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2956 Uppsatser om Creating digital games - Sida 23 av 198
Arbetsprocesser inom spelutveckling : En kvalitativ fallstudie som granskar arbetsprocessen hos ett svenskt spelutvecklingsföretag
Dice is one of Sweden's largest game manufacturers. They have produced a game series called ?Battlefield?, which recently celebrated its tenth anniversary, releasing it gradually over the years. In order to create a game some form of work structure is required. In this essay we discover what the Dice work process looks like today and how it has changed over the years.Game development is progressing and market changes require game developers to constantly adapt to the current situation.
Digitala infödingar och deras förhållande till hälsa och
hälsokommunikation
I denna kvalitativa studie undersöks hur ungdomar i 19-25 årsåldern ser på hälsa och hälsokommunikation. De är så kallade ?digitala infödingar? dvs. ungdomar som är uppväxta med och använder sig av digital teknik. Tio ungdomar har intervjuats med syftet att få ett underlag som kan öka förståelsen för digitala infödingars beteende och behov när det gäller hälsa.
IKT i förskolan : Diskursanalys av två styrdokument och sex förskollärares berättelser om arbetet med IKT
The aim of the study is to learn more about the way preschool teachers work with Information and Communication Technology(ICT). More specifically, this study aims to explore how preschool teachers describe their experience of ICT, the conditions and opportunities to work with ICT, and their own knowledge and competence in the use of digital tools with preschool children. The research method consists of interviews with preschool teachers and observations at five municipal preschools in Stockholm as well as an analysis of the relevant passages in the Curriculum for the Preschool and the Curriculum of Stockholm city. This study shows that there seems to be great variation in the amount of ICT tools present in preschools. Preschool teachers expect a lot from ICT, and the improvements that it can make on their work.
Att skapa en konceptdesign av en webbplats för ett evenemang : Att ta fram en design av en webbplats med en grafisk identitet ur ett marknadsperspektiv
Internet and social media have opened up new possibilities for companies and organisations tocommunicate their brand. It only takes a few seconds to communicate the message of a website to theuser. This indicates the importance of having the intended message of the website communicated clearlyin order to give the user a correct impression of the company or the organisation. When it comes to theconcept design of a website, it?s important that all different parts is presented uniformly.
Digitalisering av biblioteksmaterial : En kvalitativ undersökning av åtta biblioteksanställdas attitydertill digitalisering
This study aims to examine the views on digitization of eight respondents, all working at different libraryinstitutions in Sweden, and how their views are reflected in their library's digitization strategies. The poll wasconducted on the basis of Ingrid Mason's theory of information standards, their structure and sociopoliticalnature. The informantion standards are divided into three aspects, curatorial, semantic and technical, and theyaffect selection of, intellectual and physical access to the digitized material, which in the end is what constitutes the digital cultural heritage.The background to the study is that the Swedish library institutions in the current situation lacks a nationalstandard or a common strategy for the digitization of cultural heritage, while it is still implemented digitizationprojects at many library institutions. The method used is qualitative, structured interviews with open-ended questions.The study shows that one of the main motives behind the libraries' digitization projects is to make librarymaterials available in a new way, creating greater opportunities for the users to take advantage of the material.The library users are the ones who mainly control what is digitized, although aspects of preservation ismentioned. Furthermore, it appears that the respondents believe that digitization offers improved capabilities tosearch and learn more about the collections, but the actual work of image capture, the addition of metadata,presentation to users and long-term preservation is very complex.Views on what it is to be digitized, how the material should be selected and provided with metadata and howit should be presented to users is what creates the standards that libraries use when they digitize their materials,and digitization of library materials creates new conditions for new users to access and use library material.This is a two years master?s thesis in Archive, Library and Museum studies..
Kul med automatiseringsteknik : - att designa ett spel till en industrirobot
Denna reflekterande text behandlar utvecklingen av ett spel som har skapats för att spelas med en delaktig industrirobot. Verket är en digital prototyp som har skapats efter ett antal krav och förutsättningar som ett fysiskt spel till en robot har och fungerar som en hjälp, för att visa hur ett spel till en robot kan utvecklas. Målet har varit att skapa ett underhållande spel till casual gamers och har under spelets utveckling testats i viss omfattning för att se hur det har tagits emot av målgruppen.Innehållet i denna text beskriver verkets syfte och mål samt problemställning. Sedan följer information om vad casual games är och en reflekterande text om de olika delarna i både det fysiska spelet och den digitala prototypen. Den går även igen utvecklingsprocessen och testningen som utfördes till spelet.Resultatet är ett digitalt spel som har tagit emot relativt väl av målgruppen och de flesta ansåg det vara underhållande.
Språkstimulerande arbete i förskolan
AbstractMy purpose with this essey is to study how they work in preschool whir language- stimulation. I will try a way to work with this trough intervjus whit teacher at preschool. My main questions are: Way dose teachers use language- stimulation? How dose teachers use language- stimulation when it comes to there way of working and methods? Do the teachers think that language- stimulation help the childrens development?To answer these questions I interviewed 6 teachers I central Sweden and used this as data. I have written about language, language- development in a biologik and theoretical aspect, teachers plan, language- stimulation, playing by language sounds and TRAS (early registration of language development) in my literary review.My result shows that working whit language- stimulation helps children in there language- development, it also develops there self-image and identity.
