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1532 Uppsatser om Computer games - Sida 18 av 103

Utvärdering av digital flygbildstolkning & automatisk beståndsindelning för det praktiska skogsbruket :

To be able to plan different treatments, accurate data is required. The collection of data is often expensive and that?s why the aim is to lower the inventory costs without loosing the accuracy of the data. Holmen Skog has in its strive to lower the costs, decided to evaluate two different methods for forest delineation, computer aided forest delineation and digital stereo view. This study?s purpose is to evaluate these two methods in regard to usability for a beginner and how good the delineation gets.

Spelroll "At Heart" : Spelrollers inverkan på erfarna spelares problemlösningsförmåga i vardagen

Games offer a safe and motivational environment that allows and encourages trial and error. A gamer can act in the game without any real consequences in real life. Thereby a gamer is offered the opportunity to develop a broad set of skills. Games have earlier been proven to develop gamer?s problem-solving skills.

Basmobilen

Today?s cell phones include more and more functionality, it is no longer uncommon to be able to connect to the Internet or take photos with the cell phone. In this thesis the question is if the cell phone users are interested in this new functionality. Are there people who are interested in a cell phone that in this thesis is called ?Basmobilen? (the entry level phone), which include the following functions; phone call, SMS, phone book, calling lists, clock and the possibility to change the call signal.

"Jag kände mig som en pilot" : ??????En studie om interaktionsstilarnas påverkan på spelupplevelsen

Today's technology offers a variety of opportunities to interact with the interactive systems. Human-Computer Interaction in the last decade is the area of research that has contributed the most to this development. But how is this interaction perceived? The user experience is something that is formed by the interaction between human and the computer interactive systems. The objective of this thesis is to investigate how the user experience differs depending on how one interacts with a game.

Undersökning & Utvinning av Smartphones : En djupgående analys av positionsdata

The ordinary phone of today is not the same as it was 10 years ago. We still use them tomake phone calls and to send text messages, but the ordinary phone of today has muchmore uses, it is essentially a computer. To put into context to 10 years ago, it is a verypowerful computer, capable of processing wide array of information and presenting it tothe user. Nearly every single device today has a wireless connection, which makes everyuser connectable and able to use online services and internet at any time and place.This gives the user the possibility to integrate his or hers everyday actions with socialmedia and different search functions. Being able to search the internet for persons,restaurants, public transportation and a lot more is very useful to most.

TV-spel och folkbibliotek - nya medier, mediepanik och biblioteksdiskurser

The aim of this master's thesis is to study what attitude public libraries in Sweden show towards video games. By using critical discourse analysis as both theory and method we analyse several texts emerging from a debate mainly discussed in blogs. Main topics in the debate are video games in the library, the purpose of the public library and Library 2.0. Our analysis focus on views expressed concerning the work and purpose of the public library, the librarian and the library user - and to identify the main visible discourses in the discussion.Our findings consist of two discourses representing two different views in the debate. We call these two discourses the general educational discourse and the interactive discourse.

"Det han gjorde sedan har ingen någonsin upplevt" : En studie av framing inom lokal sportjournalistik

This study aims to gain greater knowledge about the use of framing in local sports journalism. We did this by doing a qualitative content analysis of the local Swedish newspaper Barometern/OT and it?s coverage of the largest local football team, Kalmar FF. We randomly selected six of the team?s games during 2014 and analysed all the texts that had to do with the games, except for shorter texts and texts that are supposed to be based on personal opinions, such as chronicles.

Rörelse i en sydafrikansk skola : En studie om lärares syn och tillämpning

AbstractAccording to a lot of people, movement contributes with a whole lot of positive things such as, learning, a better bodyknowledge, fellowship and koncentration. Movement has also proved to support many things regarding childrens development. According to Gun Sandborg-Holmdahl who is a teacher in pedagogic and Birgitta Stening who is an physical education teacher, movement and games commits many of the human senses wich contributes childrens ability to use their amagination and also spontanity. Games and movements have also shown to have good effects when it comes to childrens increased feeling to learn things. I have in this study, studied the South African school and their wiew on movement in school.

