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720 Uppsatser om Game intelligence - Sida 43 av 48

Distribution of wild boar (Sus scrofa) damage and harvest loss in crop fields

The last decades the populations of wild boar (Sus scrofa) has increased rapidly over the species? entire European range, including Sweden. This is followed by increasing human-wildlife conflicts as a result of the wild boar foraging behavior, causing damage to agricultural crop fields due to trampling and feeding. To be able to minimize damage we need more knowledge of where in the fields the risk of damage is high and what features in the landscape that affect this risk. I analyzed damage distribution in relation to the distance to six different landscape features; forest, road, ditch, building, game field and bait station, in the study area, the Island Mörkö in eastern central Sweden.

Battle of the Produce

Thesis Purpose: The purpose of our thesis is to explore different plausible scenarios concerning the future of the Swedish produce industry with regards to branding. Methodology: In order for us to answer the research question and fulfill its purpose, we have utilized a qualitative approach combined with of both an inductive and deductive theoretical approach. Our study is both explorative and speculative. Theoretical Perspective: The theoretical framework of our research is based upon Porters Five Forces and Competitive Advantage combined with Kapferers Brand Identity Prism and his ideas on Brand Innovation. Additionally, we have utilized the Game Theory.

Rysk Operationskonst : Utveckling efter kriget mellan Ryssland och Georgien 2008

The war between Georgia and Russia awakened the world pretty brutally when a small country like Georgia tried to restore order in South Ossetia. The war between the two countries took place over five days in August 2008. This paper discusses the Russian operational art and its development after the war. The starting point is to test the traditional and classic Russian theory of operational art. The aim is to describe and discuss the Russian operational experience and any developments and trends in the Russian Federation's armed forces. The purpose of describing the theory behind the operational art is to create an independent analysis model. The essay?s analysis is based entirely from qualitative research with the collection of qualitative data in the form of texts and documents with a holistic perspective. Initially, the theory chapter is created from an inductive approach to identify, define and describe the operational concept and principles, creating a theoretical model of explanation. The developed analytical model is based on the Russian theory of operational art and takes off from a deductive approach to the collected empirical data. The results of the performed analysis results are interpreted and the product of this presented in the operational conclusions. Russia had a strategic ability to win the war by means of strategic resources related to tempo, simplicity and shock effect on the Georgian troops. Russia carries out a variety of reforms and the outcome of the war demonstrates the importance of Russia having a strategic capacity to make use of one in the type of conflict that Georgia represents. This success shows that the strategic capabilities are initially a success factor, while the deficiencies in the operational and tactical levels cannot be accepted in the long run, but must be developed.

Framgångsfaktorer för implementering av Business Intelligence

SammanfattningI denna studie presenteras tidigare forskning som beskriver datorspelande som fenomen. Bland annat beskriver tidigare forskning hur utspritt datorspelande är, vem som spelar samt vilka konsekvenser det kan få. Dessutom framkommer olika riskfaktorer för datorspelsberoende. Detta kan vara bland annat kön, social utsatthet och psykisk hälsa. Det är också utifrån den tidigare forskningen som en kunskapslucka identifierades.

Ungdomars sociala lärande och kommunikation genom strategispelet League of Legends : en etnografisk studie om socialt lärande och kommunikation bland tonårskillar

Detta examensarbete, som skrivits inom området media vid Konstfack ägnas åt tonårskillars sociala lärande i strategispelet League of Legends. Jag har undersökt hur ungdomarna kommunicerar med varandra och vilka olika metoder de använder för att inskaffa kunskap som är nödvändigt för att utvecklas som League of Legendsspelare. Jag har utgått från kvalitativa intervjuer med tre femtonåriga killar och etnografiskt orienterade videodokumentationer som bas för min undersökning. Socialsemiotisk teori med ett multimodalt perspektiv används. Begrepp som jag använder mig av för att förstå och analysera min empiri är lärande och design.Analysen av intervjuer och videodokumentationerna vägleds av mina frågor kring hur ungdomarna lär sig av varandra och vilka resurser de skapar tillsammans.

Prestationsmätningar och Realtidsvisualisering på Sectra Mamea

Sectra Mameas is a medical technology company in an expansive phase that is planning to increase its volume capacity with 50 % in the beginning of 2009. This to be able to deliver the increased number of systems that the customers request. To be able to produce more units the takt time of the assembly line needs to be shortened. This could only be done by identifying and solving recurring problems. To be able to find the problems, create a common knowledge of which these are and eliminate them the production department of Sectra Mamea needs to visualize certainKey Performance Indicators (KPI) in the organization.

Theory of mind, språkliga förmågor och ickeverbal intelligens hos barn mellan tre och fyra års ålder : Översättning och validering av Theory of Mind Scale

Theory of mind är att kunna tillskriva andra människor mentala tillstånd som förklarar deras beteenden. Dessa mentala tillstånd kan röra sig om uppfattningar, intentioner eller känslor.    Theory of Mind Scale är en bedömningsskala utformad av Wellman och Liu (2004), som undersöker olika nivåer av theory of mind. Theory of Mind Scale är uppbyggd i skalsteg med stigande svårighetsgrad. Syftet med föreliggande studie var att översätta Theory of Mind Scale från engelska till svenska samt validera bedömningsskalan för barn mellan 3 och 4 år. Studien syftade även till att se om det fanns ett samband mellan dessa barns förmåga till theory of mind, impressiva grammatiska förmåga och impressiva ordförråd.      Valideringen i föreliggande studie visade att skalstegen i den amerikanska originalversionen av Theory of Mind Scale var applicerbara på barnen i föreliggande studie, med undantag för den sista uppgiften.

