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2956 Uppsatser om Creating digital games - Sida 27 av 198

DIGITALA RUM OCH RUMSLIGA DIGITALISERINGAR - hur hemmet tar plats p? Instagram

In a world obsessed with the visual our homes have gone viral. Through the frame of Instagram family members seems switched to furnitures and the so-called smartphone surely opened the door to new, digital places. Social media has become part of the life of many and, as an effect, also of the way we do our homes. In the era of digitalization, the concept of sharing has gotten some new dimensions where the borders of private and public, here and there, becomes blurred. Why do people post pictures of their homes on Instagram? How is it performed and what boundaries are pushed in the process? These have been some of the main topics guiding this thesis.

Höjdmodellering med laserdata : Studie av Kärsön, Ekerö med fokus på upplösning, datalagring samt programvara

The New National Elevation Model (NNH) is a new high-resolution digital elevation model (DEM) of Sweden from airborne laser scanning. It creates many new opportunities, particularly in the area of flood mapping. NNH is provided by Lantmäteriet in two formats, both in raw LIDAR (Light Detection and Ranging) data and in grid format with two meter resolution. These alternatives have advantages and disadvantages and the aim of this thesis research is to identify these. One of the focuses of the study is data storage and thus data structure analysis, resolution and storage facilities. The research questions are:Why and in what context the different NNH-products from the National Land Survey are used (DEM 2+ or point cloud)?What constraints and opportunities are created by the different options, mainly in terms of different software, resolution, and data storage?The study area is Kärsön in Ekerö municipality located in Stockholms län and has an approximate area of 25 square kilometers. The study is divided into two parts. The first objective is to identify the consequences of using different software to create DEM from pointcloud compared to the DEM2+ model. Height models with a two meter resolution are created in FME and ArcGIS. The models are then compared with the grid from Lantmäteriet, created in TerraScan. The second objective is to examine the impact of the change in resolution, both the storage aspect and both the accuracy aspect. Inverse Distance Weighted (IDW) is an interpolation method which in previous studies proved to have the best results on high resolution LIDAR data. This model was tested and compared with a model from FMEs built-in function and the model from Lantmäteriet wich are based on triangulation (also proved a good method in previous studies). The grid created in TerraScan has good properties such as accuracy.

Användargenererad livestreaming, nätgemenskaper & social interaktion : En kvalitativ undersökning gällande interaktion mellan tittare och streamare på plattformen Twitch

The popularity of video games has been boosted by the rise of user-generated live streaming platforms, and the biggest of them all is Twitch. The popularity depends on Twitch alignment of live streamed video games. The stream is created by a player who broadcast and streams the video game online. The video game can then be watched by a viewer that is interested in the video game. In every stream there is an implemented live chat that allows the viewer to interact with the streamer while the stream is online.

Det moderna biblioteket inätverkssamhället : En studie över kulturpolitikers och bibliotekariers åsikter om bibliotekens användande av sociala medier

?The modern library in the network society?A study of cultural politicians and librarians opinions about libraries' use of social mediaSocial media is becoming more and more interacted in our daily lives and Carlsson (2013) argues that today's libraries have undergone major challenges in the digital information technology's entry in the library arena. The new technology has led to sum up in one question: how a library should relate to the digital information technology, the issue has applied in particular the social communications media, such as Facebook, Twitter and more. The purpose of this paper is to examine the culture of politicians and librarians 'perceptions of public libraries' use of social media linked to the libraries and their democracy promotion efforts. This is analyzed from Castells theories about the network society and the digital divide.In summary, the study concluded that the majority of the culture politicians and librarians believe that social media is a part of the future of the library.

Tillgång eller ägande : En studie i konsumentvärde på marknaden för digital underhållningsmedia

Syftet med uppsatsen har varit att genom kvalitativa intervjuer lyfta fram motpolerna kringdagens konsumtion av digital underhållningsmedia och fastställa om konsumenters syn på värdekan relateras till deras val av att antingen betala för ägandet eller för tillgänglighet av den. Metoden har bestått av åtta stycken kvalitativa intervjuer där respondenter fått frågor om sinkonsumtion av digitala underhållningsmedia inom; musik, video, spel och podcasts. Uppsatsen kommer fram till att konsumenter ser värdet i användningen av mediet och inte iägandet av det. Konsumenterna vill således hellre strömma sin media än att ladda ner den. Deväljer därför mer eller mindre obehindrat den tjänst som har bäst utbud.

Data Propagation and Self-Configuring Directory Services in a Distributed Environment

The Swedish field of digital X-ray imaging has since several years relied heavily on distributed information systems and digital storage containers. To ensure accurate and safe radiological reporting, Swedish software-firm eCare AB delivers a system called Feedback?the first and only quality assurance IT support product of its kind. This thesis covers several aspects of the design and implementation of future versions of this software platform. The focus lies on distributed directory services and models for secure and robust data propagation in TCP/IP networks.

Evertiles : All you need is tiles!

