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1894 Uppsatser om Digital game - Sida 13 av 127

Analytics i en post ?mad men? era : En explorativ ansats för att undersöka problematiken vid dataintegration för analytics-system som stöd för flerkanalig digital marknadsföring i större organisationer

Denna uppsats undersöker problematiken runt att integrera datakällor då analytics används för flerkanalig digital marknadsföring i större organisationer. Ansatsen är kritiskt och går emot bilden av analytics som både enkelt att implementera och använda för flerkanalig digital marknadsföring inom större organisationer. Uppsatsen visar på hur strukturer i större organisationer gör övergripande analytics för fler digitala kanaler problematiskt.Uppsatsen bygger på resultat från en observationsstudie som gjordes inom en större multinationell organisation och fokuserar på problematik som återfanns i två huvudsakliga projekt som genomfördes under tiden för studien..

Malmöspanaren - En digital plattform för deltagande förvaltning av Malmö stads cykelvägnät

In this project we have explored digital tools for service management on the bicycle paths of Malmö. This was done through the participation of citizens in order to attempt to discern how such interactions can be eased using a mobile app, as well as how this app can be designed in order to appear trustworthy with user friendly interactions. We have explored this field by using goal-oriented design through interviews, prototyping and user tests. We have created a digital prototype as a possible solution for how the interactions can be done. Throughout the process interviews were held and user tests with selected members of the user group. To explore the concepts we have used paper prototypes in order to establish the design and then defining the interactions with the help of a digital prototype. Finally we have concluded that a general app for bikers in the city would be functional and that a longer study in the effects of such an app would be interesting as a continuation of this work..

Ökar surfplattor afatikers digitala delaktighet?

In today?s society more and more activities are digitalized. This means that everyone has to be able to use information and communication tools (ICT) in order to take part in the digital world, otherwise they will be left out of the digital community. There is a so called digital gap between for instance elderly and young people, where elderly do not know how to use the tools and there for cannot gain access to the digital society. What happens when people, not only grow old, but also have a communication disorder, such as aphasia? How are they included? The purpose of this study is to investigate whether or not surf pads are good tools for bridging the digital gap for people with aphasia, and which activities and situations that encourages people with aphasia to work with the surf pad.

En ny metod för intraoral röntgenundersökning på häst :

A method for equine intra oral radiology has been tested. In the study, both a digital system with an intraoral sensor connected to a laptop and a system utilizing image plates and digital developing was tested, initially on cadaver sculls and finally on sedated horses. The digital sensor was not considered viable for this purpose, while the system with image plates and digital developing worked very well. Two different techniques, i.e. parallel and bisectris, are suggested for the best visualization of different parts of the teeth. Intra carious injections of Mixobar oesophaghus contrast fluid was found useful when evaluating the extent of carious lesions. Compared to extra oral radiology, the new method had several advantages and can be used both in clinic and field practices..

Digitala sällskapsspel med den sociala aspekten som utgångspunkt

Detta kandidatarbete underso?ker om det ga?r att beha?lla den sociala aspekten da? man digitaliserar ett sa?llskapsspel. Fo?r att underso?ka problemomra?det skapades ett spelkoncept utifra?n de teorier och slutsatser vi fa?tt fram genom litteraturstudier. Spelkonceptet testades pa? respondenter som eftera?t intervjuades.

Captr.net - Utveckling av iPhone-applikation och hemsida

Within the literature and film sciences there are clear models of storytelling and methods of creating a good story. In the game industry it's more difficult because the games are often non-linear, and games are a less established medium than the other two. With this study our purpose was to examine game developers and methods they used when creating a videogame, with focus on storytelling. Four interviews were made with representatives from four different videogame companies in Sweden. The information from the interviews was put in relation to theories regarding the structure of videogames and an established model for creating videogames.

Digitala kvitton och dess framtida tillämpningar

Consumers today leave a fragment of information when they pay with their debit and credit cards. The aim of our work is to investigate ways to design a concept of a system in which digitally stored information that today is fragmented among several different holders, can be assembled into a system and made available to consumers. In our study of how a system for financial flow of information should be designed, we intend to study the present situation and the attempts made to alter it into a more informative reality. We intend to investigate the flow of information when a consumer pays by card, and the possible solutions regarding the design and transportation of digital receipts. A majority of the information of our digital consumption is today handled digitally.

Noblesse Oblige: Ett rollspel : 1600-talets svenska adel, skyldigheter och plikter och skapandet av ett rollspel

Abstract ? Noblesse oblige: a roleplaying gameDuring the 17th-century the Swedish nobility was forced to deal with a number of new challenges. They reached the height of their power, but also began their downfall. How did the nobility?s ideal come to be in the face of this? Can we in these ideals find the duties and obligations of the nobility? And if we can, how can a roleplaying game be made out of the historical facts? A roleplaying game meant for educational means, well suited for the classroom and teachers, capable of stimulating the young minds and offering them an in depth understanding of how the nobility?s minds moved.

