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2056 Uppsatser om Active video gaming - Sida 9 av 138

Gränser av hud, glänsande kroppar och längtan : En queer närspelning av Mass Effect 3

This essay aims to examine how the synthetic non-human subjects, EDI and Legion, are constituted in terms of their bodies, gender, desire and emotion, in the gaming series Mass Effect. In a close-gaming method I also want to explore in which way the gamer can effect or even change the expressions of the body, gen­der, desire, and emotion made by the synthetic non-human subjects. In order to do this I use Judith Butlers and Sara Ahmeds queer theory, and Donna Haraways cyborg feminism. I concluded that EDI em­braces her embodiments and is given a highly sexualized female body, being more of a woman than a machine. While Legion is rather embracing disembodiment and is given a non sexualized, androgynous male body, be­ing more of a machine than a man.

Implementering av realtidsvideolänk med MPEG- och wavelet-teknik

At Saab Aerosystems, situated in Linköping Sweden, there is a presentation and manoeuvre simulator simulating the fighter jet JAS-39 Gripen. This flight simulator is called PMSIM. In this thesis we study how to transfer sensor images generated by PMSIM to other simulators or desktop computers. The transmission is band-limited so some kind of image coding must be used. Because of this the greater part of this thesis is concerned with image coding.

En utvärdering av Windows 8 Store applikationer som plattform för VOD-tjänster

Som en effekt av att Video On Demand (VOD) är på stark tillväxt vill June, som en leverantör av mjukvara för TV-branschen, förvärva kunskaper och utvärdera Windows 8 applikationer som plattform för en VOD-tjänst. June har sedan tidigare en webblösning för VOD och vill nu även jämföra och utvärdera bland annat kunskapskrav, tidsåtgång samt fördelar och nackdelar med en Windows 8 applikation ställt mot denna webblösning.Målen med examensarbetet kan delas in i tre delar; en där komplexitet och arbetsinsats vid Windows 8 applikationsutveckling utvärderas, en där verktygen som krävs för att utveckla en VOD-applikation utvärderas och sist att implementera en Windows 8 applikation för VOD.En Windows 8 applikation utvecklades och valda lösningsmetoder dokumenterades. Dokumentation och kunskap som förvärvats under utvecklingsfasen stod sedan som grund för de analyserande och utvärderande målen. Resultatet är en Windows 8 applikation som uppfyller de mål som satts upp för programmeringsdelen samt en analys och utvärdering som svarar mot målen för analysdelen. Ämnen som är centrala genom rapporten är Microsoft, WinRT, VOD, Smooth Streaming, PlayReady, Windows 8 applikationsutveckling samt data caching och utveckling av användargränsnitt i Windows 8..

Gränssnittsanalys av Video On Demand tjänster : En gränssnittsanalys av fyra stycken VOD-tjänster på fyra stycken plattformar

This paper works as an assignment from the Video On Demand Company Headweb, who wanted aninterface analysis of their own and their competitors VOD services. The purpose is to help Headwebwith their own interface by studying theirs and others interfaces and make an analysis on how theyfunction, how they look and how good the usability is with every service, with hope to findsomething that could make the VOD service of Headweb better.I have also studied how the interfaces of the VOD services look on different platforms, to see howthey are designed as a whole. This has been an expert analysis where I have studied the differentVOD-services by myself, without any external users.To find advantages and disadvantages with the services and their platforms, I have used differenttheories, models and design patterns to frame areas such as filmsearch, categorization, registrationand navigation. I have compared the VOD services with each other and drew conclusions for eacharea to see how the interfaces differ between the services, but also between platforms.My analysis has shown that all VOD services in this project have a very unique interface, eventhough they all have the same goal, to allow the user to control their viewing of film. They usevarious functions and structure and use their own page names and categorizations.

Data och Tv-spel : Data och tv-spels påverkan på ungdomar

The purpose of this study is to investigate in what extension students experience that computer and videogames affect them. I have chosen to focus on the physical, mental and social affect that this activity might bring them. I have also examined how much time the students spends in front of the computer or the videogame and in which social context they play.The method I have chosen to use is a quantitative opinion poll which I used in three classes of the later junior high and I have also conducted five qualitative interviews.The conclusions I have drawn from this investigation are that computer and videogames affects teenagers both physically and mentally. Physically the affects of playing videogames mostly can be derived to the physical inactivity they expose themselves to. The students themselves did not experienced any positive physical affects from their playing.Amongst the mental affects that stood out the most I recognized the social training that online gaming provided and also the intellectual stimulation that certain games offered the player.

Förutsättningar för mellankommunal översiktsplanering Örnsköldsvik?Umeå : En tematisk dokumentanalys

The aim of this study is to investigate a specific form of Special Interest Tourism (SIT), namely health- and fitnesstravels. This kind of travelling is studied from a Swedish perspective and includes aspects like gender and age in active tourism. It also includes which travel motivations that lies beyond the choice of an active vacation.The study is based on a survey that was sent in an e-mail to the health tourism company InShapeTravel´s customers. The answers to the survey has been analyzed and related to earlier research about active tourism.The result shows that more women than men participate in the kind of healthy travels that InShapeTravel offers. A majority of the respondents are between 41-60 years old and the most common travel motivation was ?Better physic/psychic wellbeing?. .

