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1487 Uppsatser om Game Flow - Sida 26 av 100
"Action speaks louder than words" EU, jämställdhet och EPA-förhandlingarna
Officially, the EU gender policy since 2000 has been guided by the strategy of Gender Mainstreaming. This strategy aims to promote gender equality and is informed by a feminist ontology which stipulates that women are structurally subordinated.In this essay, I examine whether the European Commission has adequately adhered to this gender policy in its free trade negotiations with the ACP (African, Caribbean, and Pacific) countries as part of the Cotonou Agreement. As a result of my text analysis of documents related to the negotiations, opinion pieces by interested actors and policy papers of the EU, I find that the Commission does not act in accordance to its stated gender policy.To explain this discrepancy between policy intent and actions, I employ postliberal feminist theory and Robert Putnam's Two-Level Game Theory Model. By analyzing statistics and published research, I explore how gender issues are being represented politically on a domestic and international level.My findings show that a key cause of this discrepancy lies in the low levels of female participation in the political institutions of the EU and ACP; a lack of participation that is especially pronounced in the area of international economics. In explaining the constraints on female participation and the prospects of full implementation of the EU's gender policy in the international political economy, I emphasize the role of culturally and historically gendered institutions..
Hunter demography, trends and correlates of hunting participation in Sweden
The concerning issue of declining number of hunters in North America is also apparent in Europe and Sweden. When the bulk of research found on human dimensions and hunting participation has almost exclusively been done in the United States, this report seeks to add to the needed knowledge on a national level focusing on the causes of hunter declines related to social factors within Sweden. Using hunter data reaching from commune, county to National level, this report describes the correlation between a number of variables and the hunting participation in Sweden.The typical Swedish hunter lives in an area with low population density, the person usually has higher education, the living situation is stable with no recent moving and there is relatively good access to forest land. Persons with weaker connection to the Swedish culture such as foreign citizens, people with foreign background and people born outside ?the Nordic countries? are less likely to start hunt or participate in hunting.A strong relationship was found between the favorite game, moose (Alces alces), and the amount of hunters participating in the hunting.
Analys av fysiskt och administrativt flöde för provhantering vid Höganäs AB
In this project, we are studying the material flow and the information flow of sample materials and the appurtenant report of deviation for the purpose to be able to suggest better solutions. The sample material, which is to be analysed, is to be continuously taken from the production flow. The purpose is to navigate the process by the results found by the analysis. Because of this, it's very important that both methods of analysis are ensured and that the sample material is representative for the production flow. However, even more importantly, is that activities and transportations, combined with both flows, must perform in a quick and correct way in order to maintain or improve Höganäs AB's competitive strength.According to reports are about 20 products per day not available, for loading, at the time of delivery.
Flow, motionstid och inre motivation : En enkätundersökning genomförd med tävlingsbuggare
Syftet med denna studie är att bidra till en pedagogisk diskussion om arbetet mot mobbning och trakasserier. Genom att undersöka lärares och fritidspedagogers uppfattning om förutsättningarna att arbeta mot mobbning och trakasserier i samarbete mellan skola och fritidsverksamheten. Studien består av analyser av enkätintervjuer och djupintervjuer med fritidspedagoger och lärare. Avsikten med intervjuerna är att undersöka likheter och skillnader i fritidspedagogers definitioner av och hur de arbetar mot kränkande behandling. Resultatet visar att respondenterna anser att kränkande behandling som visserligen inte ska förekomma i skola eller på fritidshem kan vara svårt och speciellt att använda en övergripande strategi mot kränkande behandling som fungerar.
Multimedia eller inte multimedia, det är frågan.
Is it possible, and suitable, to use multimedia in classic literature studies at Swedish upper secondary school? What alternatives are there? Is there any foundation in the curriculum for an expanded conception of text as in multimedia? Will the conception literacy support use of multimedia in classic literature studies, and in what ways? How do we generally look upon the definition text, is it only printed letters, or something more? To get an answer to the questions we decided to examine a number of theories, Gardner?s theory about the different intelligences, the conception literacy and the expanded text concept. In these three theories we took our starting-point for the following work. The main subjects became two interactive sights on Internet and one CD-ROM, all containing classic literature. Our previous knowledge in this subject field was very meager. This work has given us an opportunity to discover some of the multimedia that is available, and the result we have come to is that multimedia absolutely belongs in studies of classic literature as well as in other subjects.
