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2956 Uppsatser om Creating digital games - Sida 6 av 198
Digital delaktighet i Sverige : Om att inkludera alla i framtidens samhälle
Almost all Swedes today have access to the Internet, if not through the home then via the library or work. Despite this, around 20% of the population stand outside the information society in that they lack in knowledge, assistive usability tools or positive attitude towards technology and its influence on society. The main factors influencing the digital divide in today's society are age, disability and education, while the main reason for staying outside seems to be disinterest.The question about digital inclusion is important as we now stand on the breaking-point between a society where the industry has had a prominent position for private as well as national economy and a digital society where access to the Internet is no longer about prestige, but where significant differences between users' knowledge levels can create a power gap. Gaps in access and use not only reflects already existing socio-economic conditions, but can also maintain and enhance these.It is crucial for the future expansion of Internet usage how today's non-users feel about becoming users. To understand what underlies the motivations not to use computers is one of the keys to get non-users to embrace becoming users.
Folkbibliotek och TV-spelande ungdomar en studie i bibliotekariers attityder och värderingar när det gäller ett nytt medium på biblioteket
The aim of this Masters thesis is to examine librarians attitudes and values when it comes to the question if a new media, video games, should be introduced at the library or not. Video games are here seen as media primarily for youths. In our study we also wanted to study the discussions of quality and purchase, when computer games were introduced at the library. In order to answer our questions we conducted nine interviews with librarians working with children and youths, in eight libraries. By analysing their statements, using Maj Klassons theory where she defines the librarians role in three different strategies, we could demonstrate how the librarians reason when it comes to video and computer games, youths, quality and purchase.
Universe-defining rules
Abstrakt I detta arbete undersöks hur konceptet lek går att applicera på digitala spel och hur man presenterar ett fiktivt universum och de regler som definierar det universumet. Syftet med denna undersökning är att öka kvaliteten på digitala spel för spelare genom att öka förståelsen för hur sådana regler introduceras. Frågeställningen som ämnas att besvaras är ?hur kan man introducera realistiska, semi-realistiska och fiktiva regler i ett spel??. Undersökningen baseras delvis på analyser kring varför vissa introduktioner av regler ofta accepteras och andra inte, dels på utvärdering av en gestaltning och dels på tidigare forskning.
Elecronic Wallet - Utveckling av en digital plånbok sett ur ett användarperspektiv
This essay is a product of our examination work on candidate level in Interaction Design. The
aim in this project was to design a digital wallet integrated into a cellular phone and make it
as an electronic payment tool. In our project the goal has been to create a digital wallet not
just for payment, but also develop it into a complete digital wallet, replacing visa,
membership card, student cards, id card and receipt. Our ambition is to take care of current
qualities of today's wallet and improve where it is possible so that can be replaceable with
the digital wallet..
En studie i realtidsgenererat binauralt ljud
Många av dagens dator och TV-spelsljud är anpassade för högtalaruppspelning, i
många fall även
flerkanalssystem som 5.1 surround och liknande. Få spel är anpassade för
uppspelning genom
hörlurar och för att få en bra ljudlokalisering i hörlurar behövs ofta någon
form av
surroundhörlurar. Vi tror att man kan skapa trovärdig (Riktnings)återgivning av
ljud i hörlurar
genom bara två ljudkanaler genom så kallat binauralt ljud. Vi kommer i detta
arbete att beskriva
de faktorer som spelar roll i vår stereohörsel, varför de fungerar samt vilka
svagheter som finns i
detta system. Vi kommer att skapa ett system för att behandla realtidsgenererat
binauralt ljud för
spel och beskriva de verktyg vi valt och den generella arbetsprocessen.
Hur använder RedOne rytmisering? : På albumet MoveMeant
Syftet med denna uppsats är att jämföra boken The Hunger Games (2008) av Suzanne Collins med filmen The Hunger Games (2012) regisserad av Gary Ross och försöka ta reda på vilken sorts adaption som är gjord. Jag arbetar med boken och filmen The Hunger Games var för sig för att eventuella skillnader ska framträda tydligare vad gäller karaktärer och miljöbeskrivning. När jag gått in på djupet och jämfört boken The Hunger Games med filmen märker jag vad som är förändrat. Till exempel saknas vissa karaktärer och scener i boken i filmversionen, medan andra scener har lagts till i filmen. Samtidigt är det förståeligt att en del måste göras om och tas bort för att en bok på flera hundra sidor ska kunna visas i en film på cirka två timmar.
