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1356 Uppsatser om Alternate reality games - Sida 40 av 91
Populärkultur - ett redskap för samspel och lärande
How do we perceive literature? In our times computer games and Internet have made us grow more comfortable to the usage of non linear storylines. But how does this apply to printed literature?In this essay, called ?From a to b through d h and o. Non linear storytelling in our time? I have focused on nonlinear literature from different time periods and I have studied novels such as James Joyce?s Ulysses as well as works by William S.
"Det krävs en by för att fostra ett barn" : En undersökning av sex- och samlevnadsundervisningen i mellanstadiet.
The purpose of this paper is to investigate how gender and sexuality are made in the videogames Prince of Persia and Fable II, and more specifically to look at possibilities and limitations for the construction of gender and sexuality in these games. I understand videogames as an interactive media form that differs from other types of media like film and literature. It is a media form that depends on a player to be played. At the same time it is constituted by rules of how it can be played. I have analyzed my material by a method called close-playing.
Försjunken i den digitala spelvärlden : ett forskningsarbete om inlevelse i first-person shooters
Inlevelse i den digitala spelvärlden är ett utspritt begrepp bland spelare och spelutvecklare, men har termen samma innebörd för alla. Detta forskningsarbete tar upp tidigare forskning inom ämnet inlevelse i digitala spel men också vad spelare idag anser om termen och vilka faktorer de anser är viktiga att fokusera på när man vill skapa ett inlevelserikt spel i genren first-person shooter. Genom en litteraturundersökning av tidigare forskning samt en enkätundersökning framgår det att inlevelse kan delas in i tre olika nivåer: involvering, försjunkning och total inlevelse. Forskningsarbetet bekräftar tidigare forskning på området och för ämnet om inlevelse i first-person shooter genren vidare, där inlevelsen styrs av spelelementens fyra pelare: estetik, spelmekanik, story och teknik men är också högst beroende av en spelares personlighet, mentalitet och inställning till det spel denne spelar. Enkätundersökningen pekar också på ytterligare faktorer som kan stärka respektive hämma inlevelsen i FPS..
Beteendepåverkande designaspekter inom social media
This paper has it?s starting point in the midst of the debate concerning behaviour in socialmedia. Prior research has primarily been concerned with the role and responsibility of theuser while technology has been viewed as morally neutral. The base of the study isdiscourse analysis and a discursive psychology perspective is used to compare texts onTwitter and Facebook that were published during the events of the Boston bombings.The aim is to examine how platform users construct reality, groups and identities andwhat consequences those constructions bring. An interpretation of why the discourse ofTwitter and Facebook differ is grounded in aspects of design, which have been identifiedas having an influence on behaviour.
Skillnader och likheter mellan kvinnliga actionhja?ltar under 1970-, 1980- & 2010-talet : En analys av kvinnliga karakta?rer i actionfilmer
Laura Mulvey was the first to suggest that women and men have different positions on the screen; men drives the plot forward, and the women are objects of masculine desire and lust.The purpose of this report was to look at and compare the two characters from the 70?s - and 80's with two characters from the 00?s - and 2010?s to gain a deeper understanding and insight into how female action heroes are presented. This will be done with the help of the questions; How is the female action heroes that are analyzed in the paper?What are the differences and similarities between the past and the present-day action heroes? Just how stereotypical are the women in their genre? The four female action heroes that were analyzed were; Princess Leia Star Wars, Sarah Connor Terminator and Lisbeth Salander Men Who Hates Women and Katniss Everdeen The Hunger Games.The four female action heroes were analyzed based on Rikke Schubarts categories (Moderarketypen, Amazon, Dotterarketypen, Ha?mnerskan and Dominatrix), the character's personal development, the character's violence and the reason for the character's.Characters from the past were more often presented as more uncertain and fragile than the modern confident characters. The female action heroes of modern times was more independent, strong, and in no need of a man in comparison with contemporary female action heroes.
Solidarnosc, den centraleuropeiska nationen : Studien om den polska fackföreningen med olika tillämpningar på teorin om sociala rörelser
The research of the essay will be about Solidarity, the Polish trade union that began to rise in the beginning of 1980. In more specific tendencies to the empirical study, it is interesting getting to know about when the free trade union was created with a view to liberate the Polish people from Communism.The essay will be studied as an empirical case study, with a qualitative text analysis. The content will also include how power is allocated to the political, economic and social aspects of the national, and international relations. Therefore it will be relevant to use a method of ideology analysis to the qualitative text.The result of the theoretical analysis was that it is difficult to apply the social movements into a political change, even if it leads to success. According to this, participants in social movements are able to use the most potential and most necessities of resources, just as activists tend to do in reality..
Ditt Andra Jag
Detta kandidatarbete fokuserar på att undersöka aspekter som kan förstärka en användares upplevelse inom digitala spel. De aspekter som vi valt att fokusera på är användandet av Oculus Rift och Motion Capture då de tar upp viktiga punkter som Virtual Reality, närvaro och inlevelse i spel. Vi valde även att fokusera vår produktion mot skräckgenren då detta är ett område vi båda har stor passion för i diverse media. I vårt arbete har vi fått fram en hypotes om att spel som fokuserar på att lämna karaktären i ett tomt skal (ingen personlighet), lämnar en större chans för inlevelse hos spelaren då användarens egna känslor speglas på karaktären. Användandet av Oculus Rift och realistiska röresler via Motion Capture har en tendens att även stärka detta..
