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7956 Uppsatser om Digital game development - Sida 22 av 531

Förskolans lekmiljö : En studie om hur pedagoger tänker om lekmiljöernas betydelse för barns utveckling och lärande

The purpose of my study is to describe how educators think about the play environment, the nature and its importance for the children's development and learning in preschool. The study is based on qualitative interviews with four active educators. The results of the study show that the teachers regarded the children's interests to a great extent when the different play environments were structured. They are also based on different themes that they have seen that the children were interested in, such as the fire station, hair salon or shop and café. Educators designing not only these play areas for different types of play for the children, but the different environments also have a learning purpose. The outdoor environment however attracts greater interest from children, to where they have more space to move freely in and outdoors, there are no limits to the children.

Marknadsundersökning för webbtjänst innehållande medicin- och läkemedelsnyheter

New forms of Information and Communication Technologies (ICTs) have become more influential in development contexts. The concept of ?The Digital Divide? points at a large division between rich and poor countries regarding access to ICTs. Critics say that the debate concerning this topic for far too long has focused mainly on the technology itself rather than social factors which impact social inclusion and development. Scholars agree that ICTs holds a tremendous potential, but how is this implemented in development contexts and how can it be used with more sensitivity towards local preconditions and social aspects?This paper aims to examine how ICTs are being used in the context of development within an India based organisation for women called SEWA (Self Employed Women?s Association).

IT-stöd för Balanserade styrkort : ? en studie av Försvarsmaktens behov

New forms of Information and Communication Technologies (ICTs) have become more influential in development contexts. The concept of ?The Digital Divide? points at a large division between rich and poor countries regarding access to ICTs. Critics say that the debate concerning this topic for far too long has focused mainly on the technology itself rather than social factors which impact social inclusion and development. Scholars agree that ICTs holds a tremendous potential, but how is this implemented in development contexts and how can it be used with more sensitivity towards local preconditions and social aspects?This paper aims to examine how ICTs are being used in the context of development within an India based organisation for women called SEWA (Self Employed Women?s Association).

När det omöjliga blir möjligt, Visuella Effekter

Abstrakt Detta kandidatarbete handlar om visuella effekter inom film och dess utveckling genom åren. Visuella effekter har öppnat en ny värld för filmskapandet då man kan skapa i princip vad som helst vilket gör att det omöjliga helt plötsligt blir möjligt, på filmduken. Kandidatarbetets syfte är att titta på utvecklingen av visuella effekter och hur man kan använda de kunskaper i en mindre filmproduktion. Vår problemformulerings frågeställning är ?Hur har utvecklingen inom visuella effekter sett ut och hur kan man implementera dessa kunskaper i en mindre filmproduktion??. I undersökningen analyserar vi hur man skapat scener i olika hollywoodfilmer som vi tagit inspiration av i vår produktion.

Simulering, ett alternativ inom produktionsplanering?

Typically, when Faurecia in Torsås are planning a new assembly line, one of the steps is to build a full-scale model of the line in card board, a form of mock-up planning. Faurecia has shown interest in finding an alternative methodology. The purpose was to explore the possibility of replacing today's cardboard based mock-up planning with models in a digital simulation environment.The purpose of the thesis has been to answer some of these complex questions; What are the benefits of using a simulation tool? In what way can we use it? If we choose to use a simulation tool, in what way does it affect our way of planning an assembly line? What are the advantages and disadvantages? Are there any economical and social aspects?Our results made us realize that a digital simulation tool does not replace the card board. On the other hand simulation could be used as a complement.

Kommunikation i dubbel bemärkelse : Enkätsstudie av barnfamiljer och SL:s digitala plattformar 

As a result of a successful human development around the world an extensive urbanization of societies are taking place that are networked in various ways. In these networks, increased travel and digitization are central where individuals and organizations converge in a constant and immediate wireless and mobile technology flow. An example of this is Stockholm and its public transportation company Storstockholms Lokaltrafik (SL). Although most participate in most of the network society, SL is struggling with an audience that seldom travel with them: families with children. We intended to find out how the communication of SL´s digital platforms could get families to travel more with public transportation.

Kamratkulturer i förskolan : En observationsstudie av några leksituationer

AbstractIn this essay, I have performed a study on peer cultures and how these peer cultures are expressed in a group of pre-school children. My questions are as following:What positions/power positions can be seen in children?s play, and how will these be expressed?How do the children gain access to play?How do children act when they want to exclude other children?In order to understand this I have chosen to do observations as a method. In order to investigate these questions I chose to spend six whole mornings with a group of pre-school children, closely observing their behavior. The focus was on children, three years of age or older.

FN:s Milleniemål och deras påverkan på den svenska biståndspolitiken

The purpose of this thesis is to study to what extent the UN millennium development goals have influenced Sweden?s development policy. The research method that I have used is a qualitative text analysis and I have studied the ideas in governmental texts and millennium development goals reports from 1995-2008.My hypothesis is that the basic ideas that has symbolized Sweden?s development policy has not changed much since the adoption of the millennium development goals in year 2000. This hypothesis is based on different ideas that the basic perspectives in international development policy are rather constant.My conclusion is that many of the areas that are affected by the millennium development goals already are prioritized areas within Swedish development policy, for example poverty reduction and gender equality.

