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1599 Uppsatser om Computer game - Sida 16 av 107
Plan för multifunktionella buffertzoner längs Vramsån påMalörten AB : s jordbruksfastigheter
To create multifunctional buffer strips along a watercourse in an economically sustainable way requires consideration of many different factors. In this plan we have selected pollutant reduction as the main purpose of the buffer strip. We have also strived to achieve minimal income loss due to reduced production, increased biological diversity, good game preservation that leads to higher income from hunting, aesthetical satisfaction and possibility to profit from available subsidies. This is done mainly to make landowners/farmers more interested in creating buffer strips along water courses.As sand is the dominant type of soil in the area, the water course is less affected by surface runoff compared to if the soil would be clay or some other finer texture. Game preservation and subsidies have therefore been the main factors when establishing the width of the strip, because these require wider buffer strips in some cases.
Att skriva utan penna : En studie av datorns betydelse för skrivande på gymnasienivå
The purpose of this study is to investigate how important computers are for text production in upper secondary school level, and to find out what attitudes some students have towards computers in writing classes. I have let 44 students in the Swedish gymnasium course Swedish B write an argumentative essay. Half of the group wrote using paper and pencil, and the other half used computers. The essays were graded, and the language and length of the texts were analyzed. The students also filled in a questionnaire with questions on computer aided writing classes.The results showed that the texts that were written with computers contained a significant larger amount of words and fewer spelling mistakes.
Implementation av ett interface till Emotiv Epoc
The eld of Brain-computer interfaces (BCI) concerns linking together an external device with the brain of a human or an animal. By doing this the conventional use of a mouse or keyboard can be circumvented, which can greatly benefit people with different types of diseases that cause paralysis or other loss of motor control, such as Amyotrophic lateral sclerosis (ALS). A BCI can also be used for cognitive training of either healthy or mentally impaired subjects to increase cognitive capabilities.In this thesis an implementation of an interface is made against such a device, the Emotiv EPOC Headset. The result is meant to be a stable basis for further study using the device. An in-depth study of the history of EEG and its current use in clinical work and research in the topics of BCI as well as Human-computer interaction (HCI) is presented.
Hur ser män på kvinnliga karaktärer i dataspel? : En kvalitativ intervjuundersökning
My choice of topic for this essay is the habits of television and computer gaming among young men; mostly their opinion of male and female objectives. My vision of this, being a woman, I often think of the possibilities men have of choosing games where the female characters, in my opinion, often are exposed in a degrading way. To my help I have earlier works on the topic by media scientist Mary Flanagan as the leading authority. She writes much of the character of Lara Croft, and the way she could be an icon for the computer gaming girls of today, despite she is having a stereotypical body shape. I even want to briefly share my thoughts of the always imminent discussion about media panicking; and whether gaming giving the players positive or negative influences.
Patterns of Touch : En analys av touchspel till iPad utifrån gränssnittspatterns
For this essay we used pattern theory from interface design and applied it in an analysis of touch games. In order to make full use of the patterns, we selected five of them and adapted these slightly with the help of game related patterns to be useful for the framework of this essay. The selection of games were the top eight games on the App Store?s ?What?s Hot?. The results showed, among other things, that the games had a clear focus on getting a pleasant apperance, and they did it relatively well.
Synt och sånt : Datorbaserat musikskapande på folkbibliotek, en studie i förutsättningar och praktik
Recent papers and bills from the Swedish Government deal with the possibilities of giving all Swedish citizens the possibility of their own creative actlvities in the cultural sector. This work is about where such actlvities shall be placed in order to make them obtainable for all. As an example of creative work this work takes computer-based music-making. At the public library in Odense, Denmark there is a weil functioning sound workshop where the public gets the opportunity of making music with some assistance from the staff. This work shows that also in Sweden the public libraries are the most suitable institutions for placing studies for computer-based music-making for the public depending on the public libraries' traditions in adult education.
?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.
Plan för multifunktionella buffertzoner längs Vramsån på Malörten AB: s jordbruksfastigheter
To create multifunctional buffer strips along a watercourse in an economically sustainable way requires consideration of many different factors. In this plan we have selected pollutant reduction as the main purpose of the buffer strip. We have also strived to achieve minimal income loss due to reduced production, increased biological diversity, good game preservation that leads to higher income from hunting, aesthetical satisfaction and possibility to profit from available subsidies. This is done mainly to make landowners/farmers more interested in creating buffer strips along water courses.
As sand is the dominant type of soil in the area, the water course is less affected by surface runoff compared to if the soil would be clay or some other finer texture. Game preservation and subsidies have therefore been the main factors when establishing the width of the strip, because these require wider buffer strips in some cases.
