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1356 Uppsatser om Alternate reality games - Sida 8 av 91
"Hellre en bra story än en dålig" : En kvalitativ studie om framställningen av berättandet i tv-spel
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.
Undersökning av stereo och dynamiskt perspektiv i horisontell fish tank virtual reality
Ett par av de trick som används i virtual reality för att få 3D-världen att verka mer levande är stereoskopi och ett dynamiskt perspektiv med head tracking. Tidigare undersökningar har visat att head tracking har större effekt på 3D-upplevelsen än stereo [1], i alla fall när bilderna visas på en vanlig datorskärm. Den här undersökningen har försökt att ta reda på om samma sak gäller då den virtuella världen projiceras på en horisontell bordsskiva. Intressant nog går resultaten från det genomförda experimentet tvärt emot all teori. Tyvärr kan inga konkreta slutsatser dras eftersom alltför många felkällor har uppmärksammats, men studien öppnar ändå upp för framtida forskning..
Idéer om folkbiblioteket ? en idéanalys av ett urval kommunala biblioteksplaner
The aim of this master?s thesis is to examine which ideas about the public library that appear in a selection of municipal library plans and to examine if these ideas are unanimous. The comprehensive questions are: Which ideas about the public library appear in each municipal library plan? How do the ideas agree in the different municipal library plans? The sub questions are: Which judgements of reality appear in the different library plans concerning each municipality and its library needs? How do the municipalities define the concept of development and future demands in the municipality on the basis of the judgements of reality? Which recommendations do the judgements of reality give and how is the plan of action that is established in each library plan justified? Which fundamental views of reality, i. e.
Creative Packaging: vad gör design innovativt och hur presenterar man den på ett innovativt sätt?
Beskrivning av vår kreativa process i skapandet av en inspirationsbok om förpackningsdesign. Boken innehåller sex förpackningar från olika designbyråer i världen. Det finns inga bilder i boken, för att visa förpackningarna används Augmented Reality. Förpackningarna visas på datorn via en webbkamera. Detta för att öka interaktionen mellan betraktaren och verket..
Touching reality: Exploring how to immerse the user in a virtual reality using a touch device
This paper explores the field of virtual reality and how immersion and presences
can be increased when it comes to navigation and interaction with Virtual
Environments. The availability of VR technology has sparked a trend, especially
in game development. Old ways of designing for interactive environments have to
be revised. This is done by exploring the massive body of work done on VR,
exploring its underlying concepts, using tested design techniques and ways of
evaluating interaction for VR. A design suggestion in the form of utilizing a tablet
device as the main input device is derived.
?Ni på sittplats, är ni klara?? : Ett arbete om musikens påverkan på en ishockeypublik
The question formulation for this work has been "is an ice-hockey audience influenced by music during time-outs in a game?". The method was to observe one period with Färjestads BK and Mora IK, but a recording was also made, together with a conversation with the arena DJ. From the recording, the audience reactions were graded from a given scale. The grades were compilated to a diagram that shows the audience reactions in relation to the time, from the first face-off to the final whistle.
Augmented Reality (AR) : En undersökning av hur ett verk i AR upplevs
The aim with this master's thesis is to describe the work process with the graduation film Player, by a composers perspective and given conditions. It provides a detailed insight into how the work was done from the script stage to the end result, scene by scene reflecting about both the musical performance and the collaboration between the director and me as a composer. The work was done during the spring term of 2012 at the Royal College of Music in Stockholm and Stockholm Academy of Dramatic Arts..
Grönare konsumtion : Hur konsumerar deltagare i MiljöVarDag projektet idag?
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.
Visualisering av augmented reality i byggbranschen
Augmented reality is a technology thatcombines the perception and interaction ofvirtual objects with the real world. Itcan allow a user to visually see computergenerated models and informationinteracting with the real world through ahand held device such as a tabletcomputer. This opens up a range ofpossibilities, especially in theconstruction sector. A construction siteis permanently changing and the need forprecise and updated information iscrucial. The ability to enhance the realworld with virtual objects and informationmay make many plans printed on paperabsolete.This report describes how workers in theconstruction sector would benefit fromusing augmented reality on a tablet innumerous situations and the technologyneeded to achieve AR on a tablet.
