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5232 Uppsatser om Boys experiences of digital games - Sida 52 av 349
Upplevelser av stroke. En litteraturstudie om patienters och anhörigas upplevelser av följder, rehabilitering och hemgång.
Stroke is one of the most common disabiliting diseases. A greater knowledge of the personal experiences after a stroke could improve the rehabilitation and the relations during the rehabilitation. The purpose with this literature review was to describe how strokepatients and their relatives experienced the consequences, rehabilitation and discharge after a stroke. This study is based on nine scientific articles and the results points out that patients and their relatives experiences can be positively influenced by participation and information..
Kanalsummering : En teknisk analys av skillnader mellan analog och digital summering
Jag har i det här arbetet gjort en analys av skillnaden mellan analog och digital summering avljudspår. Analyserna gjordes med avseende på frekvensspektrum, transientrespons och fasdifferens.Det gjordes genom att jag skrev och spelade in två låtar att använda till analyserna, mixade dessaoch körde ut till 24 separata ljudspår per låt. De summerades sedan på tre olika mixerbord och i treolika mjukvaror, för att sedan med Adobe Audition analysera hur frekvensspektrum,transientrespons och fasdifferens ändrats. Därefter gjordes genomsnitt för de analoga och de digitalasummeringarna för att se om det fanns några skillnader dem emellan. Även om det fanns gott omskillnader mellan mixerborden så var fasdifferenser det enda som var genomgående för alla analogasummeringar mot de digitala..
Projektledning för kreativitet : En fallstudie om hur projektledare skapar förutsättningar för kreativitet i ett distansbaserat datorspelsutvecklingsprojekt
Companies and projects often face the challenge of creating something new to increase their competitiveness. In this process of creating something new creativity is an important factor. By using a creative approach and utilizing creative processes new innovations emerges. An industry that has grown in recent years is the computer games industry. Competition is fierce and for the companies to succeed, the product need that extra something to make it stand out among all the produced games.The project manager's role in the creative process and the ability to be creative within a distance based company is not something highlighted by previous research.
Folkbiblioteket och föräldrarollen: En studie om småbarnsföräldrars användning av och uppfattning om folkbibliotek samt bibliotekets funktioner
The purpose of this thesis is to investigate what functions the public library has for parents of small children. If and how they make use of the library and what their opinion is about it. The research questions are: Which functions does the public library have for parents of small children? How do parents of small children use the library and what opinion do they have about it? Which factors have an impact on the parents of small children and how do they influence their use of and opinion about the public library and the functions of the library? The theoretical approach is based on Henrik Jochumsen and Casper Hvenegaard Rasmussen?s model of the social room and the lifestyles and Marianne Andersson and Dorte Skot-Hansen?s model of the public library?s functions. To answer our research questions we have made seven qualitative interviews with parents of small children.
Simulering, ett alternativ inom produktionsplanering?
Typically, when Faurecia in Torsås are planning a new assembly line, one of the steps is to build a full-scale model of the line in card board, a form of mock-up planning. Faurecia has shown interest in finding an alternative methodology. The purpose was to explore the possibility of replacing today's cardboard based mock-up planning with models in a digital simulation environment.The purpose of the thesis has been to answer some of these complex questions; What are the benefits of using a simulation tool? In what way can we use it? If we choose to use a simulation tool, in what way does it affect our way of planning an assembly line? What are the advantages and disadvantages? Are there any economical and social aspects?Our results made us realize that a digital simulation tool does not replace the card board. On the other hand simulation could be used as a complement.
Kommunikation i dubbel bemärkelse : Enkätsstudie av barnfamiljer och SL:s digitala plattformar
As a result of a successful human development around the world an extensive urbanization of societies are taking place that are networked in various ways. In these networks, increased travel and digitization are central where individuals and organizations converge in a constant and immediate wireless and mobile technology flow. An example of this is Stockholm and its public transportation company Storstockholms Lokaltrafik (SL). Although most participate in most of the network society, SL is struggling with an audience that seldom travel with them: families with children. We intended to find out how the communication of SL´s digital platforms could get families to travel more with public transportation.
Interaktiv arbetsbeskrivning
Under framtagandet av nya produkter måste ett antal prototyper tillverkas för
att verifiera konstruktionen. För en metodingenjör som tar fram
reparationsmetoder
innebär prototyptillverkning att tankar som växt fram under utvecklingsfasen
kan provas för första gången på en fysisk produkt. Detta sker relativt sent i
produktutvecklingen och eventuella ändringar som kan uppstå på grund av att
servicevänlighet inte uppnås blir mycket kostsamma. Om däremot prototypen
där metoderna verifieras för första gången är digital och detta sker tidigt
blir kostnaderna för eventuella ändringar avsevärt mycket mindre. Modellen som
ligger till grund för metodstudierna kan sedan används för att skapa ett utkast
till service litteratur, detta medför att även den delen av slutprodukten
kommer att
vara i fas med övriga utvecklings avdelningar.
Under detta projekt har en digital prototyp av en Scania motor använts för
genomförandet av metodstudier.
Användare från båda håll ? Utökat informationsstöd inom design av registreringsprocesser
During spring 2001 we have been involved with our bachelor thesis at Doberman
Digital Agency, an Internet related webdesign company. We have focused our work
on the registration process via digital medias such as the Internet. During our
workprocess we have been conducting a number of studies and analyses of
workrelated materials. Ethnographical methods such as structured interviews and
participant observations were primarily used in our work. We also widely used
brainstorming in our designprocess.
