007-2011
Purpose: The intention of this study is to distinguish if there is a correlation between mutual funds administration fee and their return. The study will also observe if there is a difference regarding the return between active and passive management fees.Method: The study is founded on a deductive approach because the study is based on existing theories. Quantitative research based on statistical data has been used. A correlation analysis has been applied to determine if there is a correlation between the chosen variables.Conclusion: The conclusion of the study is that active management of funds mainly do not give a higher return than passive management funds. Neither is the administration fee dependent on the risk a fund has..
Klient-server och Peer-to-Peer applikationer : En prestandajämförelse
An increasing number of applications are becoming more or less network based today.The traditional architecture for network based applications is client-server, but as usageof download services are going up, so is the Peer-to-Peer architecture. This report is acomparison between the Peer-to-Peer and client-server model, and can serve as a basiswhen a decision between them needs to be taken. In the report, the performancebetween the different architectures is compared in different contexts. Our basis is ageneral implementation of both architectures in a test that is derived from a previousreport. On top of this, the performance of the different architectures are measured,implemented in a gaming-context.
Vad anser du vara en verklighet? : Kan en virtuell värld vara en verklighet?
Contents:The evolution of today?s computer influenced society has taken giant steps towards virtual reality, game addictions and the possibility of not having to meet the people we communicate with. What is a reality today?To give a more concrete image of our question we?ve chosen the online game World of Warcraft as an example and to describe our connection to an alternative reality. We have performed different investigations, interviewed both gamers and non gamers, all this to give us the opportunity to see if the term reality has started to change in a direction that will allow us to call this alternative world a reality, or if it?s just a world wide phenomena of for example gaming addiction.
Opera i Stockholm, Stadsgårdskajen
Projekt av ett förslag på Operahus vid Stadsgårdskajen i Stockholm med nischning mot ljus- och videoinstallationer. Den publika ytan framför byggnaden integreras med de administrativa aktiviteterna i Operahuset i ett programmerbart landskap..
Utvärdering av Windows RT för portning av Mario Framework
Ericsson har utvecklat ett ramverk för multimediakommunikation som heter Mario. Mario kan användas för att sätta upp video- och ljud-samtal över IP och finns fungerande på Android och iOS. Mario är en del av web browsern Bowser som finns att hämta på Google Play eller App Store. Bowser möjliggör att köra WebRTC applikationer skrivna i HTML5 och JavaScript på Android och iOS.Nu när Microsoft släpper sina nya plattformar, Windows RT, Windows 8 och Windows Phone 8 så finns ett intresse att försöka flytta detta ramverk till dessa plattformar. Vi kommer göra ett försök att porta Mario till Windows RT.
YOUNG MEN'S ATTITUDE TOWARDS COMPUTER- AND VIDEO GAMES. AN INTERVIEW STUDY ABOUT YOUNG MEN?S EXPERIENCES OF COMPUTER- AND VIDEO GAMES.
Kunskapen om TV- och datorspelmissbruk bland ungdomar är idag väldigt begränsad. Stillasittande/fysisk inaktivitet, som TV- och datorspel ofta innebär och som kan innebära negativa konsekvenser, blir allt vanligare. En semistrukturerad intervjustudie har genomförts på sju män i åldersgruppen 17-29 år i syfte att undersöka drivkrafterna bakom mäns spelbeteende i tonåren. Dessutom har information om spelmissbruk bland ungdomar inhämtats av fyra yrkesverksamma inom spelområdet. Detta samt kopplingar mellan TV- och datorspel och spel om pengar har gjorts p g a bristen på forskning om TV- och datorspel.