Neuromuskulär återhämtning efter matchspel hos professionella fotbollsspelare
During football games neuromuscular fatigue occuring following eccentric movements such as sprint, jump and run that occur during games. To avoid injury, overtraining and performance decreases, it is important to know when players are recovered. The aim of the pilotstudy was to investigate physiological changes that occur during football matches and if they affect the recovery pattern after several games in professional football players. The method was divided into two sub-studies in which 12 professional footballers, in substudy 1 performed counter movement jump (CMJ) and drop jump (DJ) from 40 cm and fill out a recovery form for muscle soreness 36 hours before, 12-16 and 60-64 hours after 11 different competetive games. Blood samples were taken on the players in connection with one match to examine the activity of muscle enzyme creatine kinase (CK) and lactate dehydrogenase (LDH) of the players.
Serious Games, körsimulatorer och lärande : En studie om strukturerande verktyg - som stöd vid återkoppling
Uppsatsen fokuserar på hur körinstruktörer använder IKT som en strukturerande resurs vid sin undervisning och hur de uppfattar ett datorbaserat utvärderingsverktyg kopplat till ett dataspel i en körsimulator. Syftet med studien har varit att förstå hur externa verktyg (artefakter) används pedagogiskt för att överföra kunskap och om individen kan bli oberoende av dessa verktyg. Studien genomfördes genom intervjuer som kopplades till testkörningar i en körsimulator. Körsimulatorn ingick i en större studie (Spel och trafiksäkerhet) där ett dataspel (serious games) utgjorde testpersonens upplevelse av bilkörning i en virtuell värld. Svaret blev att körinstruktörer har externa verktyg såsom leksaksbilar, penna och papper för att underlätta kommunikationen vid utvärdering av elevernas körning och att användandet av dessa verktyg som metod är likartad med användningen av metoden med körsimulatorns utvärderingsverktyg, samt att individen till sist automatiserar metoden och då blir oberoende av de pedagogiska verktygen och kan använda sina kunskaper när den kör bil..
Fiktionen som verklighet, verkligheten som fiktion : En analys av gra?nsupplo?sningen mellan verklighet och fiktion i Carina Rydbergs Dja?vulsformeln
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.
Sannolikhetsbaseraddimensionering av geotekniskbärförmåga för pålar i grupp : En jämförelse mellan gällande normer och ensannolikhetsbaserad metod
The purpose of this thesis was to examine if users of digital music games may acquire skills from the games that may be of use in learning to play a real instrument, that is a non-digitally simulated instrument like an acoustic piano. We have used Gee?s theory regarding a possible interconnection between different semiotic domains, and how this connection may enable a transfer of skills between related domains. In this thesis we examine possible skill transfer between the domains ?digital games? and ?non-digital instruments?. To examine our question formulation we chose to conduct a pilot study from which we collected both quantitative and qualitative data.
"Got Skills...?" : En kvalitativ studie om kompetensutveckling baserat pa? StarCraft II
The use of computer games has grown exponentially in the past few years and StarCraft II is one of the most popular e-sports today, played by millions of people worldwide. This study investigates the game?s effect on skills, as perceived by the players of StarCraft II.The study was conducted by using an empirical survey and interviews. The skills being investigated were both physical and mental in their nature. The conclusion was that the majority of players perceived that their skills regarding reaction speed, multitasking, APM, analysis and strategy were increased the most, while there was a smaller change in social skills and language skills.
Prognostisering av sättning frånhög uppfyllnad i Högbytorp : Numerisk?analytisk jäföelse samt uppmäta sätningar
The purpose of this thesis was to examine if users of digital music games may acquire skills from the games that may be of use in learning to play a real instrument, that is a non-digitally simulated instrument like an acoustic piano. We have used Gee?s theory regarding a possible interconnection between different semiotic domains, and how this connection may enable a transfer of skills between related domains. In this thesis we examine possible skill transfer between the domains ?digital games? and ?non-digital instruments?. To examine our question formulation we chose to conduct a pilot study from which we collected both quantitative and qualitative data.