Våld- och kvinnoskildringar i TV-spel
ABSTRACTTitle: Violence and women representation in video games (Vålds? och kvinnoskildringar i TV?spel)Number of pages: 42Author: Karolin BodlingTutor: Göran SvenssonCourse: Media and Communication Studies DPeriod: Autumn 2005University: Division of Media and Communication, Department of Information Science, Uppsala University.Purpose/Aim: The aim is to investigate how violence and women are presented in video games and in game reviews.Material/Method: The study includes theories that consider violence and gender in media and video games. The material of the essay exists of two games and five reviews. The method that is being used is a content analysis. The games that are being analysed are Jade Empire and Grand Theft Auto ? San Andreas.Main results: The video games are often connected to brutal violence but the analysis of the game Jade Empire shows that it is possible to hve control of the violence in the games and that the player has a possibility to choose the outcome of violence.
Externa kanaler på Prime Care : Tanken med dem, dess funktion och sättet de uppfattas på
AbstractTitle: External communication channels of Prime Care How they where thought to be, how they work and how costumers apprehend them.Number of pages: 50 (64 Including enclosures)Author: Sophie DicksenTutor: Peder Hård af SegerstadCourse: Media- and Communication Studies DPeriod: Spring 2007University: Division of Media and Communication, Department of Information Science, Uppsala UniversityPurpose/Aim: The focus of this paper lies on the external communication channels of Prime Care and the aim is to study the following aspects: How do the channels work? How are they apprehended by customers of the company? What are Prime Cares own thoughts behind the channels? How does Prime Cares self-image correspond to the way that customers apprehend the company?Material/Method: Twenty interviews has been done with different customers of Prime Care in order to see how the company and its communication flow is apprehended. A consultant manager of Prime Care has also been asked about purposes behind the companies external communication channels in order to enable a comparison between Prime Cares image and profile. Prime Cares website, one of their mail sendouts, their salescalls, salesvisits and their exhibition participation have been studied on the basis of relevant litterature. Maletzkes model of mass communication was used as a general view of communication flow.Main results: All communication channels included in this study have different ways of function even though they all have the same main purpose, videlicet to promote the company, to inform about its activities and to recruit new customers and consultants.
Direktdemokrati och representativ demokrati : En jämförande analys mellan två demokratimodeller och en definierad idealtyp
The essay?s main focus has been to investigate and analyze the political actions behind the 2015?s grade compromise; an agreement to introduce grades from the fourth year in primary school. Through a game-theory analysis, mainly based in Leif Lewin?s and Jörgen Herman's research on rationality in politics, this study examined the grade debate during a fifteen year period. The primary task has thereby been to explain the grade compromise through game-theory.
Inkludering av barn med särskilda behov : En intervjustudie om fyra pedagogers resonemang om sitt arbetssätt för en inkluderande verksamhet
The purpose of this study is to gain insight of four preschool teacher?s perspectives and reasoning in two different local if they working to counteract exclusion. The questions this study assumes are: How does the teachers in preschool reason about how they working against exclusion of children with diagnosis in the free game, if there are? How does the teachers reasoning about their methods and personal strategies they uses to include children with diagnosis in the free game, if they are excluded? How does the teachers reasoning about the diagnosis effect of these children?s social interaction with other children if the diagnosis became their identity? The method in this study to collect material about the teacher´s perspective on the subject is semi-structured interviews. The collected material has been analyzed and interpreted from a socio-cultural perspective.
Dynamisk terränggenerering med koppling till spelarhandlingar
Arbetet går genom en metod för simpel terränggenerering med koppling till
spelarhandlingar genom användning av artificiella neurala nätverk..
