Sökresultat:
1356 Uppsatser om Alternate reality games - Sida 24 av 91
Stereoskopisk 3D i spel
I den här rapporten undersöks stereoskopisk 3D. Vi utreder hur ett spel ska anpassas för att tafram en så bra och tydlig stereoskopisk 3D-effekt som möjligt och så att betraktaren upplever etttydligt djup utan att uppleva ett obehag på grund av effekten. Rapporten tittar djupare på vilkatekniska aspekter man behöver ta hänsyn till vid spelutveckling i stereoskopisk 3D. Samt vilkaprestandabegränsningar som man bör ta hänsyn till vid stereoskopisk 3D. Vi beskriver hurprocessen och framtagandet av prototypen Kodo med anaglyfisk stereoskopisk 3D såg ut.Prototypen togs fram för att testa och analysera resultatet av stereoskopisk 3D-effekten..
Det mörka hörnet? Ett förslag till en relativistisk postmodernism
abstractThe aim of this essay is to try to convince the reader that relativism and postmodernism (the latter implying the former, but not the other way around) can be reasonable methods for the social sciences, rather than the irresponsible play of ?extremes? theories of this kind sometimes are made out to be.The intention is to do this by way of the later Wittgenstein, the philosophy of whom is the foundation for what is termed relativism and postmodernism in this essay (definitions of a kind that are here claimed to be missing from the discourse of the social sciences). The essay also contains an empirical presentation/analysis, displaying the Wittgensteinian theory through an aspect of the American Civil Rights movement of the 1950s and -60s..
Undervisa engelska på engelska : Ett sätt att göra målspråket till arbetsspråk
High school students of today frequently come into contact with the English language throughradio and television. Many students even manage to read instruction manuals and understandhow technical devices work, such as, for example, computer games. However, most teachersunderestimate their students? ability and persist in using Swedish to explain how the Englishlanguage works. I have analysed how high school students manage when they take an Englishgrammar test in English.
Arkiv: Indien 2011-12. En reseskildring genom ett projekt om en resa
My project is based on a journey to India in thewinter of 2011-12. I knew that I wanted to dosome sort of travelouge based on my photos fromthe trip. I also knew I wanted to do some sort ofbook. How this, the story of my travels in India,would be told and what the theme was going to be,that was more elusive.I started out with the notion of a retelling of theold epic Ramayana and combining this with mytravels and the critical perspective of Edward W.Saids Orientalism. This proved to be an impossibleequation and I also had to rework my plan to fitthe tight timeframe I had.
Identifiering av designprinciper för migrering av spel till iPhone
Syftet med denna uppsats var att identifiera designprinciper vid migrering av stationära spel till Apples iPhone. Litteraturstudier, heuristisk utvärdering, enkätundersökning och djupintervjuer användes som metoder. Resultaten visade på att framför allt inmatningsmetoder, brist på feedback och skärmstorlek är problemområden i migrerade spel. Slutsatser inkluderar att spel aldrig bör migreras exakt som de stationära versionerna, nya inmatningsmetoder hos mobiltelefoner bör utnyttjas bättre och det bör övervägas om vissa spel överhuvudtaget bör migreras beroende på genre..
Framställningen av Judas Iskariot : En förändringsprocess?
The purpose of this essay is to identify the criticism that has been directed towards the traditional description of Judas Iscariot as a traitor. After a survey and analysis of the critical revisionists' arguments, a discussion follows regarding the possible effects this may have on future ways of describing Judas Iscariot.Based on the results that have been elucidated, this essay concludes that the traditional description of Judas in recent times has been forced to endure fairly strong criticism. To summarize this criticism, the main argument raised by today?s revisionists consists of linguistic and historical phenomena. According to these Judas Iscariot has been subject to a, according to some, deliberate demonization; where he over time has become portrayed as more blameworthy.
En kvalitativ analys av spelberoende
The aim of this study is to gain an increased knowledge and deeper understanding of compulsive gambling and its consequences in today?s society. Gambling addiction will be described and analysed by a selection of experts, therapists and people with an addictive gambling background. The basis of the empirical research has been undertaken by a qualitative design with interviews consisting of three fundamental themes. The research group of eight participants included four gamblers, two therapists and two specialists.
