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1487 Uppsatser om Game Flow - Sida 6 av 100

Vem vinner? Populär och litterär gestaltning i medierapporteringen om Nobelpriset i litteratur

Who will win? Popular and literary framing in media coverage of Nobel Prize in Literature by Magnus Wennerberg Autumn 2013Instructor Mats Ekström The question at issue in this essay is how does mass media frame Nobel Prize in Literature? The starting point is to study whether game framing is occuring in media coverage of Nobel Prize in Literature. Previously, game framing has been studied in coverage of politcs, contrasted against issue framing. Game framing means that media frame politics as a game, a contest between politicians about power. This kind of framing is supposed to be used by media in purpose of attracting larger audience.

Karaktärisering av hårdmetallpulvrets råvaror och dess påverkan på pulvrets flödesegenskaper

This thesis has been done at the powder department (GH) at AB Sandvik Coromant in Gimo. With a rheometer measurements has been made on raw materials and powder blends. The focus of this report has been to find correlations between raw material powders and press data, comparisons have also been made between raw materials and powder blends.The rheometer can show information of how a powder act in flow conditions, together with air and with pressure. Analyses has been done comparing the rheometer data with press parameters (for example: rejected orders, weight variations and the compaction pressure) with the goal to find correlations between the powders flow properties and the powders compaction in production.The measurements and analyses have been showing that the powder flow properties depends on the powders composition and that properties like flow rate, aeration and permeability varies between powder blends and batches of the same powder sort. It seems to exist a correlation between the pressure force and the flow rate of a raw material.

Bilder av Trotskij

My aim in this case study has been to create a method for creature design to test this method in a production and evaluate the results. To achieve this I studied and analyzed the methods of three concept artists and illustrators named James Gurney, Neville Page and Iain McCaig. From the analysis of these artist´s methods, combined with my own personal experience, a new method was formed. To test this method a creature was designed based on directives given by a game design group in the process of creating a table top role playing game in a fictitious world. These directives where given for the creature´s role and its living conditions.

Medical Care : En jämförelse mellan kursinnehållet och dess utförande i Sverige och i Danmark som leder till ett internationellt certifikat i Medical Care

This thesis has been done at the powder department (GH) at AB Sandvik Coromant in Gimo. With a rheometer measurements has been made on raw materials and powder blends. The focus of this report has been to find correlations between raw material powders and press data, comparisons have also been made between raw materials and powder blends.The rheometer can show information of how a powder act in flow conditions, together with air and with pressure. Analyses has been done comparing the rheometer data with press parameters (for example: rejected orders, weight variations and the compaction pressure) with the goal to find correlations between the powders flow properties and the powders compaction in production.The measurements and analyses have been showing that the powder flow properties depends on the powders composition and that properties like flow rate, aeration and permeability varies between powder blends and batches of the same powder sort. It seems to exist a correlation between the pressure force and the flow rate of a raw material.

Gemensamma mentala modeller kring teknik : - en fallstudie av tekniksyn på ett IT-tjänstföretag

A good flow of information in organizations is one of the key aspects of how we define a well-functioning organization. The information flow could be internal as well as external between actors within as well as outside of the organization. In a logistics organization this flow of information is equally important as in any other kind of organization. In this paper we have explored information flows in logistics organizations by applying, boundary spanning and the mobile-stationary divide perspective. In boundary spanning the main goal is to erase or relocate some of the boundaries within an organization, in our case to make the flow of information internally as well as externally better.

Informationsflöden inom mobila-stationära organisationer

A good flow of information in organizations is one of the key aspects of how we define a well-functioning organization. The information flow could be internal as well as external between actors within as well as outside of the organization. In a logistics organization this flow of information is equally important as in any other kind of organization. In this paper we have explored information flows in logistics organizations by applying, boundary spanning and the mobile-stationary divide perspective. In boundary spanning the main goal is to erase or relocate some of the boundaries within an organization, in our case to make the flow of information internally as well as externally better.

Impressionism och Digitala Spel

Abstrakt För att utveckla och förändra spelmediet behandlar detta arbete impressionism och digitala spel. Båda ämnena diskuteras och belyses från olika vinklar för att undersöka hur de två ämnena kan sammanföras i en spelproduktion. Spelproduktionen har testats av spelstudenter för att få deras åsikter om hur spelet fungerar och deras syn på kopplingen mellan impressionism och digitala spel. Arbetet avslutas med en diskussion och slutsats där alla fakta som tagits in under kandidat-arbetet analyserats. I diskussionen lyfts följande ämnen fram: impressionism, konst, hur spelmediet ser ut idag, tv- och dataspelsgestaltning, interaktion och hur dessa två ämnen, impressionism och digitala spel kan föras samman.

