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1532 Uppsatser om Computer games - Sida 12 av 103
Joharifönster och spel : att identifiera en målgrupp
This is the report on a study made to find a correlation between the Johari window and the games that the possessor of given Johari window enjoys to play. A Johari window is a graph that shows an individual?s ability to receive and give feedback. One obvious correlation was found between individuals enjoying role playing games and their possessing Johari windows showing a good ability to give feedback. The reasoning behind this is that the ability to give feedback is based on the capability to express oneself to the external environment, and that one would need to be comfortable with expressing oneself to an external environment in order to enjoy interacting with the narrative that takes place within the role playing genre..
Spelutveckling för Facebook ? från koncept till produkt
Abstrakt
Under vårt kandidatarbete arbetade vi under 20 veckor med att utveckla ett
webbaserat spel riktat
mot Facebook. Vi använde Agile/Scrum som projektmetod för vårt arbete och
förändrade metoden
och utvecklade verkyg för att effektivisera den för vårt syfte.
Vi kom fram till att det är svårt att göra ett socialt spel och att det
viktigaste i produktionen är att
se till att det finns en tydlig koppling mellan spelarnas interaktion med
varandra och den
grundläggande spelmekaniken. Vi tappade fokus under utvecklingen och lärde oss
den hårda vägen
vikten av att planera realistiskt och börja ifrån grunden när man utvecklar ett
spel.
Spelet vi skapade använder sig av slumpässigt genererad terräng, är skrivet i
JavaScript och
utspelar sig i en viktoriansk miljö.
Nyckelord: Facebook, spelutveckling, webbutveckling, internet, sociala spel
Abstract
During our bachelor thesis we worked for 20 weeks with the development of a
web-based game
for Facebook. We used Agile/Scrum as our project planning method, changed the
method to make
it more effective for our purpose and developed tools for the method.
We came to the conclusion that it's hard to make a social game and that the
most important thing
in the production is to make sure that there's a clear connection between the
players' interaction
with each other and the foundations of the game mechanics. We lost focus during
the
development and learned the hard way the value of planning realistically and to
start from the
core when developing a game.
The game we created uses a random generated terrain, is written in JavaScript
and takes place in a
Victorian environment.
Keywords: Facebook, game development, web development, internet, social games.
En enkel förbättring av stränder inom Visual Effects
Om man vill skapa ett realistiskt hav inom Computer Graphics är det viktigt att man har snygga övergångar till andra material. Ett exempel på detta är stränder och det är precis där fokusen på den här studien har legat. Studien gick ut på att hitta en enklare lösning på att visuellt förbättra stränder inom Computer Graphics. För att göra detta så testade två olika metoder i olika experiment. Den ena tekniken som testades var att simulera partiklar för att få fram en bättre strandlinje och de andra var att skapa en shader för att förbättra den.
Konstruktion av kompressorkit
Rapporten beskriver arbetsgången vid utvecklingen av ett kompressorkit till Yamahas snöskotermodell RX-1. Arbetet innefattar konstruktion och dimensionering av tryckkammare och laddluftkylare. Datorverktyg i form av CAD (Computer Aided Design) och FEA (Finite Element Analysis) har använts till att konstruera och dimensionera ingående komponenter. Arbetet har resulterat i kompletta CAD-modeller av ett prototypkit färdigt för CAM- beredning (Computer Aided Manufacturing) och tillverkning..
Spelmarknadens utveckling och relation till spelproblemen i Sverige 1999-2009 med fokus på män i åldern 18-24 år
The share of problem gamblers increased for men between 18-24 years old during the period 1999-2009, while the share were steady or decreased for other classes of population. This study examines the relation between this development of problem gambling and the Swedish gambling market. The factors that are studied are the functioning of the market with a focus on the new Internet market for gambling, the games and the underlying risk factors in those, the marketing and other factors outside the gambling market. First a large literature review was made to map the development as detailed as possible. After that a qualitative analysis of the content in television commercials was done to see if they were made for the problem group.
De olympiska vinterspelen i spalterna : En kvantitativ innehållsanalys av Sportbladets bevakning av OS i Sotji 2014.
The purpose of this study is to investigate how the Swedish newspaper Sportbladet watches over the Olympic games in Sotji, 2014. This study aims to find out why certain topics is more popular writing about and why others are not. The study also analyses the news distribution in terms of gender and nationalism.To find answers to this questions, a quantitative content analyses was used. The results is based on 220 texts collected from eleven days news reporting in Sportbladet. Ice hockey and cross-country skiing was, without a doubt, the most popular sports according to news, interest and reporting. These two sports occupied a great deal of space in the newspaper and also had most articles.Furthermore, this study shows the domination of men amongst news pages according to both space and frequency in Sportbladet during the Olympic games in Sotji. In spite of that fact, women was assigned more space in the news paper throughout the Olympic games compared to the daily reporting.
