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1163 Uppsatser om Game Writing - Sida 13 av 78
Implementation & utvärdering av spelmotor i WebGL
This report describes an analysis of WebGL together with JavaScript with the aim to examine its limitations, strengths and weaknesses. This analysis was performed by building a 2D game engine containing some dynamic elements such as water, smoke, fire, light, and more. Different algorithms have been tested and analyzed to provide a clearer picture of how these work together. The report will go through the most basic functions of the game engine and describe briefly how these work.The result shows that JavaScript with WebGL can be considered to be a potent toolsets, despite the difficulties caused by JavaScript.In summary, similar projects can be recommended as Javascript and WebGL proved both fun and incredibly rewarding to work with..
Skrivförmåga hos vuxna med intellektuella eller kommunikativa funktionsnedsättningar inom daglig verksamhet
The aim was to examine writing ability and some of its underlyingfunctions in adults with intellectual or communicative disabilities at dailyactivity centres by comparisons with children and adults without disabilities.66 adults with intellectual or communicative disabilities, 39 children and 14adults without disabilities were included. The following tests/tasks wereexecuted: Test for Reception of Grammar-2, graphomotor task, nonwordrepetition, Rapid Automatized Naming and Writing elicited by pictures. Thepicture elicited narratives were examined regarding length, spelling,syntactic complexity, interpunctuation, content and general impression. Theresults demonstrated that adults at daily activity centres performed lowerscores than adults without disabilities. The group generally didn?t differ fromthe children, but they made a smaller proportion of phonologicallyacceptable misspellings and achieved lower scores on nonword repetitionand Rapid Automatized Naming, which could indicate limitations inphonological processing ability.
Retrospel: En studie i hur retrotrenden påverkat digitala spel
I det här arbetet undersöker vi hur retrotrenden påverkat digitala spel. Vi
undersöker hur retro
blivit en erkänd stil och varför den har blivit det. Vi undersöker dess
koppling med nostalgi,
hur nostalgi fungerar och varför man kan tänkas vilja använda sig av det när
man ska utveckla
ett digitalt spel. Retro är inte ett fenomen som är medie exklusivt till
digitala spel, vi
undersöker hur retro verkar i andra medier och hur medierna blandar
retroelement med
varandra. Det är inte ovanligt att samtida digitala spel influeras av retrospel
eller rent av
utvecklas i syfte att bli ett nyproducerat retrospel, detta är något som vi
gestaltar i vår
produktion av ett digitalt spel.
Att arbeta laborativt : Ett arbete om laborativt material riktat till addition
Abstract The purpose of this degree project is to examine what impact working with physical objects has on children?s learning process concerning addition. We want to explore what addition strategies can be exercised using the game ?Twice as much?. We have observed children in school year 1.
"Jag kände mig som en pilot" : ??????En studie om interaktionsstilarnas påverkan på spelupplevelsen
Today's technology offers a variety of opportunities to interact with the interactive systems. Human-Computer Interaction in the last decade is the area of research that has contributed the most to this development. But how is this interaction perceived? The user experience is something that is formed by the interaction between human and the computer interactive systems. The objective of this thesis is to investigate how the user experience differs depending on how one interacts with a game.
Jag får kommentarer, alltså är jag : En studie i bloggkommentarers betydelse och bloggskapande med skrivprocessen som utgångspunkt
In 2012 blogging reached an all time high in Sweden. Around 400,000 people made blog posts at least one time during this year. Blogs have publishing as a main purpose and can after publication be read by anyone with a computer, smartphone or tablet with an Internet connection. This makes the blogger open to response through comments that can be either constructive or destructive. No research has been made regarding blog comments and their effect on bloggers and their writing process.
Tv-spel som resurs för religionskunskap : En undersökning om tv-spel som resurs inom dygdetik
This paper examines the possibilities of using video games as a tool for education of virtue ethics. By comparing learning aspects in Marc Prensky?s theory Digital Game-Based Learning and Aristotelian virtue ethics, this paper tries to look for similarities in how each theory looks at learning. Prensky?s theory is about how one can use video games in education, which is why it is used here.
Polisstudent i akademiska skriftspråksvärldar. : En studie av polisstudenters kritiska förhållningssätt i deras självständiga arbeten.
