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1487 Uppsatser om Game Flow - Sida 19 av 100
Kategorisering av faktorer som påverkar flödeseffektivitet - En fallstudie på Capio St Görans Sjukhus
Swedish healthcare is in continuous need of cost savings and efficiency improvements in order to meet the increased demand for care. The theories of lean, developed from the industry, are applied more frequently on healthcare systems to increase effectiveness and reduce waiting times in patient processes. However, some processes seem to be more successful in their lean implementation than others. In this thesis, factors influencing flow efficiency in lean healthcare are examined. Through interviews with the top executive board at Capio St Göran's hospital, data is collected in order to analyze reasons for success.
Elektroniska spel i tidningsfältet : En studie av recensenters förhållningssätt till dator- och TV-spel
This paper considers the roles of critics, newspapers and magazines, in the process ofdescribing computer games and video games as either technical objects or products intendedfor entertainment.The making and ?using? of computer games and videogames originates in small groups ofpeople possessing a lot of knowledge in computers, during a time when these kinds of deviceswere very expensive. But now, the gaming culture has grown and almost anyone in oursociety can own and play a video game. For that reason, one could ask the questions ?are thegames and the people who plays them still parts of a ?technical culture??? and ?do we needsome kind of prior knowledge to fully understand the videogame critics??The critics represent ?the official idea? of what a videogame is, how it works and if it is worthplaying.
Optimera för användarmedverkan - Designlösningar med spelmekanik för interaktiva funktioner. Optimize for User Participation - Design Solutions with Game Mechanics for Interactive Functions
I denna uppsats underso?ker vi hur principer fo?r spelmekanik pa?verkar anva?ndares bena?genhet att bidra med inneha?ll pa? interaktiva webbplatser. Genom en empirisk studie av kvalitativ art ja?mfo?r vi tva? versioner av en testsajt, med spelmekanik implementerat i den ena versionen.
Vi kommer fram till att spelmekanik fo?r att motivera anva?ndare att skapa inneha?ll kan designas utefter tre huvudsakliga delar; regler/struktur, ma?l och delma?l samt vinster. Regler och struktur a?r vad som a?r mo?jligt eller tilla?tet att producera samt kvalitetskrav pa? inneha?llet.
Dokumenthantering i företag och organisationer: En fallstudie på Volvo Cars i Uddevalla
The aim of this thesis is to map the current internal information flow at Volvo Uddevalla, to detect obstacles in the flow and to find out how these obstacles can be avoided. The aim is also to describe how a corporation, in this particular case Volvo Uddevalla, creates knowledge and use information. The study is performed in order to create a base for the coming implementation of a new information standard. The method used is conducting an information audit investigating the current management of documentation according to the changes that have to be made to carry out the claims from the standard. The investigation is made by way of interviews with 16 of the employees at Volvo Uddevalla.
Leanorienterad flödesutveckling : av kärntillverkningen på Affärsenhet Cylinder ASSA AB
Business unit Cylinder at ASSA AB in Eskilstuna are having problem with frictions in their production process. Changes are occurring and older products along with machineries are phased out and transferred to low-cost countries. This opens up possibilities to at a larger extend customize physical flows after production flows. The authors where given the task to analyze the production and find problem areas to improve and to give suggestion on how Business unit Cylinder can work to optimize their production flow.The aim of the thesis work is to come up with suggestions on how to reduce the lead time in production and how the tied up capital can be reduced. In more detail the task included to find problem areas that are counteracting an effective flow, give solutions on new flows for the production of the cylinder core, give suggestions for new stock points for the production and how the production shall be managed and controlled.During the last twelve months ASSA AB has sold over 700 different types of cylinder cores, and the product range is very wide.
Praktisk analys av rollen som spelproducent
Jag har under mitt kandidatarbete gjort en praktisk studie av producentrollen
på det
Karlshamnsbaserade spelföretaget Black Drop Studios. I denna slutreflektion går
jag
igenom min egen process under utvecklingen av en spelprototyp av företagets
primära
produkt, plattforms-racing spelet Boingo. Under produktionen har jag som
producent
verkat för att effektivisera verksamheten och agerat som en resurs för teamet.
Jag har haft
dagliga möten och individuella samtal med medlemmarna i gruppen, samt
kontinuerligt
övervakat och utvärderat arbetsflödet genom det web-baserade
projektledningsverktyget
Redmine.
Utöver min roll som producent har jag även arbetat med marknadsföring och
presentation
av den färdiga produkten på Game Developers Conference i San Francisco.
Testing and optimization of Unicorn Fluid-Structure Interaction solver for simulating an industrial problem
In industry applications, such as power supply plants, the issue of interaction between fluid and structure is always presented. More precisely, the fluid flow affects the structure by applying force(s) on it and vice versa. As a result, the structure can move (vibrate) or deform. A good understanding of this problem can help to design the system in term of safety, stability and efficiency.This project aims to optimize and test the Unicorn FSI solver from the FEniCS project [1] to simulate the interaction of fluid and structure in an experiment, which was carried out at Vattenfall Research and Development. The target is to improve the Unicorn FSI solver to cope with a real industrial problem.
Simulation av Xbox Live Indie Games gränssnittet
This thesis was developed as an assignment from Ludosity Interactive where the goal was to develop a copy of the Xbox Live Indie Games-marketplace from the Xbox 360. Ludosity Interactive had a necessity to easily test a game's attractiveness to potential customers using testing people from outside the company in a simulated Xbox Live Indie Games test environment; excluding this developed system there is no other way to do such an analysis without actually releasing the game on the Xbox Live Indie Games marketplace and then analyze the resulting sales from the product.The finished system had to be similar to the original system to the degree that a user could see past the interface itself and use the system just as he/she would have used the real marketplace. It also had to be easy to change and add games to the system so that Ludosity Interactive easily could show the games and the data that they deemed interesting for their tests. The final product was developed using C#, XNA and XML together with an Agileinspired development method in combination with Pivotal Tracker. This report describes how this product was developed..
