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6712 Uppsatser om Game development - Sida 16 av 448
Time efficiency in a product development process
Purpose: We wish to gain a deep knowledge about product development processes in relation to the aspect of time in companies in highly technological and rapidly changing markets. The purpose is to establish how organizations better can employ time as a resource to make the product development process more efficient. Conclusions: Information we gathered from theory and primary data show that information flow, synchronization and time profit when seeing time in three dimensions are factors which should be reflected in the architecture of a product development process. To illustrate our findings, we decided to create a model..
3D-objekt via metoden kollage
Datortekniken har utvecklats vilket innebär att man kan göra mer högupplösta
3D-objekt (se ordlistan) som ser mer realistiska ut än sina föregångare vilket
har skapat en trend där 3D-objekten ska vara realistiska. Vi vill bryta den
realistiska trenden genom att ta inspiration från det konstnärliga fältet
vilket ledde oss till att undersöka de metoder som surrealisterna kan ha
använt. Surrealismen innebär att konstnären vill fånga sina inre visioner och
drömbilder.
Undersökningen sker med fokus på metoden kollage, utklippta bilder som sätts
ihop till en bild, såsom bland annat Max Ernst utförde det. Vidare testas våra
egna varianter av kollage och därefter diskuteras arbetsflödet i de olika
varianterna.
Effektivisering av UI-utveckling i datorspel
This thesis presents my work at the company Fatshark AB in Stockholm. My supervisor Rikard Blomberg, who works as a chief technology officer at Fatshark and is one of the owners of the company, explained that they had experienced weaknesses in the methodology used when developing heads up displays (HUD) for their games. In the latest production, Lead and Gold, the HUD had been redesigned a number of times, becoming an unnecessarily big expense due to the number of work hours invested. In modern software development, an iterative workflow is commonly encouraged. Despite this fact, the work efficiency could likely be increased by setting up guidelines as a help in the process of developing HUDs and reviewing the solutions.
"Kom och hugg oss" : En studie om idrottsklubben AIK:s kommunikation i samband med det uppmärksammade hockeyderbyt den 22 december 2010
In December 22, 2010, the hockey clubs AIK and Djurgården played against each other in front of an audience of more than 11 000 people in Ericsson Globe Arena, Stockholm. Although it was one of the biggest games of the year, afterwards no one was talking about the actual game on the ice. The reason; several times during the game, hooligans from both sides started big quarrels and the hockey dome felt more like a war scene than a place for a hockey game. From a branding point of view, and along with similar incidents from the past, the night in December did not create a good situation for AIK and their image. Therefore, in this essay I want to investigate how AIK communicated through the crisis. I also want to evaluate whether their communication was good or bad from the perspective of different crisis communication theories.The essay?s research questions are:How did media describe the crisis and AIK´s part in it?What effect did AIK´s previous history of similar problem have on the ongoing crisis?How did AIK communicate through the crisis?How was AIK´s image affected by the crisis?What did AIK do well/what could AIK have done better?To be able to answer these questions, several news articles from the sports paper ?Hockeyexpressen? has been analyzed as well as a text from AIK itself.
Integrering av gamification i reklam : utmaningar, möjligheter och problem
In this study, we have explored a new area called ?gamification? ? a word and concept that was first introduced on the Internet autumn 2010. Gamification concerns integrating game design, with emphasis on game mechanics and game dynamics, into non-gaming contexts ? such as marketing. At its basic definition, it concerns the process of transforming all kinds of activities into games.
Utveckla idag Bevara i morgon - Ett hot mot den historiska staden som destination
The aim of this thesis is to identify and analyse the antagonism between conservation and development which occurs in historical towns.The base of the study is theories in destination development and cultural heritage tourism in historical towns as well as the consequences expressed in these theories concerning conservation and development. The standpoint was that an empiric study needed to complement the theory. This filed study took place in Dubrovnik in Croatia. The thesis identifies the antagonism between conservation and development based on the theoretical research. Moreover the study adds a perspective to the research through the identification of further dimensions of this antagonism.
Analys av NFL drafting och faktorers inverkan
American football is a well-known sport in America. In addition to the design and rules of the game and the surface it is played on, there are also other differences that are not directly visible. One difference noted in this study is how the teams in the game provide players. Each team has a board of directors together with the team's leadership and they will determine which players are most suitable for the team. These players are recruited to the team after graduating from a U.S.
