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1356 Uppsatser om Alternate reality games - Sida 27 av 91

Uppsägning på grund av sjukdom

The purpose of this essay is to investigate how employers? rights to give employees notice because of illness are regulated in Swedish working life. This essay consists of two parts. The first part is jurisprudential and based on traditional juristic method. The second part entails the discipline Sociology of Law and is based on a qualitative survey consisting of two interviews.

?MMORPG? - en studie av dataspelsberoende

En problematik kring dataspelsberoende växer fram allt mer i media och i denna uppsats utforskas fenomenet MMORPG (massive-multiplayer-online-roleplaying-games). Syftet är att undersöka MMORPG i förhållande till beroende. Den empiriska datan utgörs av intervjuer med fyra personer som själva anser sig vara beroende av MMORPG. Resultatet visade att MMORPG är utformade både i spelmekanik och i spelkultur till att bidra till en ökad konsumtion, dvs. ett ökat spelande.

Småbarnslitteratur sedd ur ett genusperspektiv

The purpose of this Masters thesis is to investigate if gender stereotypes are mediated to children between 0-3 years through books suitable for their age. This thesis concerns books that are available in public libraries. The content will be analysed by using a combination of methods, both content analysis of all the books in our study and a qualitative analysis of a smaller number of these books. With inspiration from both Robert Connell and Yvonne Hirdman and their theories of gender and gender stereotypes, this material was read and we wanted to examine if books for very young children might establish stereotypes. Our analysis showed that many known stereotypes are common in these books.

Crowdsourcing som tillämpningsmetod hos svenska arkivinstitutioner : En kvalitativ undersökning ur ett maktperspektiv

In this thesis I have chosen to study the use of crowdsourcing in Swedish archival institutions as well as the influence this methodic platform has on the work of modern archivists. This also raises the question whether the nature of the platform is in any way influenced by the attitude working professionals might have towards crowdsourcing as a legitimed working method. This investigation is based on case studies and interviews with archivists from select Swedish institutions and also the methodology of two now ongoing crowdsourcing projects.The theoretical framework on which this composition is based comes from the work of Gregory Asmolov and his work on crowdsourcing platforms and their functionality as tools of governing. Cultural-Historical Activity Theory (CHAT) is applied to analyze how the method of crowdsourcing is utilised by archival institutions and influenced by their daily routine in conjunction with Governmentality as the chosen way of studying how these platforms might control their users.From the results of the performed case studies, two discourses emerged based on the view on quality concerning gathered information amongst the involved subjects. The first of these discourses places it´s trust and faith in users themselves where validity is of a lesser concern than the actual availability of information through the concept of ?wisdom of the crowds?.

Expedition Kon-tiki. Ett utforskande arbete om återgivning

My work has been an investigation project with focus on reproduction, method, structure and visual representation. The goal was to investigate how a story changes through time and space as well as how graphic design can affect a story depending on the visual representation. The result is a publication, an exploration of these subjects with the help of the book Expedition Kon-Tiki. Using more or less controlled methods of selections I have created different sorts of reproductions of the expedition. Just as subjective as reality itself..

Visualisering för spelbaserat lärande

Denna underso?kande designstudie utforskar hur visuellt material till en simulator kan komma att se ut och hur va?gen fram till det fa?rdiga designen kan se ut. Simulatorn som sta?r i centrum fo?r just denna studie kallas fo?r Simulerade Provokationer (SimProv) och har la?rarstudenter som huvudsaklig ma?lgrupp. I SimProv kan la?rarstudenten som anva?ndare va?lja mellan fyra olika handlingar i en klassrumssituation.

What can change the nature of a grade? : A study of computer games and how they affect English grades.

The purpose of this study is to establish whether or not there is a connection between a highincidence of computer gaming and English proficiency in Swedish 9th-graders. The study also takescomputer game genres into account, attempting to see if there is a link between frequent playing ofcertain genres and high English grades.According to this study, there is a clear correlation between the gaming habits of Swedish 9thgradersand the grades they receive in English, with a higher frequency of gaming corresponding toa higher grade. The study also suggests that the Strategy, MMO (Massively Multiplayer Online) andCRPG (Computer Role-Playing Game) genres have a higher representation amongst students withgood grades in English..

Simulering av bordläggningslucka

Kockums i Karlskrona har givit i uppdrag att ta fram lösningar till öppningsmekanismen för större bordläggningsluckor på marina ytfartyg. De önskar att luckans dimension ska vara max 10 * 3 m. I uppgiften ingår att ta fram en lösning på öppningsmekanism, simulera öppning och stängningsförloppet i Virtual Reality samt utvärdera konstruktionen enligt givna lastfall. Acceleration är ett exempel på laster som luckan kan tänkas utsättas för under öppet läge samt under öppning och stängning. Första delen av rapporten innehåller principkonstruktionen, här har det tagits fram ett antal lösningsförslag som visas med enkla skisser. Dessa utvärderas i olika omgångar mot de krav och önskemål som tagits fram i samarbete med Kockums.

