Sök:

Sökresultat:

6580 Uppsatser om Game Design - Sida 19 av 439

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.).

Responsiv webbdesign : Design- och utvecklingsprocessen för skapandet av en responsiv webbsida

Denna rapport redovisar för design- och utvecklingsprocessen i byggandet av en responsiv webbsida. Webbsidan skapades för användning av den blivande spelstudion Rocket Luncher Studios. Wordpress som CMS (Content Management System) har används som innehålls-hanteringssystem för att förenkla uppdatering av webbsidan av uppdragsgivaren själva. Webbsidan är kodad utifrån Luke Wroblewskis ?mobile-first?-tänk, vilket börjar med att fokusera designen på mindre skärmar för att sedan anpassa innehållet mot större skärmstorlekar.

Svensk design i MoMAs samling : en studie om samlingens samband med marknadsföringen av svensk design i USA 1930-1960

Museum of Modern Art har varit mycket tongivande för historieskrivningen och definitionen av modernismen, "the international style". Svensk modernisms mest kärnfulla period 1930-1960, representeras av 55 objekt i MoMAs arkitektur och designsamling. De svenska objekten i samlingen visar på en reception av svensk design som mest inflytelserik under 1950-talet. Årtiondet är det mest välrepresenterade, till antalet objekt räknade, men ger också den mest representativa bilden av hur svensk design marknadsfördes i USA.De mest inflytelserika tillfällena för marknadsföringen av svensk design i USA under åren 1930-1960 är enligt konstprofessor Jeff Werner (Medelvägens estetik: Sverigebilder i USA), världsutställningen i Chicago 1933, världsutställningen i New York 1939 och utställningen Design in Scandinavia 1954-1957. Knappt hälften av de representerade formgivarna i MoMAs samling fanns med under marknadsföringen ,vilket kan visa på samband mellan marknadsföringen och samlingens karaktär..

En snygg fasad är inte allt : En studie om tillit och säkerhet inom svensk e-handel

Trust is the most important thing for a webshop. The consumers must be able to feel trust to choose to submit their personal information to a webshop. In this study we examine the impact that design has on the consumers trust and confidence. We study six consumers that are engaged in e-commerce in their everyday life. By allowing these participants to be presented with two different webshops, an assessement could be made in both how much design is affecting and also which parts of the design that leads to trust and lack of trust.

Gaming och informationsanvändning : En informationsvetenskaplig studie av tv-spel och gamers

The purpose of this bachelor?s thesis is to examine video games, gamers and gaming from an information science perspective. The purpose of the study is partly to study video games as a type of information system and partly to study gamers information use, information seeking and also the experience of gaming. A selection of five games have been analysed using a topology for video game analysis created by Espen Aarseth. A quantitative investigation has also been made, in the form of a web survey distributed through four Swedish online forums, the result of which was analysed using Carol Collier Kuhlthaus model of the information seeking process.

Ägglocksmaskin : Produktutveckling på en maskin som hanterar ägglocken

The project has involved the development of two kinds of shooting targets in partnership with Marcus Bergkvist and Christopher Åkerblom. The project from the client was divided into two parts. This thesis discusses solutions for hands-on transport, development of tripods and an overall design. The second thesis affect resetting systems for the products.The work was done with a process and methodology based on design perspectives. This process has involved the search of relevant data which has provided the platform and opportunity for appropriate and purposeful design work.Concept development has been done using hand sketches and Photoshop, where a simple visualization of different concepts for the tripods has been produced.

Att gestalta utan plats : en redogörelse för en teambaserad gestaltningsprocess

The Landscape Architecture Program at SLU, Ultuna provide several design courses. Within these courses, students are mainly introduced to one type of design process, a process based on the specific site and its conditions, known as Genius Loci. This report presents a course and a design methodology from Cornell University which aims to provide students with tools for a more conceptual way of thinking about design and architecture. The design method is presented in two stages. First an introduction to the course description and objectives.

Gapet mellan teori och praktik i pappersprototypande : en studie i diskrepans mellan det ideala arbetssättet akademin förespråkar och hur praktikern faktiskt arbetar

This study presents an alternate viewpoint to the strive to overcome the gap between research and practitioners within paper prototyping in interaction design. Earlier research identifies three aspects of this gap, which is:Practitioners being unaware of interaction design methods and theoriesPractitioners being aware, but choosing not to apply these methods and theories, due to time, budget and constraints of labourPractitioners and research having different perspective on similar design issuesOur study was done by carrying out qualitative interviews with interaction designers based on two digital design bureaus. One of the bureaus has an expressed link to research: the other has not. Our hypothesis is that the gap would manifest as a difference in work practice between the two bureaus.Our study shows that the two bureaus have similarities in work practice and that this work practice is based on scientific methods and theories, but is adapted to fit the client and/or the project. We conclude that the overcoming of the gap might not be necessary.

