Sök:

Sökresultat:

6580 Uppsatser om Game Design - Sida 63 av 439

Den nya generationen KinBag : The new generation of KinBag

This report summarizes a Bachelor Degree Project in Integrated Product Development,carried out during the spring semester in 2007 by three students at the Product Design Engineering programme at the University of Skövde. The project was performed as an assignment for KinBag ab, a sister subsidiary to Kinnegrip ab in Lidköping, who develop,manufacture and market the golf bag KinBag, a bag with an integrated wheel carriage system. The purpose of the project was to redesign the golf bag to attract a target group consisting of golfers aged between 20 and 40.The layout of the project was as follows: The project began with a feasibility study where different problems were identified with the basis of a market research which eventually was summarized in a dynamic specification of requirements. The feasibility study was followed by a generation of ideas which contained everything from sketches to simple mock-ups with an intensive amount of thoughtful brainwork and information gathering in between. This ledto the development of a number of design concepts, both on an overall level and on different parts of the golf bag.

Reciprok egoism, skeptisk empirism och modern fysikalism : Titelförslag på några principer och diskurs kring dessas korrelation

Denna essä är en ontologisk och epistemologisk undersökning av bland annat etiska och medvetandefilosofiska implikationer av en konsekvent fysikalistisk hållning. I detta kontrasteras mot en transcendentalistisk hållning, som den av T. M. Scanlon, den skeptiska empirismen av David Hume, reciprokt baserade moraliska system (e.g. J. L.

Matematik i förskolan : En jämförelsestudie mellan en traditionell förskola och montessoriförskola

This work is about how teachers describe their work with mathematics in a traditional nursery school and a Montessori preschool. Another aim is to study how children mathematise on the two different preschools and to see if there are any differences between the various educational theories and practices mathematising. I have used two methods wich is interviews with preschool teachers, and observation of the children. The results of my study was that differences exist but the biggest difference is the material that Montessori uses. The difference between the teachers' way of teaching mathematics is to Montessori preschool places great emphasis on the material and how it is used, while in the traditional preschool puts the emphasis on learning through interaction with others.

Produktutveckling utifrån nya kundinsikter

Syftet med denna studie var att identifiera problem och behov som byggare i Sverige stöter på i sin vardag samt anordna en workshop där produktutveckling utifrån dessa behov diskuteras, samt hur denna information kan användas i produktutvecklingen. Studien grundar sig i teorier om innovation, behov och kvalitet, behovsidentifiering, innovationsspridning, produktlivscykel och metoden NABC: Need, Approach, Benefit, Competition. Grunden till arbetet är en föreställning att produktanvändare har behov som dem själva inte är medveten om. Genom att utgå från dessa omedvetna behov kan en bättre produkt utformas. Empatisk design (deltagande observation) användes för att kunna upptäcka outtalade behov samt skapa en god förståelse för byggarnas naturliga arbetsmiljö.

Vi kan inte blunda för öronen längre : En fallstudie om ljud som kommunikationsmedium i utställningen Drömmens syster

Ljudet a?r ett intressant kommunikationsmedium som utnyttjar varje individsegna erfarenheter och fo?resta?llningar da?r associationer fa?r stort utrymme. Mu-seer som idag kan va?lja fra?n ett stort urval av medier har mycket att vinna ge-nom att anva?nda sig av ljud - inte enbart fo?r att tekniken tilla?ter det.Den ha?r uppsatsen har fo?r avsikt att underso?ka ljudets mo?jligheter som kom-munikationsmedium i utsta?llningar. Syftet a?r att sprida ljus o?ver detta fo?rha?l-landevis outforskade omra?de som jag anser har ma?nga outnyttjade mo?jligheter.Fo?r att avgra?nsa min underso?kning har jag valt att studera utsta?llningen Dro?m-mens syster som finns pa? Va?rldskulturmuseet i Go?teborg.

Verktyg för utveckling av terrängparker inom skidanläggningar. : Shaper

Today we can create digital 3D models which can be realised almost instantly through production methods such as 3D printing and computer controlled milling.What if this same technology could be applied to the development and construction of terrain parks?With snow as the material tools could be developed using similar principles to design and sculpt the surface, only on a larger scale.How would terrain park designers adapt their process to use this new technology? In this Industrial design thesis I explore how the ideas of the terrain park designer can be expressed through such a system with focus on the designers knowledge and skill without the need to learn complicated 3D programs.Sketch, create, ride. .

Bildbaserade instruktioner i Scanias Servicehandbok : - För effektiv informationsinhämtning

Technical products are becoming more and more complex, this means that the drivers, mechanics and service personnel?s need for assistance such as the service literature is increasing. In this degree project the focus is on the technical manuals of Scania?s Workshop Manual. Today, the information in the Workshop Manual consists of collaboration between text and illustrations.