Animerad musikvideo - Anna von Hausswolff
This was a project of creating an animated music video for Anna vonHausswolffs song Something is missing. By working with animation Iwanted to broaden my expertise in visual communications. This hasbeen an exploratory work in how I could translate my illustrations tomoving images in the program Adobe Aftereffects. I have formed myown narrative by creating a storyboard. I worked with illustrated setdesign, created an atmosphere in the film and experimented with howto tell a subtle story.
Fotografen och bröllopsbilden : hur teknikskiftet från analog till digital teknik påverkat bröllopsfotografernas villkor och vanor
This paper examines how and if the understanding of wedding photography has changed during the shift of technology - from analog to digital photography. It examines if the changed conditions due to the shift of technology have changed the habits and conditions for the photographers working with wedding photography. It furthermore examines what impact these habits and conditions have had on the pictures of weddings. The investigation is based on interviews of six photographers that have worked professionally before and after the shift of technology, as well as of pictures by the photographers taken before and after the shift of technology.Use of time and space has changed due to the shift of technology. The change has also had an influence on hierarchy among the photographers.
Twelvestep : Down inside
Title: Music video: Twelvestep ? DownInside Made by: Benjamin Bondesson Christian Edgren Tutor: Silvio Ocasic Course admin: Peter Ekdahl Purpose: To create a music video that we can stand, that challenges us in the creative process. And to help a struggling band with another medium to spread their music. Goal:We intend to create a great product that is demanding and educational to us. Especially when it comes to cooperation and editing/post production.
Musik på Internet framtiden för bibliotekens musikavdelningar?
The purpose of this thesis is to discuss the possibilities of, and interest in, a digital download service at the music departments of the libraries. I chose to conduct my study at the city library of Gothenburg. I studied the legal download services that exist today and I did a statistical survey among the users of the music department, followed up by interviews to see how they took to the idea. From the inquiry I learned that a majority of the users was negative to having a digital service replacing the physical department, although a majority was positive to try a digital service. I also used the inquiry to compare the reasons for downloading music to the reasons for borrowing records from the library, but there was no significant difference.
?Det har blivit s? vanligt f?r ungdomarna att dom inte reflekterar ?ver att det ?r en form av v?ld?
The digitalisation of adolescents? everyday lives has created new contexts in which intimate partner violence can occur. Digital intimate partner violence includes controlling, monitoring, and harassing behaviours carried out through digital tools such as social media, messaging applications, and location-sharing services. These behaviours are often normalised among young people, which makes the violence difficult to recognise and address. This study aimed to explore how school counsellors perceive and define digital intimate partner violence among students, how they describe their work with identifying and managing such violence, and which organisational and communicative opportunities and barriers they experience in preventive efforts.
Trycksaker till Utvecklingshuset och Skönhetsbanken
A number of publications has been produced for two companies in Dalarna, Utvecklingshuset andSkönhetsbanken.Utvecklingshuset is working, among other things, with stressyndroms and by treating crises. Theirpublications consist of a number of product sheets, a folder and a brochure. They want to use the publicationsfor information to their customers.Skönhetsbanken is a beauty saloon who will have a brochure to mediate the services they can offer.Photos have been taken, existing and for this purpose written texts have been used.The softwares Adobe Photoshop 7.0 and Adobe Indesign 2.0 have been used for all publications andthe work with producing these has been satisfactory.The effect of a good cooperation with the companies has resulted in that they are pleased with thepublications and feel that they have been part of the end of the results.All of the publications have been or will be printed with digital printing methods, which is the reasonfor the choice of the litterature survey.The survey deals with, among other things, how the digital press works, which papers that are suitable,economic aspects and what a graphic designer should have in mind when it comes to graphic productsthat will be printed with digital printing methods..
Användning av förstapersonsspel vid militär simulering av strid i bebyggelse
The goal of this master thesis is to show the benefit of using computer games of the type First Person Shooter, FPS in the field of military simulations. The main focus in this is around a couple of topics. Creating the AI that controls the behaviour of the computer-controlled characters, the bots. Create an environment where it is possible to supervise the bots and also design a framework that enables cooperation between a group of bots, a squad. The result is Total Unreal Studio, TUS, a program where it is possible to add bots to a squad, connect them to a game server and inspect what the bots are doing.
Samhällskunskap och digitalteknik : Om undervisning i tre gymnasieklasser och dessanvändning av digital teknik
Syftet med uppsatsen är att bidra till ökad förståelse om samhällskunskapsundervisningens innehåll, genomförande och utformning på gymnasiet där digital teknik används.Fokus i uppsatsen har legat på att genom observationer och intervjuer i tre klasser och med de två lärare som undervisar klasserna få inblickar i hur lärare designar undervisning och hur elevrollen kan förstås när digital teknik används i ämnet samhällskunskap. Till hjälp för att analysera resultatet har analysmodellen Learning Design Sequence och i synnerhet begreppen lärsekvenser och iscensättning använts. Det senare begreppet syftar på faktorer såsom lärarnas arbetssätt och tillgängliga resurser som präglar en lärsekvens, vilket kan vara elevernas arbete med en uppgift för att nämna ett exempel.Resultatet visar att datorer och Internet ofta i någon form ingår i lärarnas design av undervisningen. Exempelvis har lärarna genomfört genomgångar med hjälp av Powerpointpresentationer samt utformat uppgifter där elever ska använda sig av sina datorer. I elevrollen ingår bland annat att vara dator- och Internetanvändare men också av att anteckna och lyssna.