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.).

Exploatering, kommodifiering och megaf?retag i popul?rmedia: En kvalitativ narrativanalys av datorspelet Cyberpunk 2077

This thesis aims to research how megacorporations are depicted in popular media by analyzing the video game Cyberpunk 2077. In this assignment I focus on how the narrative of said game discusses economic globalization, megacorporations specifically which is accomplished using a set of theories such as: exploitation, commodification and capitalist realism. The analysis is constituted using a modified version of narrative analysis in order to better suit my research field as well as presenting a clear and concise structure a reader can follow. This study concludes that Cyberpunk 2077 constructs a dystopian world with the megacorporations holding the political power where the majority is constantly oppressed by the 1% in power. Things that we find human are questioned and diminished in order to increase the profits of those in power which tends to be the megacorporations.

Dimensionering av hjälptransformator

The aims of the following project has beento make a proposition how to create aspecific kind of transformer. Thefollowing report evaluates the differentimportant variables and contains asuggestion for a possible design. Intheory it's an ordinary transformer that'ssuppose to transform electrical effect toa high voltage line. The design of thetransformer is using an already existingcurrent transformer design and is adjustedto work for it's specific purpose. Theproject also contains the developing of atransformer simulation model that will beused to evaluate and optimize thedimensions of the resulting transformer..

Energieffektivitet Hos Dubbelskalsfasader

Today multi-touch technology is the basis for many new techniques designed to improve interactions with computers and mobile devices. It seems that multi-touch screen interface makes the user handling very natural in the sense that there is no need for a manual in how to interact with the object on the screen. The aim with this paper is to establish a fundamental set of design principles intended specifically for large multi-touch interfaces. To reach this goal we have implemented a couple of sub-goals beforehand: It was essential that we acquired a good understanding of the current state of the multi-touch interface and the different implementations that exist today. To make this possible we constructed a multi-touch display, "Rosie". Knowing how the hardware is produced today will help us understand the limitations and also the possibilities of the design implementations today and in the future. We also needed to devise a sound interaction design process that conveys the modern designers work.

Design av lättöppnad färdigmatsförpackning: Inriktning hållbar utveckling

Ett utvecklingsarbete av en miljövänlig färdigmatsförpackning, lätt att öppna för reumatiker, har utförts i samarbete med CC Pack i Tibro. Förpackningen är tänkt för bruk inom äldrevårdens hemtjänst. Utvecklingsarbetet utfördes genom främst fokusgruppsundersökningar och tester av funktionsmodeller. En livscykelanalys med referens i dagens plasttråg som används på hemtjänsten i Skövde har utförts för att ta reda på vilket av de två slutkoncepten som var mest miljövänlig. Tydligt vid intervjuer och studiebesök var att en rundare och mer färgglad förpackning önskades.

DRM - utveckling, konflikter och framtid : konsumenters reaktioner på och företags användande av DRM

With the digital revolution within video games, the need for Digital Rights Management (DRM) has increased significantly, alongside with the increasing problem of copyright pirates. To counter pirates, DRM was created to prevent illegal copying of software, this to ensure that the Distributors received an income for their work. DRM has, since the start of its use, been getting, a lot of bad criticism from the users of the software protected by DRM. The main function of this paper is to describe the creation and development of DRM by analysis of the vision of different groups on this phenomenon. The main questions are as follows, is it possible to define the very reason for why DRM was created and if so, can its development through time be defined too? What differences in opinions are there when it comes to DRM, counting the two major groups of creators, sellers, distributors (referred to as distributors) versus individual users (referred to as consumers)? In what way will the research results suggest that the future DRM will develop?The development has gone from solving puzzles in a handbook to start the game each time the user wants to play, to serial numbers that is needed during the installation of the game.

Green-urban balance : a proposal for balancing green area preservation and urban development in the city of Uppsala

Rapid urbanization causes competition over land use between green area preservation and urban development in cities and greatly affects ecosystems as well as human well-being. This conflict is significant all around the world as many cities are now replacing existing green areas with new developments. The area around Dag Hammarskjöld's väg in Uppsala is currently experiencing the same conflict, as the need that the city has for new housing represents a threat for the many valuable green areas that are in the site. The purpose of this project was to understand how the need of urban development and the preservation of green areas could be balanced. This understanding would thereafter be used to make a design proposal for the area around Dag Hammarskjöld's väg.

<- Föregående sida 19 Nästa sida ->