Spelifikationers potentiella värdeskapande i projektarbete
Digital games are today avaliable on all kinds of different platform. Games and game thinking is also increasingly being applied within non-traditional contexts. This thesis explores the term "gamifiation" which can be defined as "the use of game design elements in non-game contexts". The purpose of the study was to identify and give perspective on the discourse surrounding the use and applicability of the term today. More specifically, it explores the possibilities of the potentially value creating ability in the context of work, and focused on the application of gamified software in the context of project work.
Sannolikheter i fotbollsmatcher : -Kan man skapa användbara odds med hjälp av statistiska metoder?
Betting under ordered forms has been around for a long time, but the recent increase in Internet betting and the large sums of money that are now involved makes it even more important for betting companies to have correct odds. The purpose of the essay is to calculate probabilities for outcomes of football games using a statistical model and to see if you can find better odds than a betting company.The data contains the 380 games from the 2004/2005 season and the variables form, head-to-heads, league position, points, home/away, average attendance, promoted team, distance and final league position from previous season. After performing an ordered probit regression we only find the variable ?form of the away team? to be significant at the 5 % level. We suspect the presence of multicollinearity and perform a VIF-test which confirms this. To fix this problem we perform a second ordered probit regression where a number of variables are combined to index variables. In the second regression we once again find only one significant variable.
Det nya verktyget : En undersökning av förskollärares upplevelser med surfplattan
The aim of this thesis is to study preschool-teachers? experiences from using the computertablet as a tool for learning and teaching, in order to gain knowledge of how the integrationalprocess of information and communications technology (ICT) in preschool has progressedsince its instatement. The background that caused interest to make this study was the rapidprogression of the use of ICT-tools in childrens? everyday lives and the troubles that havesurrounded the process of integrating these tools into preschool-practices. The theoreticalbasis for the analysis of the research lies within the socio-cultural perspective.
En-till-en på gymnasiet: En kvalitativ studie kring vad elever i behov av stöd anser att datorn har stöttat dem med i skolan angående språksvårigheter
The purpose of this study was to examine what students themselves think about using computers in school. The study was conducted in a school in central Sweden. The students in focus were students with reading and writing difficulties, dyslexia or language difficulties such as an other native language. A total of eight students were interviewed. The interviews were analyzed using thematic analysis.
Hur hanterar institutioner en miljö med blandade Operativsystem?
The purpose of this thesis is to investigate if there are environments that use
some kind of central authentication system within institutions/schools. The
hypothesis is that an institution not using a form of central authentication
service has more need for maintenance and as such is considered a higher cost
for the organization.
The gathering of data has been done through interviews with technical personal
at Blekinge Tekniska Högskola and Linköpings Universitet. Based on the
technical background of the authors, and the system limited to discussing
Windows and UNIX operating systems, a discussion and analysis of the systems
working today has been done, with emphasize on the hypothesis..
"Jag ser det som ett smörgåsbord" : En studie om två olika läs- och skrivutvecklingsmetoder
In this study I have compared two different development methods of reading and writing. I have done this by interviewing five first grade teachers in elementary schools and it is based on qualitative research interviews. The aim of the study was to immerse myself in which methods these five teachers describe that they have used. They got to describe how they work and how they have tought the students to read and write. I have investigated if the teachers think that the computer is a good tool. The investigation also shows if the teachers believe that the students´ writing skills deteriorate if they can use the keyboard instead. I came to the conclusion that four of the teachers used Arne Trageton´s method (2005) which means that the students learn how to write by using to computer.
Den så kallade kvalitetslitteraturen: En studie av språkspel med ordet kvalitetslitteratur
This masters thesis is a study of how the expression quality literature is used in widespread newspapers and magazines. Wittgensteins idea of language games is used as a theoretical starting point. The analysis of 37 articles draws a picture of five language games that are called; the taking over, the polarising, the example giving, the gender critical and the ironic language game. The expression that quality literature is most often put in relation to is popular literature. The line between the two is sometimes distinctly drawn in the articles and sometimes quite vague.
Mäklarkontorets geografiska placering : Och dess påverkan på kundens val av mäklarbyrå
Technology evolves quickly, with innovative ideas growing everywhere. Still, no technology is anywhere near challenging the mouse and keyboard for navigation of your standard computer. This study focuses on comparing the traditional technologies of mouse and keyboard with the new technology of gestures - in this case Leap Motion - in purpose of finding how the usage differs and what the potential users want from the competing technology. The experiment was executed in a controlled environment, with as few external factors as possible. We found that although the test subjects found Leap Motion fun, the test subjects do not want to surf the web with gestures.
?Tärningen är kastad?: Rollspelslitteratur i samhället och på bibliotek
The role-playing game attracts a growing number of practisers. The aim of this master?s thesis is to examine role-playing literature as phenomenon in libraries through librarians´ attitudes. The paper is based on qualitative interviews with eight librarians: one personal interview with two librarians and six e-mail interviews with six librarians at different libraries. The paper starts with a definition of the term ?role-playing game?, its different categories and genres and a description of its background.