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2414 Uppsatser om Game culture - Sida 19 av 161

Webbsida med interaktiv banguide

This degree project is made for Sundbyholms Golf&Country Club in Eskilstuna. The aim of the report is to produce a website which include a golf course interactive guide and an online game. Programs that have been used during the project are Adobe Photoshop, Macromedia Dreamweaver, Macromedia Director, Discreet 3DS Max and the plug-in 3DS Max Exporter. The choice of programs are based on experience and knowledge from the university education Media and Communication Engineering at Linköping University. The golf course guide contains a 2D-guide (image) and a 3D-guide (interactive image).

Lettiska Identitet och Kultur i Sammanhanget med Öst Invigdning av Europeiska Unionen

This research addresses the issues of identity and culture in Latvia in the context of the upcoming European Union enlargement in 2004. Political self- determination of Latvia was historically indebted to culture. The phenomenon of cultural identity, so important 12 years ago when Latvian independence was regained, is largely ignored by politicians in the upcoming enlargement process. This is especially worth attention since the 8-th parliamentary elections took place in October 2002. The obvious lack of interest in cultural issues on the part of politicians is compensated by the apprehensions in the society (reflected in mass media) to loose Latvian specific culture and identity when joining the big European family.

Fantasygenrens kvinnoskildringar : Fördomar och möjligheter i den fantastiska litteraturen

In this essay a conclusion about the way female characters are portrayed in fantasy novels will be attempted through an analysis of one selected female character from each selected novel. The works that have been chosen are; J.R.R. Tolkien?s The Lord of the Rings, Robert Jordan?s The Eye of the World and A Game of Thrones by George R.R. Martin.The analysis will be done with the help of examples and theories from both feministic criticism and gender studies.

?Boobs or gtfo? : En kritisk diskursanalys av bloggar i den svenska gamingdiskursen ur ett genusperspektiv

Research in the field of gaming and the gaming culture shows that the culture is characterized by sexism and hypermasculinity, however a majority of this research is conducted in an Anglo-Saxon context. Therefore the aim of this study was to elucidate the Swedish gaming discourse in relation to gender, gendered norms and stereotypes. We also sought to examine the relationship between the editorial content and the blog comments. The study was based on a critical discourse analysis with a gender perspective, applied to five Swedish gaming blogs. By implementing power theory and encoding/decoding theory, we have concluded that there is a discursive struggle, where one part of the gaming culture is characterized by male dominance, while the other part of the discourse is showing signs of resistance to this hypermasculinity.

Arts and Culture : en fallstudie av konstcentret PJ Olivier i Stellenbosch, Sydafrika

The intention has been to look at the school system in South Africa and specifically at arts and culture in grade 10 to 12. I have visited a number of classes and interviewed the teachers working at the art centre PJ Olivier in Stellenbosch. By doing this I wanted to get to know the system and to understand the intentions that the curriculum describes.I have all through the study related the areas I?ve looked at to the curriculum to see how well the intentions are implemented. I have also compared everything with the Swedish school system.The curriculum has good intentions but the country has a lot to do before they reach the goals with a school system where everybody is included and where there is ?ubuntu? (Zulu word for humanity or I am what I am because of what we all are).

Den planerade undervisningen om det finska kriget : En studie av hur gymnasielärare i Västerbotten och Österbotten planerar att undervisa om det finska kriget 1808-09

This study examines how upper secondary school teachers in Västerbotten and Österbotten plan to teach about the Finnish War 1808-09. The study includes written interviews with nine teachers in Västerbotten and eight teachers in Österbotten, who have answered questions concerning school policy documents, content and didactic methods. The purpose has been to examine whether there is a difference in historical culture in how the war is treated in the two regions. Historical culture is here meant within the prospective history lesson, where the pupils encounter history within certain boundaries.The result of the interview study shows that there are differences in structure concerning the school policy documents, but that these differences on the whole are compensated by the widespread interest in the Finnish War by the teachers in both regions. The differences in historical culture can be found within the construction of the content when it comes to the aftermaths of the war as well as the purpose of the teaching.

Franchiseföretaget jobzone : En studie om utmaningar och problem kring överföring av affärskoncept och organisationskultur

ABSTRACTHelena Nowachek The purpose of the following study is to focus upon the possibilities and challenges associated with the transference of corporate culture from one organization to another. I have chosen to address this by looking at the franchise company Jobzone, which works specifically with recruitment and outsourcing. As a method I have interviewed three people in Jobzone: one person who is responsible for education, one franchising boss in Sweden and one franchisee. To delineate the concept of culture I apply both Schein?s model, in which he divides culture into the three levels of artifacts, values and basic assumptions, as well as a general theory of communication.