Den svenska sällskapsspelsmarknaden : En studie om en bransch i utveckling från 1970 till idag

This essay is about the history of the Swedish board game-industry from the 1970?s to today. The essay focuses on the companies in the business and how they change during this period and about the causes of this change. This essay aims both at accurately describing the development of the industry as well as asking the question of what influence factors from outside of the industry have upon the change during this period of time. The material used in this essay is mainly extracts from interviews with people who have been working in the industry during the period, as well as literature on the subject and product-catalogues from certain years in the time-frame.From this material I have outlined the basic history of the industry.

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.

Digital kontra manuell blodtrycksmätning-Är resultaten samstämmiga?

Blodtrycksmätning är en viktig del i en sjuksköterskas arbetsuppgifter och då både manuell och digital blodtrycksmätning idag förekommer parallellt inom svensk sjukvård syftar denna studie till att undersöka om det finns någon skillnad mellan de uppmätta resultaten i dessa mätmetoder och beskriva denna eventuella skillnad. Undersökningen genomfördes på en kärlkirurgisk avdelning på ett sjukhus i södra Sverige under hösten 2009. Populationen bestod av 38 inneliggande patienter som följdes upp med totalt 65 blodtrycksmätningar. För att utföra undersökningen tillämpades cross-over design med kvantitativ ansats. Resultaten visade skillnader mellan de två mätmetoderna då den digitala metoden uppmätte högre blodtryck än den manuella. Digital blodtrycksmätning visade genomgående högre mätresultat jämfört med manuell metod.

När det omöjliga blir möjligt, Visuella Effekter

Abstrakt Detta kandidatarbete handlar om visuella effekter inom film och dess utveckling genom åren. Visuella effekter har öppnat en ny värld för filmskapandet då man kan skapa i princip vad som helst vilket gör att det omöjliga helt plötsligt blir möjligt, på filmduken. Kandidatarbetets syfte är att titta på utvecklingen av visuella effekter och hur man kan använda de kunskaper i en mindre filmproduktion. Vår problemformulerings frågeställning är ?Hur har utvecklingen inom visuella effekter sett ut och hur kan man implementera dessa kunskaper i en mindre filmproduktion??.

Framställning av en digital höjdmodell över Storsjö strand i Östersund

Östersunds kommun behövde höjddata inför planeringen av ett nytt bostads- och rekreationsområde som kallas Storsjö strand där en ny fördjupad översiktplan tagits fram. Syftet med examensarbetet var att skapa en digital höjdmodell över en del av området. Mätningar med Leica GNSS-utrustning samt totalstation utfördes under några dagar.  Höjddatat levererades till kommunen. En triangelmodell skapades och en karta med höjdkurvor togs även fram för att visualisera arbetet. En del felkällor kan ha haft inverkan på resultatet såsom tjälen i marken och eventuellt några enstaka flervägsfel, men vi anser ändå att resultatet är tillräckligt för en första översiktlig planering..

Ingenting är sant, allt är tillåtet : En kvalitativ studie om historiska datorspel som Assassin?s Creeds påverkan för det oavsiktliga lärandet och dess pedagogiska möjligheter

The main purpose of this study is to investigate the unintentional learning that happens during the use of computer games. With the use of interviews with students in the ages 13-15 who all have played the game series Assassin?s Creed, and then compared them with students who does not play the game, we have been able to identify that some learning is taking place, but that the student?s attitude towards the subject, and their maturity, also is vital for the learning. Even tough, the students who didn?t really enjoy history as a subject showed better knowledge after playing the game, than the students who hadn?t played at all, which indicates that computer games can be a good source for learning.

Interaktivitet och deltagande : - en kvalitativ studie kring skapandet av machinima med World of Warcraft -

AbstractTitle: Interactivity and participation - a qualitative study about the making of machinima withWorld of Warcraft (Interaktivitet och och deltagande ? en kvalitativ studie kring skapandet avmachinima med World of Warcraft)Number of pages: 68 total, 50 without appendixAuthor: Peter BrandbergTutor: Else NygrenPeriod: Autumn 2006Course: Media and Communication Studies CUniversity: Division of Media and Communication, Department of Information Science, Uppsala UniversityPurpose/Aim: The aim of this study is to take a closer look at the phenomenon machinima by analysing a number of specific movies from the site worldcraftmovies.com. This analyse is focusing on how the content of these movies relate to the wider game culture of the MMORPG World of Warcraft, what specific elements in the movies is referring to and if there is differences or similarities between different genres (or categories).Material/Method: The method used in analysing the movies is a combined method inspired by hermeneutic, semiotics and discourse analysis.Main results: Instead of answers this study raises many questions about the diverse content of the movies. A general division can be seen between movies focusing on the games rules and movies that are trying to present a fictive world. But the study also shows how there are many movies moving between these two points.

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