Sånger från graven: En kartläggning av krafterna som hämnar den digitala revolutionen inom svensk musikdistribution

Songs from the Crypt: Mapping the Forces that Hinder the Digital Revolution of Music Distribution This paper seeks an explanation to the low market share growth of the commercial digital music distribution in Sweden. The analysis identifies a spectrum of obstacles that hinder the digital distribution technology from becoming the main form of music distribution in Sweden. These obstacles make the digital music distribution less favourable in comparison with physical distribution from the consumer?s point of view. The authors suggest that in order for the digital distribution of music to become competitive the digital product would either have to be developed further to offer more customer value or the so called a là carte retail model would have to be replaced by a subscription-based distribution model.

Kort speltid ? djupt intryck : spel som hyrfilm

SVENSKA: Vårt kandidatarbete gick ut på att ta reda på om det var möjligt att utveckla ett kort spel i hög teknisk kvalitet och ändå skapa ett djupt intryck på spelaren. Under projektets gång utvecklade vi, med hjälp av UDK (Unreal Development Kit), ett skräckspel i 3D till PC vid namn The Horror at MS Aurora. För att erhålla den höga tekniska kvaliteten som vi var ute efter användes metoder som räknas som standard för stora speltitlar på marknaden: Animationer spelades in med Motion Capture och musiken skrevs med en full symfoniorkester i åtanke. Innan produktionsfasen tog vid gick alla gruppmedlemmarna igenom en research-fas, där var och en satte sig in i de områden som skulle komma att vara aktuella under produktionen (d.v.s. hur UDK fungerar, musikteori och orkestrationsteknik, hur man arbetar med Motion Capture-data o.s.v.).

Inlandskommunens digitala klyfta : En kvalitativ studie om hur Vilhelmina kommun kan nå alla invånare

This surveys hypothesis is based on the notion that all citizens have the right to access information of the municipality they live in. The aim of the study is to examine how residents of Vilhelmina municipality take note of the current information, and also how they would proceed to access information in the future. In order to conceptualise the results these following theories were used: digital divide, digital immigrants, digital native, uses and gratification theory, social capital, communications strategies and two-way communication. The survey is conducted with four focus group interviews and one separate interview with a person working at the municipal office. The focus groups were divided into age categories in order to see the similarities and differences between the groups' media habits and preferences of future communications.

Game on : Att spela sig till nya höjder av motivation

?Motivation is the desire within a person causing that person to act? (Mathis & Jackson, 2009, p. 24). Motivation is what makes people act. Lately a tool to create more motivation called Gamification has been more and more popular to use. This study is focusing on the subject motivation and also how gamification can be used as a tool to get more of that.

Ur pressens synvinkel En deskriptiv innehållsanalys av två valrörelser - med en jämförande ansats

Capella and Jamiesons research of how the media describes politics has shown that it is very often case of one of two scenarios: game frames; or issue frames. The central idea of this framing theory is that when politicians are described within game frames the disdain towards politicians is believed to increase. Capella and Jamieson have shown that, at least in the US, the use of game framing has increased. The Swedish Scholar Jesper Strömbäck has however, with his research, shown that, despite the earlier theory of Capella and Jamieson, in Sweden the tendency is not so clearly demarcated. In fact he says that if anything, the tendency looks to be the antithesis.

Castaway : Nätverksspel till Swedish Game Awards

I denna rapport så beskrivs det hur man kan utveckla ett nätverk som kan användas i nätverksspel. Hur man kan förhindra fuskande klienter och försöka uppnå ett säkert nätverk som vanliga klienter till spelet inte ska påverkas för mycket utav.Under tio veckors tid så utvecklades ett nätverk som står för grunden till ett nätverksspel. Ett väldigt simpelt spel med en nätverksstruktur som motverkar fusk..

Utvecklingen av det digitala folkbiblioteket - När visionerna liknar verkligheten

As the way of communicating and accessing information has changed radically over thepast decade so has the way the public libraries operate to reach the citizens. In thesetimes the demands of what a public library should be and offer the visitors havechanged. One should have the option to access the digital public library at any givenhour of the day, from anywhere in the world and at least have the same possibilities ofinformation as the visitors at the non-digital, "real" library.In this Master's thesis we will analyze and discuss the condition of the Swedish digitalpublic library of today, 2006, and the forward thinking work with the issues ofdevelopment in this matter. In order to do this we set out to examine the attitudetowards the public digital library among the staff at a small number of Swedish publiclibraries and their supporting institution, the county library. Moreover, the attitudesdefined have been compared to the actual status of the services and medias at the publiclibrary websites.In conclusion, we have detected a certain standardization of what the digital publiclibrary consists of today.

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