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1487 Uppsatser om Game flow - Sida 22 av 100
Nitrat i grundvattnet : Modellanalys av vattenflöde till Hörviks vattentäkt
A well, situated on Listerlandet in the western part of Blekinge in Sweden, has a very high content of nitrate. Water with a too high content of nitrate is hazardous to human health, in particular to small children. The area surrounding the well is mostly drained agricultural land with some larger farms for chicken and mink. The well takes its water from the bedrock and is deeper than most other wells affected by nitrate. The bedrock in the area is dominated by limestone with a relatively high flow of water.This thesis was performed in order to find the source of the nitrate.
Gaming och informationsanvändning : En informationsvetenskaplig studie av tv-spel och gamers
The purpose of this bachelor?s thesis is to examine video games, gamers and gaming from an information science perspective. The purpose of the study is partly to study video games as a type of information system and partly to study gamers information use, information seeking and also the experience of gaming. A selection of five games have been analysed using a topology for video game analysis created by Espen Aarseth. A quantitative investigation has also been made, in the form of a web survey distributed through four Swedish online forums, the result of which was analysed using Carol Collier Kuhlthaus model of the information seeking process.
Varmsmidning av aluminiumlegering 6026 T9 : Warm forging of aluminum alloy 6026 T9
In this project forging of aluminum alloy Al 6026 T9 has been performed in the temperature range of 400 °C ? 470 °C. The alloy which was in the shape of a cylindrical billet was formed in a press with the aim of analyzing the effect of different forging temperatures and required press load for optimal die filling. The component?s dimensions were later measured and compared to a reference piece.
...och så var det det där med betalningen? : En fallstudie om prissättningsförändringar för teknikkonsulttjänster och dess påverkan på etablerade kundrelationer
Studien undersöker känslomässiga reaktioner vid kooperativt spelande, vilka som är gemensamma för båda spelarna och hur de påverkas av hur svårt spelet är. Arbetet utgick från studier av spelares emotionella reaktioner på spel och teorierna om Flow. Spelet Sanctum användes i en serie tester där mätningar utfördes på två spelare med hjälp av rapportformulär, pulsmätare och hjärna-till-datorgränssnittet Emotiv EPOC. Studien fann att spelarna ibland upplevde samma känslor när de spelade tillsammans och att den ökade svårighetsgradens huvudsakliga effekt var att förändringarna i känslorna blev skarpare och större. Det tycktes huvudsakligen vara motgångar som splittrade spelarnas upplevelser.
Sambandet mellan saldodifferenser och effektiva materialflöden : Fallstudie utförs på Atlas Copco?s logistikavdelning
Problems arise when the number of products in stock does not correspond with the number of products the information system says the company has in stock. (Sharda & Agrawal, 2012) In order to change that, major changes has to be made when it comes to making continuous improvements and to raise their standards regarding product availability and record inaccuracy (Wild, 2004).The purpose of this study is therefore designed to identify factors affecting the balance differences and what impact it has on the efficiency of material flow. The demarcation of the work is that Atlas Copco has begun working with Lean and it will not be investigated nor the relationship between balance differences and Lean. The study was based on answering the following questions: What influencing factors can be identified for balance differences? What factors are relevant to the efficiency of material flow? What kind of impact the balance differences has on these factors?In order to answer the purpose and issues, a theoretical framework has been developed with help of literature studies and an analytical model.
Kort speltid ? djupt intryck: spel som hyrfilm
SVENSKA:
Vårt kandidatarbete gick ut på att ta reda på om det var möjligt att utveckla
ett kort spel i hög teknisk kvalitet och ändå skapa ett djupt intryck på
spelaren. Under projektets gång utvecklade vi, med hjälp av UDK (Unreal
Development Kit), ett skräckspel i 3D till PC vid namn The Horror at MS Aurora.
För att erhålla den höga tekniska kvaliteten som vi var ute efter användes
metoder som räknas som standard för stora speltitlar på marknaden: Animationer
spelades in med Motion Capture och musiken skrevs med en full symfoniorkester i
åtanke. Innan produktionsfasen tog vid gick alla gruppmedlemmarna igenom en
research-fas, där var och en satte sig in i de områden som skulle komma att
vara aktuella under produktionen (d.v.s. hur UDK fungerar, musikteori och
orkestrationsteknik, hur man arbetar med Motion Capture-data o.s.v.).
Exploatering, kommodifiering och megaf?retag i popul?rmedia: En kvalitativ narrativanalys av datorspelet Cyberpunk 2077
This thesis aims to research how megacorporations are depicted in popular media by analyzing the video game Cyberpunk 2077. In this assignment I focus on how the narrative of said game discusses economic globalization, megacorporations specifically which is accomplished using a set of theories such as: exploitation, commodification and capitalist realism. The analysis is constituted using a modified version of narrative analysis in order to better suit my research field as well as presenting a clear and concise structure a reader can follow. This study concludes that Cyberpunk 2077 constructs a dystopian world with the megacorporations holding the political power where the majority is constantly oppressed by the 1% in power. Things that we find human are questioned and diminished in order to increase the profits of those in power which tends to be the megacorporations.
Spårning av miljöstörande ämnen i Uppsala stads spillvattennät
To the sewer systems households, industries and other activities are connected. The wastewater is collected at treatment plants where a nutritious sludge is produced. The sludge does not only contain nutrients, but also hazardous substances originating from different activities in society. To reduce the flow of hazardous substances to treatment plants and to create a sustainable recycling of plant nutrients the Swedish Water & Wastewater Association has developed the certificate system REVAQ. This certificate requires a good quality of the sludge but also that the treatment plants maps the origin of the unwanted substances.
