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1163 Uppsatser om Game Writing - Sida 44 av 78
Integrerad Kommunikation för att stärka ett Nation Brand
The aim of this paper is to explain how the European Union?s common strategy for theCommon Foreign- and Security Policy (CFSP) will change with the implementation of the Treaty of Lisbon. A comparative case study and qualitative method is used. On the basis of Smith?s theory of institutionalization we will analyze two member states: France and Denmark.
Svenska Konstnärernas Förenings arkiv
This paper is an account of the work around the arrangement and registration of the archive of the Swedish Art-ists? Association?s archive. The Swedish Artists? Association is an association of artists that both makes exhibi-tions for their members? works and handles the Artists? House, called Konstnärshuset in Swedish. During the work with the archive the author faced a number of challenges and problems.
På väg mot flerstämmighet : Svenskämnet och medialiseringen
Abstract The use of electronic media plays an important part in the life of youth and especially Internet and mobile phones are important in the social and cultural networks of youth. The first step of this thesis is to examine the ICT-based activities of upper secondary school students through an online survey. The second step is to examine what didactic implications can be derived from the ICT-based activities in the subject of Swedish. Results from this survey and national and international research show that young people spend the majority of their leisure time on the Internet. The result also shows that media activities displace other school related activities such as traditional reading and writing.
Att utveckla spellägen till fightingspel
Den här uppsatsen har skrivits i samband med ett examensarbete som jag gjorde på Shortfuse, ett företag under bildning i Gothia Science Park vid Högskolan i Skövde. Det som jag har gjort under examensarbetet var att ändra vissa befintliga spellägen och att designa helt nya spellägen till fightingspelet Colosseum. Målsättningen är att utveckla nya spellägen utan att lägga till eller ändra på befintlig spelmekanik.Resultatet av arbetet ledde till en lösning på hur målsättningen kan uppfyllas, nämligen genom att kombinera befintlig spelmekanik på nya sätt. Men jag kom fram till att det ändå inte går att designa något nytt utan att ändra på spelmekaniken åtminstone lite grann. Slutsatsen är att den positiva inverkan en idé skulle ha på spelet måste övervägas mot hur mycket det kostar i form av tid och pengar.Dessutom ledde arbetet till beskrivningar av tre olika metoder för att komma på nya idéer.
E-handel : Inte bara guld och gröna skogar
The purpose of this essay is to analyze and understand which difficulties that e-company's struggles with the most, and what their strategies are to overcome this problem. Sales of clothing through e-commerce have made the shopping experience faster and more comfortable, but on the other hand it has created a couple of problems which makes a big difference in the purchase of clothing, we are partly talking about the absence of the testing opportunity. To not know whether or not the shirt or pants will fit, leads customers to a game of gamble every single time they purchase a garment. Another problem which makes customers nervous before a purchase is the absence of a physical salesperson. This might lead customers to question whether or not the company exists.
A spaghetti bowl of preferences? : om preferentiella handelsavtals påverkan på WTO
The aim of this thesis is to clarify the affect that preferential and regional trade agreements have on the World Trade Organization (WTO), as being establisher of the international trading regime. The essay is an explanatory literature study, which strives to answer the following questions:Are regional and preferential trade agreements a threat or a complement to the WTO?Is an undermining of the MFN principle weakening the WTO?How do regional trade agreements made by the EU affect the future of the WTO?The empirical material is to be analyzed using an explanatory framework, which is based on neo-liberal instutionalism, theories on regime changes and a game theoretical approach, using prisoner?s dilemma. I will employ the EU-ACP relation, the Cotonou agreement to exemplify how an agreement of this kind can have an influence on multilateral trade. The result shows that preferential agreements do have an impact on the WTO, one that is fairly negative in scope.
"Allt ska dokumenteras" : - en kvalitativ studie av den ökande dokumentationen inom svensk sjukvård
The main purpose of this essay is to study the role of documentation in Swedish health care today and the consequences of the augmentations in paper work that have taken place during the last couple of decades. The method used in this study is interviews with health care personnel.The following questions are treated:- What kind of documentation has increased in Swedish health care?- How is the patient/health care professionals affected?- How is the work of the health care professionals affected?The conclusion of the essay is that the increasing amount of time spent on documentation that for much part has never been performed before, (such as risk analyses, statistics and writing much more thorough charts), has consequently left very little time for actual patient care. The research also showed that faith in health care professionals has significantly decreased and that one of the major reasons for increased documenting is the anticipation of and therefore protection against potential complaints. Finally there seems to be a greater focus on being service-minded rather than on providing quality health care..
Arbetssimulator med Wii Remote : En guide till utveckling av en simulator
Detta är ett uppsats på D-nivå. I en tidigare kurs, inom vårat program Data- och Systemvetenskap, kom vi på en idé om hur man kan förbättra/komplettera utbildningen av nyanställda som befinner sig i en stressig arbetsplats på företag där det är ett ständigt behov av återanställning av personal. Vi utvecklade detta koncept och kom med idén till en simulator som kan utbilda personal samt minska stress hos nyanställda. Idén mognade till en Serious Game simulator baserad på en Wii-kontrollerad PC-baserad simulator med Bluetooth-stöd.Syftet med denna uppsats är att skapa en guide om grunderna i en simulator som utnyttjar Wii-kontroller som externa inmatningsenheter. I denna guide kommer vi att täcka hur Nintendos Wii-kontroll fungerar, hur man kan skapa enkla 3D-modeller i Blender och även hur detta kan implementeras i Microsoft XNA.
