
Sökresultat:
120 Uppsatser om Entertainment - Sida 2 av 8
Animation av MOBS till Dreamlords - The Reawakening : Att animera karaktärer till ett MMORTS
Det här är en reflexiv rapport som hör till det verk jag har skapat i mitt examensarbete på Högskolan i Skövde. Verket består av ett trettiotal animationer skapade för fyra olika Mobs (Movable Objects), det vill säga icke-spelbara, fientliga karaktärer i datorspel. Rapporten beskriver min arbetsprocess och mina tankar kring verket, och har som syfte att ge en inblick i och om möjligt även ge lärdomar om hur man animerar karaktärer för realtidsstrategispel (RTS) i fantasy-miljö. Det centrala datorspelet för den här rapporten samt verket är Dreamlords ? The Reawakening (Lockpick Entertainment, 2008). De huvudsakliga frågorna jag tar upp i den här rapporten avser hur den generella grafiska stilen i Dreamlords påverkar animationerna, samt hur dessa bör te sig i spelet ? dels de grafiska och designmässiga kraven som har funnits från Lockpick Entertainments sida men även i relation till andra spel av liknande genre.
emotional ownership and the fan fiction community
â€Fan fiction writingâ€, or the writing of stories based upon a popular Entertainment franchise, has become a topic of academic discussion. Fan fiction writers have waked the ire of movie producers, since they often write fiction that is in direct contradiction to the movie’s plot or spirit. While most academic studies on fan fiction have concentrated on his confrontational aspect of the writers’ psyches, we have found that the writers actually have a much more nuanced approach to their work, and are not necessarily hostile towards the directors and producers. Even more surprising is the fact that the internet, beyond giving the writers a forum to post their writings, has potentially had a transformative impact on how the writers interact with each other and with the outside world.
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Chick Lit och Existentialismen. : En undersökning kring Chick Lit -hjältinnan
The purpose of this essay is to try and bring clarity to the question, what is Chick Lit and which factors make it so popular. My thesis endeavors to explain that it is not only the promise of light Entertainment that draws the reader, but also the possibility that in an easy way they can read about existential questions such as self-development and life -choices.As well as mapping out Chick Lit´s specific characteristics, followed by previous research on the subject and the litterateur?s history, I have found it interesting to discuss the female characters, their personalities and life choice?s against a backdrop of existentialistic philosophy.In my research of this form of literateur I have discovered that chick lit often deals with existential universal problems, and that in order to be entertaining these books must contain a serious element..
emotional ownership and the fan fiction community
?Fan fiction writing?, or the writing of stories based upon a popular Entertainment franchise, has become a topic of academic discussion. Fan fiction writers have waked the ire of movie producers, since they often write fiction that is in direct contradiction to the movie?s plot or spirit. While most academic studies on fan fiction have concentrated on his confrontational aspect of the writers? psyches, we have found that the writers actually have a much more nuanced approach to their work, and are not necessarily hostile towards the directors and producers.
Shoppertainment : "Going shopping is the new going to church" - Mackereth S.
Over the past 20 years, retailers have embraced new international trends, which created a strong economic growth. Experiences are one of the trends that will be a significant part of future retail. The purpose of this thesis is to find components that can provide a positive experience in a clothing store to the customer. We have used a qualitative method with an inductive approach and the empirical data is collected through interviews. Literature we have chosen focus on how an experience is created in clothing stores.
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.
Favorit på Internet: en fallstudie om tonåringars ingående i relationer med företag på Internet
The purpose of this thesis was to investigate how teenagers are attracted and motivated to maintain a relationship with companies on the Internet. Companies that have teenagers as a target market have to understand their needs and wants, in order to establish relevant relations. The study has been carried out through a review of theory within the field of study. A case study was carried out through interviews with teenagers in the ages of 15 to 19. The results from the study showed that what mainly attract teenagers to visit a website are personal recommendations, the name on the website and high rankings on the search engines.
eSport: Den professionella sidan och vägen dit
Computer games is a growing market with over millions of players that are playing and/or enjoying the play of games on a daily basis. The nerdy gamers that once were, are now becoming professional athletes in the virtual world called eSport. We have identified a lack of studies in this area which implies that there is little data of what it is. In this paper we have focused on the phenomena that is eSport and more closely on the game series Starcraft made by Blizzard Entertainment. Our focus lies in the game series Starcraft and eSport organisations mainly outside South Korea.