Separeringsmodul
In cooperation with the Gislaved company Lerocon AB [1], a separation module wasdesigned as a further supplement to the Module System. The aim of theprojectimplementation was that the separation module could be flexible enough to feed themetal pieces, screws, nuts and other items with large variations of size, appearance andmaterial composition. The module should also be cost effective to manufacture.A separation module is a design which is ment to streamline the work in industries withautomation of the lineoperations. The module feeds the details such as screws, nuts, washersand pieces of metal in a continuous flow in which traps separate the details from each other.Traps may vary depending on the purpose and of the details that are fed. Perhaps it isimportant for the user that the detail-orientation is right after the separation module, whichmeans that all the pieces witch aren´t are fed back in return.For companies and industries in lineoperations that can be made more efficient withautomation, are production flow an important watchword.
DRM - utveckling, konflikter och framtid : konsumenters reaktioner på och företags användande av DRM
With the digital revolution within video games, the need for Digital Rights Management (DRM) has increased significantly, alongside with the increasing problem of copyright pirates. To counter pirates, DRM was created to prevent illegal copying of software, this to ensure that the Distributors received an income for their work. DRM has, since the start of its use, been getting, a lot of bad criticism from the users of the software protected by DRM. The main function of this paper is to describe the creation and development of DRM by analysis of the vision of different groups on this phenomenon. The main questions are as follows, is it possible to define the very reason for why DRM was created and if so, can its development through time be defined too? What differences in opinions are there when it comes to DRM, counting the two major groups of creators, sellers, distributors (referred to as distributors) versus individual users (referred to as consumers)? In what way will the research results suggest that the future DRM will develop?The development has gone from solving puzzles in a handbook to start the game each time the user wants to play, to serial numbers that is needed during the installation of the game.
E.ON:s transformatorflöde - en studie av återanvändningen av transformatorer i projekt krafttag
Problem StatementAfter the hurricane Gudrun in January 2005 EON Elnät Sverige AB started the project KRAFTTAG, were 17,000 km of the airborne power grid shall be replaced with cables underground. The transformers in the airborne power grid shall be dismounted, renovated if necessary and then conveyed to stations, of type kiosk.Additional new transformers, more than planned, have been bought. This is due to the dysfunctional transformer flow from the demolished power supply to projects, were the new power supply is built, the general picture is complicated, since the reconstruction involves other companies and many employees at E.ON.PurposeThe purpose of this master thesis is to map and understand the existing transformer flow. The objective is to make a recommendation on how to increase the level of E.ON? s transformer recycling.Methodthe authors have worked with a system approach, including both qualitative and quantitative data.
Manual för elMaster Concept 2012
This thesis includes a description of the project flow for our projects at Semcon. The emphasis is on designing a manual for elMaster Concept.The project flow provides several minor and major elements plotting schedules for this project and the establishment of a manual. When a schedule is drawn, lists and tables with components and connections can be created. This is done to better manage drawings and make changes. These diagrams and tables are used in product manufacturing, testings, controls.
Produktutveckling och prestandatest av ett vattenvärmedrivet torkskåp : Jämförelse mellan tre utvecklade versioner av ett vattenvärmedrivet torkskåp
AbstractElectricity consumption is a globally increasing problem caused by the high share of electricity produced in coal power plants. These contribute to high carbon emissions when only about 1/3 of the heat generate electricity and the remaining 2/3 of the heat cools off. Combined heat and power plants (CHP) have high efficiency because they use the residual heat for domestic heating. The CHP plant often use fuels from renewable resources, giving them a lower carbon footprint, but are also depending on the heat demand. If electric powered products such as drying cabinets convert to heat powered products more environmentally friendly electricity will be produced by CHP plants, which can supplant electricity, produced from coal power plants and reduce carbon emissions.
Vägen till framgång : En semiotisk analys av Tv3s representation av myten om det goda livet.
In the research field of the cultivation theory focus has shifted from TV in general to studying specific genres instead. It is proposed that there are similarities in otherwise different shows and that these shows give it´s voyeurs a solution to their problems. The purpose however of this study is to investigate how the myth about the good life is posed in Tv3´s supply. The theories used in this study are closely linked by their meaning. Narrative talks about the fact that texts, video in this case, contain stories. Ideology is the set of visions and beliefs one person has on the world and myth makes social, historic and cultural decided power orders in to facts.
Identitetsskapande och socialisering i onlinespel : Formandet av en digital identitet
As social interactions migrate to the ubiquitous Internet we are facing a change in theway we relate to each other, which presents interesting new opportunities foranonymity to create identities. An aspect of this radically evolving technology thatexhibits strong possibilities for altering or producing identities is the rapidly growingonline game genre MMOG (Massive Multiplayer Online Game) which isentertainment that millions of people all over the globe engage in daily. Thisrelatively new platform for socialising has become of cultural and social significance,which is why it calls for examination and research. Thus, the main research questionsasked in this thesis are as following: How does players of MMOGs utilise the nighcomplete anonymity to present or modify their identities online? In which ways areMMOGs used as a platform for socialising and development of social groupdynamics? After observing a large group of players in a popular MMOG, as well asconducting several interviews with key identities within the group, I discovered three fundamental parts of identity creation, and created a model for use and applicationin different social situations and constellations..