Sök:

Sökresultat:

6548 Uppsatser om Experience industry - Sida 17 av 437

Skapande av animationer för interaktiv spelmedia genom motion capture

In this thesis I will propose and test a pipeline for creating in-game animations using motion capture technology, with the aim to export to a 3D game engine, such as UDK or similar. Even though there are already established pipelines for creating in-game animations in the game industry, they are not of public knowledge and dissemination of information is hindered by the severe NDA (non-disclosure agreements) imposed on the studios and artists. I will therefore use my experience with game production and as a student, to research and propose an optimal pipeline for developing in-game animation that may be used by other students, researchers and independent game developers. The methodology used to test the pipeline will be a case study based on the student project Synergy, which I am developing with other third year students also attending the Game design Education at Gotland University..

Wireless Fidelity - A Scenario Analysis

AbstractTitle: Wireless Fidelity ? A Scenario Analysis Authors: Mellberg Ola, Technology Management, Lund UniversityMårtensson Jens, Technology Management, Lund University Tutors: Andersson Jens A, Faculty of Engineering LTHKarlberg Johan, Sony Ericsson Mobile Communication ABSvensson Claes, Lund University Discussion: The most significant impacts on the telecom industry over the past decades have been the rapid growth of the Internet and mobile telephone services. Currently these two worlds are converging. Moreover, the fast expansion of wireless high capacity Internet access, increased distribution of local/public hotspots and rapid development of wireless network cards have opened new opportunities for the mobile telecom industry. Research Questions:To what extent could the explosion of local and public wireless networks, using WiFi technology, affect the future telecom industry? Who will ultimately master the WiFi innovation and to what degree could this innovation open new possibilities for external players to enter the mobile voice industry? Purpose: The purpose of the Master Thesis is to provide Sony Ericsson Mobile Communication AB with the most transformational scenarios, which will enable employees to recognise patterns and interpret the meaning of WiFi-related events as they unfold.

Examensarbete ?Nuodå? Ett samarbete med AB O.H. Sjögrens

The ambition of this project is to make an overview of the Swedish upholstery industry and to make a suitable complement to the Carl Malmsten upholstery collection.The Swedish furniture industry employs about 20 000 people in 815 companies. Totally the branch had a turnover of 17,5 billion Swedish krona in the year 2000. Of these 815 companies most of them are small family driven companies with low-tech industry. 10 % of the 815 companies stand for 60% of the production. These are large-scale companies and have a hi-tech industry, even compared with other types of industries.

Barkar det åt skogen för svenskt tidningspapper? : empirisk analys av efterfrågan och företagsstrategier på den svenska marknaden

According to Food and Agriculture Organization newsprint is defined as: Uncoated paper, unsized (or only slightly sized), containing at least 60 percent of mechanical wood pulp. The consumption of newsprint in Sweden was just over 798 000 tonnes in 2009, which represents approximately 90 kg per person. Although there are studies that predict a drastic reduction in newsprint consumption in the Western world, there seems to be a clear difference between forecasts for the future given by statistical analysis of newsprint consumption and forecasts given by experts in the industry. The former predict a continuing increase while the experts see a coming decrease in consumption.In this report, both demand and business strategies of newsprint in Sweden are studied. The study also presents a forecast of the future which is based on historical data and qualitative interviews.

Ensamhetsupplevelsen hos äldre personer - en begreppsanalys

Background: Loneliness is an ordinary but complex concept which exist of several dimensions. Loneliness can mean and create suffering for the individual but there is sometimes a need to be alone and some individuals who live alone can experience a communion with the existence itself.Aim: To clarify the concept loneliness and its complexity with focus on the experience of loneliness in elderly individuals.Method: Walker and Avants (2005) model for concept analysisResults: The defining attributes the analysis resulted in that the experience of loneliness in elderly individual's is: a subjective and unique experience; positive or negative and ranges in intensity; strongly connected to communion and social relationships with other individuals; connected to loss and miss of one or several elements as meaningful interactions, communion, physical abilities, work, respect, health and quality of life. The attributes were also closely connected to their antecedents and consequences. To clarify the concept further was a model case, a borderline case and a contrary case created. The empirical referents are presented in the discussion.Conclusion: Through clarifying the core of the concept with focus on elderly individual's experience of loneliness is the hope that this concept analysis can support nursing staff to search for understanding for the elderly individual's experience of loneliness and pay attention to its complexity..

Att utveckla en modern webbplats : A?r responsiv design framtiden?

The IT industry is constantly evolving and it's more or less a requirement today for web developers to be familiar with and to be able to develop for all platforms. A technique that has taken hold and is now widely used is responsive design. Developing responsive design means adapting the layout to the viewing environment; the screen size. Another useful method when developing for different devices is the mobile first theory, which means developing for the mobile screen first. This is done to scale down the site and to clear unnecessary information in order to provide a better user experience.

Indiska-En studie av Indiskas strategier i riktning mot Fashiontainment

Consumers seem to become more demanding in their buying behaviour within the fashionmarket. The society refers to individualism, personality and creativity, which affect people?s wayof dressing themselves. Many companies have started to work with aspects that create aconsumer experience to meet the customers? new demands.