Att identifiera och hantera disruptiva teknologier

Syfte: Uppsatsens syfte är att öka den allmänna förståelsen för betydelsen av disruptiva tek-nologier, inom ramen för angiven målgrupp. Syftet uppnås specifikt via: a) En beskrivning och analys av hur företag hanterar och bör hantera sådana.b) Utvecklandet av en modell för identifiering och hantering av disruptiva teknologier. Metod: Föreliggande undersökning är en pilotstudie vars vetenskapsteoretiska ståndpunkt är hermeneutisk och metod är kvalitativ. Insamling av primär- och sekundärdata har, med löpande analys, skett i en växelverkande process mellan empiri och teori. Teoretiska perspektiv: Den teoretiska referensramen inkluderar tre kapitel som dispositionsmässigt följer på varandra.

Öppen och kollaborativ innovation : - Erfarenheter från sex företag -

This master of science thesis intends to examine how the established innovation theoriesinteracts with the social and cultural phenomena arising from the reduction in communicationcosts as a result of the development of the internet.The aim is to present a knowledge inventory of attitudes to and experiences of an openapproach, with emphasis on collaborative innovation, in product and service developmentdriven companies in different fields. The studied theories and the empirical results forms thebasis for an analysis of how companies can benefit from the diversified knowledge that existsoutside their borders as well as an exploration of the potential for this kind of knowledgeexchange to act as a catalyst for innovation.The theoretical part of the study is based essentially on two tracks: (1) innovation theories witha focus onopen innovation and user innovation, and (2) a broad review of how theories ofdiversified knowledgeand collective intelligence has become possible to apply in an innovationcontext. The empirical part of the study is based on material obtained from semi-structuredinterviews with respondents from six companies.The results show that companies have implemented unstructured innovation initiatives withoutany formal links to the structured product development processes, which are part of thecompanies core activities. The main conclusions include the following insights: There is a needfor structured links between the unstructured initiatives and the core activities, which makes itpossible to take promising ideas to market. The companies also have to lose some control of theunstructured initiatives; consequently it is impossible to pinpoint what the outcome will be.

 En kvalitativ analys av spelberoende

The aim of this study is to gain an increased knowledge and deeper understanding of compulsive gambling and its consequences in today?s society. Gambling addiction will be described and analysed by a selection of experts, therapists and people with an addictive gambling background. The basis of the empirical research has been undertaken by a qualitative design with interviews consisting of three fundamental themes. The research group of eight participants included four gamblers, two therapists and two specialists.

?Jag är typ bara en sån som gillar att läsa? : En studie av pojkars läsvärldar på en högstadieskola i södra Stockholm

Every now and then, in media research studies and in various newspaper articles, schoolboys´ issues reading habits are discussed. Much of what is written concerns boys decreasing marks in the field of literature, in the Swedish language and also their negative attitude towards reading books. Some scholars claim that boys do not read because they consider reading books as a women´s duty. Other people believe that underlying causes for boys negative attitude towards reading is biological, that it´s genetic and consequently physical, and that male and female brains are functionally different. Another theory of today is that boys actually reads, but not that kind of texts and literature that they are exposed to in school.Based on a selection of these opinions and theories, and my own experience and interest for questions concerning school and gender, the aim of this studie was to examine boys worlds of reading.

Borta bra, men hemma bäst? : En studie om ledarskap i en interkulturell kontext

The aim of this thesis is to create an understanding about how and to what extent a Swedish expatriate manager needs to adapt his/her leadership in accordance with the culture of the host country. Thus shall different managers? perceptions of experienced management overseas be studied. To accomplish our aim, three different problems have been designed. These are as follows: In what way does the manager?s earlier experiences and knowledge about expatriation affect her or his leadership in a new cross-cultural context? How does the culture of the host country affect the expatriate manager?s leadership? How does the expatriate manager handle contradictory demands: that is differences in expectations from subordinates and the higher management? We have chosen to use an abductive approach in order to do a qualitative study and we have therefore conducted eight case studies to create a foundation for distinguishing patterns.The case studies are based on eight Swedish managers with experience from expatriation. The theoretical framework is structured upon three main themes including; knowledge and skills a global leader needs to possess, the relation between the leader and subordinates, and contradictory demands.

Upplevelse genom navigation : Hur användarens förväntningar påverkar upplevelsen

Navigation är ett centralt begrepp i spelanvändning, trots att det ofta ses som ett nödvändigt ont. Det här arbetet intresserar sig för upplevelsen av navigation i två typer av programvara ? spel och nyttoprogram. Detta arbete går ut på att granska hur upplevelsen av navigation i programvara är beroende på användarnas förväntningar ? om användarna tror sig använda programvara för nytta eller för nöje.

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.

Att vistas ute på förskolans gård : Utegård som pedagogisk arena

Vi lever i ett samhälle där det förekommer mycket stress. Barn upplever en ökad stress som kan vara relaterad till minskad fysisk aktivitet på grund av att allt mer av deras fritid ägnas åt tevetittande och dataspel. Detta gör att en dålig vana växer även bland de små barnen, som hellre vill sitta stilla än röra på sig. Utgångspunkten är vikten av att redan i förskolan skapa en önskan hos barnen att komma ut i utomhusmiljö och att de ska tycka att det är roligt och spännande att vara ute. Syftet med studien är att lyfta fram förskolepedagogers yrkesroll för sitt pedagogiska arbete på förskolegården.

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