Spelet om spelandet : En medieetnografisk studie av barns dataspelande på en fritidsklubb

AbstractTitle: The game of playing: A media ethnographic study of children playing videogames on a Swedish after school recreation centre. Spelet om spelandet: En medieetnografisk studie av barns dataspelande på en fritidsklubb.Number of pages: 46Author: Peter BrandbergTutor: Amelie HössjerPeriod: Spring term 2008Course: Media and Communication studies DUniversity: Division of Media and Communication, Department of Information Science, Uppsala UniversityPurpose/Aim: The aim with this study is to describe how children play video games in an everyday context. In this study this context consists of a Swedish after school recreation centre. By combining three different aspects on the activity this study tries to understand how both the video game and the social and cultural context in which the activity takes place in influences it. This by taking one analyse of the specific game that the children played at the time of the study and how the overall environment is structured into account.

Krafter på rörsystem vid transient flöde : En jämförelse mellan RELAP5 och Fluent

At Forsmarks Kraftgrupp AB (FKA) forces on pipe systems due to transient flow are frequently calculated as a step to verify their structural integrity. In nuclear industries these forces are often calculated with a one dimensional thermal-hydraulic analysis-code called RELAP5. When calculations regarding more complex geometries are needed, the three dimensional code Fluent is often used. This code is highly time consuming and requires large computational power.This projects aim is to compare calculations of pressure, flow and forces carried out by RELAP5 and Fluent for an arbitrary pipe section during transient flow conditions. This has been accomplished by constructing a simple geometry for which a transient flow is simulated in both programs.

What can change the nature of a grade? : A study of computer games and how they affect English grades.

The purpose of this study is to establish whether or not there is a connection between a highincidence of computer gaming and English proficiency in Swedish 9th-graders. The study also takescomputer game genres into account, attempting to see if there is a link between frequent playing ofcertain genres and high English grades.According to this study, there is a clear correlation between the gaming habits of Swedish 9thgradersand the grades they receive in English, with a higher frequency of gaming corresponding toa higher grade. The study also suggests that the Strategy, MMO (Massively Multiplayer Online) andCRPG (Computer Role-Playing Game) genres have a higher representation amongst students withgood grades in English..

Optimala strategier för whist

Whist is one of the most played card games of the world. Though there have been many studies made in the field of game theory, whist is still somewhat of an unchartered territory. In this thesis some methods to obtain an optimal strategy for whist are discussed. Whist belongs to a group of games called logical games. For this group there exists algorithms which result in an optimal strategy.

Fältmätning och utmattningsanalys av hjullastarskopa

I denna rapport predikteras livslängden, med avseende på utmattning, för en hjullastarskopa. Två av de mest kritiska svetsarna utvärderas enligt IIW:s (International Institute of Welding) rekommendationer genom nominella spänningsmetoden, hot spot-metoden och effective notch-metoden. Beräkningarna utförs med hjälp av finita elementmetoden. Genom att utföra töjningsmätningar på hjullastarskopan i drift erhålls spänningsdiagram. Dessa uppmätta spänningsdiagram analyseras med rain-flow count-metoden.

VÄRDEFLÖDESANALYS AV PW1000G 30k TEC

The thesis work has been carried out at Volvo Aero Corporation (VAC) in Trollhättan. VAC has entered a partnership as developing and producing partner with engine manufacturer Pratt & Whitney and is currently at the starting phase of producing the turbine rear frame (TEC) to the engine PW1000.The purpose of this study was to create a report on process level that describes the conditions and the potential with PW1000 TEC to reach the product cost calculation taking into account lead times and describe alternative method solutions.The report describes a comparison between the present flow (2012), a flow based on product cost calculation (2016) and a potential flow (2016). The work has mainly been based on acquiring the knowledge and information available to inspect the present flow; this has been done by workshop observations, meetings and gathering of the information that is available on the work site for the PW1000 TEC.The information obtained has been merged into an Excel document, called Roadmap. It serves as a roadmap with current situation as the start and the potential flow for 2016 as the goal. With the roadmap as a tool, assumptions have been taken considering the flow and how it will change, where processes have been eliminated, reduced or marked as a problem..

Spelutveckling för Facebook ? från koncept till produkt

Abstrakt Under vårt kandidatarbete arbetade vi under 20 veckor med att utveckla ett webbaserat spel riktat mot Facebook. Vi använde Agile/Scrum som projektmetod för vårt arbete och förändrade metoden och utvecklade verkyg för att effektivisera den för vårt syfte. Vi kom fram till att det är svårt att göra ett socialt spel och att det viktigaste i produktionen är att se till att det finns en tydlig koppling mellan spelarnas interaktion med varandra och den grundläggande spelmekaniken. Vi tappade fokus under utvecklingen och lärde oss den hårda vägen vikten av att planera realistiskt och börja ifrån grunden när man utvecklar ett spel. Spelet vi skapade använder sig av slumpässigt genererad terräng, är skrivet i JavaScript och utspelar sig i en viktoriansk miljö.

"Hellre en bra story än en dålig" : En kvalitativ studie om framställningen av berättandet i tv-spel

Within the literature and film sciences there are clear models of storytelling and methods of creating a good story. In the game industry it's more difficult because the games are often non-linear, and games are a less established medium than the other two. With this study our purpose was to examine game developers and methods they used when creating a videogame, with focus on storytelling. Four interviews were made with representatives from four different videogame companies in Sweden. The information from the interviews was put in relation to theories regarding the structure of videogames and an established model for creating videogames.

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