Enskilda organisationer och biståndsarbete -En studie om politiska föreställningar och delaktighet, ur den fattiges perspektiv
Since the 1970`s the Non Governmental Organisations, NGO:s, have taken an increasing responsibility in the development cooperation work. Apart from an increase in resources delivered through the NGO:s it is also obvious in various official documents that the idea of NGO:s in regards to; reaching and involving poor people in the work and as capable of delivering aid resources to a low cost, is very widely spread and commonly accepted among political decision makers and aid agencies. In addition it?s very seldom that those positive statements about the NGO:s abilities, are backed by any kind of scientific study. This study argues that the ascribed abilities are more the rhetoric of a political idea than an empirical reality.
DIGITALA RUM OCH RUMSLIGA DIGITALISERINGAR - hur hemmet tar plats p? Instagram
In a world obsessed with the visual our homes have gone viral. Through the frame of Instagram family members seems switched to furnitures and the so-called smartphone surely opened the door to new, digital places. Social media has become part of the life of many and, as an effect, also of the way we do our homes. In the era of digitalization, the concept of sharing has gotten some new dimensions where the borders of private and public, here and there, becomes blurred. Why do people post pictures of their homes on Instagram? How is it performed and what boundaries are pushed in the process? These have been some of the main topics guiding this thesis.
Hjältar med låg lön : En studie om en ?yrkessåpas? påverkan på personalens motivation
The amount of television entertainment of the character ?reality program series? has increased on Swedish television, because of this it could be generally considered that television entertainment is in a ?reality series era?. In recent years so called ?work soaps? have become very popular. This is a television series, where through the TV screen; we have the possibility to view ordinary people in their daily lives and often dramatic work.
En fallstudie om en fotbollsklubbs varumärke : ?Kall hjärna, varmt hjärta och rena händer?
Authors: Tobias Nilsson & Vedad LjeljakSwedish title: A case of a football club?s brand. En fallstudie om en fotbollsklubbs varumärke, ?Kall hjärna, varmt hjärta och rena händer?AbstractPurposeThe purpose of our study is to understand brand building of a Swedish professional football club. MethodThe method that has being used in the essay is a qualitative study where we have used semi constructed interviews to create a deeper understanding for brand building in a football club.
Samhällsansvar i konkurrens : En jämförande studie om den reglerade och oreglerade spelmarknaden
Background Svenska Spel is a regulated company run by the state and government, where CSR, community and social responsibility is in focus. The highly regulated Swedish gaming market has in recent years become more exposed to competition by foreign unregulated betting companies thru Internet.Problem discussion There are two views regarding CSR and how they are affecting competitive advantage and profitability. On one hand, it suggests that companies foremost shall focus profits and act in the best interest of the shareholders. On the other hand, it connects CSR to be a contributor to competitive advantage that increases the company?s profitability.Problem formulation Svenska Spel is competing with other betting companies who doesn´t act under the same conditions, betting companies that don´t have a responsibility to the state.
Natur på skolgård : värdet av naturlika miljöer och deras utformning för barn
As a result of my fascination for nature I have chosen to study the possibilities to introduce natural environments on schoolyards. Too many schoolyards are lacking vegetation and many of them look like sterile asphalt deserts.
The master thesis consists of two parts. The first part is based on literature studies and the second part in which findings from part one are put into practice. Five examples are presented; four schoolyards in Malmö; Kryddgårdsskolan, Kirsebergsskolan, Rörsjöskolan and Lindängeskolan and one in Kalmar; Åbyskolan. Malmö Naturskola has been working with the chosen areas on the schoolyards in Malmö.
Hantering av osäkerhet i strategiska investeringar : en kvalitativ undersökning på SME-företag i nordöstra Skåne
De flesta företag strävar i huvudsak efter att maximera värdet av sitt företag och ett sätt att öka värdet av företaget kan vara att genomföra investeringar. En viktig faktor för att lyckas med sina investeringar är att skapa en strategi och att följa denna är avgörande för att nå dit man vill. Strategier kan utformas på olika sätt, men gemensamt för alla strategier är att de måste hantera osäkerhet. Syftet med denna uppsats är att undersöka vad små- och medelstora företag upplever som osäkerhet vid investeringar samt hur företagen hanterar dessa. Valet av små- och medelstora företag grundar sig på att den största delen av tidigare forskning inom detta ämne är gjord på stora företag.
Budgetens roll innan och efter finanskrisen
Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.