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7988 Uppsatser om Computer science - general - Sida 27 av 533

Reflektion genom interaktion : En analys av förbindelsen mellan spelarens moraliska handlingar och karaktärernas utveckling i tv/datorspelet Dragon Age: Origins.

The aim of this essay is to investigate the function and development of non-player characters (NPC) in the TV/computer game Dragon Age: Origins. The NPCs are analysed in order to see if their development is affected by the player character?s (PC) background and interactions. The game?s ethics is also investigated by studying how the NPCs treat the PC and what significance they give to his background and actions.The results show that the NPCs are affected by the PC?s interactions, and furthermore, that they are round characters, which is unusual in TV/computer games.

Pedagogiska datorspel - Designandet av en teoretisk applikationsmodell för pedagogiska spel ämnade för gymnasieskolan, med elevperspektivet i fokus.

In this work we?ve been focusing on how to adjust educational computer games in order to make them suited for the educational context of upper secondary school. Our opinion and entrance to the study is that the related developers of the subject, in some ways, have failed to successfully combine and find the balance between the entertaining and pedagogical aspects in the games. Our main questions is which aspects in the games game developers need to take in consideration to satisfy the pupils, but also what qualities that is needed for them to function in their educational context. In order to do that we had to investigate the people of the target groups own perspective on what technological and social aspects in the computer games they assess as important.

Mekanisk sårrengöringsapparatur för vården : En studie i sköljningsoptimering

?Mechanical debridment ? A studie in irrigation optimization? is a final thesis which was executed by Fredrick Ekman, in close collaboration with the other group member Mikael Johansson, during the spring 2012. The thesis was carried out through Karlstad University Faculty of Technology and Science in the study program of Innovation and Design Engineering (180 ECTS credits). The client of the project was Medilink AB located in Lindesberg, and the contact person was Nils-Erik Söderström, Chief Executive Officer. The project was supervised by lecturer, Lennart Wihk, and examined by lecturer and professor Fredrik Thuvander at Karlstad University.

Versant, en objektorienterad databas i jämförelse med relationsdatabas.

Relationsmodellen kom 1970 och är i våra dagar generellt accepterad som ett landmärke. Databasen lagrar sin data i form av tabeller och har ett välbeprövat sätt att lagra information på. Första generationens objektorienterade databaser kom 1986. Det som är kännetecknande för en objektorienterad databas är att data sparas i form av objekt i databasen. Vi vill med vår uppsats testa om användandet av Versant minskar relationsdatabasens nackdelar och därmed är ett bättre val till typ av databas. I objektorienterade databaser är det möjligt att spara komplexa datatyper, som t.ex.

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..

Data och Tv-spel : Data och tv-spels påverkan på ungdomar

The purpose of this study is to investigate in what extension students experience that computer and videogames affect them. I have chosen to focus on the physical, mental and social affect that this activity might bring them. I have also examined how much time the students spends in front of the computer or the videogame and in which social context they play.The method I have chosen to use is a quantitative opinion poll which I used in three classes of the later junior high and I have also conducted five qualitative interviews.The conclusions I have drawn from this investigation are that computer and videogames affects teenagers both physically and mentally. Physically the affects of playing videogames mostly can be derived to the physical inactivity they expose themselves to. The students themselves did not experienced any positive physical affects from their playing.Amongst the mental affects that stood out the most I recognized the social training that online gaming provided and also the intellectual stimulation that certain games offered the player.

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.

Hörapparaten : Det dolda hjälpmedlet?

This essay is about the history of the hearing aid in Sweden, from 1930s until today. The hearing aid as an apparatus is described, and views by the users are presented. Articles and interviews have been used as source material to answer the main questions. In the essay, people who have written the articles, and the ten users being interviewed, describe how hearing aids are used in everyday life, and how users interact with people in general and how the hearing care system treats users. Another question regards how users perceive their own hearing aids from an aesthetic perspective.

Vad sker i elevers parskrivande vid datorn? : Observation av fyra elevpar i årskurs ett

The aim with this study is to explore if and how linguistic learning takes places when four pairs ofstudents in grade one writes on the computer. Observations of eight students took place duringtwelve lessons to investigate what happened during their writing processes. This study isimportant because students? computer writing is a relatively new phenomenon in the Swedishprimary school.It is clear that the peer collaboration creates a complex interaction that becomes the platform, andalso the prerequisite, for successful language training. The method can clearly give students profitsin their linguistic development.


Talande vid datorspel : Vilken roll har engelskt tal vid datorspel för utvecklingen av ungdomars muntliga produktion?

This study aims to find possible effects from the use of Voice over internet protocol software together with computer gaming on young adults English output. The study also tries to find effects of media usage on output and if there exists differences between boys and girls. This is done through analysis based on data collected from 28 informants, age 16-18. The data consists of recordings of individual stories coupled with a survey. The empirical data is analyzed in both quantitative and qualitative way.

Ledarskap på bibliotek En studie av tre högskole- och universitetsbibliotek

This essay is about leadership in libraries within the academic world, i.e. leadership in research libraries. To place our survey in a context we begin the theoretical review with a chapter about organisation theory. We dont think its possible to separate the leader from the organisation so we wanted to describe the organisation and its effect on the leadership. The next theoretical section is about leadership research.

Akademiska söktjänster: En jämförande studie av Google Scholar, MEDLINE och Web of Science

The purpose of this paper is to compare the three search engines Web of Science, Google Scholar and MEDLINE in regards of recovery efficiency and the overlap of relevant documents when it comes to information searching for academic purposes. Furthermore, it raises the question whether freely available search engines and licensed search engines are interchangeable with each other. The empirical data in this study were collected through searches conducted in the three search engines Web of Science, Google Scholar and MEDLINE. Twenty search queries were used and the first twenty retrieved documents for each query were examined for relevance using previously designed criteria. The documents were scored by a binary relevancy scale and thereafter a precision value for each search engine was calculated.

Den kommunicerande forskaren : Forskares tankar kring och arbete med forskningskommunikation

As the western society gradually turns into a knowledge- and risk society, where science and scientific innovations increasingly both promise to save the world and destroy it, a shift in the relation between the scientific community and the rest of society has emerged. A shift from a top-down one-way transfer view regarding communication, to a dialogue-based interactive co-production model, where the public are part of setting the agenda for research and contribute to the knowledge production. Or at least in theory, in EU documents and in many different country's policy documents. In practical application however, one might have a hard time see the implementation of such model.As a more comprehensive and dialogue-based science communication is depending on the possibility for scientist themselves to engage and fell the need to engage, we have focused on their thoughts.In this thesis we have examined six scientists view on, and work with, science communication, as well as their perceived social and structural conditions. We have also examined action plans and strategy documents from three Swedish universities that in different ways mention science communication and interaction with the broader society.

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