Sökresultat:
43 Uppsatser om Adventure - Sida 2 av 3
Tumult i Texas - ett undersökande arbete om bildspråk och berättande
Thick skin in Texas - an investigation on storytelling and pictorial language. I took my starting point in a story about the cowboy Jaquin, who goes to the Tivoli, where he gets caught up in a dramatic Adventure. I extracted three scenes from this story, and I experimented with whether it was possible to make the separate scenes tell their own story, in three separate drawings. Without depending on the frame story or on any kind of text. In this project I partly wanted to explore the possibilities of the drawing.
Det beroendeframkallande klicket : Engagerande och emotionella icke-spel
En ny spelgenre har ökat i popularitet de senaste fem åren. En spelgenre som faller utanför den klassiska definitionen av spel. En spelgenre vid namn ?Idle Games?. Föreliggande studie handlar om vilka element i dessa spel som får spelaren att fortsätta spela och hur elementen kan analyseras med hjälp av MDA och AARRR ramverken.
Interaktiva, digitala lärresurser : Med underhållning kommer motivation
Earlier research has shown that combining education with entertainment can improve students motivation in school. With this study we aim to learn more about interactive digital learning resources and how they should be designed to entertain and thereby contribute to motivation. We have identified aspects of educational games that also could be considered when developing interactive digital learning resources, to make them more entertaining and motivating. We have chosen to study and evaluate an interactive digital learning resource called ?Grasp the Disaster?, a fictional online Adventure created for students in the ages between 13-15.
Lekkultur i förskoleklassen ur ett genus perspektiv : En observationstudie om flickor och pojkars lek
Purpose: The aim of this paper is to investigate whether there are differences between big cities and small cities in Adventure tourism. The cities that are studied are Stockholm and Visby.Methodology: The study is based on a qualitative method. We have done interviews and observation. We also used books and internet when collecting information. Conclusions: The study has shown that differences exist between large and small cities. People seek out the opposite, whether you're from a big city or small town.
Att höra genre : Vad ljudet i filmens inledning berättar om genre
This study deals with a research on what the opening sounds in movies tell us about the story that we are about to follow. The purpose is to examine if and how the sound in the first five minutes of the movie contribute in giving information about the film?s genre. The theoretical base includes both genre theory and Michel Chion?s theory on film sound.
Vad är våra röster värda? : En rapport om röstskådespel i spel
I denna rapport undersöks om röstskådespel i interaktiva medier kan bidra till att karaktärer upplevs mer verklighetstrogna samt hur repliker kan skrivas för att bidra till detta. Undersökningen är baserad på forskning inom psykologi och lingvistik. Genom att använda ett ?Choose-your-own-Adventure?-scenario i fyra varianter samt två protokoll undersöks hur testpersonerna uppfattar deras karaktär och vilken skillnad röstskådespel gjorde på denna uppfattning. Testpersonerna beskriver även hur de upplever röstskådespel i dagens spel samt vilken påverkan röstskådespelarna har på deras upplevelse och lockelse till spel.
Lifeband - Deltagande design av ett lekfullt motiverande exergame för att motivera barn till rörelse
I denna rapport undersöks om röstskådespel i interaktiva medier kan bidra till att karaktärer upplevs mer verklighetstrogna samt hur repliker kan skrivas för att bidra till detta. Undersökningen är baserad på forskning inom psykologi och lingvistik. Genom att använda ett ?Choose-your-own-Adventure?-scenario i fyra varianter samt två protokoll undersöks hur testpersonerna uppfattar deras karaktär och vilken skillnad röstskådespel gjorde på denna uppfattning. Testpersonerna beskriver även hur de upplever röstskådespel i dagens spel samt vilken påverkan röstskådespelarna har på deras upplevelse och lockelse till spel.
Ingen dag är den andra lik... på både gott och ont. En studie om hur det är att leva i ett förhållande tillsammans med en partner som har diagnosen ADHD
To live in a relationship demands hard work with good communications, mutual respect, compromises, empathy and an understanding of your partners feelings and needs. For a person with ADHD all of this can cause difficulties and create a strained relationship, but it can also mean a relationship with thrills, Adventure, spontaneity and passion.
This study is built on a qualitative method using triangulation, where the studies empirical materials consist of 4 interviews along with observations online. The empirical material is applied on the theories: love, conflict and coping.