EU - en nyliberal hegemoni? En studie av den nyliberala diskursen i Fördrag om upprättandet av en konstitution för Europa
The fact that we apprehend certain phenomena as more convenient than others generate questions about what constitute and decide what we think of as normal and appropriate. The aim of this thesis is to explore the immense conception of power and authority through a narrower approach that focuses on the EU.With this in mind I examine the penetration of the neo-liberal ideology in the Treaty establishing a Constitution for Europe to see if there are any implications for hegemony. This is achieved through a discourse analysis which is strengthened with empirical cases of EU policies.The result of the discourse analysis of selected parts of the Treaty establishing a Constitution for Europe reveals that there are in fact tendencies which indicate that our society and reality is dominated by a neo-liberal hegemonic discourse. Subsequently the contemporary discourse broadly infiltrates the entire European Union, and therefore also its member states..
?Offer istället för debutanter? Om kvinnoförtryck i den litteraturkritiska institutionen
This essay concerns the fantastic and its position in narration. The fantastic's defintion is based on Martin Horstkotte's defintion in The Postmodern Fantastic and the essay focuses on the noncontextual aspects such as the clash between two incompatible fictional worlds and the absence created. Instead of the ordinary identification of the established fictional world with realism and our reality it is suggested that both of the colliding fictional worlds are fictive and that the established one not necessarily need to be realistic. Exampels on how the fantastic takes place on the syntagmatic level in a narration is drawn from the short story ?Samvetets fantasi? by Clas Livijn when analysed with Peter Brooks' closurebased narratology theory in Reading for the Plot.
Användning av förstapersonsspel vid militär simulering av strid i bebyggelse
The goal of this master thesis is to show the benefit of using computer games of the type First Person Shooter, FPS in the field of military simulations. The main focus in this is around a couple of topics. Creating the AI that controls the behaviour of the computer-controlled characters, the bots. Create an environment where it is possible to supervise the bots and also design a framework that enables cooperation between a group of bots, a squad. The result is Total Unreal Studio, TUS, a program where it is possible to add bots to a squad, connect them to a game server and inspect what the bots are doing.
"Ibland tror jag man kan ha en dubbelmoral inom sig själv..." : - En studie om gymnasielevers förståelse av jämlikhet på en principiell och konkret nivå
The purpose of this study is, by groupinterviewing students in upper secondary school, to investigate students comprehension of equality on a principle level and a concrete level. The questions at issue are as follows; how is the comprehension on respective levels described and is there any difference or similarities between the two levels? Further more, this study also aims to end with a discussion regarding the result from the mainpurpose in relation to the educational environment. In my conclusion there is to be find a certain difference between the comprehensions of equality on the two levels. The conception of equality is in the beginning principled and there is no exception from the worth of every individual but however, when the conception is brought out in reality it gets depended of its context and the comprehension for equality becomes more dynamic. The project will be completed with a discussion regarding the results in relation to the educational environment. .
Förskolan och digitala medier : En undersökning om hur interaktiva barnböcker och pekskärmsenheter kan användas i förskolemiljö.
Denna rapport har undersökt hur interaktivitet, genom interaktiva barnböcker på mobila enheter med pekskärm, kan påverka engagemanget för läsande hos barn i tre till fem års ålder. Detta har gjorts genom att en interaktiv barnbok skapades och deltagande observationer sedan utfördes vid sex tillfällen på tre förskolor där barnen fick testa den utvecklade produkten. De deltagande observationerna kompletterades sedan med åsikter om digitalt lärande från förskollärare på respektive förskola genom semistrukturerade intervjuer.Resultatet från undersökningen visar på en tendens till att engagemanget hos barnen kan ökas genom att införa interaktivitet i barnböcker genom att leverera dessa på mobila enheter med pekskärm. Undersökningen är dock gjord i för liten skala samt att produkten och undersökningen innehåller för många brister för att kunna ställa upp en faktisk teori. Istället ställs en hypotes upp som skulle behöva testas vidare under längre tid och i en mer rigorös undersökning..
Lärande datorspel som kognitivt stöd för språkinlärning i förskolan : En granskning av datorspelet Klura ut
Digital spelbaserad inlärning handlar om användningen av spel i undervisningssyfte. Få forskare har undersökt dessa spels inverkan på förskolebarns språkinlärning, speciellt med situerat lärande som utgångspunkt. I denna studie har detta gjorts genom en kvalitativ studie när datainsamlingen består av en teoretisk bakgrund, intervjuer och observationer. Studien har sin utgångspunkt i de teoretiska ansatserna situerad kognition, distribuerad kognition samt embodiment. Genom att triangulera fynden från intervju, observation och den teoretiska bakgrunden får studien fram ett resultat och svar på studiens frågeställning.
Ljuddesign för rumsmetaforbaserade talgränssnitt
In this paper, a navigation support approach for speech-only interaction based on auditory icons for room-based designs is presented, i.e. naturally occurring sounds that have a natural mapping to the system's underlying design metaphor. In contrast to many recent investigations that have focused on multi-modal or augmented reality systems, this paper concerns a unimodal speech and sound-only system. An auditory icon based prototype system for buildings maintenance support using a room-based metaphor was developed. The design was evaluated in a comparison with earcons and no-sound designs.
Diskriminering på grund av funktionshinder - eller frunktionshindrad på grund av diskriminering?
Abstract The 1st of January 2009 there will be a new discrimination law in Sweden. That means that the Parliament finally will interpret three EC-directives in there entirety. The new law means that the present discrimination laws will be merged to one law. The situation for disabled persons on the labour market has improved, since the discrimination law was founded in 1999. The Labour Court got some cases to judge and media has attracted attention to disabled persons rights.