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2056 Uppsatser om Active video gaming - Sida 5 av 138
"Vi är inte byggda för att ta in video" Utmaningar med video i räddningsarbete
THE CONSTANT IMPROVAL AND REFINEMENT OF THE MOBILE TECHNOLOGY HAVE MADE IT POSSIBLEto use video in settings where such use couldn't be motivated before, due to economicaland practical reasons. The purpose of the study was to identify and explore possiblechallenges in interorganizational use of video during emergency response work. Thiswas done by a case study of a system designed for the use of video in such situations.The study focused on operational challenges for the fire and rescue services and thehealthcare organisations, where the main challenges identified were intended to beanalysed and discussed in terms of design. The empirical results were gathered throughqualitative interviews with representatives from the fire and rescue services and thehealthcare organisations in Göteborg. This material made it clear that contextual aspectsof emergency response work lead to a couple of challenges connected to the use of videoin such situations.
Hantering av QoS i Distribuerade MPEG-videosystem
With the advance in computer and network technologies, multimedia systems and Internet applications are becoming more popular. As broadband network is prevailing, more clients are able to watch streaming videos or to play multimedia data over the Internet in real-time. Consequently, there is an increasing demand in the Internet for streaming video systems. As the run-time environment of such applications tends to be dynamic, it is imperative to handle transient overloads effectively. The goal of this work is to develop an algorithm that would provide a robust and controlled behavior of the video system so that important data is delivered on time to the video clients.
Pivot - en aktiv sittmöbel för kontorsmiljö
The purpose of this project was to invite a changed perception of active sitting, to introduce a more active way of sitting in office environments and destigmatize an active sitting posture such as straddling by giving active sitting products conscious aesthetics based on environment and positive associations. The goal with this project was an active sitting product for office environments with aesthetics considered encouraging to movement in a relaxed way, regardless of age and gender, and connect to materials and aesthetics related to activity, experience and recreation. Horseback riding, retro style surfing and skateboarding was an entry of investigation. The project was based on existing active sitting products, their function and production techniques. It was not a part of the project to investigate new models of sitting.
Färgrymdskonvertering för digital video med låg komplexitet och låg effekt
I detta examensarbete har olika sätt att implementera färgrymdskonverterare i multipel konstant multiplikationsteknik beskrivits med VHDL, syntetiserats och jämförts med avseende på effektförbrukning..
Prestanda och precision pa? en enkortsdator i ett system med realtidskrav
The report aims to investigate how well a certain type of affordable embedded single board computer can hold up against today's more expensive computers in a computer system by doing various tests on a system with the specified requirements. The system has a Raspberry Pi as the single board computer which task is to control a camera based on coordinates obtained from a server as well as capture and stream a video signal on a network.The researches were conducted to check how much network traffic a single-chip computer sent in different video formats and how much CPU utilization was required. Studies were also made to ensure the accuracy of the camera control. The researches have been experimental, where several tests have been performed and analyzed.The results show that a sufficiently good accuracy can be obtained from the camera steering unit, in which two different servos have been investigated. When the video format MJPEG and H.264 are used, the single-chip computer is able to transmit a video signal up to 1280x720 at 15 fps.
Folkbibliotek och TV-spelande ungdomar en studie i bibliotekariers attityder och värderingar när det gäller ett nytt medium på biblioteket
The aim of this Masters thesis is to examine librarians attitudes and values when it comes to the question if a new media, video games, should be introduced at the library or not. Video games are here seen as media primarily for youths. In our study we also wanted to study the discussions of quality and purchase, when computer games were introduced at the library. In order to answer our questions we conducted nine interviews with librarians working with children and youths, in eight libraries. By analysing their statements, using Maj Klassons theory where she defines the librarians role in three different strategies, we could demonstrate how the librarians reason when it comes to video and computer games, youths, quality and purchase.
Experimentell spelmekanik - Realtidsaction m oter turbaserad strategi
In the gaming industry, it has long been popular to combine genres with the aim ofcreating games that bring together the best of several worlds. However, there are stillmany unexplored combinations with good potential.This report addresses the planning and development of a game prototype that combinestwo game genres, turn-based and real-time strategy. In addition to presenting the results,the report also discusses the di culties that were encountered and how they were handled.The prototype contains a working combat system and a basic AI. The prototype ismodular, which means that it is easy for an end user to extend the game with extra content.Most elements that were considered important from the two genres were implemented, butthere is still room for improvement and further development.The result is evaluated by means of quality assurance, a process that is commonly usedin the gaming industry. The response has been generally positive, which indicates thatthe combination has potential and should be explored further..