Tvångsvård på grund av problematiskt datorspelande : En rättsvetenskaplig studie av annat socialt nedbrytande beteende i 3 § LVU

This paper has focused on specific aspects of the law concerning the 3rd paragraph of The Care of Young Persons Act (1990:52), LVU. The purpose of this study was to examine the prerequisite other social destructive behaviour in four cases where youths has been under compulsory institutional care because of their computer gaming. The study was composed on a legal dogmatic method and a legal sociologist perspective. The legal dogmatic method implies to examine the law and its elaboration, the legal sociologist perspective focus on the consequences and causes of the court of law. The study shows that problematic computer gaming is an increasing problem in society and that other social destructive behaviour is a wide prerequisite that need new amendment in order to ensure citizens certainty..

Forensic Carving from Unallocated Space

Computer Forensics investigations have become more and more common while investigating IT-related issues. From experience, hard disks, USB thumb, memory sticks contains information that might be useful. Computer Forensics is regulary conducted by Police, Customs, Tax investigators but also within private companies and organisations. However, there are areas within the storage device that are not part of the organisied structure that a file system gives. The reason for that might be that the information has been erased by intention, a virus destroyed the file system and so on.

Undervisning och dyslexi : Några gymnasieläraren arbetssätt för att stödja elever med dyslexi

According to the curriculum the teachers have a responsibility to adjust the activities in the classroom in order to suit the pupils and to give them the means of assistance the pupils need to be successful in their learning. The teachers should also stimulate the interest to learn and support the pupils? self esteem. One of the problems a dyslectic pupil faces is an often weak self esteem. Another is the weak phonological awareness which makes it hard to fully understand the context and to recognize different phonemes when writing.

Projekthanteringssystem

This document is a summary of my work to create a project management system for a small firm working with computer graphics. The intention is to manage customers, projects, images and invoices in the easiest possible way. To make the system as flexible as possible a web-interface was chosen which makes it possible to access the system from any computer, making it independent of any particular operating system. The only requirement on the user environment is that the computer must have a connection to the Internet to be able to access the system. The different techniques that have been used to develop the project management system is primarily Ruby on Rails and a MySQL database.

Röda Korset i Skolan : Kan emotionell inlärning användas till en starkare faktainlärning?

Detta arbete har som syfte att undersöka om emotionell inlärning har någon effekt på faktainlärning i ett informativt dataspel om Röda Korsets vattendistribution i DR Kongo.Det föreslås i arbetet att dataspel kan dra nytta av emotionella företeelser såsom fotografier, ansiktsuttryck och dylikt för att förstärka och ge en bättre bestående faktainlärning.En spelprototyp om Röda Korsets vattendistribution produceras i två versioner, en med emotionella och en med neutrala företeelser och testas sedan på varsin grupp med 10 andraringselever i varje. Eleverna får besvara ett frågeformulär direkt efter spelandet och en gång till två veckor senare för att undersöka hur hög inlärningen varit.Inget slutgiltigt resultat kunde utvinnas ur undersökningen, då skillnaderna mellan de två grupperna av elever samt storleken på grupperna (10) var för små för att ge några statistiskt signifikanta resultat. Dock hävdas det att skillnaden till den emotionella versionens fördel, ändå ger en indikation som motiverar en större studie för att slutgiltigt fastställa ett resultat..

Miljöer för spel

Denna uppsats behandlar hur lågpolygonobjekt kan detaljeras och optimeras för visning i HPL2, Frictional Games egenutvecklade motor. Uppsatsen jämför arbetsflödet för texturutveckling i applikationerna Zbrush och Mudbox och behandlar både modellering och tekniska aspekter av texturering.

Datalagring - Ett växande problem?

Title: Information storage - A growing problem? Authors: Göran Svanhall Pär Truedsson Erik Ponnert Tutor: Bengt Carlsson Problem: Every day companies, regardless of size, produces new information that needs to be stored. In the information society of today, the characteristics of the information changes both in size and complexity. This results in higher demands on which storage solution that suits the company and their field of business. New and more innovating storage solutions enters the market, but are they necessary to smaller companies of development active in the IT society? Questions to Answer: Is data storage a growing problem for companies of development active in the IT society? How do traditional storage solutions manage the information growth of today? How urgent is the need of a new storage solution? Which features are prioritized in the future storage solution? Method: By performing a quantitative survey we delivered an inquiry to several companies, which answers will help us answering our above mentioned questions. Conclusion: The consulted companies experience no growing problems what so ever regarding their existing storage solution..

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