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2956 Uppsatser om Creating digital games - Sida 31 av 198
Att få sätta spår : om medbestämmande och platstagande på gymnasieskolgården
Every place is a stage where people interact. The nature of the stage and its scenography to some extent shapes the interaction.
Considered as a place, the school ground gives rise to many varying expectations. Lower school pupils often have clear ideas of how they are expected to behave and how they are expected to use the place. But as the pupils age, the purpose of the school ground grows less obvious.
Internet som Relationsbyggare inom fotbollen : En fallstudie av Kalmar FF
The purpose with this essay is to analyze how football clubs can use Internet in sense of creating stronger relations towards their supporters and build an excellent experience before and after a specific football game. We have used the Swedish football club Kalmar FF as a role model throughout the essay. The techniques of the modern world are escalating and the World Wide Web tends to be more important in the way of creating experiences and relations. The essay is based on a qualitative research method which is based on and contains four independent interviews. The persons have been chosen by us for their knowledge in the specific subject.
Shape from Silhouette Scanner
The availability of digital models of real 3D objects is becoming more and more important in many different applications (e-commerce, virtual visits etc). Very often the objects to be represented cannot be modeled by means of the classical 3D modeling tools because of the geometrical complexity or color texture. In these cases, devices for the automatic acquisition of the shape and the color of the objects (3D scanners or range scanners) have to be used. The scanner presented in this work, a Shape from silhouette scanner, is very cheap (it is based on the use of a simple digital camera and a turntable) and easy to use. While maintaining the camera on a tripod and the object on the turntable, the user acquires images with different rotation angles of the table.
Streaming och nätverk för digital skyltning
Idag finns som alltid behovet att distribuera media. Allt eftersom prestandan för överföring av information i dator-nätverk har ökat har detta blivit möjligt genom streaming, strömmande media. Detta innebär att klienten inte behöver ladda ner hela materialet för att kunna se eller lyssna på det. Allt eftersom kravet på kvalitén av materialet ökar blir kraven på nätverket högre. Precisallt Media AB är ett företagsom sysslar med digital skyltning.
Digital service erbjuden till användare med funktionsnedsättning på Armeniens national bibliotek: utmaningar och åtgärder.
The purpose of the present qualitative study is to create knowledge about librarydigital services and their marketing to patrons with disabilities in Armenia, on theexample of the National Library of Armenia, as well as, to discover opinions of theNLA librarians and patrons with disabilities about the importance of library digitalservices to people with disabilities. Literature review and qualitative interviewing has been employed as methods to collect the empirical data. The results have been analyzed and discussed based on the library-marketing model of marketing research, marketing segmentation, marketing mix strategy and marketing evaluation suggested by Koontz & Gubbin (2010). It has been concluded, that 1) e-accessibility issomething new at the NLA and the NLA does not provide equally available knowledge, resources, services, facilities to patrons with disabilities, because of the following main challenges: lack of continuous funding and support from the state, lack of appropriate facilities and technologies, lack of qualified staff, and historicallyinherited library infrastructure impediments; 2) no library service marketing is conducted to patrons with disabilities at the NLA; 3) the opinions are that provisionwith such services is very important to people with disabilities, since they allow those people to gain access and use information in formats adopted to their various needs, and, of course, they become integrated into the modern society. The important role of a library as a non-discriminator and copyright protector in a developing country when delivering digital library services to patrons with disabilities has also been discovered..
Ett samhällsengagemang som Skapar Shared Value - En studie om hållbarhetsstyrning och Creating Shared Value i en svensk kontext
This study investigates the corporate sustainability activity, linked to the company's core business, which is a relatively unexplored field in a Swedish context. The study examines how the organization has used management control for its sustainability activity within two social initiatives; and whether these initiatives have generated value for the organization and involved stakeholders. Management control of social initiatives are examined within the theoretical framework of The Sustainable Balanced Scorecard and the organization's value creation contributions are outlined in accordance with a definition of the concept of Creating Shared Value. The method used for the implementation of the study is a qualitative study, embodied in an illustrative case study of a large Swedish company operating within financial sector. The empirical data was collected through 12 in-depth interviews with representative interviewees within the organization and with other stakeholders involved in the company's social initiatives.
Digital Kommunikation inom Radiologi ? En litteraturstudie angående för- och nackdelar
Bakgrund: Röntgensjuksköterskor arbetar inom en högteknologisk miljö, där utvecklingen har gått snabbt. När röntgensjuksköterskans arbete övergick till digital arbetsmiljö och dataskärmsarbete, blev kommunikationen mellan radiologer och röntgensjuksköterskor hämmad och arbetsmiljön förändrades. Nya ansvarsområden tillkom och lämnade utrymme för fler självständiga arbetsuppgifter. Syfte: Syftet med detta arbete är att kartlägga vilka för- och nackdelar som den digitala kommunikationen har medfört för röntgensjuksköterskor och radiologer. Metod: En litteraturöversikt genomfördes via systematiska sökningar i databaserna Cinahl, PubMed och Scopus.
Läs: spela!
Abstract
Svanvik, Robin (2013). Läs: spela! En jämförande studie av elevers uppfattningar om datorspel, skönlitteratur och lärande.
Svanvik, Robin (2013). It Reads: Play! A comparative study of students' beliefs about computer games, fiction reading and learning.
