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7956 Uppsatser om Digital game development - Sida 40 av 531
Kostnadsoptimering av singelfrekvensnät för marksänd
digital-tv med Simulated Annealing
I det här arbetet har algoritmen Simulated Annealing undersökts med avseende på dess möjlig att användas för att minimera av kostnaden för ett singelfrekvensnät för digital tv. Undersökningen är gjord genom att simulera ett antal testfall för att utreda hur olika ingående optimeringsparametrar inverkar på slutresultatet. Alla försök har genomförts i ett egenkonstruerat simuleringsverktyg, gjort i Matlab. En jämförelse av resultaten för två olika sätt att hantera täckningskraven har också gjorts, Simulated Annealing med- respektive utan straff metod. Alla genomförda försök har genererat en betydande kostnadssänkning jämfört med startkonfigurationen.
?Tärningen är kastad?: Rollspelslitteratur i samhället och på bibliotek
The role-playing game attracts a growing number of practisers. The aim of this master?s thesis is to examine role-playing literature as phenomenon in libraries through librarians´ attitudes. The paper is based on qualitative interviews with eight librarians: one personal interview with two librarians and six e-mail interviews with six librarians at different libraries. The paper starts with a definition of the term ?role-playing game?, its different categories and genres and a description of its background.
Pedagogers samarbete kring barns skriftspråksinlärning vid skolstart
AbstractIn this text the attitudes towards and using of blogs in teaching Swedish toteenagers will be explored. The results are based on a survey made amongst 17teachers and 58 students from all over Sweden. The end results show that theusage of blog still hasn?t found a permanent way into the classrooms, but has anappeal to and is being used by predominantly younger teachers both, male andfemale, with a positive response from students regardless of gender. Theconclusion is that using web tools like the blog is an easy first step for schools toconnect to the digital society of the 21stcentury and take advantage of the perksavailable in the digital classroom.Svensk titel:Blogg + Svenska =Sant? ? Bloggande i undervisningen i svenska.Engelsk titel:Blog + Swedish =True? ? Blogging in teaching Swedish.Ämnesord: Blog, Web 2.0, digitalt klassrum, svenska, undervisning,kompetensutveckling.
Lek och lärande : En studie av vad lärare och elever associerar ett laborativt arbetssätt i matematik med
During recent years, the trend of Swedish students? negative performance and results in mathematics has been discussed. It is agreed that a change in teaching methods is necessary in order to solve this issue. Thus we found it interesting to take a closer look at an alternative way of teaching. The purpose of this study was to find out what teachers and students associate concrete mathematics with and make a comparison between them.
Dagdrömmar
Dagdrömmar är en tapetkollektion bestående av tre fondtapeter som kombinerar det moderna, massproducerade digitaltrycket med traditionell, unik broderiteknik. Genom att tillföra handbroderi och dess struktur och textila känsla till ett digitaltryckt tapetmaterial skapas en kollektion som befinner sig i gränslandet mellan design och konst, lyx och budget samt dröm och verklighet.Daydreams is a wallpaper collection consisting of three images that combines the modern, mass-produced digital printing techniques with traditional, unique needlework. By applying embroidery ? with its structure and fabric texture ? to a digitally printed wallpaper material, a collection is created that lingers on the borders between art and design, luxury and modesty as well as dream and reality..
En jämförande studie av metadatascheman vid två statliga myndigheter
The purpose of this case study has been to investigate the development and implementation of metadataschemas in two swedish governmental agencies. The interest of metadata in relation to records managment has been significant lately due to the challenges posed by the digital environment. This has been manifesteted in international standards such as TS/ISO 23081 Metadata for records and the MoReq 2 metadata specification issued by the DLM-forum. The extent to which these standard has influenced practice seems less overt however which has been one main motivation for this study. The research questions adressed are: What has been the main purposes for the development of the metadataschemas? Which standards and role-models have influenced the metadataschemas? How has the implementation of the schemas been carried out? The case study has been conducted using a qualitative research method.
Logotypiskt : En studie om hur digitaliseringen harförändrat logotypers utseende
In this study we are seeking to discover the norms in the design of logotypes and how they havechanged over time. To achieve this we have chosen to analyze the logotypes of twenty companies withthe largest expenditure on advertising in Sweden. We mapped chosen design attributes within the logoto discover the similarities and then we selected the five oldest brands to analyze how their logos havechanged over time. The design changes in the logotypes over time is can be related to the changingattitudes of the general public and the designers ambitions to draw on convention to create iconic designthat will spark brand-recognition. However many changes can?t be directly explained through changesin convention.
