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6580 Uppsatser om Game Design - Sida 50 av 439
growforgold.org : a design proposal for creating productive green space in cities
The aim of our master thesis is first and foremost to win the competition One Prize
- mowing to Growing: Reinventing the American Lawn, announced in USA by the organization Terreform 1, the first of December 2009. Apart from winning the competition we have also tried to reach a deeper understanding of food production today and its future possibilities. Our ambition to present a winning design proposal has to a large extent decided the structure of the entire thesis.
Our completed and submitted design proposal - growforgold.org - is a way of addressing urban food production in a creative way, keeping the sovereignty of
the individual in mind. Instead of presenting a place-specific design solution our proposal aims to create incentives and possibilities for urban farming to take place
anywhere and anytime. Our submission to the competition represents both a tool and a platform which, put in practice, could make landscape architecture happen through the hands of the individual.
Expedition Kon-tiki. Ett utforskande arbete om återgivning
My work has been an investigation project with focus on reproduction, method, structure and visual representation. The goal was to investigate how a story changes through time and space as well as how graphic design can affect a story depending on the visual representation. The result is a publication, an exploration of these subjects with the help of the book Expedition Kon-Tiki. Using more or less controlled methods of selections I have created different sorts of reproductions of the expedition. Just as subjective as reality itself..
Uteservering för Hotell & Restaurang Villa Anna : urban odling i uteserveringsmiljö med storytelling som gestaltningsverktyg
In this paper, I design a new concept for a patio at Hotel and Restaurant Villa Anna in Odinslund, Uppsala, Sweden. Through this design, I examine how urban farming can thrive in a restaurant-context. The purpose of the design is to give the visitor a sense of the core values of the cuisine and to strengthen the sense of place by storytelling. My methods are comprised of a literature study on urban farming and storytelling as well as a discussion with the res-taurateur Rafael Löfstedt. I create a story of the place by examining its historical background and connect it to the current philosophy of the Villa Anna restaurant.
Positiva förebilder - Produktifierad normkritik
Uppsatsen är ett examensarbete i Produktdesignprogrammet på Malmö Högskola. Projektet analyserar med hjälp av Kritisk designteori de samhällsnormer som kopplas till dockor för flickor i åldern 7-11. En studie av ämnen kopplade till relationer och interaktioner mellan barn och docka utfördes genom litteratursökningar och intervjuer med målgrupper. Utifrån slutsatser i studien utformades koncept, ämnade att kritisera idealiseringen av passivitet och skönhetsfokus som marknaden är präglad av. Ett koncept valdes ut och utvecklades vidare med hjälp av Kritiska designmetoder..
Spelets språk : Hur används det engelska språket i onlinespel?
This study aims to research how upper secondary pupils interact while playing online games, how the English language is used within each game and what attitudes these pupils have towards language in school and online gaming respectively. Online gaming sessions have been recorded to analyze the methods of interaction by which people communicate with each other while playing online games. Furthermore, the text-based communication occuring in online gaming is analyzed on a lexical level to find words not defined in legitimate English dictionaries. Interviews with students have been conducted to understand the attitudes held by students towards language in school and online games..
En undersökning åt IKEA om ungdomars syn på inredning och design
The purpose is to improve IKEA´s understanding of how their target group of 12 to 18 years old boys and girls thinks when they visit the showrooms in the department stores. What make them enter the showrooms? Is it the colours, the furniture or the whole concept? How are they inspired to furnish their own room? Do they get ideas from the showrooms or are they looking for a specific furniture? These types of questions have increased young people´s interest for design and decoration over the last decade. It transpires with help from an article written by Vittorio Girotto and Michel Gonzalez how children are influenced in an early age by their own temperament and their natural surroundings. Children reasons and acts according to what they believe adults would have done in a similar situation.The methods that have been used during this project are interviews, surveys, observations, hypothetical persona, persona and ABL (IKEA´s own method).
Lärares syn på hur den fysiska klassrumsmiljön påverkar elevernas lärande
My main purpose for this paper was to find out what the four teachers I interviewed thought about the design of their classroom and how they linked that to pedagogy, pupils learning and policy documents. I also wanted to find out if classroom design were something they discuss and reflects on in the college.My questions for this study were: What do some teachers who work in the early ages in the school think about the classroom design? Do these teachers link the classroom design to policy documents or pedagogy? Do these teachers consider classroom design to be something that should be discussed in the same way as other factors (for example teaching aids, resources etc.) within the college?My method was to make qualitative interviews with four teachers, analyze their answers and link them to my main theories and research in the area of the study. My main theories were multimodal communication, which means that there are several systems of signs in communication, which all have an essential function for the meaning of the communicated. It also means that learning happens both individually and socially and that school is a social construction, and that the system of opportunities and boundaries in which it takes form is mediated within our multimodal systems.
The Mulberry School : reflektion över en designprocess
The quality of a design can improve essentially through a
participatory designprocess. Initially, The Mulberry School
project was supposed to be finished in two months but the
involvement of artist Scott G Burnham extended the work
and brought a new dimension into the project. In the beginning,
Scott and I both worked on the project unaware of each other. I was
appointed by the architect to design the external areas of the school
and based on a site survey and analysis of the factors infl uencing
the site I created a design proposal with the concept form and
function.
At the same time Scott performed a series of workshops initiated
by the school. The purpose and goal was to include the students in
the redevelopment of the school and to produce a design based on
the thoughts and wishes of the students.
