Sökresultat:
7956 Uppsatser om Digital game development - Sida 32 av 531
Utvärdering av kvalité och dess behov inom förprovtryck
It always has been a need for the abiltiy to create color proofs. When an error occurs late in the production process, itis allways complicated and difficult to correct the error. In this project, digital proofs been made and discussions havebeen held with several people in the printing industry, in order to examine how well excisting digital proofs, meet thedemand of the market. And how close the digital proofs can come to the actual printsheat from the press. The study hasbeen shown that the one thing that has had the most influence on the outcome for the quality of a digital proof, is theprintshop operator?s knowledge about color management and proofing systems.
Förskolans matematik : De yngsta förskolebarnens matematiserande i den fria leken
This study aims to visualize the youngest preschool children matematical learning in the free game. In my study the mathematics will be analyzed based on the interactions children participate in, and how children experience mathematics through the lived body.I have chosen to undertake a qualitative research in form of observations. Through this research method, I would approach the child's perspective, which means that i analyze the material that the children in the observations reveals to me as a researcher.The results of the study show that children experience mathematics skills both through the lived body, as well as in interaction situations between children. The mathematics are around among us, all the time. This is very important to take into account for children's continued development of mathematical knowledge..
Touching reality: Exploring how to immerse the user in a virtual reality using a touch device
This paper explores the field of virtual reality and how immersion and presences
can be increased when it comes to navigation and interaction with Virtual
Environments. The availability of VR technology has sparked a trend, especially
in game development. Old ways of designing for interactive environments have to
be revised. This is done by exploring the massive body of work done on VR,
exploring its underlying concepts, using tested design techniques and ways of
evaluating interaction for VR. A design suggestion in the form of utilizing a tablet
device as the main input device is derived.
Utvecklingssamtal - utifrån elevens perspektiv
My aim with this diploma work is to find out if the students consider development deliberations as a good forum in order to promote their knowledge development or not. I have also examined if the development deliberation is experienced as giving for the pupil or not, what I have been studying from the pupil's perspectives.MethodI have implemented three qualitative interviews with three students from class nine in a compulsory education that lies in Botkyrka municipality. There, I have also an implemented questionnaire survey with two half classes from same class.Materials To my study I have linked literature where research aims himself in on how teachers have worked with development deliberations in the school.Results Students that I have interviewed does consider development deliberations as a knowledgep romoting forum, but most as a forum for clear about study results. The students in the survey consider development deliberations as giving only when the result turns out to bee good.Importance for teachers As each development deliberation is unique, you can not come to a certain implication that all deliberations are experienced in the same way as the result shows. But that can last stakeholder for the teacher is to see how one development deliberation can to be experienced of several students.
Digital kompetens och Gy 2011 : -En kritisk diskursanalys
Genom en kritisk diskursanalys söker jag svaret på vilka diskurser som finns i mitt urval av dokument. Med sociokulturellt perspektiv som teoretisk grund väljer jag att titta på kunskap och lärande. Utgångspunkt för analysen är Europarådets rekommendationer inom programmet Utbildning 2010, där ett underlag gavs i form av åtta nyckelkompetenser för livslångt lärande (EU 2006a). Jag tittar på digital kompetens, som är en av nyckelkompetenserna som varje europeisk medborgare ska utveckla. Jag analyserar också dokument som finns med i processen för den reformerade svenska gymnasieskolan Gy 2011.
Recúrrens ? En svensk novellfilm
Det här är slutreflektionen för ett examensarbetet Recúrrens, skapat av Mikael
Berglund och Johan Cederholm från Medieteknik och Joel Arwidson och Charlie
Persson från digital ljudproduktion. Recúrrens är en novellfilm vi gjorde från
idé till färdig film och vi kommer beskriva hela vår arbetsgången i den här
slutreflektionen. I den andra, reflekterande delen, diskuterar vi hur arbetet
gick, motgångar, framgångar och slutresutlatet. Bifogat finns även manuset och
bildmanuset..
Relationen mellan den personliga tränaren och klienten : att marknadsföra ett personligt varumärke inom träningsbranschen med hjälp av digitala medier
Purpose ? The purpose of the study was to examine how to promote a personal trainer in the fitness industry, as a personal brand, with digital media.Method ? To fulfill the purpose, the author have used three different methods. Both literature and quantitative and qualitative data in forms of a digital survey and interviews with two personal trainers regarding marketing and branding.Result ? Based on the collected literature and empirical evidence, facts could identify the importance of having a strong brand as a personal trainer, in order to recruit new clients. The result revealed that digital media is an excellent communication channel to nurture the relationship when you already have existing clients, but not when you want to recruit new customers.Implications ? This study is only developed through empirical data from a particular demography and a certain range, which could give a different result with other respondents.
Evaluating six crop mixes used for game fields in southwest Sweden : biomass production, fallow deer preference and species diversity
Game fields are one way to divert animals away from sensitive areas, create shelter and forage, and also to increase the biological diversity. In this study I investigated how the plant composition in six different crop mixes used for game fields affected the biomass production, biomass consumption and biological diversity at the Koberg estate in southwestern Sweden. Six experimental fields were used and each field contained six plots, approximately 1500 m2 each, that was sown with a different crop mix. The crop mixes ranged from a pure grass mix (A), 70 % grass and 30 % leguminous plants (B), 53 % grass, 21 % leguminous plants and 26 % other herbs (C), 100 % leguminous plants (D) to the most complex mixes constituting of 91 % leguminous plants and 9 % other herbs (E) and 87 % leguminous plants and 13 % other herbs (F). The fields were cut weekly during the summer in 2010, to estimate weekly biomass production.
