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713 Uppsatser om Fictional character - Sida 9 av 48
?Är det alldeles säkert att jag aldrig, aldrig mera får se honom?? : En studie av hur död och sorg skildras i tre bilderböcker
The aim of this study has been to investigate how the death of a close relative is described in pictures and texts through the eyes of a child character in three picture books. The analysis has also considered how the child character copes with the tragedy and how he or she finds support in the grief process. The books analysed here are Resan till Ugri-La-Brek (1987), Farväl, Rune (1986), and Jättebra Olga! (2010). Since these are works of fiction, this study does not assume that they are an accurate reflection of reality, but the way the child characters act and cope with their grief has been compared with the findings of empirical research on how children react in real situations.The material has been examined by means of a qualitative literary analysis comparing the books according to the research questions. The study finds that the child characters receive evasive explanations from people around them concerning what death means, for instance that the person is sleeping.
Automatic Character Rigging in Maya
Detta arbete kommer att handla om att skapa ett system för att automatiseraprocessen att skapa en karaktärsrig i programmet Maya. Med hjälp av programmets inbyggda programmeringsspråk MEL kommer systemet, via ett grafiskt gränssnitt, skapa just det resultat som användaren efterfrågar.Resultatet är ett verktyg som kan skapa en komplett karaktärsrig på under 3 minuters tid! Ett arbete som annars kan ta flera dagar..
Reflektion genom interaktion : En analys av förbindelsen mellan spelarens moraliska handlingar och karaktärernas utveckling i tv/datorspelet Dragon Age: Origins.
The aim of this essay is to investigate the function and development of non-player characters (NPC) in the TV/computer game Dragon Age: Origins. The NPCs are analysed in order to see if their development is affected by the player character?s (PC) background and interactions. The game?s ethics is also investigated by studying how the NPCs treat the PC and what significance they give to his background and actions.The results show that the NPCs are affected by the PC?s interactions, and furthermore, that they are round characters, which is unusual in TV/computer games.
DDC:s avdelning 150 : en analys av psykologins klassifikation under perioden 1932-2011
This master?s thesis focus on Dewey Decimal Classification during the period 1932 to 2011, where the classification of the psychological knowledge domain is analyzed and discussed. In the light of the recent swedish switch from the swedish classification system SAB to DDC, this research area deserves prominence. The aim of this study is to investigate how DDC represents the historical development of the psychology subject with its underlying epistemology, to identify and analyze values and prejudice, and to analyze problems with DDC?s classification of psychology in relation to three other classification systems.
Måste det vara så grönt? Ett visuellt Förpackningskoncept för ett ekologiskt livsmedelsmärke
»Does it have to be so green?« is a visual communication project focused on packaging design. I attempted to challenge the clichés of graphic design for organic products and designed a packaging concept for a fictional food brand. The project had a special objec¬tive which was to explore ways to use the package as carrier for in¬formation about the enviromental impact of the packaging itself.The process included research about packaging design and its ef¬fect on the consumer, an investigation of the Swedish market for organic foods, creating and defining a brand, and designing a cohe¬rent packaging concept for a product line which communicates the brand?s values and appeals to the intended target group.The project resulted in prototypes for a muesli package, tea car¬ton and honey jar, as well as a manual that explains the application of the graphic program..
Särskild planering för elever med fallenhet för matematik? : Eller för alla elever?
A current issue today is to try to implement creative design as a way to solve wicked problems in scientific contexts such as HCI. Since the problems are wicked, they have no given solution which makes the traditional methods inadequate. In these cases, creative design can be an alternative. Creative design is not used in scientific contexts because it is viewed as something unaccountable.In this essay we argue that creative design not necessarily have to be unaccounted. We discuss various views of creative design and translate theory to a practical context.
Kreativ design som ett sätt att lösa komplexa problem : Ett snapshot av designprocessen vid utveckling av en trailer för ett fiktivt tv-spel
A current issue today is to try to implement creative design as a way to solve wicked problems in scientific contexts such as HCI. Since the problems are wicked, they have no given solution which makes the traditional methods inadequate. In these cases, creative design can be an alternative. Creative design is not used in scientific contexts because it is viewed as something unaccountable.In this essay we argue that creative design not necessarily have to be unaccounted. We discuss various views of creative design and translate theory to a practical context.
Character creation for web based games
Under sex veckor har jag jobbat på Stillfront AB och varit delaktig i skapandet av ett webbaserat vilda västern spel, den här rapporten kommer handla om min tid på företaget. Uppsatsen är framförallt en undersökning om hur man skapar en karaktär för ett webbaserat spel, men fokus kommer också finnas på mindre arbetsuppgifter och hur det är att jobba i projektform på ett mindre företag..