Skada eller nytta? : En idékritisk analys av det internationella biståndets teoretiska grunder
Bachelor essay in political science by Marie Åberg, autumn 2011. ?Harm or benefit? A critical view of the theoretical grounds of the international development aid?. Supervisor: Professor Mats Lindberg. The first of the dual purpose of this essay is to present international aid policy ideas and the theoretical grounds of international development aid.
Ledarskap inom ramen för ett systemutvecklingsprojekt : fokus på en arbetsprocess med stöd i Vattenfallsmodellen
Many research reports mention the fact that a huge number of all system development projects never reach a successful ending; with other words never fulfil formulated goals. By identifying and forming success factors (and in some aspect risk factors) that the project manager in practice can use, this study may be seen as a step in the direction towards minimising the high number of failed system development projects. The purpose of this research report is to investigate how a system development project, where the development process is based on a specific development or process model (in this case the Waterfall model), can and should be driven. I aim to clarify what is demanded of a project leader for the specific development process and give an account for which eventual leadership qualities that can be well suited for given situation in relation to the need for technical competence. Among other things the project manager should inspire confidence, drive, be a decision maker, engage and own some form of basic knowledge in the field of system development.
Kvinnor, datorspel och identifikation : en genusanalys av två datorspel och två kvinnors datorspelande
This essay covers computer gaming as seen from a perspective of gender theory. The main purpose of the essay is to examine women?s relationship to computer games, and more specifically women?s attitudes to the games they play. The theoretical basis for this essay is sprung from a hermeneutic perspective. The empirical basis for analysis consists of two in depth interviews and game analysis of the two computer games Counter Strike and Final Fantasy XI.
Design och konstruktion av kaross till ögonstyrt arkadspel
Tobii Technology AB is a global leading company in eye tracking. The technology is a part of acomputer screen called an eye tracker. It enables computers to follow eye movement whichfurther make it possible to control the computer by only using your eyes.The mission was to develop an arcade game for eye controlled games that Tobii can use in theirmarketing or as a tool when doing researches about the interest in the technology amongst gamecompanies. The product realization involved designing an innovative, functional and futuristiccase which gathered the existing hardware and software to build the final prototype. In order toattract users it was important to focus on the visual expressions.Initially, the project started off with an information retrieval which contained interviews, fieldstudies, tests and literature studies.
"Det krävs en by för att fostra ett barn" : En undersökning av sex- och samlevnadsundervisningen i mellanstadiet.
The purpose of this paper is to investigate how gender and sexuality are made in the videogames Prince of Persia and Fable II, and more specifically to look at possibilities and limitations for the construction of gender and sexuality in these games. I understand videogames as an interactive media form that differs from other types of media like film and literature. It is a media form that depends on a player to be played. At the same time it is constituted by rules of how it can be played. I have analyzed my material by a method called close-playing.
An African Beacon of Prosperity: En kvalitativ analys av fattigdomsbek?mpning och h?llbar utveckling i Etiopien
This study aims to analyse the connection between poverty reduction and sustainable
development through strategies used for the reduction of poverty. With the methodology of
content analysis of three policy documents to provide and easy overview of how the government
of Ethiopia is planning to achieve sustainable and long-term poverty alleviation. The focus of
this study will be on Ethiopia, a country with very high economic growth in the past years but
still with hight poverty rates. The purpose of this study is to contribute to the already existing
and broad knowledge and research of sustainable development and poverty alleviation and
contribute with more research in Ethiopia where the research done in this specific area and
region is not in abundance. In this study all dimensions of sustainable development, social,
economic and ecological are included to get a more holistic picture of the sustainable
development in the government?s plans and its challenges.
Kunddriven tjänsteutveckling? - en kvalitativ studie av Scandinavian Airlines.
The deregulation during the last decade within the airline businesses have called upon a more fierce competition among airlines. This fact forces airlines to continuously focus on service development in order to offer attractive solutions to satisfy customers changing needs and stay competitive. This paper focuses on service development at Scandinavian Airlines. The aim of this case study is to examine the sources of information used in service development and new service development at Scandinavian Airlines. Further the aim is to examine whether information derived from customers can be shown to play a more important role in either service development or new service development.
Produktutveckling av EMV och LMV ? en jämförande studie
Existing studies concerning private labels are unclear as to whether private label manufacturers carry out product development themselves. Furthermore, there is a lack of studies comparing product development processes in private label companies and national brand manufacturers. This study highlights a set of critical product development factors and assesses their prevalence in four different companies in the Swedish retail business. The study is based on a number of qualitative interviews with key personnel responsible for various table fats. Findings indicate two levels of involvement in the product development process on the private label side.