Evertiles är ett spel producerat av Olle Lundahl, Liselotte Heimdahl, Tobias Oldegren och Dan Sjödahl. Vårt mål med spelet var att vi ville göra ett onlinespel centrerat kring att spelaren skulle samla på saker och att spelare skulle mäta sina prestationer mot varandra för att se vem som är bäst. Grundidéen var att vi skulle ha en färdig spelvärld där spelare skulle gå runt och döda monster för att få saker. Idéen utvecklades snart till att vi skulle ha en värld som skapade sig själv genom slumpmässig generering, och med andra spelelement som innebar att det skulle finnas mer att göra än att döda monster. I slutprodukten finns en potentiellt, näst intill, oändlig värld och möjligheter för spelarna att bygga egna städer.

Public Sector Scorecard : en ekonomistyrningsmodell med kundfokus

The Public Sector Scorecard (PSS) is a younger version of the balanced scorecard, created for public and nonprofit organizations. The latest model of PSS is divided into three main groups and seven perspectives, while the balanced scorecard consists of four perspectives. Organizations who use either PSS or the balanced scorecard are supposed to have a clear vision spread all over the unit. This study has sought differences between the two models of financial control in both theory and practice. The first part of the study is a theoretical comparison between the models? structures and terms used in them.

"Jaha, nu har en halv miljon människor varit inne och tittat på fisken" : Journalisters tankar om att anpassa sig efter klick

Computational techniques have transformed the journalistic approach. Journalists now have the opportunity to integrate user-statistics from the news website with their work. Singer (2011) argues that journalists seem particularly afraid of items, which they perceive as trivial or otherwise unsavory, will prove popular - potentially creating management pressures to produce more of those stories. She describes this practice as ??traffic whoring??.

Realistic character animation for games

Detta examensarbete utfördes på spelföretaget Grin i Stockholm från den 22:a Mars till den 30:e maj. Tanken med examensarbetet är att kunna ge en inblick i hur det fungerar att vara animatör på ett större spelföretag..

Integrering av Digitala Färdskrivare och Telematik för den nya Europeiska Standarden

This Master of Science thesis project handles issues around managing data from the digital tachographsystem. European legislation states that companies must download the data of the digital tachograph systemand store it for at least one year for control purposes. The system stores data on the vehicle unit located inthe driving compartment and on smart cards personal for each driver.Acquiring data from the previous analogue tachograph was done instantaneously since the data wasphysically printed to a circular paper chart when driving. To acquire data from the digital system one mustperform a download from the vehicle unit and later transfer it to some form of backup solution for longterm storage. Data must also be downloaded from the driver smart cards.Download of data from the vehicle unit is the most time consuming task and may take up to 30minutes pervehicle.

Kombinerad DSP- och FPGA-lösning för en bildbehandlingsapplikation

This Master's Thesis describes the design of a new system where a digital signal processor has been added to an existing imaging system consisting of field programmable gate arrays. The new system will offer a higher degree of flexibility by considerably shortening the design time and make it possible to implement more complex algorithms than the existing ones. The choice of system architecture and a test implementation are discussed. The test implementation consists of a program for the digital signal processor and VHDL code for one of the field programmable gate arrays. The code for the digital signal processor was designed for testing on an evaluation board from Texas Instruments.

Hur upplever sm? och medelstora f?retag (SMF) utmaningar och effekter p? organisationens effektivitet till f?ljd av digital transformation?

Bakgrund och problem: Digital transformation ?r ett hett ?mne inom aff?rsv?rlden, med ett ?kande antal f?retag som str?var efter att anpassa sig till digitala teknologier f?r att f?rb?ttra sina aff?rsmodeller och skapa nya v?rdeskapande aktiviteter. Men med digitala transformationen kommer ocks? utmaningar som budgetber?kningar och brist p? teknisk kunskap vilket ofta leder till misslyckade transformationer. St?rre f?retag har ofta mer resurser till att hantera dessa utmaningar j?mf?rt med SMF.

Digital kompetens : Äldreomsorgspersonals upplevelser av en digitaliserad arbetsplats

This study highlights the importance of computer technology and its impact on elder care staff's skills development in the public sector. The government presents the digital agenda within which information and communication technology today is considered to have a potential for sustainability, growth and development. According to the EU Commission, there are several important elements that should be improved to digitize the workplace. Among these are digital literacy, collaboration between agencies and increased investments in research, education and innovation. New technology can be understood in different ways by individuals, some see the computer as something positive and exciting, while others may find it hard to see the opportunities for learning and development.

Från varuperspektiv till servicelogik : ett arbete om rollförändring och öppenhet på webben

This study focuses on the transfer between a product-oriented to a service-oriented perspective regarding marketing activities in companies due to the development of information technology. It illustrates how this very transfer has been, and can be, contemplated through the eyes of organizations working with marketing in a digital world on a daily basis. Technology has turned several industries - their price-setting, communication channels and supplying possiblities - upside-down. This turnpoint brings out a new way of observing and working with marketing. Therefore, we find it interesting to gain a better understanding of how actors within industries where the turnpoint is a fact observes marketing, and how this service perspective can be seen in their various organizations and daily.

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