The purpose of this paper is to increase the understanding of how it is to live in a relationship with a partner who has been diagnosed with ADHD. The questions at issue are: How does everyday life work with a partner who has ADHD? What different aspects (positive and negative) are there to live in a relationship with a partner that has ADHD? How is the possible if any help and support perceived in their relationship and everyday life? The results showed that a relationship with a partner that has ADHD looks like any other relationship, but that it can differ due to the possible difficulties that are at hand.
"Här börjar äventyret" : en kvalitativ undersökning om marknadsföring av upplevelser
Syftet med denna uppsats är att öka förståelsen för problematiken kring marknadsföring av upplevelser. Detta genom att undersöka hur turismupplevelser av äventyrligt inslag marknadsförs av reseföretag och ta reda på vad det är för känslor man vill förmedla. I den teoretiska referensramen har vi tagit upp tidigare forskning som ska ge en djupare förståelse kring de två undersökningsområden, upplevelser och marknadsföring, som omfattar denna uppsats. Studien är en komparativ flerfallsstudie där vi har använt oss av en kvalitativ innehållsanalys samt en retorisk analys i analyserandet av vårt material. Det undersökta materialet består av marknadsföringstexter från reseföretags kataloger.
Det första könet, dess ?Andra? och den tredje världen : västerländsk manlighet i reseskildringar
Travel literature and especially the ?Adventure story? has excited young British boys for over two centuries. However, it has also been a vehicle for the assertion of male dominance and European supremacy. The story of a British man who goes to the colonies, performs some test which is essentially a test of his manliness, and whose compulsory victory marks the end of the book, has been a central myth in colonial masculinity.Through looking at three Anglo-Saxon male travel writers from the 20th century, this essay aims to study the different ways in which Western male identity is shaped against an Indian background. The novels analysed are Topee and Turban or Here and There in India by H.A.
Slumpmässigt genererade nivåer
When a videogame is being played it is rarely a static experience. A videogame can consist of various systems that affect each other in an unpredictable manner which makes the player experience unique for every player.Throughout the years developers of games have used random chance in a games programming to affect the user experience. Sometimes it even goes so far as to having entire games based around the idea of the game itself randomly generating content for a player to experience.This paper will examine randomly generated content in videogames. It will take examples from existing ones and describe how they use it, and reason regarding the benefits and drawbacks of having random chance affect the user experience.The paper will step-by-step examine the purpose of various commonly occurring objects and features of a typical dungeon in an Adventure videogame. It will reason around their purpose, and figure out ways to use them in a structured manner so that we can guarantee that there will be no deadlocks that the player can't overcome.This will range from the environments in rooms, the shape of them, to the objects and creatures that inhabit them, such as locked doors, keys, and bosses.
Individ i rotation - Om motiveringar för valet att söka utlandstjänst inom Sveriges försvarsmakt
The Swedish military is trough the rescindment of military conscription on the 1 July 2010 taking a defining step towards a professional army. They stand before big recruitment challenges, not least to its foreign missions. This thesis aims to examine the motivations of individuals for going on missions abroad with the military. The thesis is built on seven qualitative interviews with individuals who have done foreign missions and is planning further rotations. The theory used is Fabrizio Battistellis motivation theory and a form of discourse analysis.
En studie i grundskoleelevers inställning till matematikämnet ur ett lärarperspektiv
AbstractThe purpose of this essay is to investigate if elementary school pupils? attitudes towards mathematics, from a teacher?s perspective, have changed since 2001-2002. I also intend to investigate if the whys and wherefores among the pupils attitude are the same and what influences pupils? attitude to mathematics. The reason why I chose to deepen myself into elementary school pupils? attitude to mathematics, and things that relate, is that I find it very interesting.
Läsning är inte min grej: en undersökning av några tonårspojkars attityder till läsning
This study is about fourteen-year-old boys, who are not interested in reading. It deals with what thoughts and feelings some boys have around books, reading and libraries. Further the study investigates the boys' leisure activities and their making of identities. The study is built on interviews among twelve boys in a secondary school. The result is compared to earlier reports and research.
Fakta genom fiktion? - En studie i framställningen av bronsåldern i skönlitteratur
This essay is dealing with the question of the possibility for a non archaeologist to learn something about the Scandinavian Bronze Age by reading novels taking place in the specific period. I have studied novels written by Scandinavian writers between 1980 and present. Before I started I constructed nine different categories that I was to look for in the novels. The categories were constructed in the aim to get as a complete picture as possible of the Bronze Age society. The results were then compared to archaeological evident and theories and discussed in terms of this connection.