Vad är ett bra reklamspel?
Reklamspel är ett verktyg inom reklambranschen, en bransch som undergått stor förändring under senare års digitala utveckling. Denna förändring uppmanar ständigt till bredare kunskap och högre förståelse hos både skapare och användare.Syftet med uppsatsen var att påbörja ett ramverk för skapandet av ?bra? reklamspel. För det krävdes att ordet ?bra? definierades och kunde förstås så att även diskussionen kring spel och reklam förbättrades.Det material som uppsatsen grundats i kommer från en två månader lång praktik där ett reklamspel producerades och från det designdokument som digitalbyrån North Kingdom lämnade efter sitt reklamspel, The Coke Zero Game.Med kvalitativa metoder samlades resultat in och jämfördes mot en teoretiskgrund byggd på kunskap inom marknadsföring, interaktions- och speldesign, användbarhet och uttryck ofta använda i spelsammanhang.
Digitala kvitton och dess framtida tillämpningar
Consumers today leave a fragment of information when they pay with their debit and credit cards. The aim of our work is to investigate ways to design a concept of a system in which digitally stored information that today is fragmented among several different holders, can be assembled into a system and made available to consumers. In our study of how a system for financial flow of information should be designed, we intend to study the present situation and the attempts made to alter it into a more informative reality. We intend to investigate the flow of information when a consumer pays by card, and the possible solutions regarding the design and transportation of digital receipts. A majority of the information of our digital consumption is today handled digitally.
Mer än ett spel : ? en kvalitativ studie om MMORPG-spelens påverkan på spelarnas liv
The phenomenona MMORPG-games ? a qualitative study on MMORPG-games effects on the players lifeThe aim of this study was to shed lights on what it is that makes some people play MMORPG-games, get a insight in how a gamers social network can look like and how the game can change the players everyday life. To acchieve this aim the authors carried out four individual interwievs with MMORPG-players. These interwieves was hermeneutic interpreted with the socialantropology networkstheory, roletheory, social identitytheory and the entirety was interpreted with the concept: ?the late modern society?.The conclusions that was found were that the games helps the players to handle their everyday life and has a condition for the players to produce relationships with other players.
Information Audit en informationsgranskning vid Borås Stads äldre- och handikappomsorg inom kommundel Centrum.
An information audit identifies, among other things, organizations information resources, the information flow and the needs of the information users. The purpose of this masters thesis was to describe the management of information within a local unit of Borås municipality by putting an information audit-method in practice. The focus was on three issues: What information needs could be seen in the organization? How does the information flow through the organization? How does Sugan Henczels seven-stage model serve as a tool to map the management of information within the local unit? The study only described the situation at a certain time at the chosen organization. The seven-stage information audit model was revised and adjusted to the studied organization by only carrying out four of the seven steps: Planning, Data collection, Data analysis and Data evaluation.
Unga idrottares upplevelser i en topprestation
Syftet med denna studie var att undersöka unga idrottares upplevelser i en topprestation.Studiens frågeställningar var:· Vilka upplevelser har unga idrottare i en topprestation?· Upplever unga idrottare flow i en topprestation?· Vilka faktorer ligger bakom en topprestation hos unga idrottare? Utifrån syfte och frågeställningar valdes mätinstrumentet Flow State Scale-2 (FSS-2). FSS-2 består av ett påståendeformulär som mäter den totala upplevelsen av flow samt var och en av de nio dimensionerna av flow.Kontakt togs via telefon och mail med ansvariga tränare vid idrottsgymnasier för att finna unga idrottare med ett tydligt minne av en topprestation. Undersökningsgruppen blev 51 stycken unga idrottare, män och kvinnor i åldrarna16-20 år som utövat fotboll, ishockey eller orientering på elitnivå.Litteratursökning gjordes i bibliotekskatalogen tillhörande Umeå Universitet. Den funna relevanta litteraturen och artiklarna har legat till grund för denna studies bakgrundsdel. Påståendeformuläret FSS-2 visar att undersökningspersonerna, i sin topprestation, hade en stark upplevelse av inre tillfredsställelse, tydliga mål, koncentration på uppgiften, känsla av kontroll och balans mellan skicklighet och utmaning.
Pedagogiska datorspel - Designandet av en teoretisk applikationsmodell för pedagogiska spel ämnade för gymnasieskolan, med elevperspektivet i fokus.
In this work we?ve been focusing on how to adjust educational computer games in order to make them suited for the educational context of upper secondary school. Our opinion and entrance to the study is that the related developers of the subject, in some ways, have failed to successfully combine and find the balance between the entertaining and pedagogical aspects in the games. Our main questions is which aspects in the games game developers need to take in consideration to satisfy the pupils, but also what qualities that is needed for them to function in their educational context. In order to do that we had to investigate the people of the target groups own perspective on what technological and social aspects in the computer games they assess as important.
Findus Sverige AB:s distribution av frysta ärtor via cross-docking : Kartläggning och utvärdering av säsong 2008
Findus Sverige AB, referred to asFindus from now on, harvests peas during a period ofaround 50 days during the summer. The harvest generates about 30 000 tonnes of peas which gives around 40 000 pallets to distribute to the warehouses which Findus uses for final storage. Three hours after the peas are picked in the fields, they have to be frozen to keep their good taste and quality. Because of this the pallets are marked with a preliminary label with quality classification of the content. The Findus quality department then has one day to determine the correct quality of each pallet.