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1356 Uppsatser om Alternate reality games - Sida 7 av 91
Att göra affärer i Kina - rättsligt skydd i lagen och i verkligheten
This thesis looks at the difference between the legal protection in law and the legal protection in reality when a small company working with international trade comes in contact with seller's breach of contract. The thesis uses a case taken from a company with over 30 years experience trading with China and looks at the legal protection available along with the different possibilities of dispute resolution available to a company and then looks at the reasons why this legal protection never becomes a reality and the thesis also analyses some possible reasons for this gap between law in the books and law in reality..
Does it matter?
Swedish:
Det här kandidatarbetet undersöker om karaktärer med icke-normativ sexualitet
finns representerade i digitala spel och hur dessa framställs. Arbetet har även
fokus på de reaktioner samhället har visat i samband med att spel som behandlar
ämnet icke-normativ sexualitet kommit ut på marknaden. Syftet är att
uppmärksamma och ge insikt om icke-normativ sexualitet som ämne och hur
diskussionen av detta kan leda till en utveckling inom spelmediet.
Informationen som användes för att undersöka ämnet och dess reaktioner finns
sammanställt under ett forskningsmomentet, vilket sedan utvecklas till flera
noveller. Dessa noveller har sedan användes i en undersökning som genomfördes
av 11 stycken deltagare.
English:
This bachelor thesis investigates if characters with non-normative sexuality
are represented in digital games and how these are portrayed.
Effektivisering av byggproduktion med VDC och förstärkt verklighet : Streamlining construction work with VDC and augmented reality
Virtual Design and Construction (VDC) is currently used more and more within construction design and planning as well as construction as a streamlining tool aiming to improve communication and decrease the number of construction defects. VDC is constantly developing, but what comes next? The augmented reality (AR) technology is currently not used within construction in Sweden but should be considered as the next step in line regarding the integration of reality and digital information. Using this technology design can become reality even before it?s actually built.The purpose of this study has been to carry out an inventory of the existing AR technology and its shortcomings, and also to identify possible applications within the construction phase.
Spelentusiasters val av analoga spel : En kvalitativ studie om användare på boardgamegeek.com
This qualitative study examines how users of boardgamegeek.com chooses which analogue game to buy. The purpose of the study is to find out which factors constitutes the choice of games and how the information of these factors reach the consumer. The investigation is executed by users of boardgamegeek.com explaining their latest game purchase in a questionnaire survey online. The results show that many of the respondents research the games they are interrested in beforehand and based on this information make their choice. Despite of this we can see that many game developers and distributors does not make this information available for the consumers, but leaves this task to the public..
Captr.net - Utveckling av iPhone-applikation och hemsida
Within the literature and film sciences there are clear models of storytelling and methods of creating a good story. In the game industry it's more difficult because the games are often non-linear, and games are a less established medium than the other two. With this study our purpose was to examine game developers and methods they used when creating a videogame, with focus on storytelling. Four interviews were made with representatives from four different videogame companies in Sweden. The information from the interviews was put in relation to theories regarding the structure of videogames and an established model for creating videogames.
Serious games & Gamification : En studie av hur användare motiveras i en lärandeapplikation
SammanfattningEftersom e-lärande applikationer används i både skolan och på fritiden är det viktigt att dessa är både effektiva och roliga att använda. Gamifiering och serious games som handlar om att implementera speldesign i andra typer av applikationer, är viktiga koncept för detta syfte. Denna kvalitativa studie bidrar med kunskap inom detta område genom att utvärdera en applikation som lär ut körkortsteori. Syftet var att analysera tekniker som driver motivation baserat på spelmekanismer, teoretiskt ramverk och analytisk modell. Undersökningen bygger på kvalitativa intervjuer och författarnas egna observationer.
Hur uppfattas etik och moral i reality-tv? : En studie ur deltagar- och tittarperspektiv
Reality-tv är ett fenomen som överskrider gränser och är på så vis utmärkande i sitt slag. Gränsdragningar mellan fiktion- och faktagenrerna inom tv-kulturen blir med tiden allt svårare att tyda. Det brukar benämnas ?faktion? eller ?infotainment?, som innebär underhållning, sensationalism och ?human interest? prioriteras. En av de reality-program som uppmärksammats är Kungarna av Tylösand, det gav upphov till en diskussion i medier om ansvartagandet då sex och alkohol hamnade i fokus.Genom att reality-tvgenren benämns som ?infotainment? så borde ansvaret hos produktionsbolag vara viktigt.