This master?s essay presents a study designed to investigate twelve police students?ability to handle academic writing conventions and to show critical-analyticalcompetence in their degree projects, which are written as part of the education atSweden?s three police academies. The education of police officers is not an academicone, and the students? main focus is therefore on writing texts in the field of policediscourse. At the same time, scientific principles and critical thinking are emphasized intheir syllabus, but the question of how students handle the encounter with academicdiscourse has so far not been investigated.
Hej, kom spela med oss! (Hi, come play with us!)
People play games now more than ever before. While the digital gaming industry dominates the market, boardgaming has been living in its shadow. Board games offer a physical tangibility and a social experience that can be found in few digital games.
How do we create a tool that further builds upon those strengths?
The purpose of this study is to examine the possibility of developing a service that consists of an mobile application and board game events to promote social face-to-face interaction. Focus has been on the social face-to-face interaction in the context of a board game session.
"Jag förstod ingenting" : En kvalitativ studie om sex ungdomars upplevelser av att ha dyslexi i grundskolan
One of the most important goals of school is to teach children how to read and write. But there are also children with great problems in reading and writing/dyslexia at school. In the Swedish School Plan you can, for example, read that one of the school?s most important goals is to give these children with special needs the help that they need.This study will investigate how six young people with reading and writing problems/dyslexia experienced the first nine years at school. There has been very little research regarding students´ experiences of having reading and writing problems/dyslexia early in school, which is strange because school is a place where children spend most of their time.
Användargenererad livestreaming, nätgemenskaper & social interaktion : En kvalitativ undersökning gällande interaktion mellan tittare och streamare på plattformen Twitch
The popularity of video games has been boosted by the rise of user-generated live streaming platforms, and the biggest of them all is Twitch. The popularity depends on Twitch alignment of live streamed video games. The stream is created by a player who broadcast and streams the video game online. The video game can then be watched by a viewer that is interested in the video game. In every stream there is an implemented live chat that allows the viewer to interact with the streamer while the stream is online.
Hopp som i hare : Om undanträngningens roll i arbetet med min diktsamling
AbstractThe aim of this essay is to analyse what roll repression has had in the making of my unpublished collection of poems entitled Hopp som i hare. I examine how the autobiographical subject abortion has influenced the writing process and the outcome of the poems. By presenting literature that?s been important in the making of the collection I show some thoughts and ideas about Post Abortion Stress Disorder, a diagnosis without scientific grounds. In a discussion I go through the whole writing process from subject and genre choice through the revisions till the final version that were sent to be commented by the class in creative writing at Växjö University 2008.
"EXPRESSIVE WRITING" : - en kvalitativ beskrivning av innehållet i psykologistuderandes expressiva skrivande
Den amerikanske psykologen James W. Pennebaker introducerade på 1980- talet en ny metod där man skulle hantera sina känslor genom att skriva - att ?skriva sig frisk?. Metoden kallas ?Expressive Writing?.Med hjälp av metoden ?Expressive Writing? har jag i en empiristyrd studie fått inblick i psykologistuderandes expressiva material.
Svenska och utomhuspedagogik i lågstadiet : -Vi går ut för att lära in
AbstractThe comprehensive purpose of this essay is to get deeper insight, and more knowledge of how it is possible as an educationalist to integrate Swedish with outdoor education at a junior level. Children learn to read in different ways. In order to improve their reading and writing it is important to be open for alternative ways. In my survey I have chosen to interview three active educationalists. The method I selected was quality interviews.
Att producera eller reproducera text? : En studie av fem gymnasiepojkars arbete med skrivprocessen i en provsituation
AbstractAuthor: Annelie JohanssonYear: Spring 2006Swedish title: Att producera eller reproducera text? En studie av fem gymnasiepojkars arbetemed skrivprocessen i en provsituation.English title: To produce or reproduce text in essays. A studie of five high school boys? workwith the writing process in a test situation.City, university: Växjö, Växjö Universitet, institutionen för humaniora [Växjö, Växjö University, School of the Humanities]Pages: 53Content:The major aim of this study is to investigate how five male high school students in the ages seventeen to eighteen produce or reproduce in their texts during an essay examination. Focus is also put on the five students? writing processes in a classroom situated writing task and on their own comments to their writing.