Interaktiv Produktpresentation åt Abu Garcia
Detta projekt har producerats i samarbete med Abu Garcia i Svängsta, Blekinge. Vårat projekt är en interaktiv produkt presentation gjord i flash med inslag av 3d, video och ljud. Våran tanke är att användaren ska kunna se hur en Ambassadeur Record fiskerulle ser ut både på insidan och utsidan, hur den fungerar och vad som gör den så unik. Det finns också video filmer som beskriver tillverknings processen, och hur man som förstagångs användare använder en Ambassadeur rulle. Design och bakgrundsljud är anpassad så att den ska väcka en känsla av fiske och fridfull utomhus miljö..
Proffs eller no?rdar : En kvalitativ studie om samha?llets syn pa? e-sport
Despite the vast research on the effects of gaming, little is know how the phenomenon of e-sports and it?s followers is portrayed. While media can have significant impact on what and how e-sport is portrayed, no studies have been done in a Swedish context. This thesis aims at filling that gap with investigations of the two major Swedish newspapers. Six articles was analyzed with critical discourse analysis with a theoretical base of journalism.The result of which indicated that between the period of 2005 and 2012 e-sport and players was considered to be professional, committed and more in a sense that reminded much of the view on more traditional sport such as soccer and hockey.
Blogg i förskolan : Hur förskollärare anser att en blogg kan användas för att dokumentera veksamheten och främja föräldrasamverkan
This Bachelor thesis examines the possibility of replacing an outdated, analog video recording system to a digital counterpart. It is key that the video and audio signals remain synchronized, generator locked and time stamped. It is up to nine different video sources and a number of audio sources to be recorded and treated in such a manner which enables synchronized playback. The different video sources do not always follow a universal standard, and differ from format as well as resolution. This thesis aims to compare a number of state of the art commercial of the shelf solutions with proprietary hardware.
Effekterna ligger i betraktarens ögon - En studie om effekter av videopresentationer inom e-handeln
Companies within the e-commerce industry currently try to overcome the disadvantages of not being able to provide a physical inspection of products, and this is especially an issue for the apparel industry. One way of trying to overcome this issue is by presenting apparel with a short video of a model wearing the garment. The aim in this thesis is to investigate how these video presentations affect consumers' emotions, cognitions and intentions. Since previous studies have found that different shopping scenarios can moderate the effect of stimuli in the atmosphere on the consumers' emotions, we also aim to see if a video presentation, depending on the shopping scenario, could have a negative impact on site visitors. Moreover this thesis investigates the moderating effects of involvement on consumers' cognitions.
Kvalitetsbegrepp och tv-spelsbestånd - En fallstudie av tv-spelsverksamheten på Malmö stadsbibliotek
The purpose of this thesis is to examine the quality notions used by the library personnel responsible for the video game department at Malmo City Library. Furthermore, the thesis aims to assess how these notions of quality relate to properties of the actual collection of video games. The empirical results are based on interviews with the responsible library personnel. The result is then analyzed by an interpretation of Carl Gustav Johannsen?s library adapted, theory-based, model of quality definitions.
Scenografi, min käre Watson! : En studie i scenografiska teknikers påverkan på spelare
This study explores Environmental Storytelling techniques and whether these can beused in combination with each other to lead a player through a game scene in aspecific pattern, affect the player?s narrative and exploratory view and explorewhether Self-paced Exploration can be combined with these techniques.It is a qualitative study conducted by six gaming sessions with accompanyinginterviews in which six people get to play one of three versions of the same gamescene. The only differences between the scenes are the different guidance techniquesused. The informants' movement patterns are identified and interviews recorded byaudio, as well as screen recording. The results shows that Environmental Storytellingtechniques can very well be used to control the player's exploration patterns, bothnarratively and navigation purposes and Self-paced Exploration can be utilized to agreater efficiency in combination with these..
Rörliga bilder säger mer än tusen ord : Användning av strömmande media (video) på kommunala hemsidor
I min studie har jag undersökt hur strömmande media (video) används på Umeå kommuns webbsida. Dessutom har jag analyserat och jämfört hur sex kommuner i Sverige använder rörliga bilder på sina kommunala hemsidor. De sex kommuner som jag har valt att studera har som gemensamt drag att samtliga sänder respektive kommunfullmäktige live med hjälp av strömmande video. Slutligen diskuterar jag orsaken till att kommunala hemsidor använder strömmande media i liten skala och drar några slutsatser som relaterar möjligheter och hinder i användning av strömmande media på kommunala hemsidor..
Formatets betydelse : hur arbetsprocesser och produktionsvillkor formar journalistiken i webb-tv
New technology has created new opportunities for journalists working with web TV. Changes in the work processes have led to new professional roles. According to the theory of media logic such events become news that suits media organizations and working conditions. How does the media logic affect the editorial workflow and how does it affect professional roles? In light of my own experience in various roles in television journalism, I examine how the web TV format shapes the work of journalists.