Tankar kring informationssökning: hur ser uppsatsstudenter på BHS på sin egen informationssökning?
The purpose of this thesis is to investigate how students writing their master thesis seek information, how they reason about their information seeking behaviour and how their studies in LIS could have affected their information seeking behaviour. The result was analysed with Roger Säljö?s theory about the sociocultural perspective about how individuals learn in relation to their context and the social practice that they act in. The following conclusions were drawn from analysing the result. The students didn?t really reflect over their information seeking behaviour.
Barnet i arbetarlitteraturen : En komparativ studie mellan Moa Marinsons Mor gifter sig och Susanna Alakoskis Svinalängorna
This paper is an account of the work around the arrangement and registration of the archive of the Swedish Art-ists? Association?s archive. The Swedish Artists? Association is an association of artists that both makes exhibi-tions for their members? works and handles the Artists? House, called Konstnärshuset in Swedish. During the work with the archive the author faced a number of challenges and problems.
Berlinolympiaden 1936 : Tre olika tidningars syn på Tyskland i samband med olympiaden i Berlin 1936
It is widely recognized that the town of Södertälje, a small Swedish town of 85 000 inhabitants, has alone received more war refugees from Iraq than the US and Canada have put together. Whilst writing this thesis had nearly 6000 Iraqi refugees sought their way to Södertälje since the US invasion in Iraq 2003.Nevertheless, life is not what the media and the government retail. Six of these Iraqi refugees who resided in Södertälje share their life stories in the following thesis. They discuss their escape from Iraq and the difficulties of living in the segregated parts of Södertälje where they solely speak Arabic and Assyrian, whilst learning Swedish at sfi (Svenska för invandrare, Swedish for immigrants). Another distress is related to the unsecure future in Sweden waiting ahead. The aim of this thesis is to engage in, and highlight the studies of six sfi-students in their endeavor to learn Swedish, whilst struggling through Swedish bureaucracy and experiencing despair due to their situation and uncertain future. .
Den moderna komposit?ren vs. ett ljudchip fr?n 1983
I detta arbete redog?r f?rfattaren f?r en del av spelmusikens historia, vilka influenser och
tekniska begr?nsningar som lett till att bit-musik, med fokus p? 8-bitars musik och med inslag
av 16-bitars musik, l?ter som den g?r, samt g?r en analys av 8-bitars musik p? bakgrund av
musikteori, musikpsykologi och kompositionsmetod. F?rfattaren diskuterar ?ven
begr?nsningar utifr?n ett historiskt perspektiv, och redog?r f?r uppkomsten av
kompositionsmetoder som anv?nts genom ?rhundradena, fr?n Bach till 1980-talets 8-bitars
komposit?rer. F?rfattaren kommer fram till att det g?r att applicera samma
kompositionsmetoder i 1980-talets spelmusikkontext som under exempelvis barocken, och att
analysera klassisk musikteori ?r anv?ndbart f?r att f?rst? och skriva 8-bitars musik.
Kan Hedvig lösa De mystiska tecknen? : en studie av två biblioteksdataprogram för barn
This thesis examines which function the information technology may have in thechildren's library, with the example from two library computer programmes. One is anexpert system, Hedvig, which will help children to choose and to find books, and theother is a computer game, The mysterious signs, that will teach children library user education.The main question is: What conceptions do the project-leaders, the children'slibrarians and the children have concerning the function of these two programmes in thechildren's library?The study is based upon qualitative interviews with two projects-leaders, fourlibrarians, three computer programmers and twenty-eight children.The theoretical material consists of examples on other library computer programmesfor children developed in Denmark and USA, some American studies in children'sabilities to use computerized information retrieval systems, and studies concerningchildren's relations to computers.The adult's conceptions of the computer programmes are divided into categories asfollows: Democracy, aspect of sex, complement, marketing, reading promotion,development of competence, information technology development, pedagogics, adulteducational activities, compensation and armusement, pedagogics, usefulness,effectiveness and information. These categories shall be seen as the conclusions of the thesis..
The Game of Flow : En studie över spelandets effekter på reaktion, minne och perception
I denna studie är syftet att belysa vilka effekter som underhållningsspel kan ha på motivation och koncentration samt även undersöka om spel kan användas för att förbättra den kognitiva prestationen. Konkret ställs frågan vilka förändringar som sker i reaktion, korttidsminne och perception efter att ha spelat Gradius 3 samt vilka orsaker som ligger bakom dessa förändringar. Resultatet pekar entydigt mot att spelandet har en positiv effekt och förbättrar den kognitiva förmågan. Särskilt när det går bra i spelet och man får ett flow kan prestationen maximeras, vilket överensstämmer med Csíkszentmihályis flowteori. Det flow som uppstår i spelet ger en euforisk känsla av tillfredsställelse som stimulerar motivation och koncentration, vilka båda är förutsättningar för bättre prestation.
"Got Skills...?" : En kvalitativ studie om kompetensutveckling baserat pa? StarCraft II
The use of computer games has grown exponentially in the past few years and StarCraft II is one of the most popular e-sports today, played by millions of people worldwide. This study investigates the game?s effect on skills, as perceived by the players of StarCraft II.The study was conducted by using an empirical survey and interviews. The skills being investigated were both physical and mental in their nature. The conclusion was that the majority of players perceived that their skills regarding reaction speed, multitasking, APM, analysis and strategy were increased the most, while there was a smaller change in social skills and language skills.