Stamningsbehandling enligt Lidcombeprogrammet : En långtidsuppföljning av svensktalande förskolebarn
The aim of this paper is to study the long-term effects of stuttering treatment according to the Lidcombe Program in Sweden and to answer questions whether underlying factors may have affected the treatment results. Participants were seven children, one girl and six boys aged 7:10-14:2, who all completed Stage 1 of the program approximately 2-7 years ago.The children were video recorded during a conversation with one of the authors and while reading aloud. Before the recording, their parents estimated the level of stuttering according to a Severity Range (SR) Scale. The evaluations were used as reference for determining whether the recordings were representative for the children´s current speech fluency. Proportions of stuttered syllables (%SS) were calculated from the video recorded material and compared with the proportions of stuttered syllables (%SS) at the time when the first stage of the program was initiated.The results showed that the Lidcombe Program had a significant (z=-2.37, p=0.02) long term effect on stuttering treatment for the participants in this study.
Hälsofrämjande skolans verksamhet påverkan av elevernas teoretiska inlärning
ABSTRACTThe purpose with the investigation was to find if there is a relation between daily health active and too reusing theoretic learning for health promotion school?s pupil. In the investigation I have focused into if the Health promotion school?s student has better result at the nation?s test (NT) in Swedish, English and in mathematic in the fifths grade, than the ordinary school that isn?t health promotion school. The personal feelings of the two schools are that there is a connection between health active and too reusing theoretic learning.
Företag på Facebook : Hur de sprider information och interagerar med sina medlemmar
Social media on the Web has become more common over the last decade and in recent years it has grown immensely. The social media with the highest amount of members is Facebook, where not only private persons are found - companies started to establish their profiles on the network in 2006. However, little is known about how these companies succeed and reach their audience with information dissemination and interact with them. The aim of this study is to contribute with information to local companies on how they can manage to maintain their activity with different approaches and strategies. This study examines how three different local companies chooses to spread information and maintain relationships with their members on Facebook.
ORD : ORD som BILDER och BILDER som ORD
Jag undersöker min värld genom de bilder jag skapar. Jag gestaltar den värld jag ser, för att dela den med betraktaren genom fotografi, video, text och ljud.
Öppet eller dolt? : En studie om viral marknadsföring på Youtube
AbstractPurposeThe purpose of this thesis is to examine the Swedish students? habits regarding videos on Youtube and create an understanding towards what makes them viral. The purpose is also to state how companies should make use of visble and hidden viral marketing to get their message out to the customers.MethodThe thesis uses both a qualitative and a quantitative method. At first there was a qualitative focus group with 6 Swedish students. The focus group generated valuable information which later was used to create surveys.
Gourmetmat för alla!
Vårt mål med projektet var att göra en webbapplikation åt Gourmet Grön och
deras nya produktserie. Applikationen innehåller information om produkterna och
hur de används samt vilka fördelear dessa ger..
Värdet av vinglaset : En studie om hur vinglasets sensoriska och estetiska egenskaper påverkar gästens vinupplevelse
The aim of this study is to examine how preschools contribute to the forming of identity in children, with a specific focus on the quiet and socially withdrawn child. How do the teachers describe the quiet child and the socially withdrawn child? Are there any opportunities for children to be quiet/withdrawn in preschools? These questions have also been analysed from a gender perspective. The method chosen is qualitative method. Nine preschool teachers from two Swedish preschools have been interviewed.
Undersökning om spelares uppfattning om latency i realtidsstrategispel
In this study we examine how much latency is required in an RTS-game (Real-Time Strategy) before the player quits the game. In the study latency is simulated in the games Age of Mythology and Starcraft: Brood War with the program WANem, and then the testplayers are asked ?Do you want to quit because of latency??. This data is then gathered and compiled into graphs to show the results. These results show that the limit for when players want to quit differs between the two games and that there are two factors that play into this.
De, dem och dom : En studie kring gymnasieelevers användande av de/dem/dom i svenska skriftspråket
Study objects: Three different productions companies which the authors have chosen to be anonymous. Purpose: The purpose with this study is to examine why production companies choose to use 3D-animations in television commercials, and what different kind of aspects affects their decisions. Theoretical: The theoretical chapter reviews the history of 3D-animation andtelevision commercials and other fields that will be relevant laterin the analysis and discussion. Method: A case study has been made on three different companies, two of the companies are active in post-production and the other one is active in the consulting area. Data was collected through semistructured interviews with two of the companies.