TV-spel och folkbibliotek - nya medier, mediepanik och biblioteksdiskurser

The aim of this master's thesis is to study what attitude public libraries in Sweden show towards video games. By using critical discourse analysis as both theory and method we analyse several texts emerging from a debate mainly discussed in blogs. Main topics in the debate are video games in the library, the purpose of the public library and Library 2.0. Our analysis focus on views expressed concerning the work and purpose of the public library, the librarian and the library user - and to identify the main visible discourses in the discussion.Our findings consist of two discourses representing two different views in the debate. We call these two discourses the general educational discourse and the interactive discourse.

Älgbetesinventering på Orsblecks viltvårdsområde

The purpose with this report is to compare moose browsing in young stands within a small game preservation, and if there are any differences between two areas. The method used in the inventory is a local damage caused by moose browsing survey. It is suitable on areas that have more than 50 hectares but less than 250 hectares of young forest. Inventory of moose browsing is best done on bare ground in the spring and should preferably be done before the flushing begins at the pine. Orsblecks game management area is divided into two different moose management areas, Noppikoski and Siljansringen. During the winter Siljansringen has a denser winter strain of moose, because of the moose seek out lower parts with less snow during the winter. This should also lead to the southernmost part should accommodate larger proportion of damages caused by browsing by moose.

Tecken som stöd vid läsinlärning : Kan tecken hjälpa till att förstärka minnet av en ordbild vid läsinlärning?

AbstractThe purpose of the study was to examine if manual signs used as support to spoken and written language can be a god mnemonic for learning of word-pictures. I performed my study as an experiment in which I made a Memory game with word-pictures. I played the game with the children twice. The first time, we played without manual signs and the second time I used sign as a support. I observed the children and noted the words they learned to read with and without the support of manual signs.

Att komponera för kör : en studie om barnröstens utveckling

The purpose of the study was to investigate, using data from the sacerdotal culture, t h espouses of five priests. The main questions were: How does the priestly calling affect thespouse? Do the spouses involve themselves with voluntary work? Do the spouses feel thecongregation have expectations? Do the female and male answers differ?The sacerdotal culture has consisted of several elements. The main element is the priest?scalling for his work.

Illusion av val i spel

Vad är val? Är de val vi har våra egna? Spelutvecklare idag kämpar med spelares fria vilja då detta kan orsaka problem. Till exempel när spelare gör val som spelutvecklare inte har räknat med, vilket som följd kan skapa frustration hos båda parter. Problemet med spelares oförutsägbarhet i sina val är något som spelutvecklare ständigt har försökt lösa. Idag finns det flera tekniker som syftar till att diskret manipulera möjligheten till val inom spel och samtidigt låta spelare vara ovetande om detta.

Hur företagskulturen påverkar designers arbetssätt : En fallstudie på ett IT-företag

Through a case study at an IT company we have attempted to ascertain how a company's organizational culture affects its designers' way of working. By examining what ?type? of designers the employees are and how this is reflected in their work, we hope to have correctly determined what their organizational culture looks like and thereby have achieved a plausible result in our study.Aside from two interviews with the company's CEO, we also performed eight observations at the company, where we tried to blend in with the employees, to better determine their way of working together.We have found that the designers' trust in their own instincts has led them to rarely act on feedback from clients ? they only pick out the proposals which have a ?mainstream? potential. We have also discovered that their design approach is something they don't feel inclined to discuss amongst themselves. As it is often ?indescribable?, they go with their intuition and unspoken design conventions..

Unga ledares ledarskap - en kulturell fråga

Culture is seen as an abstract phenomenon, not easily defined. It is cathegorized as something that affects every person, though it is seldom described how. This study adress how culture, in the form of basic assumptions and accepted behaviors and ways to think affected how young coaches formed their leadership under the influence of their organization. The possible implications for the importance of knowing about ones culture in an organization affect both the recruitment process in organizations and what the organization stands for and what is conveyed through values and ways to act in the organization. The purpose of this study was, through the use of semi-structured interviews with young coaches and organizational leaders and a review of policys, to get the perspective and experiences of young coaches regarding cultural influence on their leadership.

Professionell kultur-Skapande skola : En kvalitativ studie om synen, bemötandet och användandet av Skapande skola i Värmland

Children and young people's right to culture is a priority in the Government's cultural policy. Creative school was introduced in 2008 with the aim that children and youth should receive professional culture in school and increasing access to culture in all forms of expression and possibilities of their own creation, with starting points in the school curriculum. The purpose of this bachelor is to explore the view, the treatment and the use of Creative school in Värmland. A comparison has been made between professional culture, which conveys the culture and culture Coordinator who develops and co-ordinates the work of culture in schools, based on their experiences of creating school. I have looked at what barriers and opportunities there are in liaison with the school and how creative activities can be integrated into the school's other subjects.

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