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7956 Uppsatser om Digital game development - Sida 33 av 531

Förväntningar på IUP : Analys av vilka förväntningar lärare, elever och föräldrar har på Individuell utvecklingsplan

AbstractMy purpose of the investigation is to enter deeply into the knowledge of the Individual plan of the development and to examine how teachers, pupils and parents look at the Individual plan of the development and the purpose of the Individual plan of the development in school. My question of the main problem in this investigation was to examine the expectation on the Individual plan of the development from teachers, pupils and parents and if the Individual plan of the development has been influence the cooperation of parents and the influence of the pupils also how and if teachers, pupils and parents apprehend some kinds of changes.The review of the literature begin with a closer study about our document of control, witch are the curriculum of the compulsory school (Lpo 94), The National Agency for Education General Advice for the Individual plan of the development (2005), a study of the development of the cooperation of the parents and the influence of the pupils under the years of research about it.I have in my investigation used qualitative interview in different forms like the ordinary interview, interview on telephone and focussed group interview with teachers, pupils and parents. The result of my conclusion from the investigation is that the information and the knowledge of the Individual plan of the development are important to be able to increase the influence from the pupils and a different cooperation from the parents in the development of the school with the Individual plan of the development. My examination is small and not generalised but I believe that it still can represent the attitude of the Individual plan of the development. The consequence of the investigation shows that pupils and parents have vague idea of the Individual plan of the development.

Optimerad bildsökning ? Bör vissa egenskaper prioriteras vid sökning efter en viss kategori av bilder?

As the information society becomes increasingly flooded with digital images, the need for efficient image retrieval systems increases as well. To handle the vast amounts of data involved, the indexing process needs to be run automatically, using content-based descriptors extracted directly from the digital image, such as colour composition, shape and texture features. These content-based image retrieval systems are often slow and cumbersome, and can appear confusing to an ordinary user who does not understand the underlying mechanisms. One step towards more efficient and user-friendly retrieval systems might be to adjust the weight placed on various descriptors depending on which image category is being searched for. The results of this thesis show that certain categories of digital images would benefit from having extra weight assigned to colour, texture or shape features when searching for images of that category..

Digitala servicescapes : En undersökning om samspelet mellan dramaturgi, storytelling, och servicescapes i en digital miljö

Denna undersökning utgår ifrån Mary Jo Bitners servicescape-modell om hur fysiska miljöegenskaper formade efter en berättelse eller tema påverkar serviceverksamheter. För att sedan implementera modellen i en digital miljö. Resultatet av att nyttja teorierna kring servicescapes på exempelvis serviceverksamheter ger besökare möjlighet att fly undan vardagen, medvetet eller omedvetet, genom en kombination av olika sinnen. I undersökningen såg vi att besökarens självmedvetenhet kunde jämföras med Mihaly Csikszentmihalyis teorier om ?flöde?, där medvetandetillståndet hos en individ blir uppslukat av individens aktivitet.

Framkomlighetsanalys med hjälp av en digital terrängmodell och kartdata

Driveability analysis of terrain data offers an important technique for decision support for all kinds of movements in the terrain. The work described in this report uses a high resolution digital terrain model generated from the laser radar data and further processed by the Category Viewer program, and information from the Real Estate Map. Properties of features found in a filtering process are calculated and compared with a set of rules in a knowledge base to get a driveability cost. This cost is then visualized in a graphical user interface. An evaluation of what driveability is and what it is affected by is performed, and a general cost function is developed, which can be used even if not all relevant information is available.

Information och interaktion. En studie av högstadieelevers informationssökning och informationsanvändning.

The aim of this master thesis is to examine information seeking andinformation use among high school pupils in two Norwegian highschools. The main research question focuses on different kinds ofinteraction or lack of interaction in the pupils? information seeking andinformation use.The theoretical framework of the thesis is based on a socioculturalperspective which allows for a specific focus of various forms ofinteraction. I investigate interaction in relation to concepts such associal practices, previous experiences and meaning making. Theempirical material consists of data from a large scale questionnaire (n=217) and in-depth interviews with six pupils.The results show that these pupils are used to interact with digital tools.The pupils trust printed sources more than digital ones, but at the sametime they prefer digital sources since these are easier to handle, it isquicker to locate information and this is easier to understand.

Status i grupphierarkin : om barns sociala interaktioner

In this study the author attempts to identify factors that are determinants for why some pupils in Swedish grade school have high status in comparison with their peers. The study takes on the characteristics of both an ethnographic and a literature study by comparing the findings of interviews carried out with students of a first grade class with previous research. The study identify several tools for analyzing of how status may be understood in specific situations.The study also finds that important factors for gaining high status amongst children in aschool classes might be the ability to apply access strategies to get accepted in social interactions, such as game play, have the ability to create games that are enjoyed by peers and social skills, to name a few. Overall the study shows that children's game play with each otherare crucial for their social interactions and their social position. The study also show that children that have earlier established relationships with other children in a specific group alsohave a better opportunity to establish a high status position..

Från verksamhetsmodellering till verksamhetsutveckling? : Leder kompetensutveckling av personer i ledarskapsroller till verksamhetsutveckling?

Learning organizations and organizational development are interesting subjects that does not examine municipal organizations and private organizations an equal amount.  Furthermore, there exists little research on the effects of competence development for individuals in a leadership role within organizations. Because of this, we wanted to examine the impact of competence development in business modeling and how it affected local government activities. Competence development is used by organizations to develop their business and achieve a greater competitive advantage, but does competence development for individuals in a leadership role lead to organizational development? This paper examines competence development in the form of a business modeling course via the Bitstreamproject and the effects that occur within three municipalities as a result of the competence development. By interviewing three participants and four coworkers within different municipalities and studied the data from the Bitstream project, we can not conclude that competence development within business modeling leads to organizational development, only that it exists a tendency for it.

