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1356 Uppsatser om Alternate reality games - Sida 25 av 91

Upprustning av miljonprogram : En undersökning om kommunala bostadsbolag

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.

Subjektiv och objektiv bedömning av underlag på svenska hopptävlingar på elit- och nationell nivå

Bark-stripping by red deer (Cervus elaphus) cause extensive damage to economically valuable spruce trees (Picea abies) in Swedish forests. The underlying causes for bark-stripping are not fully understood, and the frequency and severity of damage unpredictably differ between regions. In this study, I investigated if landscape structure (e.g. agricultural dominated landscape opposed to forest dominated landscape), forage availability, population density and disturbance (e.g. roads and settlements) affect bark-stripping frequency.

Kan Lamotrigin utgöra ett Behandlingsalternativ vid Bipolär Sjukdom?

Bipolar disorder is a severe, affective illness which causes a person to alternate between episodes of pathologically elevated mood (mania) and depression ? in between these episodes the mood is normal. The length and intervals between the episodes are highly variable among the ill, as are the severity which is divided into two major subgroups: bipolar I and II. Bipolar I disorder is the most severe because of the patient?s inability to realize that he or she is currently in a manic phase, in the case of bipolar II disorder, the patient is aware that he or she has an abnormally raised mood, a state which is called hypomanic state instead of manic.

"Jag ska också göra chokladbollar" : En undersökning om hur tillgången till konstruktionsmaterial påverkar barn i förskolan

The aim of this study was to investigate and compare the availability of construction materials affect children's constructions and play. Observations were made when the children were allowed to play and build with very little and much of the material play-doh dough in preschool. The study is aimed at children aged 3 ? 5 years. Interviews were also conducted with educators in departments where the children spent time to give support to this study.The result shows that the children create as many designs of any material amount.

Folkbiblioteket är demokratins grundpelare: Dagspressens debatt med anledning av moderaternas Kulturen 2.0

This master?s thesis attends to a debate in the Swedish daily press concerning the public library which arose after the Swedish Moderate Party?s publication of their cultural political document Kulturen 2.0. This document contains a number of standpoints, of which three directly concern the public library: charges on book loans, libraries on contract and politically balanced purchase policy. In all, 28 articles are examined by means of an idea and ideological analysis. The purpose is to find out what is behind the conflicts surrounding attitudes about the public library's mission and activity in an era of needs for change.

Gamers and Game Design: Incorporating Users in the Design Process

This paper deals with the difficulties of applying user-centered design practices as an independent developer, based on the visualization of a game concept in the form of a prototype. The aim is to evaluate the usability of user-centered design practices, specifically in the field of games development. Throughout this paper, I will give an account of the methods used for testing, as well as a review of previous research done in this field of study. Finally, I will end with a discussion regarding the pros and cons of user-centered design, as well as some thoughts about its importance in similar projects..

Utveckling av programvara till ett inbyggt styrsystem

This thesis considers the development of the software for an, newly developed, embedded real-time control system, based on a Periferal Interface Controller (PIC). The control system is developed to be used for several different applications. In this thesis work, software for two different applications are developed. The first task is a time controlled system, while the other task is implementation of aPI-/PID-controller. A user interface is also developed and implemented.The time controlled system is an automatic horse feeder, which is used for feeding horses at certain predefined points in time.

Visuell Navigation : En studie om vägledande visuella element i spel

Visuella vägledande element kan höja eller sänka en spelupplevelse. Därför har vi gjort en studie kring hur man kan uppnå intuitiv visuell navigation med fyra beprövade visuella vägledande element, nämligen ljussättning, färgkulör, färgmättnad samt objektplacering. Dessa element har använts för att skapa ett visuellt språk i en bana som vi har låtit ett antal respondenter spela och simultant kommentera. Resultaten har varit som väntat, att ljussättning fungerar som det starkast vägledande elementet, samt att respondenterna reagerade på, samt vägleddes av, nämnda element..

Med sikte på Counter-Strike : Om pro gamers val av gaming gear

Counter-Strike has established itself as one of the most popular computer gaming phenomenon the last decade with a major online community and loyal fan base. Within the world of e-sports it has also become one of the most lucrative games to compete in. In order to keep up with the competition it has always been important to use the best hardware available for the task. This thesis is about these tools that gamers use to play - gaming gear - and how pro gamers train to increase their chances of winning. We investigate various factors that might be important in their choice of gaming gear when they play, and how they train to use these artifacts more efficiently to get maximum performance.