MY WAY ? ROLLEN SOM LJUDTEKNIKER I ETT MUSIKVIDEO PROJEKT

The goal with this project, was to explore the producing of a musicvideo with a synergistic focus in a practical way. Beside the practical work with the recording and editing of music and video, I wanted to explore the sound engineers role in such a project? To my help I had the video producer Hannes Knutsson from the small film- collective Lefvande Bilder and the singer, guitarist and songwriter Conny Flink. The result of my work is a musicvideo published on the internet website YouTube and the report of the making of it along with my work around the question above is published in this report. The name of the recorded and filmed song, written and performed by Conny Flink is ?My Way?. .

Seniorers motivation till motion : En kvalitativ studie om seniorers strävan mot ett aktivt och friskt liv

This qualitative study investigated what factors influenced older adults to motivate themselves to continue to be pshysical active in their later life. Six individuals, both men and women in the ages of 65-89, were interviewed. The interviews were analysed by informal content analysis. The results showed that there is a certain group who had a strong will to lead a long, well-conditioned and sound life. Although, the seniors are getting older, they continue to make active choices about physical activity on a daily basis.

It?s a Guru Thing - Vlog Popularity in the Beauty Community : En kvantitativ samt kvalitativ studie om vad det a?r i sko?nhetsvideor som genererar visningar.

The overall purpose of this essay is to come to a deeper understanding about videos in the Youtube beauty community by using a mixture of qualitative and quantitative methods. By answering the main questions of the essay which are; What quantitatively measurable components are there in the videos that can be seen as contributing factors leading to the fact that some generate more views that others?; Is there a set mold for success containing certain aspects that a video must have to stand out?; What correlations can be found between the two categories of analysis and how do these potential correlations affect the popularity of the video? and What effects do specific components on the level of popularity of the video?, we?ve been able to distinguish differences as well as similarities on both qualitative and quantitative levels. We have also seen that using the two methods together have enabled us to reach more profound results. The main result that we have found on a quantitative level is that there are obvious correlations between a high level of popularity and a good visual quality.

Interaktivitet på YouTube : En kvalitativ användarstudie av interaktivitetens roll på YouTube

This essay is an investigation of the level- and importance of interactivity on YouTube for the active user. YouTube is a great example of a user-friendly Internet environment which enables the users to take part in a virtual community where they can create the content and, with the various functions the site has to offer, interact with each other. With Uses and Gratifications as a tool for this research we look at the motivations and needs of the user and how they come into play on the most popular video distribution site in the world today. Qualitative interviews on Swedish respondents give us insight in how the YouTube-users with their own words perceive this relatively new highly interactive era. We focus on a narrow group of the most popular age-group of YouTube-users to go deeper - not to expand.

Marknadsundersökning av Södra skogsägarnas medlemmar inom Gislaveds verksamhetsområde

This study is done on behalf of Södra skogsägarna in the autumn of 2012. The main purpose of the study is to get an explanation to why some of the members are passive in their forestry, and how Södra can stimulate them to become more active. To achieve this a questionnaire study was conducted on the members of Södra in the community of Gislaved. The result of the study shows that there are many different factors that influence whether the forest owner is active or not. Examples of those factors are timber prices, the forest owner's objectives and the forest owner's financial situation. The main goal for the forest owners in the survey was to obtain high economic result and to increase the standing timber volume for the next generation.

När undervisning gör skillnad : ? en undersökning om elever kan identifiera lärarens ämnesdidaktiska kunskap (PCK).

Vilken kunskap krävs för att en lärare skall kunna undervisa ett innehåll på ett sätt så att eleverna både inspireras och förstår? Denna uppsats studerar elevers upplevelser av ett specifikt fenomen, dvs. lärares ämnesdidaktiska kunskap. Många forskare har försökt att besvara denna komplexa fråga. Shulman (1986, 1987) myntade begreppet Pedagogical Content Knowledge (PCK).

The Lake

The purpose of ?The Lake? was to create an experience with music and visuals working with no budget.A personal purpose was that I wanted to explore new areas in design, like scenography, and combine them with my previous knowledge and skills. My method was to keep my hands busy at all times and use new materials. I also wanted to work with other creators and learn from their methods. Together with a musician I created the music and the concept for the project.

TV-spel och folkbibliotek - nya medier, mediepanik och biblioteksdiskurser

The aim of this master's thesis is to study what attitude public libraries in Sweden show towards video games. By using critical discourse analysis as both theory and method we analyse several texts emerging from a debate mainly discussed in blogs. Main topics in the debate are video games in the library, the purpose of the public library and Library 2.0. Our analysis focus on views expressed concerning the work and purpose of the public library, the librarian and the library user - and to identify the main visible discourses in the discussion.Our findings consist of two discourses representing two different views in the debate. We call these two discourses the general educational discourse and the interactive discourse.

"Halfpipe Active Channel"- developing a secure communications protocol

With the advent of powerful multimedia capable mobile phones, the market for mobile services is flourishing. Zenterio AB's Halfpipe Active Desktop is a complete distributed mobile service platform a with a powerful server and platform-independent client. The communication between the client and server takes place over a GPRS-capable mobile network. The purpose of this thesis is to develop a secure communications protocol for use between the Halfpipe Active Desktop client and server. This is done by determining requirements, analyzing candidate protocols and then by designing the final protocol.

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