Att närma sig Boden :
approaching Boden deals with the approaching of a city, both
in a physical sense ? along the road ? and in a spiritual sense ? in
mind. The physical encounter with a city is represented by the
experience of the road and its surroundings, while the spiritual
encounter is represented by the idea of the city that we already
have, or will get, in our minds. We have in this degree project
approached Boden through a thoroughly analysis of both the entrance
roads and the city itself.
In this degree project we are looking for ways of how to create
characteristic and interesting entrance roads to a city, with Boden
as an example. This demands knowledge about the problems
involving entrance roads as well as the distinctive features of the
city.
När bok blir film? : En jämförande analys av boken och filmen Catch me if you can
AbstractTitle: When book becomes film... ? a comparative analysis of the book and film Catch me if you can (När bok blir till film?En jämförande analys av boken och filmen Catch me if you can)Number of pages: 46Author: Majlinda JunikuTutor: Amelie HössjerCourse: Media and Communication Studies CPeriod: Autumn term 2007University: Division of Media and Communication, Department of Information Science, Uppsala University.Purpose/Aim: To study what model of dramaturgy belongs to the film Catch me if you can and to see what has been crossed out, altered and added from the book so the narrative will fit this model.Material/Method: The film Catch me if you can and the book with the same name has been used to analyze the differences between them. I have divided the differences into three categories: Crossed out, Altered and Added. In the analysis section these have been presented in each section of the film.Main results: Catch me if you can is definetly a film made with the design of the Anglosaxon model, mostly because of its timestructure and that it portrays an action and not just a condition which is normal in the epic-lyric model.
Charlie och Sara : Narration, heteronormativitet och lesbiskhet i Margareta Subers Charlie
This essay explores the novel Charlie by Margareta Suber (1932) through lesbian narrative theory. The result is a revealing on how the lesbian main character can be established as a lesbian subject against the male and heterosexual narrative; how she escapes a simple male positioning in the narrative, how she subverts categorisation, how she parttakes in female bonding, and how she disturbs heteronormativity..
Interaktiva, digitala lärresurser : Med underhållning kommer motivation
Earlier research has shown that combining education with entertainment can improve students motivation in school. With this study we aim to learn more about interactive digital learning resources and how they should be designed to entertain and thereby contribute to motivation. We have identified aspects of educational games that also could be considered when developing interactive digital learning resources, to make them more entertaining and motivating. We have chosen to study and evaluate an interactive digital learning resource called ?Grasp the Disaster?, a fictional online adventure created for students in the ages between 13-15.
Systerskap i två amerikanska romansviter för unga kvinnor : en jämförande analys av Louisa May Alcotts Little Women, Good Wives och Ann Brashares The Sisterhood of the Traveling Pants.
The purpose of this Master Thesis is to compare two American novel suites for young women, Louisa May Alcott?s Little Women and Good Wives to Ann Brashares series of The Sisterhood of the Traveling Pants. The social status of women and children in the US during the 19th century is analyzed and compared historically and literary with the situation 130 years later.The main question is, what differences exist in the books and is there a connection between the changes in society and literature?The method of this Master Thesis is to make a comparative narratological analysis placed in a historical context.The result shows that the multiple character remains and enhances the identification process. Motherhood in the works of Alcott is prominent, whereas in the works of Brashares, sisterhood replaces motherhood.In Alcott?s US during the 19th century, Christian faith was in the foreground.
Personlig Assistans : utifrån assistentens perspektiv
Personal assistants ' descriptions of their own professional role are usually removed for the benefit of users ' description of the profession. The purpose of this study is to investigate how the assistants perceive their profession by providing assistants a possibility to talk about their experiences of the profession. Data has been collected by twelve interviews with active working personal assistants aged 22-57 years. Assistants interviewed have different experiences and working with people with various disabilities. The method used is a qualitative method with a narrative analysis method, where the twelve interviews have been merged into four fictional stories.
Naturvetenskap och Bilderböcker : Naturvetenskaplig Begreppsbildning och Grundläggande Naturvetenskapliga Matoder
Preschool has a long tradition of using picture books, both as entertainment and as a resource for educational activities. In science there are two main application areas. The first one is science concepts and the second is to teach basic science process skills. These skills, observing, communicating, inferring, classifying, measuring and predicting reflects the methods used by scientists. Picture books potential to put science concepts and activities that promote the use of science process skills in a meaningful context, recommends using picture books for this purpose.