Speglar sportsidan staden? En kvantitativ inneh?llsanalys av hur fotbollsklubbar gestaltas inom sportjournalistiken

The aim of this study is to investigate how the five biggest football clubs in Gothenburg are framed in the local newspaper G?teborgs-Posten. Gothenburg has five clubs in the top two tiers of swedish football (IFK G?teborg, Gais, BK H?cken, ?rgryte IS och Utsiktens BK), which makes them unique compared to other swedish cities. Many of the clubs also have a long history, being some of the oldest in the country, making supportership of the clubs a big part of the identity of many citizens in Gothenburg.

Bibeln och interaktivitet : Om arbetet att skriva manus till spelet Testament

Testament är ett actionrollspel baserat på Bibelns Gamla Testament. Spelet utvecklas tillsammans med Svenska kyrkan i syfte att användas i konfirmandutbildningar.Denna uppsats är en reflekterande rapport som behandlar verket Manus till spelet Testament - Spelmoment, dialoger och mellansekvenser. Verket och denna uppsats är en produkt av ett examensarbete i medier och innehåller en beskrivning av arbetsprocessen att skriva manus till fyra av sex segment i spelet Testament. Rapporten innehåller även analyser och diskussioner om arbetsprocessen och det slutgiltiga resultatet. Verket innefattar detaljerade översikter över spelets interaktiva spelmoment såväl som de texter som representerar spelets dialoger och mellansekvenser.Genom detta arbete undersöks området speladaptation närmare för att ta reda på hur litteratur kan omvandlas till spel och hur interaktiva spelmoment identifieras och utvecklas från en text.Under arbetet har en metod skapats för att identifiera och utveckla interaktiva spelmoment ur Bibelns texter och för att skriva mellansekvenser och dialoger till spelet Testament.

En actionberättelse : en analys av de narrativa delarna i actiondatorspelet Halo

This essay is a narrative analyze of the computer game Halo. The purpose of the essay is to see what function the narrative elements have in a computer game of the action genre. The analyze is done with a neo-formalistic approach according to the theory of David Bordwell and Kristin Thompson. The choice of game was based on it's positive reviews mentioning the story. The essay tries to give a picture of research in the field and researchers views on narratives and computer games.

Språklig dramatik vid Svansjön : Den spänningsskapande dialogen i Kristina Lugns Kvinnorna vid Svansjön

The drama of Kristina Lugn?s Kvinnorna vid Svansjön (The women by the Swan Lake) takes place in the dialogue and language; the same ambiguous language that is found in Lugn?s poetry. In this essay I examine how meaning and dramatic tension is created in the dialogue of Kvinnorna vid Svansjön.I describe the play, using concepts from various drama theories. However, the most important concepts of classical drama theory such as "story" and "plot" are not really applicable. This is because of the contradictory information given in the dialogue.

En känsla för Gud Komparativ teologi enligt Keith Ward och perspektiv på religionsteologi

En känsla för Gud ? Komparativ teologi enligt Keith Ward och perspektiv på religionsteologi.(A feeling for God ? Comparative Theology according to Keith Ward and perspectives on Theology of Religion)We all have preconceived opinions regarding people, cultures and especially religion and religiousness, and according to one´s own subjective formed opinion, they are surely truthful and moral. But my main concern with this essay must be thought of as a brief and personal mapping of Christian belief and it´s rational status in relation to both basic philosophy and the other great religious traditions. Furthermore, I am anxious to widen the perspectives of that which theoretically can be considered substantially real, and the existential consequences that follows on such a study. In doing so I must make sure that it´s properly anchored in history of both philosophy and religion, and of course ? with the general idea of God.

Inkludering - Utopi eller verklighet?

The aim of this paper is to shed some light on to what extent the process of making reality of Inclusion, as stated in International Declarations and in Government policies, has reached the actual educational activities in the school system. My chosen method is a case study, in which I have combined a survey with interviews in order to retrieve enough data for my analysis. I have also studied a number of policy documents and relevant literature. My analysis concludes, for the school that I have chosen to study, that there is still a lot to be done before inclusion becomes a reality. There are many obstacles to overcome, for instance; a constant struggle to obtain enough resources and to reach relevant levels of competence within the personnel.

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