Tillvägagångssätt vid långsiktigt digitalt bevarande: en studie av bevarandeplanering
Den långsiktiga bevaringen av digital information innebär nya utmaningar för svenska offentliga arkiv. I arbetet med att utveckla system för att hantera dessa utmaningar utgår svenska offentliga arkiv ifrån en konceptuell rammodell kallad Open Archival Information System (OAIS- modellen). Syftet med denna uppsats är att bidra med en ökad förståelse för hur svenska offentliga arkiv kan hantera de aktiviteter som ryms under bevarandeplanering (Preservation Planning) enligt OAIS-modellen. För att uppnå syftet har existerande forskning på området granskats och kopplats till bevarandeplanering enligt OAIS-modellen. För att kunna utvärdera den existerande forskningen har ny empirisk data samlats in genom kvalitativa intervjuer.
Tillvägagångssätt vid långsiktigt digitalt bevarande: en studie av bevarandeplanering
Den långsiktiga bevaringen av digital information innebär nya utmaningar
för svenska offentliga arkiv. I arbetet med att utveckla system för att
hantera dessa utmaningar utgår svenska offentliga arkiv ifrån en
konceptuell rammodell kallad Open Archival Information System (OAIS-
modellen). Syftet med denna uppsats är att bidra med en ökad förståelse för
hur svenska offentliga arkiv kan hantera de aktiviteter som ryms under
bevarandeplanering (Preservation Planning) enligt OAIS-modellen.
För att uppnå syftet har existerande forskning på området granskats och
kopplats till bevarandeplanering enligt OAIS-modellen. För att kunna
utvärdera den existerande forskningen har ny empirisk data samlats in genom
kvalitativa intervjuer.
Viktiga slutsatser som har varit möjliga att dra i denna undersökning är
att en migreringsstrategi är att föredra för svenska offentliga arkiv. Det
kan även vara lämpligt för svenska offentliga arkiv att frångå OAIS-
modellen och lagra teknisk metadata dels i informationspaketet och dels i
en separat referensdatabas.
Datorspel = Lärande? : En kvalitativ studie angående gymnasieelevers attityder gällande datorspel som läromedel
The gaming market has become the fastest growing market for leisure and is one of the most popular forms of homeentertainment. This has generated a media debate about how people are affected by gaming and concernes how we are affected by the violence that may occur in games. Games proponents argues that gaming is the future of teaching and computer games are becoming a sustainable and popular instruction strategy. Some studies have long used computer games for educational purposes. By interviewing high school students in focus groups as qualitative research, I studied their attitudes towards computer games as a learning tool.
Chatt - ett nytt sätt att kommunicera med bibliotekarien
This thesis presents a new way of providing library users with reference services, namely chat (text based digital reference service in real time). Our research questions focus on the role of reference service, a comparison of chat reference to other reference forms, and the interest for real-time, digital reference. Our literature review covered the areas of digital reference and reference theory, the results of which showed that an ongoing debate hardly exists among Swedish librarians on the topic of reference work. We interviewed librarians from the three different Swedish chat reference projects existing at the time of our study. Most interviewees were very positive about chat reference.
Kunskapssyn och behov av IKT-verktyg
In a world where digital media is becoming a greater part of people?s everyday and working lives it is plausible to assume that the upcoming generation of pupils expect the teaching media to adapt thereafter. It is this assumption of an increased demand that Natur & Kultur is hoping to be able to meet. This thesis has been a stage in the process of producing digital material in the subject of mathematics for high school students. Specifically the aims of this thesis have been to make a rough description of the largest competitive companies? products within the same market, explore and put together a brief theoretical foundation of contemporary research and produce concrete examples of ideas for digital applications.
WEBBENS VINNARE : - en studie om kommunikation och konsumtion på Internet
- ABSTRACT ?Title: Winners of the Web ( Webbens vinnare)Number of pages: 35 (including enclosures)Author: Lydia KellamTutor: Else NygrenCourse: Media and Communication Studies CPeriod: Fall Semester 2006University: Division of Media and Communication, Department of Information SciencePurpose: The aim of the research paper was to see Internet and the digital techniques impact on marketing communication and consuming behavior on the Web. By understanding the relationship between marketing communication and consumer behavior my intentions were to comprehend how consumer behavior on the web could be understand. The purpose of this paper is to understand how different marketing activities on the Internet are followed by consumption.Material/Method: By using focus group interviews I wanted to study how individuals act on the Internet. How different activities such as communication and participation on the web could lead to consumption on the Internet.
Twelvestep - Down inside
Title: Music video: Twelvestep ? DownInside
Made by: Benjamin Bondesson
Christian Edgren
Tutor: Silvio Ocasic
Course admin: Peter Ekdahl
Purpose: To create a music video that we can stand, that challenges us in the
creative process. And to help a struggling band with another medium to spread
their music.
Goal:We intend to create a great product that is demanding and educational to
us. Especially when it comes to cooperation and editing/post production.
Keywords:Music video, digital video, film.