Allsvensk fotbollssponsring

Purpose: The purpose of this thesis is to examine the ERK model's relevance, validity and potential need of development to better reflect how it looks today (2013). Method: The study is conducted through three surveys; the first two were face interviews with companies that sponsor Swedish soccer teams and the third study was conducted with a questionnaire to supporters outside a soccer stadium. Results: A model that would better reflect the reality of today (2013) could contain company pride, chairman?s whim, exposure, relationships and associations..

Gamification och Gameplay : Att höja motivationen med hjälp av gameplay

Denna studie har undersökt hur en användares motivation att samla mynt i ett serious game påverkas av att dessa är sammankopplade med spelets gameplay. För att undersöka detta har två versioner av ett serious game skapats, ett där mynt endast kan användas för att köpa kosmetiska uppgraderingar och ett där uppgraderingarna som kan köpas, utöver kosmetiska förändringar, även påverkar spelets gameplay. 12 personer har deltagit i testet och värderat hur mycket motivation de känt då de spelat spelen. Resultatet tyder på att det inte existerar någon markant skillnad mellan hur mycket motivation testdeltagarna kände inför att samla mynt i de båda versionerna. Undersökningen skulle kunna utvecklas genom att fler tester utförs på flera olika typer av mjukvaror..

The Sound of the Rain Needs no Translation : Synen på samhället och den moderna människan hos Alan Watts

In the 1940s, 50s and 60s the two youth movements of the beats and the hippies emerged in the United States. Disagreeing with the progressive positivism of the previous generations these youths were part of a counter culture that adhered to an ideal of living in the present.Alan Wilson Watts (1915?1973), most known for his popularization of eastern philosophy and religion in general and Zen-Buddhism in particular, became one of the most influential and well-read advocates of the new movements. Drawing upon eastern philosophy and religion as well as modern psychology, Watts challenged the western world view by rejecting the dualism of self and environment, arguing that man is one with God and nature and claiming that nothing exists but the present experience here and now.Based on Watts? view of man and reality, and in the context of the emerging youth movements, this study examines Watts? criticism of western culture and society as well as his view on happiness and the possibility of a better life for the individual living in the west.The study shows that, according to Watts, the root of the problem facing western society lies in man?s incapability of distinguishing concept from reality, preferring abstract ideas and symbols to the experience present in everyday life.

Tvådimensionella rum

We are always surrounded by space, not just only in a room with four walls, but also when we are outdoors.Constantly we move in a flow of space that changes whenever we move. Unaware we are affectedby this threedimensional surrounding of ours, and it reacts with our perception. Many times, we chooseto translate it into something two-dimensional, for example when we take a photo, recording a movie orframing a view with a window. It helps us to catch a moment, a piece of reality and restore it in our ownway. In this project I?ve chosen to explore this process, to interpret and create my own theories about thistranslation from space to a two-dimensional surface.

Pedagogisk lek i förskolan : En samtalsanalytisk studie av pedagogens roll i olika lekaktiviteter

Play is an important part of children´s everyday life, it is through play children develop. Play occurs a lot in kindergarten and in this study, the aim is to examine how play activities play is used in preschool teaching and the role of the teacher´s in the play. Video recordings of play activities done and qualitative methods (conversation analysis) has been used to analyze the video recordings. The results of this study show that play are widely used as a pedagogical tool in preschool. It is through play children develop.

Ett hem eller två hem: hur vuxna skilsmässobarn tolkar och beskriver sin uppväxt mot bakgrund av den boendeform de vuxit upp i efter familjeupplösning

The break up of the family unit leads to new living arrangements and significant changes for children. This can be an extremely upsetting experience for a child, especially if the child is old enough to understand what is happening. New living arrangements can effect a childs fundamental sense of security as well as having consequences later on in life. The object of this research paper was to examine how a group of seven people (children from split families who are now adults), interpreted and described their childhood in relation to the living arrangements they grew up with after the breakdown of the family unit. The main question areas we have examined are: How have the interviewee's living arrangements during childhood affected their understanding of themselves today? In what way has the adult's present day lifestyle been influenced by the split up of the family that they grew up with - using their own words? How do the children from split families describe and interpret concepts such as family and marriage, based on their own experiences? Our research was conducted with the help of seven people from split families who are now adults and who experienced different types of split family arrangements as a child ? permanent residence with mother/father or alternate living with both parents.

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..

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