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1163 Uppsatser om Game Writing - Sida 11 av 78
Spelmotor och spellogik för androidspel
Denna rapport behandlar utvecklingen av den spelmotor samt spellogik som används i speletSteam Tale utvecklat under projektnamnet Project Steam Age av gruppen StormBound. Speletutvecklades i första hand för mobila enheter, och i rapporten ingår även en kort undersökningav mobila spel i ett historiskt perspektiv. Även spelets genre, JRPG, en förkortning avJapanese Role Playing Game, kommer att förklaras som hastigast med referenser till andraspel inom genren.Spelet programmerades för Android OS version 2.3 och framåt i språket Java. En avsvårigheterna som påträffades, såsom beskrivs i rapporten, var att säkerställa att speletfungerar för den varierande prestanda som mobila enheter utgör, inklusive aspekter såsommed eller utan hårdvaruacceleration av grafik, varierande mängd lagringsutrymme ochprocessorkärnor samt storlek på skärmar. Därtill bör man vid skapandet av en applikation avdenna typ beakta resurshantering, framförallt beträffande grafik och ljud, ett ämne sombehandlas i denna rapport..
Att lösa sudoku med SAT-lösare
Yahtzee is a popular dice game around the world. The complexity makes the game interesting to play and analyze. This report compares the effectiveness of the mathematically optimal strategy with a strategy that can be used for casual play. The rules used are those of the Nordic variant Yatzy, in which a few but important rules are different from the American Yahtzee. To evaluate the everyday strategy 100,000 games was simulated in a java program written specifically for this purpose.
Ekonomiska konsekvenser för skogsbruket vid avsättning av mark för viltvårds- och jaktändamål : en fallstudie på Svenska Jägareförbundets fastighet Öster Malma
The value of game for hunting from a social economic viewpoint is an interesting topic
that is currently being investigated in a Swedish research program. The amount of
damages that the game stocks cause to the forestry is, and has been in focus for a longer
period of time. Something that I saw as missing was an investigation of how much an
active game keeping measure might cost in lost incomes for forestry in terms of reduced
acreage for forest production.
This question was the foundation for this investigation, which purpose is to give
interested persons with decent knowledge of forestry an example of how cost estimation
for forestry resembling the example that is studied can look like.
The measures that has been taken is a felling of forest in different ages on both sides of
a forest dirt road to create increased asset of forage for the game, and at the same time
give hunters that have their post along the dirt road a better chance of seeing passing
animals early and increasing the possibility to shoot good shots. The area, which is a
part of The Swedish Association for Hunting and Wildlife Management estate Öster
Malma, is also used as an example for guests who wish to learn more about managing
ungulates. These guests have now got the opportunity to get information on how big the
costs are for the measures that have been taken.
The main conclusions of this work is that changed timber prices and foremost a change
of interest rate makes big differences on the result of the calculations.
Cash-to-cash-styrning : ett spelteoretiskt angreppssätt
Objective: The objective is to examine if long terms of payment are created because of a perceived zero-sum game in the cash-to-cash cycles between companies. The study will also examine if dependence effects the dependent companies Cash-to-Cash-cycle because of long terms of payment. Scientific method: The study uses a qualitative and a quantitative method, where primary data is collected from semi-structured interviews. Additional primary data is collected from an unstructured interview with an expert in the field of which is examined. Additional data has been collected from the studied companies? annual reports.Theoretical references: The primary theory has been Game theory, where the researchers have used this theory to analyze the behaviors of the companies.
KOM LOSS En studie av Läs- och skrivstugans verksamhet på tre bibliotek i Västra Götalandregionen
The purpose of this Master Thesis is to investigate whether the technical service available in the "Reading and Writing Corner" has an influence on the total quality of service in a public library. This service is intended to give sensory/print-handicapped persons access to information. The title KOM LOSS is a Swedish expression for "come on" and LOSS is short for reading and writing support. I have chosen to study three libraries in the region of Västra Götaland, Sweden. The thesis examines total quality from the aspects of goal steering, accessibility, education and marketing.
Varför ska man dölja det? : -en kvalitativ studie av identitet i förhållande till läs-och skrivsvårigheter
In schools today, we expect student performances and achievements to be exceptional. Having good reading and writing skills are essential if students want to excel at their school assignments. Students with reading and writing difficulties have to work much harder than their other classmates. Their having to work harder coupled with being teenagers and facing all the uncertainties which are present at that age, these students face the difficult task of trying to find out who they are and who they want to be. In other words, they try to create their own individual identities.