Datorspel - en lek eller sport? : En studie om hur tre svenska dagstidningar framställer e-sport och datorspel 2000-2013
This essay examines how three big Swedish newspapers depicts e-sports and computer gaming and how the depiction change during 2000-2013. The study will also examine whether e-sports is being portrayed as competitive sport. The purpose is to investigate which attitudes that can be identified towards computer gaming and its culture in major newspapers such as Aftonbladet, Dagens Nyheter and Svenska Dagbladet and how these attitudes eventually changed over time. The sources that will be used in both the quantitative and qualitative analysis are based on web articles, mainly because the paper editions does not provide much, if any, information about computer gaming and e-sports and also because of the convenience of being able to quickly find articles to study. Results indicate that computer gaming is being depicted in a clear negative fashion during 2000-2006, and that the depiction of e-sports is somewhat positive but not as glorifying as for the years 2007-2013. During this period, there is a apparent tendency of e-sports being introduced to readers who are unfamiliar with the gaming culture. As for the attitudes towards computer gaming, the depiction is still somewhat negative, mainly because the debate about computer games and violence was revived because of several acts of violence in shape of school massacres and mass murder.
Digitala tredimensionella visualiseringsmetoder : ett sätt att kommunicera landskap
This thesis investigates the possibilities offered to a working landscape architect by anincreased and altered use of digital 3D environments. A basic assumption is that increased useof digital three-dimensional environments promotes the creative processes and presentationoptions of landscape architects.The thesis is based on literature studies and communication with working landscapearchitects, and includes an investigation of the visualization methods available in the Blender3D modelling software. The thesis provides a thorough survey of what it means to model inthree dimensions, as well as of what modelling methods are feasible for a landscape architectto use. As landscape architects, we work with human and unique processes, and thus it isdifficult to develop standardized and automatic software for our profession. One possiblesolution is to turn to open source development, where software and models are shared andanyone can contribute.
Tre vanliga grabbar : En studie om platsens betydelse för delaktighet och identitet
The purpose of this study is to describe and analyze the places importance for young people with disabilities. The study?s central questions are what type of places they visit and what characterizes them. It is also about answering the questions why the places are visited and what meaning this has for participation and identity. The study´s central concept is room/place, participation and identity.
?Den svåraste gruppen att nå?: Folkbiblioteks marknadsföring till pojkar i högstadieåldern
The object of this bachelor thesis is to examine how publiclibraries are working to reach out to boys in their early teens,and from a relationship marketing perspective see howlibraries are using marketing as a tool in creating long-termrelationships with this user group. The following questionsare asked: How do public libraries market themselves toboys in their early teens? How are children?s and youthlibrarians working to create long-term relationships with thisuser group? How do children?s and youth librarians viewmarketing as a way to create long-term relationships with theuser group? The theoretical framework of the study is EvertGummesson?s model of relationship marketing. Interviewswith five children?s and youth librarians make up theempirical data.
Användargränssnitt för taltidningar.
Taltidningen är en inläst tidning som personer med svårigheter att läsa en vanlig tidning kan få. Tidningen sänds förvrängd via radio så att endast prenumeranter skall ha tillgång till den. Förvrängningen kräver att prenumeranter har en särskild typ av mottagare hemma. Mottagaren som används idag spelar in tidningen på ett kassettband som sedan kan lyssnas av på vilken bandspelare som helst. Mottagarna är dock dyra att underhålla och det är svårt att få tag på nya.
Professionella samtal i specialpedagogens yrkesroll
AbstractIn this text the attitudes towards and using of blogs in teaching Swedish toteenagers will be explored. The results are based on a survey made amongst 17teachers and 58 students from all over Sweden. The end results show that theusage of blog still hasn?t found a permanent way into the classrooms, but has anappeal to and is being used by predominantly younger teachers both, male andfemale, with a positive response from students regardless of gender. Theconclusion is that using web tools like the blog is an easy first step for schools toconnect to the digital society of the 21stcentury and take advantage of the perksavailable in the digital classroom.Svensk titel:Blogg + Svenska =Sant? ? Bloggande i undervisningen i svenska.Engelsk titel:Blog + Swedish =True? ? Blogging in teaching Swedish.Ämnesord: Blog, Web 2.0, digitalt klassrum, svenska, undervisning,kompetensutveckling.
Digitalt berättande- en studie från tre perspektiv
Syftet med detta examensarbete är att 1) undersöka och beskriva vad digitalt berättande är, 2) redogöra för hur det i allmänhet används idag, samt 3) utvärdera dess potential som pedagogiskt redskap i skolan. Vi har i vårt arbete utgått ifrån socio-kulturell teori. Via intervjuer med personer med erfarenhet av digitalt berättande från Helsingborg och Landskrona har vi undersökt hur digitalt berättande används där. Under namnet digitalt berättande verkar metoden inte användas i skolorna i Helsingborg och Lanskrona. Våra slutsatser är att digitalt berättande används på olika sätt på de två institutioner vi fokuserat på, Dunkers Kulturhus i Helsingborg och Folkets hus i Landskrona.