Den dolda kompetensen : en longitudinell undersökning mellan åren 2007 - 2009 av fem gotländska småföretag
In this thesis we will discuss the importance of human resource development in smaller companies and if it will change from when the Swedish economy was in an economic boom and later on came to be in a recession. We choose to use a more qualitative approach for this research in order to conduct a more in-depth study of five smaller sized companies located on Gotland, Sweden. In order to limit our research we had as an ambition to answer these following questions:? What obstacles are there when it comes to human resource development and knowledge transference within smaller sized companies?? What can simplify or enable human resource development and knowledge transference within smaller sized companies?? Does the teaching process change to a more tacit human resource development between co-workers when there is less room for conventional human resource development?The result of the research came to show that the biggest barrier, when it comes to competence development within smaller companies, is time. However, our research also showed that a majority of the companies has changed from a more external educational plan to a more internal educational plan which focuses on keeping the human resource development within the company.
Digital Signage - Infokiosk; Utforma för uppmärksamhet och interaktion
The purpose of this thesis is to investigate how Digital Signage systems such as public info kiosks can be designed to better fulfill its main use; to enlighten, encourage and influence the public with information. The challenges presented from earlier studies shows that the public interests and goals, together with proper and relevant content displayed in info kiosks have impact on the attention the public have towards public displays. Qualitative methods such as interviews, usability testing and observations were conducted to further examine how a public info kiosk can be designed to draw attention and grow interest amongst students at K3, Malmo University. Usability testing were used on the digital prototypes that were developed to ensure that the gestural user interface meet the requirements of a proper interaction from the users. Important insights were made concerning; the attention and interest to relevant content, the aspects of the gestural user interface along with the placement of the info kiosk in terms of context.
Spel & mänskliga behov : spelestetisk design, ett steg djupare
Denna studie omfattar och undersöker de förhållande som existerar kring psykologi och ludologi med på att förena sambanden mellan människors behov och utmaningar i spel. Resultaten representeras via en grafisk illustration där funna samband påvisas. Av det material som använts mest (som hållfast grund), inkluderas Manfred A. Max-Neef?s Human Scale Development och Ernest Adams Fundamentals of Game Design.
Dagens Nyheter 3.0 : En kvalitativ jämförelsestudie av dagstidningens form i tryckt format respektive applikationsformat
A daily newspaper?s main purpose is to inform its readers without creating noise. Theimportance of the visual presentation is therefore of weight for an effectivecommunication process. This study informs about the importance of typography inthe visual decoding process. The study includes the Swedish newspaper DagensNyheter?s transition from printed media to digital media adapted to an Ipad.
Katastrofisk design : Ett designförslag för en digital scenarioeditor
Målet med det här arbetet var att skapa en konceptuell designprototyp för en scenarioeditor åt en digital version av utbildningsverktyget Emergo Train System. Rapporten ämnar ta upp och presentera den arbetsprocess som lett fram till designprototypen och dess utvärdering. I rapporten tillkommer även en diskussion kring hur en scenarioeditor bör utformas för att stödja skapandet av ETS-scenarion samt hur ett flexibelt arbetssätt stöds i form av skapandet av scenariorepresentationer.Intervjuer genomfördes med instruktörer och systemansvarige för ETS, samt observationer av iordningställande av ett ETS-scenario. Datainsamlingen analyserades och resulterade i en kravspecifikation för den digitala scenarioeditorn. Den prototyp som utformades gjordes så i pappersformat och utvärderades tillsammans med personal från Katastrofmedicinskt centrum i Linköping. .
Bankers identifieringsmetoder : Nu och i framtiden
Keywords: ID-method, internet, security, digitzing, bank Background: The digitizing of our society continues to grow and more parts of our lives is spent on the internet. The banks are one of the institutions that is at the forefront of this development since they established themselves on a early basis. The banks meeting points have since this establishment moved from the regular bank office out on the internet. A problem that has occurred during this transfer is the possibility to positive ID a customer in a virtual world. It is essential to offer the customer methods to identify themselves that are both safe and easy to use.
Jämförelse av den demokratiska utvecklingen i Bosnien-Hercegovina och Kroatien
This essay will try to explain and compare the different development steps which Croatia and Bosnia-Herzegovina have taken after the war. How could countries with such similar backgrounds develop in such different ways? By analyzing and comparing the two countries the purpose was to examine how these countries which had so much in common could develop in so different ways. My two questions are: What similarities and differences are there between the development which Bosnia and Croatia have taken after the war? Why have Croatia succeeded and not Bosnia?My analysis showed that the main reason to the difference between these countries was that Bosnia is divided; all ethnic groups in Bosnia only consider what's best for their own ethnic group and not what's best for the country. Croatia however has expelled the Serbs which made it easier for them to have a succesfull democratic development. .
Undersökning av Södra-transportörernas användande av KOLA-systemet
The purpose of this study was to create a picture of Södra´s round wood transporters usage, and positive or negative experiences of the KOLA-system. The KOLA-system, owned and managed by SDC, is a program for handling timber orders and displaying their locations on digital maps. The study was conducted as a twenty-three question internet-based survey. Of those asked to complete the survey, 57 percent chose to answer the questions.
The results of the study indicated that several of the transporters found the system quite good and used it to a large extent. The system also had many deficiencies however, and there was clear potential for further increasing the usage of the system.