Sagor i förskola och skola : Tio lärares och tolv elevers syn på sagans roll i förskolan och skolan
The purpose of this study was to explore preschool- and primary school teachers? perceptions of fairytales, why they use fairytales and what thoughts they have about the impact of fairytales on children?s reading and writing development. We interviewed seven teachers and three preschool teachers in northern Sweden to find out how work with fairytales is carried out in preschool and primary school. We also interviewed twelve pupils who were seven and eight years old to find out what they thought of fairytales in primary school. The result showed that preschool- and primary school teachers had a positive attitude towards fairytales and the opportunities provided by fairytales.
Klasslärarens och specialpedagogens arbete med elever som har läs- och skrivsvårigheter : Kompensatoriska hjälpmedel som redskap i undervisningen hos elever med läs- och skrivsvårigheter
The education in Swedish schools today should be for all children. This means that even if a pupil has reading and writing disabilities the education should be in the classroom with the rest of the pupils. The education should include every one.The aim of my study was to investigate the education with pupils that have reading and writing disabilities. I wanted to get a deeper knowledge about working methods that are used for pupils with these problems.In my study I have used qualitative research methods. I have used group interviews and observational studies.
Captr.net - Utveckling av iPhone-applikation och hemsida
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.
Ett Oskarpt Beslut : om Oskarp Logik i speldesign
This paper examines possible applications of fuzzy logic on the field of artificial intelligence in digital games. It describes fuzzy logic in contrast to crisp logic. The paper will give several examples of possible applications of fuzzy logic-based decision making for game AI. These examples include the choosing of weapons for AI agents and the gas-break decision of an AI-controlled car. The paper will also analyze the impacts of game AI which makes decisions based on many factors.
Visuellt berättande i spelmiljöer
Abstrakt
I den här uppsatsen undersöks hur ett narrativ kan drivas inom digitala spel
enbart med hjälp av spelmiljön. Syftet är att få förståelse för vad
miljöberättande behärskar som en självständig form av berättande och vad
författarna kan göra för att uppnå detta mål. För att undersöka problemområdet
genomfördes en spelproduktion där metoder framtagna under undersökningens gång
applicerades. Produktionen testades av utomstående studenter i medieteknik och
resultaten sammanställdes med reflektioner kring vad som uppnåtts och de
metoder som applicerats. Undersökningen beskriver arbetsprocessen och metoder
och visar hur dessa kan driva ett narrativ med en spelmiljö.
Abstract
In this thesis examines how to drive a narrative in digital games using only
the game environment.
Vad skriver de? Hur tänker de? : En undersökning av högstadieungdomars skrivvanor och skrivintresse
In the discourse of teaching it?s often mentioned that the pupil?s previous knowledge and experience plays an important part in the process of learning. For the teachers it?s in general crucial to be familiar with their pupils abilities and skills, talents and shortcomings in order to successfully teach them. Knowledge and an understanding of their pupils, also helps the teacher to organize and customize a successful teaching for each individual.
Läs- och skrivinlärning i förskoleklass : Läs- och skrivinlärning i dagsläget och utveckling under tiden 1994-2012
AbstractThe purpose of this survey is to examine how educators work with reading- and writing-skills in preschool with six year old children. I want to examine if the new curriculum, Lgr11, has affected the school teachers in their teaching of reading- and writing and if their work has changed through the years. Using a qualitative study, five preschool-teachers, working in preschool for several years, were interviewed to be heard of their thoughts about this topic. The survey shows that preschool-teachers are more familiar with the curriculum of today, in relation to previous curriculums. Much because of that the new one is more addressed to preschool compared with earlier curriculums but also that the teachers in an easier way can see the pupils? way to knowledge.
Noblesse Oblige: Ett rollspel : 1600-talets svenska adel, skyldigheter och plikter och skapandet av ett rollspel
Abstract ? Noblesse oblige: a roleplaying gameDuring the 17th-century the Swedish nobility was forced to deal with a number of new challenges. They reached the height of their power, but also began their downfall. How did the nobility?s ideal come to be in the face of this? Can we in these ideals find the duties and obligations of the nobility? And if we can, how can a roleplaying game be made out of the historical facts? A roleplaying game meant for educational means, well suited for the classroom and teachers, capable of stimulating the young minds and offering them an in depth understanding of how the nobility?s minds moved.
Game on : Att spela sig till nya höjder av motivation
?Motivation is the desire within a person causing that person to act? (Mathis & Jackson, 2009, p. 24). Motivation is what makes people act. Lately a tool to create more motivation called Gamification has been more and more popular to use. This study is focusing on the subject motivation and also how gamification can be used as a tool to get more of that.