This essay is part of a masters degree of pedagogy and investigates the experiences of 10 high-school students concerning playing computer-games-off-the-shelf (COTS) on the one hand, and reading fictional, printed novels on the other.
The aim of this study was to learn more about the students' thoughts about playing COTS and reading novels; also, what differences and similarities there might be between these activities. Furthermore, I wanted to know what they thought they might learn from these activities. The theoretical point of departure for the study is twofold: Firstly, a theory of learning as expressed by Illeris (2007) and, secondly, a sociocultural perspective on learning, represented by Säljö (2000, 2005/2010) which includes the educational benifit of both playing COTS, represented by Gee (2007), and reading fiction, represented by Probst (1990) and Langer (1995).
The method used in this study is mainly qualitative by nature.
Att spela ett yrke : En kvantitativ studie om svenska speljournalister och deras professionalisering
This work aims to improve our knowledge about Swedish video game journalists, a new occupation in a quickly expanding business. Through a survey sent out to over 50 Swedish video game journalists, the result indicate some unexpected facts. Men largely dominate the profession; just 10 % of the work forces are females. This relation was notable in our survey, as well as in earlier studies. Video game journalists between 26 and 35 years old seems to be the largest age group, which we think is a bit surprising considering how new this form of journalism is, and the fact the internet provides opportunities for every enthusiastic video game writer.
Miljöpåverkan av Cu från mjölkkors klövbad
Klövsjukdomen digital dermatit hos kor ger upphov till smärta hos djuren samt störningar i produktionen. För att förebygga och behandla klövsjukdomen används olika preparat, däribland CuSO4-lösning.Syftet med studien är att undersöka om och i så fall i vilken omfattning spridande av kopparförorenad gödsel påverkar Cu-halten i jordbruksmark.Studien genomfördes med provtagning av två oberoende jordbruksmarker där ett av områdena gödslas med kopparförorenad gödsel. Resultaten visar att jordbruksmark där förbrukad CuSO4 spridits med stallgödseln ger upphov till en signifikant ökad Cu-halt i markens översta lager, 0-25 cm. .
Användare från båda håll ? Utökat informationsstöd inom design av registreringsprocesser
During spring 2001 we have been involved with our bachelor thesis at Doberman Digital Agency, an Internet related webdesign company. We have focused our work on the registration process via digital medias such as the Internet. During our workprocess we have been conducting a number of studies and analyses of workrelated materials. Ethnographical methods such as structured interviews and participant observations were primarily used in our work. We also widely used brainstorming in our designprocess.
Fr?n kontor till sk?rm: Hur hybrida arbetsmilj?er p?verkar f?retagskultur
Hybrid working solutions have become increasingly common following the outbreak of the Covid-19 pandemic. This new way of working introduces organisational challenges regarding how the culture within an organisation is created and maintained in an environment that combines both a physical and digital presence. This study aims to explore how hybrid work affects an organisation?s ability to develop and maintain its culture, as well as the digital tools and strategies used in the process. This will be studied through an employer?s perspective.
BAJT : Digital teknik i hemmiljö
The northern province of Sweden has in both literature and film been depictured as something foreign and mythical, unlike the rest of the country. It has been my purpose to show in this essay that the systematic categorization of Norrland and its literature reveals multiple criteria known to define the colonial era. By reading the novel Stallo by author Stefan Spjut with postcolonial structures in mind I aim to show how the author uses Swedish mythology and through the presence of The Other criticizes colonial structures in place to this day. By examining the gothic atmosphere I intend to indicate how the trolls in the novel figures as both a horror element as well as a representation of nature itself. It is my belief that the author by further reinforcing the mythological in relation to Norrland addresses the problem at hand.
Olympiska spelen i Berlin 1936- Nazisternas propagandaolympiad. : En pressundersökning om svenska tidningars rapportering kring Berlinolympiaden 1936 under Nazitysklands regi.
The purpose of this study is to examine four Swedish newspapers' views on the Nazi regime in Germany during the 1930's, and examine what information the Swedish public received through their reporting about the Berlin Olympics in 1936. The survey method of the study examines four Swedish newspapers with different political views, and how they described the Olympic Games in Berlin, Germany in 1936 during the Nazi Germany regime. The theoretical perspective used in the study is the agenda setting theory, where the focus is on how the Olympic Games were depicted in the Swedish press against the agenda setting theory. The results show the difference in reporting about the Berlin Olympics, based on the newspaper's views of the Nazi Germany regime. Aftonbladet and Svenska Dagbladet show a positive attitude toward Nazi Germany, while Ny Dag shows great displeasure toward the Nazi Germany regime. Arbetet shows, like Aftonbladet and Svenska Dagbladet, a relatively positive attitude toward Nazi Germany, even though the newspaper sometimes expressed criticism directed against Hitler and his regime..
Folkbibliotek som mötesplats för flyktingar : En undersökning av två folkbibliotek och deras potential att öka socialt kapital i samhället
This essay points at the importance of public libraries as arenas of meetings between refugees and the local population, and by this - creating social kapital in the society as a whole. The researchers Aabø, Audunson and Vårheim have created theories about low-intensive meeting places, that means ? neutral, public places where accidential meetings with different strangers can happen, which can create social capital and trust among each other. To complement these theories I also use Vårheim who have implementet social capital-theories to the sphere of public libraries. These two theories complement each other and can help me investigate two public libraries in a rural area in Sweden.