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6500 Uppsatser om Datorspel - design - Sida 21 av 434
Ny konstruktionslösning och kostnadsförslag för stansverktyg
The task for this thesis is to design a tool that is used to cut-out preforms of thermoplastic adhesive and also to make an estimate of costs for the stamping tool. The tool is used in the repair process at the MCM production line.
The result of gathered information has affected how the design of the stamping tool has developed. The handling of thermoplastic adhesive in the repair process is one of the factors that influenced the design. The adhesive is sensitive for exposure to moisture. Therefore an automated feeding system of the adhesive is not recommended.
The users wished for an automated stamping tool.
Speaker Park : om ljudsättning av utemiljöer
This project will search for the sound in the contemporary landscape architecture, an attempt to combine music and landscaping. In a first stage, I have searched for outdoor environments where loudspeakers are used, and sites with a concious sound design. The project will result in a sound design created for the park Frodeparken in Uppsala, Sweden.
In my search for sites and examples of conscious sound, I have talked to the people behind the projects I found - landscape architects, sound artists and architects. Influences from different areas have been essential for me in the project.
Trädgårdsdesign för hörselskadade : anpassad utemiljö för elever vid Silviaskolan i Hässleholm
There is a lot written about being hearing impaired. There are guidelines on how to adjust the indoor environment for the hearing impaired. There is even more written about gardening and garden design from different aspects. However, I found out that there is nothing written about garden design or adjusting the outdoor environment for the hearing impaired. At the background of myself being hearing impaired and garden designer I realised that I actually had adjusted my own garden out of the fact that I am hearing impaired.
Varelsedesign : en metod
My aim in this case study has been to create a method for creature design to test this method in a production and evaluate the results. To achieve this I studied and analyzed the methods of three concept artists and illustrators named James Gurney, Neville Page and Iain McCaig. From the analysis of these artist´s methods, combined with my own personal experience, a new method was formed. To test this method a creature was designed based on directives given by a game design group in the process of creating a table top role playing game in a fictitious world. These directives where given for the creature´s role and its living conditions.
Spelutveckling, problem och utmaningar
Detta arbete ämnar undersöka problem och utmaningar relaterade till design- och produktion av ett tävlingsinriktat spel för gratis utgivning samt utforska potentiella lösningar och designfilosofier genom att påbörja utveckling av ett spel. Problem som uppstår, lösningar som tillämpas och val som görs dokumenteras varpå resultat analyseras. Undersökningen tar upp design av både spelmekaniska och grafiska element samt produktionen av spelet och dess resurser, saker som är viktiga att tänka på och några saker som kan gå fel..
Måste det vara så grönt? Ett visuellt Förpackningskoncept för ett ekologiskt livsmedelsmärke
»Does it have to be so green?« is a visual communication project focused on packaging design. I attempted to challenge the clichés of graphic design for organic products and designed a packaging concept for a fictional food brand. The project had a special objec¬tive which was to explore ways to use the package as carrier for in¬formation about the enviromental impact of the packaging itself.The process included research about packaging design and its ef¬fect on the consumer, an investigation of the Swedish market for organic foods, creating and defining a brand, and designing a cohe¬rent packaging concept for a product line which communicates the brand?s values and appeals to the intended target group.The project resulted in prototypes for a muesli package, tea car¬ton and honey jar, as well as a manual that explains the application of the graphic program..
Dead Reckoning i bilspel
Denna rapport handlar om dead reckoning i bilspel. En rad nätverkstekniker tas upp grundligt, och fem olika versioner av dead reckoning implementeras, provkörs och utvärderas. En nätverkssimulator har skapats för att provköra algoritmerna i och datan från dessa provkörningar ligger till grunden för en analys av de olika implementationerna. De testas bland annat mot konsistens och bandbreddsåtgång. SimBins GTR Evolution har använts för att spela in loppen, och rapporten inriktar sig på hur dead reckoning fungerar i detta spel..
Svensk trädgård utanför Sveriges gränser. Rums-, färg- och formanalys av två gröna miljöer.
Uppsats för avläggande av filosofie kandidatexamen i Kulturvård, Trädgårdens hantverk och design, 15 hp, 2015..