Handikappad eller frisk? : - två tidskrifters perspektiv på idrott
AbstractPurpose/Aim: The aim is to investigate if there are any differences in the reporting from the Olympic games and the Paralympic games, according to different periodicals or magazines, with focus on Paralymics and sports for handicapped. If so, what are those differences?Material/Method: The material consists of two periodicals, or magazines; Svensk idrott which is the official paper for the swedish Riksidrottsförbundet, and Handikappidrott, which is the official paper for the swedish Handikappidrottsförbundet. Articles considering the summer games in 1972 and 1976, 1984, 1996 and 2000 was studied with regard to models developed by Algirdas J. Greimas.
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.
Vad är en digital shaker?
Projektet i denna rapport har fokuserat på hur man kan förbättra den visuella och taktila upplevelsen av digitala slagverk. Målet var att utveckla en digital version av moderna percussionisters shakers, som tilltalar användarna inte bara med sina funktioner och digitala möjligheter utan även som ett musikinstrument.Processen och utveckling av instrumentimagen för digital percussion kan appliceras på alla digitala instrument, men resultatet av detta projekt illustreras genom ett koncept på en digital shaker..
Överföring av digital video via FireWire
Transmission of digital signals is today more frequently used than transmission of analog signals. One reason for this is that a digital signal is less sensitive to noise than an analog, another reason is that almost all signals today are handled in a digital format. This thesis describes the development of a system that receives digital video signals through FireWire. The standard for FireWire, which is a high performance serial bus, is under development. Today the standard of the bus supports transmission of data with a speed of up to 400 Mbit/s.
Digitala kommunikationer mellan VIDA och deras leverantörer
The Swedish forest industry has put a lot of resources in the development of digital communications in hopes of improving collaboration with suppliers. The purpose of this study was to investigate whether VIDA would benefit from using digital communication with suppliers.
The survey was conducted as a questionnaire study among the company?s staff and its suppliers. The result indicated needs and interests to use digital communications in both groups. Young suppliers and suppliers on a distance showed the most interest in using digital communication.
In terms of using these digital communications, the staffs and suppliers were most interested in information regarding transaction and forestmanagement plans.
Från digitalt utanförskap till digital gemenskap : En hypotetisk väg till digital gemenskap
We are in an emerging digital society where we are increasingly dependent on the mastery of IT and digital technologies to better carry out our everyday tasks. They cover everything from keeping in touch with family and friends to pay bills and declare. At the same time there are those who have not learned how to use the new technology and live their lives outside of the digital society. What happens to these people, in a society that is becoming increasingly digitized? Do they take harm by being in digital exclusion? It looks like this are issues that will not become less important as digital technology constantly changes.
Kunskap, Färdighet och Attityd : En undersökning om grundskolebibliotekariers syn på och arbete med digital kompetens
There is little doubt that the digital technology has played a major role in reshaping the ways in which we experience the world. In a few decades the Internet has become a vast repository for knowledge and ideas. New arenas where people may meet and fraternize have emerged, and with the help of various digital tools and websites, the production of new material has increased to an almost unfathomable level.But all is not well on the digital front. As the Internet has become a crucial part of our everyday life, certain skills in handling digital media has become very important to master. A well-developed ability to navigate through this ocean of information is needed, and knowledge in managing the risky nature of the internet is critical.
Digital videoväxel
This thesis discusses the possibilities to distribute digital video in a military vehicle. Today, an analogue system is used, which has a maximum capacity of eighteen video sources and the same number of monitors. The purpose of this thesis is to increase the systems capabilities regarding secure distribution and additional functions. Both software and hardware tests are made to investigate the features of the digital video standard MPEG-2. Both the coding delay and the image quality are of great interest.
Malmös digitala klyfta
Differences between groups or individuals in a society with regards to access to information and communication technologies (ICTs) are known as the digital divide. The digital divide pertains to differences in physical access to computers and the Internet as well as knowledgein using technology. Important factors affecting the digital divide are disabilities, age, gender, socioeconomical background, ethnicity and geography. The digital divide appears on several levels: internationally, nationally, regionally and locally. Individuals who, for some reason, have limited or no access to information and communication technologies risk, among other things, to experience social exclusion.