Digital kompetens : Om elevers ordbehandlingsfärdigheter i grundskolan

Syftet med denna undersökning var att undersöka den digitala kompetensen hos en grupp elever i årskurs nio på en skola i Stockholmsområdet. Utöver detta undersöktes några utvalda variabler för att avgöra deras eventuella inverkan på den digitala kompetens eleven tillägnat sig. Begreppet digital kompetens utnyttjas bland andra av EU-parlamentet och organisationen OECD vilka publicerat varsin skrift rörande nyckelkompetenser för livslångt lärande. Dessa två ger, tillsammans med en norsk undersökningsgrupps publikation, en gemensam definition av begreppet digital kompetens. Denna undersökning fokuserade dock enbart på ordbehandling, ett område inom den digitala kompetensen.Den empiriska undersökningen genomfördes med hjälp av en provliknande enkät där eleverna fick besvara frågor rörande ordbehandling.

How Does Ego Depletion Affect Moral Judgments and Pro-social Decisions?

BACKGROUND: Today?s societal changes, including high rate of change and increasing information flows, are increasing the demand on the individual mental capacity. It becomes increasingly difficult to analytically process all the different dilemmas and everyday decisions as individuals have a limited mental capacity available to make these decisions. Thus, it has been suggested that ego-depleted relies more heavily on intuition, which is less burdensome, when making decision. However little is known about to what extent intuitive decisions differ from analytic.

Multimedia och museer : En uppsats om förväntningar, problem och nya målgrupper

?Multimedia and museums - A thesis about expectations, problems and new target audiences? is a thesis about what it means for museums to work with multimedia in it´s public activities today. This paper also focuses on how this development is received by museum employees. Amongst other issues questions concerning new target audiences, application areas and economy is discussed. References are made to both the current discussion about new media and more traditional issues concerning museums, like authenticity for example..

Elektroniska spel i tidningsfältet : En studie av recensenters förhållningssätt till dator- och TV-spel

This paper considers the roles of critics, newspapers and magazines, in the process ofdescribing computer games and video games as either technical objects or products intendedfor entertainment.The making and ?using? of computer games and videogames originates in small groups ofpeople possessing a lot of knowledge in computers, during a time when these kinds of deviceswere very expensive. But now, the gaming culture has grown and almost anyone in oursociety can own and play a video game. For that reason, one could ask the questions ?are thegames and the people who plays them still parts of a ?technical culture??? and ?do we needsome kind of prior knowledge to fully understand the videogame critics??The critics represent ?the official idea? of what a videogame is, how it works and if it is worthplaying.

Optimera för användarmedverkan - Designlösningar med spelmekanik för interaktiva funktioner. Optimize for User Participation - Design Solutions with Game Mechanics for Interactive Functions

I denna uppsats underso?ker vi hur principer fo?r spelmekanik pa?verkar anva?ndares bena?genhet att bidra med inneha?ll pa? interaktiva webbplatser. Genom en empirisk studie av kvalitativ art ja?mfo?r vi tva? versioner av en testsajt, med spelmekanik implementerat i den ena versionen. Vi kommer fram till att spelmekanik fo?r att motivera anva?ndare att skapa inneha?ll kan designas utefter tre huvudsakliga delar; regler/struktur, ma?l och delma?l samt vinster. Regler och struktur a?r vad som a?r mo?jligt eller tilla?tet att producera samt kvalitetskrav pa? inneha?llet.

DIGITALA RUM OCH RUMSLIGA DIGITALISERINGAR - hur hemmet tar plats p? Instagram

In a world obsessed with the visual our homes have gone viral. Through the frame of Instagram family members seems switched to furnitures and the so-called smartphone surely opened the door to new, digital places. Social media has become part of the life of many and, as an effect, also of the way we do our homes. In the era of digitalization, the concept of sharing has gotten some new dimensions where the borders of private and public, here and there, becomes blurred. Why do people post pictures of their homes on Instagram? How is it performed and what boundaries are pushed in the process? These have been some of the main topics guiding this thesis.

Digitala läromedel inom undervisning i trä- och metall slöjd/ digital teaching aid in teaching woodcraft

Detta examensarbete är en undersökning av digitala läromedel i slöjd, då främst ur ett träslöjdsperspektiv. Arbetet genomförs som ett gestaltande arbete. Detta innebär att arbetet består av två delar, förutom den skriftliga delen har jag även skapat ett anat material i form av ett digitalt läromedel som kan användas i slöjdsalen vid träslöjdsundervisning. Därför består arbetet av två delar, en skriftlig del och en digital instruktionsfilm. Instruktionsfilmen består av både rörliga och fasta bilder i ett bildspel. Min avsikt med arbetet är att bidra till utveckling av undervisning i ämnet slöjd.

En digital hjälte? : En klassisk narratologisk analys av ett nytt medium ? tv-spelet som medietext

De digitala spelen tar allt större plats i vårt västerländska samhälle. Tiden då spelande bara var för de mest inbitna datorfantasterna är sedan länge förbi. Idag konkurrerar spelindustrin med både film- och musikindustrin om konsumenternas uppmärksamhet.Trots det har forskning kring de digitala spelen länge åsidosatts. Men en process är nu i full gång för att etablera forskning kring spel och dess innehålls- och uttrycksmässiga aspekter som ser bortom frågan om eventuella skadliga psykologiska effekter och liknande. Men denna process är ung och oenighet råder om hur spelen som studieobjekt ska behandlas.Denna debatt som utgår från två olika ansatser; den narratologiska och ludologiska, har visat sig vara central i forskarvärlden.

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