Dimensionering av betongplatta på lös undergrund. En jämförelse mellan tre beräkningsprogram
Today more effective computer programs are in use, regarding design of geotechnicalconstructions. There is a risk that the theoretical background of the computerprograms, its limitations and the signification of the choice of soil parameter isforgotten when the computer programs become more user-friendly.This Master thesis deals with simulation and analysis regarding three computerprograms, FEM-design, with the addition Raft, Plaxis and BE-slab. Comparisons aremade for settlement and maximum moment in a concrete-plate. FEM-design is a threedimensional FEM-program, foremost created for design engineers. Plaxis is a twodimensional FEM-program, intended for geotechnical engineers while BE-Slab is aBoundary elements program in two dimensions that is mainly used by designengineers.
DATORSTÖD FÖR ARBETE - KONSEKVENSER FÖR VAL AV AFFÄRSSYSTEM En studie av en service- och supportavdelning
This report is focusing on problems with introducing standard enterprise
resource planning systems (ERP) in businesses. A study has been carried out on
a service and support department at a Swedish heat metering company, SVM North
Node. The study aims to help the company become a better customer in choice and
customization of a new ERP system. We make a description of the department
studied and the work carried out there, on the basis of learning, knowledge and
cooperation. As a final point we present some ideas on how computer systems
could support their work, hoping that this will result in them making adequate
demands on a new ERP system.
Jämförelse mellan neurala nätverk baserad AI och state-of-the-art AI i racing spel
Denna rapport jämför prestandan mellan state-of-the-art AI-botar i racing
spelet TORCS och en AI-bot
som kör med hjälp av ett artificiellt neuralt nätverk (ANN-bot). ANN-boten, som
implementerades som
en del av arbetet, använder en feedforward arkitektur och backpropagation för
inlärning. Ett separat
program som användes för att träna det neurala nätverket med träningdata som
spelats in från TORCS
implementerades också. Som state-of-the-art AI-botar användes AI-botar som har
använts i en tävling.
De fyra AI-botarna testades på åtta olika banor och data om hur lång tid varje
varv tog och hur snabbt
AI-botarna körde sparades och sammanställdes. Resultaten visar att på banorna
som ANN-boten klarar
av att köra runt så är ANN-boten snabbare än en den långsamaste
state-of-the-art boten, men ANNboten
klara inte av majoriteten av banorna som den testades på.
Retrospel : En studie i hur retrotrenden påverkat digitala spel
I det här arbetet undersöker vi hur retrotrenden påverkat digitala spel. Vi undersöker hur retro blivit en erkänd stil och varför den har blivit det. Vi undersöker dess koppling med nostalgi, hur nostalgi fungerar och varför man kan tänkas vilja använda sig av det när man ska utveckla ett digitalt spel. Retro är inte ett fenomen som är medie exklusivt till digitala spel, vi undersöker hur retro verkar i andra medier och hur medierna blandar retroelement med varandra. Det är inte ovanligt att samtida digitala spel influeras av retrospel eller rent av utvecklas i syfte att bli ett nyproducerat retrospel, detta är något som vi gestaltar i vår produktion av ett digitalt spel.
Digitaliserade möjligheter för skolan : En studie av två spels pedagogiska potential för historieundervisning i grundskolan
This essay examines computer and video games and their capacity of being useful in teaching sessions. Focus is being put at a possible pedagogical potential and how it is being expressed in games mechanics. To get answers on these subjects? studies by Professor James Paul Gee and Jesse Schell is used together in creating a model for analysis. With this model together with a narrative analysis this essay hopes to give clarifications on if a pedagogical potential is present and if so, how it is being expressed.Studies in this paper shows that a pedagogical potential is overall present in used material.
Webbsida med interaktiv banguide
This degree project is made for Sundbyholms Golf&Country Club in Eskilstuna. The aim of the report is to produce a website which include a golf course interactive guide and an online game. Programs that have been used during the project are Adobe Photoshop, Macromedia Dreamweaver, Macromedia Director, Discreet 3DS Max and the plug-in 3DS Max Exporter. The choice of programs are based on experience and knowledge from the university education Media and Communication Engineering at Linköping University. The golf course guide contains a 2D-guide (image) and a 3D-guide (interactive image).
Fantasygenrens kvinnoskildringar : Fördomar och möjligheter i den fantastiska litteraturen
In this essay a conclusion about the way female characters are portrayed in fantasy novels will be attempted through an analysis of one selected female character from each selected novel. The works that have been chosen are; J.R.R. Tolkien?s The Lord of the Rings, Robert Jordan?s The Eye of the World and A Game of Thrones by George R.R. Martin.The analysis will be done with the help of examples and theories from both feministic criticism and gender studies.