Kontrollerad frihet i datorspel : Hur spelutvecklare styr dig genom din spelupplevelse
När en spelstudio ska designa ett dataspel är det viktigt att veta hur konsumenten, det vill säga spelaren, kommer att spela spelet. Därför är det avgörande att genomföra speltester och samla in digital information för att få en så klar bild som möjligt över hur en spelare interagerar när denne spelar. En viktig sak för utvecklaren är att försöka få spelaren att investera sig själv i spelet, både emotionellt samt med sin tid. Syftet med vår undersökning är att försöka ta reda på vilket sätt spelutvecklare kan förutse och kontrollera hur en spelare skall spela ett datorspel. Vi har valt att göra denna undersökning på en specifik spelstudio samt på ett specifikt spel.
Future in a box : En undersökning i designstrategisk produktframtagning med Elfa som fallstudie
This report describes the bachelor degree project called ?A case study in strategic product design in collaboration with Elfa? carried out by Mathieu Gustafsson and Pär Rickberg,students at Carl Malmsten Furniture Studies.We had the opportunity to do our degree project in collaboration with ELFA after a previous school project where we made suggestions for new products. Initially the brief was to develop new products for the company which was based on previous proposals.Reasoning led us in to design strategies and how to use such a strategy to develop newproducts for ELFA. During our first superficial analysis of ELFA and its current products, we found that we wanted to recast the framework of identity and context in which the product would be created. According to the researches made by SVID (The Swedish Industrial Design Foundation),companies that continually are working with design strategies strengthens the brand, its competitiveness and become more innovative.
Att designa användargränssnitt för äldre människor med afasi
Our aim in this work has been to redesign ModernFamilies and make a user-friendly interface for people with aphasia. The focus has been to identify general issues they might face while using different technology and applications, in order to find better alternative design for ModernFamilies, with a focus on usability. To approach this issue, we used a qualitative method. Our study includes several interviews and observations preformed in conjunction with the AGNES project (AGeing in a NEtworked Society) and speech therapists. Aphasia requires simple design that in the same time gives them support to understand and use technology and different applications.
Persuasiva spel: Ett medium med spännande möjligheter : Procedurell retorik i två svenska opinionsbildande datorspel
This essay is about the principles and rules that control persuasive computer games. The term persuasive games mean computer games, video games and other similar artifacts that are produced to shape opinion. The rhetorical scholar Ian Bogost at Georgia Tech claims that this kind of games mainly get their persuasive power by using procedural rhetoric and that games as a medium gives special conditions for procedurality. By procedural rhetoric Bogost means an argumentation that is based on rules and choices, as opposed to texts, movies and images. (Bogost 2007). Bogost describes these procedures as quite specific for games and claims that they differ qualitatively from ?ordinary? rhetorical arguments even if they just as other arguments work by establishing enthymems.
?Var är du?? En studie om virtuella kollaborativa designprocesser i en studiemiljö
The design process of an interaction design student is mostly collaborative and computer oriented. Based on this, it?s hard to believe that we have not yet found a tool that will facilitate our needs. With this in mind, which elements do we need to promote collaboration in a virtual design process?
This thesis will include design processes, collaboration, creativity and virtual awareness, amongst others.
Dimensionering av grundläggning med hjälp av Eurokod
AbstractWork to develop the Eurocodes started in 1975 by the European Commission adopted a program to eliminate trade barriers within the construction area. The goal was to create common European design standards that would replace the member countries' own rules. Eurocodes will replace The National Board of Housing Building and Planning, National Rail, The National Road Administration and other agencies' calculation rules for the buildings structures. The transition to the use of Eurocodes looks like this:Eurocodes set to Swedish standards between 2002 ? 2007They can be used parallel with national standards 2006 - 2009 The total transition is at the end of 2010/2011.Right now is going on a lot of work for replacement of the existing standards to Eurocodes. The transition to the new calculations` standards, many construction companies and consulting firms facing a big changes and competitions.
Bostadsgård på bjälklag : en omgestaltning av kvarteret Trumman i Malmö
This essay discusses joist floor, and the land-building at these structures. In Malmoe there is a neighborhood called Trumman that has a courtyard where an underground garage is located. What possibilities are there in this place and how would an alternative design look? These issues will this essay answer. In the result part it is both described how the joist in Trumman looks and how it is built correctly.