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1487 Uppsatser om Game flow - Sida 42 av 100
Att reducera ledtiden i en produktion med hög variation och låg volym - En casestudie på Lab.gruppen
Due to increasing product availability and higher demands on fast deliveries, the competition between companies is growing. To be able to satisfy the customers? requests an efficient logistics system with short throughput time is required. By using tools associated with Lean production companies are able to make great improvements in their manufacturing systems and reduce lead times to satisfy customer demands.There are two classifications associated with manufacturing, high variety and low volume (HVLV) and low volume and high variety (LVHV). The general belief is that the concept of Lean production is difficult to implement in a production environment with high variety and low volume due to the concept being adapted to mass production.
Nedläggningen av Bahco-fabriken : En lokalstudie av tre aktörers argument och agerande
The purpose of this study has been to investigate how individuals with reading- and writing disabilities and dyslexia handle their information need in the workplace. The method that has been used is a qualitative study made with interviews with individuals who have these problems, to see how they think and feel about the flow of information on their everyday basis. The study?s respondents are working women between the ages of 27 and 47 years old and they have reading- and writing disabilities and dyslexia. The most interesting results of this study are that the respondents are avoiding jobs where they need to read and write much and where they also do not like changes in their job situation.
?Men det är ju bara ett spel? : Samband mellan våldsamma tv- och datorspel och empati
Att spela tv- och datorspel är idag en stor del av många människors liv. Ioch med en förfinad teknik hos spelen, med bättre spelmiljö och artificiellintelligens skapas det en större realism och funderingar kan uppstå hur dettakan påverka en utövare. Den här undersökningen testade sambandet mellanempati och graden av våldsamhet i spelen hos en utövare. Det var 64gymnasieelever som deltog i en enkätundersökning, varav 16 var män. Föratt mäta empati användes Davis-IRI.
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.
Ett kärleksbrev till hantverket
Where is technology heading? And how will our behaviors towards these new innovations look? This project questions the direction of ?beyond smart? products, through scenarios within our everyday life. The work is both critical and speculative. Speculative in the sense that it is speculating in how a future scenario with ?beyond smart? products would look like.
Kvantifiering och kartering av föroreningstransport inom ett avrinningsområde
The aim with my master thesis is to develop and test the applicability of methods to quantify and map solute advective travel times and pollutant transport at the catchment scale. Such quantification and mapping can increase the understanding of catchment-scale pollutant transport in general and contribute to the identification of the main sources of water pollution and the most efficient measures to reduce such pollution. The study area is the catchment of Oxundaån, about 20 km north of Stockholm. For detailed GIS modeling of water flow and catchment-scale contaminant transport in water, I´ve used new high-resolution elevation maps, land cover maps and soil maps combined with other available relevant data..
Scenografi, min käre Watson! : En studie i scenografiska teknikers påverkan på spelare
This study explores Environmental Storytelling techniques and whether these can beused in combination with each other to lead a player through a game scene in aspecific pattern, affect the player?s narrative and exploratory view and explorewhether Self-paced Exploration can be combined with these techniques.It is a qualitative study conducted by six gaming sessions with accompanyinginterviews in which six people get to play one of three versions of the same gamescene. The only differences between the scenes are the different guidance techniquesused. The informants' movement patterns are identified and interviews recorded byaudio, as well as screen recording. The results shows that Environmental Storytellingtechniques can very well be used to control the player's exploration patterns, bothnarratively and navigation purposes and Self-paced Exploration can be utilized to agreater efficiency in combination with these..
Hållbar vattenkraft i Nissan : En förstudie och konsekvensutredning över förutsättningarna för ökade vandringsmöjligheter med nya fiskvägar.
The hydropower from Nissan River is of national interest and produces annually 230 GWh from the twelve power stations in the main flow. For modified waters a consideration between the power production and the biological values has to be made. This reports serves as a pre-study for Nissans Vattenråd. It tries to evaluate some of the biological values in the Nissan basin and map the power production in the area. And the size and value of lost power production from new fishways for the twelve stations in the main flow.The investment of new fishways is calculated using simplified templates with values from the business.