NEGATIVT TV- OCH DATASPELSBRUK BLAND GYMNASIEELEVER
Arbetet har sin bakgrund i att Malmö stad under de senaste åren delar ut datorer till bland annat eleverna i de kommunala gymnasieskolorna. Arbetet har även sin grund i forskningen kring TV- och dataspelsbruk. Arbetet syftar till att undersöka hur Malmös kommunala gymnasieskolor arbetar för att uppmärksamma negativt bruk av TV- och dataspel bland sina elever. Vidare att undersöka hur de kommunala gymnasieskolorna i Malmö arbetar för att stödja de elever som fastnar i ett negativt bruk av TV- och dataspel. Arbetet syftar även till att undersöka hur yrkesverksamma inom kommunala gymnasieskolor, definierar ett negativt bruk av TV- och dataspel.
Konceptuell design och utveckling av hybridfordon
This report covers the conceptual design of a new one person hybrid vehicle that is to be fast and convenient to drive on the roads. The vehicle is most of all supposed to be used as a commute vehicle but can also be used at other occasions as well.During the work with this project the group has focused on three larger areas, the outer design (body), wheel chassis and an ergonomically designed interior. The group was not able to just create these parts in 3D to get a trustworthy vehicle, hence number of other components and details were also created to get a better entirety.The outer design starts with idea generation and sketches and ends with a 3D model which is rendered to show how the final product is going to look. The design of the body has been going on during the entire work process due to new ideas and improvements that seemed interesting and had to be changed.The wheel chassis also started with idea generation, research and sketches. It ended up with a simulated 3D model which later on was mounted on the vehicle body to show how the vehicle is going to perform during usage.
Simulation driven design : An iterative approach for mechanical engineerswith focus on modal analysis
This thesis of 15 hp has been implemented at Halmstad University, incollaboration with Saab Dynamics in Linköping. Saab Dynamics is a companyoperating in the defence industry where competition is tough. This necessitatesnew ways to increase efficiency in the company, which is the basis for this thesis.Saab Dynamics wants to introduce simulation driven design. Since SaabDynamics engineers have little experience of simulation, required a usermethodology with clear guidelines. Due to lack of time, they chose to assign thetask to students, which resulted in this thesis.The aim of the thesis is to develop a methodology in mechanical design, wherethe designer uses the FE analysis early in the design process to develop thestructures' mechanical properties.
Implementering av cinematisk ljuddesign : En rapport om ljuddesignprocessen av en spelsekvens
Denna rapport redovisar ljuddesign- och implementationsprocessen av en sekvens i ett digitalt spel. Syftet var att designa en cinematisk interaktiv sekvens utan cut-scenes. Arbetet skulle vara upp- byggt runt ett system som ska fo?renkla sma? designingrepp utan att pa?verka eller fo?ra?ndra de o?vriga implementerade ljuden allt fo?r mycket. Arbetet utfo?rdes genom en kombination av linja?r ljudla?gg- ning och implementering i spelmotorn Bitsquids level editor och det visuella skriptspra?ket Flow.
Hållbar design för gravplatser
A well-planned grave with a sustainable selection of plants facilitates easy maintenance for both staff and the holder of the right of burial. It also helps reduce the negative impact on the environment.As in many other areas, the environment is high on the agenda within the cemetery administration. One of the major concerns is the impact of the choice of plants for the grave. Within the industry there is a great motivation and willingness to adapt to a sustainable work mode and this has spawned a number of project works. In autumn 2009 the partnership project, ?Environmental aspects of planning and maintaining graves?, was started in Movium (at The Swedish University of Agricultural Sciences).
Robothandel ? En rättvis arena? -En litteraturstudie om Robothandeln med aktier
The purpose of the thesis is to demonstrate how high frequency trading affects the stock market. The growing high frequency trading is affecting the game plan on the financial markets and concerns have grown about the high frequency users intentions with their business. It is difficult to receive an overall picture of the subject because the lack of previous research and even the research that exist do not show the entire picture. The thesis contributes to the research through a comprehensive picture of the present debate as well as the previous research through a literature study. Our results showed that high frequency trading provides liquidity to the market, there is a statistical connection between high frequency trading and volatility, no price manipulation is being used and there is a need for a supervision of the high frequency trading..
Design och meningsskapande i förskolan : En multimodal designteoretisk studie av fyra lärandesammanhang kring matematik
Studiens syfte var att, med utgångspunkt i ett designteoretiskt multimodalt perspektiv, beskriva, analysera och tolka hur tre förskolepedagoger designar lärandesammanhang, kring ämnet matematik. Förutom detta var också syftet att få insikt om hur lärandesammanhangets design kunde förstås och tolkas i termer av lärande och meningsskapande. Den metod jag valde var uppbyggd kring en icke-deltagande videoobservation med ett kvalitativt upplägg där målet var att försöka förstå det som ägde rum genom relevanta tolkningar. I resultat och slutsatser framkom det till exempel att förskolepedagogerna använder en mängd semiotiska resurser och teckensystem i form av fysiska redskap tillsammans med ansiktsuttryck, tal och handrörelser i kommunikationen med barnen. Dessutom framkom det att barnen också använde sig av ett antal olika semiotiska resurser och teckensystem i arbetet med att skapa mening kring de olika lärandesituationerna.