Folkbibliotekariers uppfattning om personlig integritet i biblioteksverksamheten: En fenomenografisk studie

The purpose of this masters? thesis is to investigate how public librarians perceive privacy in connection with new technology in libraries. The main research questions are: - How do librarians experience the phenomenon privacy in the library?- How do librarians experience the relation between privacy and technology in the library?- What does this say about the relationship between privacy, technological development and library work?The study was performed with a phenomenographic methodological approach. The material consists of qualitative interviews with eight librarians who work at public libraries where the technology RFID (Radio Frequency Identification) has been implemented.

Bakomliggande resonemang och uppfattningar av fenomenet life education : en etnografisk studie i Uganda

The flexibility of the labour market is considered as an instrument for increasing economic growth.Therefore has the use of flexible employment, also called atypical employment, increased. The atypical employment is characterized by insecurity in comparison with a traditional permanent full- time employment. One of the most common atypical employments is the manning employment, which is insecure whether it is permanent or not. The insecurity in the industry is based on insecure income, unpredictable working hours and poor psychosocial work environment.In order to encourage a continued increase of flexibility in the labour market while the need for security for staffing employees would be satisfied was Directive 2008:104 adopted. A certain amount of security has been achieved.

Slumpmässigt genererade nivåer

When a videogame is being played it is rarely a static experience. A videogame can consist of various systems that affect each other in an unpredictable manner which makes the player experience unique for every player.Throughout the years developers of games have used random chance in a games programming to affect the user experience. Sometimes it even goes so far as to having entire games based around the idea of the game itself randomly generating content for a player to experience.This paper will examine randomly generated content in videogames. It will take examples from existing ones and describe how they use it, and reason regarding the benefits and drawbacks of having random chance affect the user experience.The paper will step-by-step examine the purpose of various commonly occurring objects and features of a typical dungeon in an adventure videogame. It will reason around their purpose, and figure out ways to use them in a structured  manner so that we can guarantee that there will be no deadlocks that the player can't overcome.This will range from the environments in rooms, the shape of them, to the objects and creatures that inhabit them, such as locked doors, keys, and bosses.

"Serviceyrket är mycket av en själv även om det är mycket av ett skådespel" : En studie om servitörer och servitrisers känsloarbete & motivation

Since a few years back television has been on a verge of an enormous digital change. Web-TV is now growing at an incredible rate and is said to completely change the way we consume TV. The purpose of this essay is to determine and gain an understanding of how representatives of the broadcast industry looks at the phenomenon of web-TV and especially the different kinds of online video services and how they believe this will affect the television. Methods used are qualitative interviews which we compared with previous studies on the subject and acknowledged communication theories. The respondents were people with good insight and understanding of the media and TV industry.

Resan mot partnering

The purpose of this thesis is to examine how the working method partnering has been welcomed in the Swedish construction company NCC and find possible explanations to this. The theoretical background used to understand and discuss our findings mainly builds on value and network dynamics. The empirical study is of a qualitative nature and builds upon 13 semi-structured interviews and the participation in a two-day start up workshop with 21 representatives from involved parties. The study shows that partnering has been positively accepted at NCC. Possible explanations for this can be found in the contrast the method represents to the traditional way of working within the construction industry.

Vad gör egentligen en landskapsarkitekt? : en studie av hur yrkesrollen framställs och upplevs

This is a thesis written at the Swedish University of Agriculture inAlnarp within the landscape architecture education. The essay dealswith the landscape architect's professional identity and how it isdescribed in different contexts along with how it is perceived byprofessional landscape architects.Misunderstandings and preconceptions concerning the landscapearchitect's professional identity is common, both within and outsidethe branch of industry that includes the vocation. This raises problemswithin the industry and for the individual landscape architect. To findout if the root of the problems lies in available descriptions of theoccupation a study has been made. The study includes how thelandscape architect is defined in easily accessible information fromthe internet and in literature as well as in industry-orientedinformation such as dissertations and information from SverigesArkitekter (the Swedish Architects).

Effektivisering av logistiklösningar : En jämförelse av nya och gamla logistiksystem vid ROT-projekt

A persistent problem in the construction industry is its low margins of profit. It is often difficult to earn money due to low efficiency and high costs. Logistics on the construction site answers for a large amount of these costs and it is therefore of interest to find new, more efficient logistic solutions. The purpose of this thesis is to compare two different logistic systems and further to evaluate which one that is the most efficient and profitable. A comparison is made between the traditional logistic systems used for years and a new logistic system developed by an industry association called BEAst.

Konsten att synas och skapa långsiktiga relationer med kunder : En studie om Sociala Medier och Sökmarknadsföring

The use of internet is growing rapidly and many people choose to spend a lot of their time in the virtual world. This is the reason why we believe that it is important for companies to consider using internet as a tool to reach their customers. Today many companies, especially within the fashion industry, have acknowledged this and use internet marketing to reach existing and potential customers. Social media and search marketing are two helpful tools that can be used in order to make a company visible on the web, given that they know how to use them effectively. The purpose of this study is to examine how companies within the fashion industry can use social media and search marketing to reach their customers and what kind of attitude they have towards using these tools.

<- Föregående sida 17 Nästa sida ->