Anmälningsplikten-Om att göra det vi måste kring barn som far illa : En kvalitativ intervjustudie med pedagoger i förskolan
Detta arbete a?r en sja?lvstudie i att utveckla improvisation pa? saxofon. Syftet a?r att utforska hur det a?r mo?jligt att uppna? en niva? av frihet i det improviserade spelet. En grundtanke som presenteras i inledningen a?r att all musik egentligen kommer ur improvisation.
Skyfall över Västerås : en konsekvensstudie
Skyfall kan leda till stora konsekvenser för samhället, framförallt i en stad då den urbana miljön är känslig för extrema händelser. Västerås stad har tidigare drabbats av skyfall där följderna har varit kostsamma. Den senaste forskningen pekar på att intensiva regnhändelser kommer bli allt mer vanligt förekommande, därför är det intressant att undersöka vilka konsekvenser dessa regn kan leda till.En analys har gjorts med utgångspunkt från SMHI:s lågpunktskartering över Västerås. Utifrån denna kartering undersöktes vilka förorenade områden, bostadsområden, exploateringsområden, infrastruktur, vårdcentraler, skolor, nätstationer och prioriterade pumpar som ligger i lågpunktsområden. Denna jämförelse har gjorts i ArcGIS.
Näringsbelastning på en anlagd våtmark från åker, skog och enskilda avlopp :
This work is a part of the project ?Våtmarker i odlingslandskapet ? uppföljning av miljömålen? (Wetlands in arable land ? following-up of the environmental goals). The main objective with this project is to study nitrogen and phosphorus retention in a constructed wetland by using mass balance calculations. Continuous measurements of nutrients and water flow through the inlet and the outlet of the wetland are made. However, substantial amounts of nitrogen and phosphorus were assumed to reach the wetland with a drain-pipe transporting wastewater from nearby houses (10 persons).
Posthumanism i förhållande till digitala spel
Detta kandidatarbete undersöker hur digitala spel kan skapas med någon annans synsätt. Vi ville se vad som hände om vi försökte göra spel på ett posthumanistiskt sätt och om detta hade förändrat något. Det har uppkommit speciella möjligheter och konsekvenser under processen, det har även dykt upp frågor. En av dessa frågor är hur skapandet av varelser inom digitala spel kan utföras. Likväl har det under projektet skett diskussioner och tester runt hur ett verktyg för detta ändamål skulle kunna fungera.
Technology-to-Performance Chain: Game Model
Uppsatsens titel: Technology-to-Performance Chain: Game ModelInlämningsdatum: 2006-05-26Ämne/Kurs: INF 630 kandidatuppsats, 10 poängFörfattare: Marcus BjörckDennis JonovskiHandledare: Hans-Christian StoltzNyckelord: TPC, TTF, GameFlow, tid, upplevelseSyfte: Att ge spelutvecklare en grundläggande och överskådligmodell som är anpassningsbar inom spelutveckling.Metod: Vi har använt oss både av kvalitativa och kvantitativa metoderpå en grund som kan liknas vid en abduktiv ansats. Primärdatainsamlas genom en pilotstudie, en enkät samt två intervjuermed spelutvecklare från spelutvecklingsföretag.Teori: TPC och GameFlow ligger som underlag för vår teoretiskareferensram och grundar formandet av en ny modell vid namnTPC G. Vidare ger TPC G en gemensam bild av hur de tvåförstnämnda teorierna integreras med varandra.Empiri: Utifrån enkäten och intervjuerna har det framkommit attupplevelsen är det primära för användaren av datorspel och attdetta ger svar på hur bra egenskaperna kombineras i spelet.Resultatet av enkäten visar att många datorspelsanvändareupplever tidsåtgången som besvärande. Då tidsaspekten är enavgörande faktor för hur datorspelet uppfattas som helhetmedför detta problem även för spelutvecklare.Slutsatser: Genom att applicera TPC G hjälper systemutvecklingsmetodikspelutvecklare att uppfatta hela utvecklingsprocessentidigt i utvecklingsfasen. I modellen ses även tidsaspektensom en avgörande faktor där spelarnas och utvecklarnasuppfattning inte överensstämmer..