Renovering av flerfamiljsbostäder inom miljonprogrammet ur ett energi- och lönsamhetsperspektiv
Miljonprogram is a Swedish building program from 1964 to 1975. During that time about a million homes were constructed. Now, almost 50 years later, they are in desperate need of renovation. In order to fulfil the Swedish environmental objective to decrease energy consumption 50 per cent until 2050, considerable housing stock built under the Miljonprogram has to be renovated.Focus in this thesis is on the building services and theirs profitability that can decrease energy consumption in households build during the Miljonprogram. Building construction is not considered in this report.
Effektivisering av produktionsflöde : Införande av ny teststrategi
Ericsson AB in Katrineholm is a part of the Section Business Unit Network in the Ericsson Group. The plant's main task is to produce printed circuit boards in small volumes with a high product mix and focus on delivery and cost effectiveness. At the factory they produce printed circuit boards in the Module department.The Module department has for a long time had a high output of non-approved circuit boards in their production. This has led to a growing stock of non-approved circuit boards on the company?s repair department.The purpose of this thesis is to investigate how Ericsson in Katrineholm can increase the outflow of approved articles in their test process in the Module department.
Sociala spel på arbetsplatsen : En kvalitativ studie om sociala spels påverkan på arbetsplatsrelationer
Social games have become a digital phenomenon over the last few years, affecting a lot of peoples everyday life. This paper focuses on how social games can affect workplace relationships. Through qualitative interviews I investigate how people who play with their colleagues experience the social games and their influence on the social interaction in the workplace. 10 interviews were carried out with people from four different organizations. The findings from these interviews were then put in relation to previous research and existing theories concerning workplace relationships and social games.
Förskolans lekmiljö : En studie om hur pedagoger tänker om lekmiljöernas betydelse för barns utveckling och lärande
The purpose of my study is to describe how educators think about the play environment, the nature and its importance for the children's development and learning in preschool. The study is based on qualitative interviews with four active educators. The results of the study show that the teachers regarded the children's interests to a great extent when the different play environments were structured. They are also based on different themes that they have seen that the children were interested in, such as the fire station, hair salon or shop and café. Educators designing not only these play areas for different types of play for the children, but the different environments also have a learning purpose. The outdoor environment however attracts greater interest from children, to where they have more space to move freely in and outdoors, there are no limits to the children.
Medvetenhet om risker och konsekvenser med dataspelande bland ungdomar
Syftet med den här uppsatsen är att belysa problematiken kring dataspelsberoende och ta reda på hur unga män (killar) förhåller sig till detta. Vi ville ta reda på hur de ser på risken för att bli beroende på ett negativt sätt av att spela dataspel. Ser killarna det som ett allvarligt problem och har de några strategier för att inte påverkas negativt. Studien genomfördes i form av intervjuer i två fokusgrupper som bestod av fyra killar i varje grupp. Som grundläggande material för arbetet valde vi att använda oss av teorier om modernisering, stämpling, hyperverklighet och neutralisation.
Studie av internt materialflöde vid Volvo Pentas fabrik i Vara
Within today?s organizations there is continual development work to increase efficiency and the power to compete at the market. Production development with focus on continual improvements constitutes an important part of the daily work within a lot of organizations today.The purpose of this study is to contribute to a part of the development process that Volvo Penta factory in Vara has in mind. A description of the current situation was compiled by mapping the internal runnings and material flow throughout the factory. A new suggestion for a layout and a comparison with the current situation will assist with creating a factual basis for the development of a new goods reception.A study was made where the volumes and the quantity of the daily arrival goods were settled.
Infiltration of Waldheim
"Infiltration of Waldheim" är ett spel gjort av David Lindell (grafik), Andreas
Persson (programmering) och Mathias Jönsson (ljud och musik). Målet vi hade med
projektet var att ha en spelbar bana med minst en vapen typ samt fiender att
eliminera, allt ackompanjerat med pampig musik och en massa ljudeffekter.
Jag kommer i denna rapport beskriva arbetets gång samt reflektera över vad som
har fungerat och vad som varit mindre bra under projektets gång.
Mina planer för spelet var mest att lära mig mera om framförallt AI samt arbeta
mera i 3d. Spelet ska mest vara för mig själv, men med lite putsning och mera
innehåll eventuellt användas vid jobb ansökningar i framtiden..