Augmented Reality som ett hjälpmedel för produktvisualisering i möbelindustrin: en fallstudie
This paper examines the potential benefits of using augmented reality as a tool for visualizing furniture in a buyer?s own environment before buying it. A simple prototype is developed and tested. The steps for developing the prototype are described in great detail as well as the tools being used. The prototype is tested both on people working in the furniture business as well as people with experience in buying furniture online. In conclusion the results from the user tests are analyzed and the potential benefits are described.
Internkommunikation vid förändringsarbete : en studie av internkommunikationen vid omlokaliseringen av Konsumentverket
The main purpose of this essay is to through theories about internal communication, channels to communicate through and change management study how these can be related to the processes at the Swedish Consumer Agency due to its future relocation. The main question within this essay is therefore:- How has the internal communication and the change management at the Swedish Consumer Agency developed in comparison with the prescribed theories?This essay is divided into three different parts (ideal, reality, ideal/reality) which can be derived to the essays theory, result and analysis chapters. The theories are the ideal while the result describes the internal communication and the change management during the process (the reality). In the analysis chapter, the ideal and the reality are compared to distinguish how the reality has been working in comparison to the ideal.The internal communication has mainly been distinguished through the authority?s intranet and the information communicated has comparatively been fast, open, objective and reliable.
Bakslag och handslag: En fallstudie över Nordirlands process mot provinsregering
This essay is about the Northern Ireland Conflict and the Belfast Agreement. Its focus is on the development in Northern Ireland politics after the implementationof the Agreement which was ratified in a referendum. The essay is a case studywhich analyzes the progress towards an Assembly Government and powersharingbetween the unionists and the nationalists/republicans. The development is analyzed with Robert D. Putnam's theory of Two-Level Games? The essay first analyzes the changes in the unionist society where the opinion towards the agreement has been negative which depends on the concessions made by the unionist.
Finns det ett förnedringsmoment i de svenska reality-programmen? : En attitydstudie om inställningen till reality-program.
Reality-genren har kritiserats sedan dess uppkomst. Programmen benämns ofta i massmedia såväl som i vardagligt tal som ?förnedrings-TV? eller ?mobbnings-TV? på grund av dess kontroversiella form. Programmen anklagas för att sudda ut gränsen mellan den privata och offentliga sfären samt att ge tittarna en bild av att det är okej att håna och förnedra andra människor.Genom att låta två fokusgrupper diskutera reality-genren som helhet samt frågor som berör ämnen om klass, etik och identitet syftar denna studie till att undersöka tittarnas attityd till de svenska reality-programmen. De frågeställningar som studien också syftar till att besvara är följande: Hur definierar respondenterna i intervjun reality-TV? Anser respondenterna att det går att urskilja några samhällsklasser i programmen? Anser respondenterna att det finns framträdande stereotyper/mönster i programmen? För att besvara frågeställningarna har jag använt mig utav två ostrukturerade fokusgrupper som tillkommit genom ett snöbollsurval.
Riskminimering i föräldrasamverkan
The way we socialize today is radically different from how it was only twenty years ago. Since the arrival of the Internet more and more of what we know about the lives of our friends comes from text-based social networks, or blogs. This means that we all, more or less, have become authors of our own life stories and that the reality we live in have become fictionalized. In this paper I explore what effects this postmodern process of dissolving boundaries has had on the autobiographical genre, where the line between fiction and reality is traditionally stressed. By analysing Carina Rydberg?s (b.
Kooperativt spelande : en testdesign till spelet Yellowfield Spacetravels som samarbetsspel
This report is about finding the cooperative elements in games and making a boardgame based on them. I tested different computer games and boardgames to try and get the cooperative elements and then I make a boardgame based on what I found.What I found during testing is that to be a fully cooperative game all players on the same team must win or lose together and one player should not be able to finish the game by herself. There are of course some things that can change this for example what kind of players are playing.My best advice is that you should decide that the game is fully cooperative from the beginning and build the game from that..
En bild ljuger aldrig? : En studie om digitaliseringens inverkan på trovärdigheten i fotografier
The concept of the photographic truth has had a special status for almost 200 years. Yet with the emerge of digital technology and especially digital photography there has been a loss of the particular connection photography has had in reference to reality. The aim of this study is to see in what ways digitalization has affected the credibility of photography from the perspective of professionals in the field of photography. The digital technology that has enabled the large-scale manipulation of photographies is not, however, the main reason for the decreased credibility of photography. The ongoing discussion about the available possibilities concerning digital imagery and manipulation has had a far more powerful effect on the concept of the photographic truth.
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.