Möblering med Procedurell Generering : Furnishing with Procedural Generation

I spelutveckling finns det idag två sätt för utvecklare att skapa digitalt innehåll. Manuellt av personer som skapar allt innehåll för hand eller automatiskt av program där ekvationer istället beskriver innehållet och generera detta vid behov. Att låta ett program generera digitalt innehåll kallas Procedural Content Generation (PCG) och används i grafiska applikationer, dataspel, simulatorer och online-applikationer. I detta arbete, gjort för Linnéuniversitetet, utvecklas ett sätt att möblera ett virtuellt rum genom att bruka konceptet för PCG. Genereringsalgoritmen är regelbaserad och med denna lösning kan ett eller flera virtuella rum möbleras utan att innehållet i rummen behöver lagras. .

Aktiesammanställare med teknisk analys och simulation

Websites today only offer simpler form of technical analysis and are not fun to use, therefore student decided to build a website that makes technical analysis a bit more fun by giving user possibility to experiment with settings for technical indicators and also see clear visible results from analysis. Student decided to build website in ASP.NET. Technical indicators for this project only consist of those who give buy and sell-signals via cross-over, no divergence or pattern finding.This project has three questions that define this project. It?s important that there is good functionality so that performing an analysis is perceived as simple, one question is therefore; what functionality for website is needed in order for analysis to be perceived as more simple?Technical analysis is a pretty complex subject and demands an interface that is perceived as easy to understand and easy to use, it?s therefore important that the interface is well designed, second question is therefore; how should the interface be designed to be user-friendly?When systems grow large they often become hard to develop and later on unmaintainable because of the accumulated complexity and dependency between classes, the code is a mess, the last question is therefore; how can the systems complexity be eased with object-oriented design principles?Jakob Nielsens ten heuristics for User Interface Design were used as inspiration for designing the interface for the website.

Klart som vatten : En design för ditt vatten mot en hållbar utveckling

Jag har i mitt examensarbete jobbat med framtagningen av en vattenflaska för en hållbar utveckling. En vattenflaska där användningsområdet är för vardagligt bruk. Arbetet har en inriktning mot estetik och hållbarutveckling. Jag har tittat på vilken miljöinverkan buteljerat vatten har, undersökt estetik som begrepp och gjort research. Detta är sedan följt av en designprocess innehållande skissprocessen, användarstudie, och designmetoder vilket leder fram till en prototyp av en produkt.

Utveckling av sprutpump : Konstruktion och utvärdering av prototyp

This report describes how a syringe pumpwas developed for Q-linea AB inUppsala Science Park as a bachelor´sthesis at Uppsala University. Thepurpose of the syringe pump is toreplace existing pumps in one of Qlineasdosage instruments. The reasons for whythe pumps are replaced are that they arebig and heavy. Therefore the task was todesign a smaller and lighter syringepump.The goal of the project was to create aprototype of the design that met themechanical requirements posed. Therequirements were met.In the report the work process can befollowed from the development of thespecifications to the final design andtests of the prototype.

Konstruktion av värmeelement

This report aims to describing the work behind the development of a masonry heater.The masonry heater is developed in collaboration with the company Transient Design KB that is a product development company located in Alingsås. The company sees a possibility to cover a market segment where modern technology and design are missing.The report presents those methods and approaches that have been used and gives an overview to how the project has been carried out. It describes how the ideas behind the final results have produced and how they have been developed during the project's time. In the report you can also read about the final concept with its choices of construction and materials.The report is completed with a presentation of a final concept and a ground for possible future production..

Simone de Beauvoirs feminism - De digitala spelen idag

Detta kandidatarbete utgår ifrån två stycken frågeställningar kopplade till feminism: ?Hur kan Simone de Beauvoirs feminism gestaltas i digitala spel?? och ?Vad finns det för typiska könsroller i dagens digitala spel??. För att svara på dess frågeställningar studerade vi de Beauvoirs bok ?Det Andra Könet?, utförde spelanalyser samt delade ut skriftliga intervjuer till spelare. Resultaten blev en prototyp till ett digitalt spel vars handling är en direkt inspiration ifrån utvalda kapitel från Simone De Beauvoirs bok ?Det Andra Könet?.

Ett träd och dess liv : Förskolebarns uppfattningar om träd

The aim of this study was to investigate preschool children's perceptions of trees in and it was done through qualitative interviews. The children were drawing trees and told me what the tree needs to grow and what happens to the leaves in autumn. In a playful way, they learned more about trees and the purpose was also to examine whether they had acquired new experiences and thoughts on the trees, photosynthesis and decomposition. Then the children were interviewed again to see if their answers were different. The results showed that the children gave different answers at the second interview.

Inkludering och exkludering i en förskoleklass : En observationsstudie om maktförhållanden i den fria leken

The purpose of the study is to contribute to the field of social access in children's free play in the pre-school class, by looking at how children are included and excluded and how power structures arises in the free time. In order to capture the events that occur among the children, observations were chosen as research method.The results show that the children wanted to play with each other, and that the most common way to facilitate play was to ask "Can I join?". There were also other strategies being practiced regularly. It was also common to exclude other children from playing, and this was especially when the children wanted to protect their ongoing game, or that someone was not allowed to join because he or she ruined it for the others.

<- Föregående sida 63 Nästa sida ->