Virtuella Communities : Sociala faktorer i digitala miljöer
Virtual Communities is an increasingly common phenomenon on the Internet. Most of the Virtual Communities are operated and maintained on a non-profit basis with a direction towards Entertainment. However, as more state administrated and commercial services become web-based, we believe that the number of Virtual Communities with a community-based or commercial direction will increase in a near future. In this thesis, we describe our participation in, and studies of, a number of Virtual Communities with focus on the IRC-channel ?3dfxsweden?.
Filmspridning och ny teknik i samband med huliganvåld : En studie om hur filmklipp sprids och hur dagens teknik används av svenskafotbollshuliganer och supportrar
We have in this study preformed a quantitative examination on how hooligans use film and new technologies to spread private videos on the Internet. With today´s technologies it is very easy for hooligans to publish their videos. In this study, we have choosen to do a questionnaire poll based on seven questions about what people think of hooliganviolence on online video sharing sites. We have also conducted an online interview with a former swedish hooligan. The people who participated in our study are all anonymous, and therefore we have no age or gender included in our study.
Hjältar med låg lön : En studie om en ?yrkessåpas? påverkan på personalens motivation
The amount of television Entertainment of the character ?reality program series? has increased on Swedish television, because of this it could be generally considered that television Entertainment is in a ?reality series era?. In recent years so called ?work soaps? have become very popular. This is a television series, where through the TV screen; we have the possibility to view ordinary people in their daily lives and often dramatic work.
?The best book in the world is quite simply the one you like the best?: en kvantitativ enkätundersökning om män och kvinnors läsvanor
The purpose of this thesis is to examine adults? fictionreading habits. The focus is finding out what differencesexist between men and women to study the significance offiction to readers. The study is based on a questionnairesurvey with men and women coming in to a public library.We used Sten Furhammar?s reading dimensions andcategories to describe the importance of the respondentsreading experience and describe the ways that men andwomen read.Our result shows that the genres men and women prefer arenovels, detective stories/thrillers and biographies.
Utveckling och tillämpning av det muskelstyrda datorspelet EMG Track Game.
Electromyography (EMG) is a technique that measures muscle activity, whichmeans detecting the electrical signals that travel through the muscle in connectionwith muscle contraction. This project deals with how EMG can be used tocontrol a computer game.The project is centered around the game 'EMG Track Game' which has beenconstructed as part of this work. 'EMG Track Game' is controlled by twoelectrodes fastened on the player. These are attached to two selected musclesand control the motion in one direction each, one up and the other one down.The game is constructed in the purpose of being used in several elds of application.Among these are as Entertainment, training equipment and a tool inresearch related to EMG and muscles.To highlight a possible application a study concerning muscle control has beenconducted. It answers the question of whether players score better with theirdominant arm in comparison with their non-dominant one.
I share therefore I am : En undersökning i svenska studenters motiv för att dela nyheter på Facebook
Researchers points out that social media has become a powerful venue to spread news, both for the news business and the users. Although the news diffusion has become a phenomenon to be reckoned with, we have found no research in Sweden about what motivate users of social media to share news.This thesis work therefore investigates news sharing on the social network Facebook by examining user motives in the light of the media theory uses and gratifications. A web survey was conducted and distributed to students at a Swedish university. The result showed that expression was the strongest motive to share news on Facebook, and the item that was highly valued by the students was to give other valuable information. The result also showed that other motives for sharing news was socialization, information, status and Entertainment. .
Virtuella Communities: Sociala faktorer i digitala miljöer
Virtual Communities is an increasingly common phenomenon on the Internet. Most
of the Virtual Communities are operated and maintained on a non-profit basis
with a direction towards Entertainment. However, as more state administrated
and commercial services become web-based, we believe that the number of Virtual
Communities with a community-based or commercial direction will increase in a
near future.
In this thesis, we describe our participation in, and studies of, a
number of Virtual Communities with focus on the IRC-channel ?3dfxsweden?. On
the basis of our experiences, we describe the social elements that form the
foundation on which the Virtual Community rely on.