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1302 Uppsatser om Game medium - Sida 33 av 87
Datorspel till nytta eller nöje? En intervjuundersökning utifrån folkbibliotekariers perspektiv
This Masters thesis concerns computer games in Swedish public libraries. We have investigated the opinions of public librarians concerning what they think about computer games, and to what extent they believe it should be a part of the public library. The method we have chosen is qualitative interviews. The theory we have used is a pedagogical literature strategy, which we have reformulated so that it fits our investigation. The results show that the interviewed public librarians think that the library should offer computer games for children and youths to use at the library, and that they should offer computer games for lending, to all the library users.
Debattens tvärmediala rörelser - en studie av tre debattformat och deras förutsättningar
This thesis studies three kinds of debate formats. Those are DN Debatt, SVT Debatt and Ring P1. The focus lies in the interrelations between these forums and how they interact with theri audience. Since debate is an essential tool for political and democratic practice, it is vital to study the movements and the realtions between these media formats. Some of the questions in this study are: What happens with a debate topic when it moves between the formats? In which way are the formats democratic and what does their communicative forms mean for political practice and citizen participation? The study shoes how the interpretation of a specific term can expand during a debate.
När ett företag ska kommunicera : En explorativ fallstudie kring hur en kravspecifikation tas fram i syfte att välja ett internkommunikationssystem
The importance of internal communication within companies has increased in recent years. However, there are still a number of companies that are not adapted to the modern world and the new modes of communication the Internet provides. This study evaluates the internal communication of a medium sized company by holding semistructured interviews with the employees. The goal of the interviews was to develop a requirement specification. This requirement specification was later used as the basis to analyze possible aids for the internal communication of the company.
?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.
Överföring av elektrisk signal och effekt med magnetisk induktion.
This report tested the possibility of using induction as a mean for transferring data and power so that it can be implemented as a communication medium between a terminal and measuring head mounted in a measuring frame. This would eliminate the need for the cable bunches that are used today. For testing, signal generators were used to generateFSK-signals and were transferred with the help of inductors to the oscilloscope for signal detection, this to see how the coils used in the tests behaved. Simulations of a PLL were performed to see how good it could handle FSK-demodulation. With the help of a PLL IC and the simulations a working FSK-demodulator could be assembled.
Med kameran i fickan är framtiden i sikte
Syftet med uppsatsen är att undersöka betydelsen av mobilkameraalbumet som visuellt medium. Med relevans för mitt framtida yrke väljer jag att rikta in mig på gymnasieungdomar. Lärare behöver bli bättre på att använda vardagsbilder i undervisningen och inhämta mer kunskap om elevernas visuella kultur och hur man kan diskutera och problematisera den i undervisningen. I egenskap av bildlärare vill jag vidga utrymmet för ungdomars visuella kultur i skolan. Jag har ett intresse för hur mina blivande elever ser på bilder och bildkommunikation, visuella identiteter och visuella kommunikationsredskap, det är detta intresse som ligger till grund för uppsatsen.
Låt det lysa. Ett utforskande projekt mellan bild, ljus och yta
In my project I worked with fluorescent color and fear as a theme together. It was based on my question for what happens when you take all the lights out and highlight a fear or phobia. I wanted to experiment and explore the course of event within the surface of a picture by using this kind of paint.I worked with illustration and pattern to bind the two pictures together. The aim was to investigate what is possible with the picture as a medium and work with contrast to make it as effective as possible. My goal was to make one poster of each fear and to make them work together as a series as it?s best.I asked myself many questions such as;? What happens to the surface, image and room when you use this color?? Will a new quality appear?? What happens when you mix two pictures together on a parallel level that only show in different kind of light?.
Barns uppfattningar om och förståelse kring sin dyslexi : En studie i hur barn upplever sin dyslexidiagnos
AbstractThis act is about how five children with dyslexia consider and understands their diagnosis. It is also about their self-image, future sights and about how their school life is compared with before they got their diagnosis. The study is implemented autumn 2011 on a medium-sized school in central Sweden. The survey was implemented through interviews with the five children, of which four was girls and one was a boy. The study shows that the children understand their dyslexia relatively well, but that they experience that it is bothersome to live with dyslexia.
Fanan, förrädarna och friheten : Musiktexter med ideologiska teman från Tredje Riket till Vit Makt-rörelsen ? en komparativ textanalys
The making of a cultural historical exhibition usually involves the collaboration of two categories of professionals: the curator, in charge of the exhibition content, and the designer. From these positions, representing content and form, the team is in charge of cooperating towards a shared goal ? the exhibition ? which is the spatial expression of ideas.This MA thesis is based on my work experience as a designer of cultural historical exhibitions. By means of situations where my perspective collided with that of the museum curators?, I examine our different concepts on a number of issues: the meaning of an exhibition; the process; and the perception of what our respective roles are.
Kommunikation mellan två medium
The aim of this project is to find a concept solution for a wireless transmitting system, installed to transmit data from a hydrophone of the ocean floor down by a wave power generator to the office on shore. The project is a literature review in which previous observations and tests are analyzed and put together to find a solution. The result was a comprehensive solution that includes an acoustic modem to transfer captured information from the bottom to the surface, wirelessly through the water. The information is then sent fron the surface on radio waves through the GSM network to the office on land. Between under and over water there are components to convert information between acoustic waves and radio waves, but also various types of modulation, such as amplitude and frequency modulation is required..
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..
Behörighet saknas ? Tillträde förbjudet. : En studie om medborgarskribentens påverkan på journalistiken.
Mindre än en månad efter riksdagsvalet 2006 valet kommer det fram att nytillsatta handelsminister Maria Borelius anlitat barnflickor under större delen av 90-talet utan att betala arbetsgivaravgifter för dem. Magnus Ljungqvist anser att det är märkligt att ett sådant faktum konstateras utan att följas upp och tar saken i egna händer, ringer skattemyndigheten och begär ut Borelius deklarationer som visar att Borelius och hennes man sammanlagt tjänat cirka 16 miljoner kronor under 90-talet.Ljungqvist är en hängiven politisk bloggare som själv säger sig syssla med medborgarjournalistik. Ljungqvist positionerar sig i egenskap av att vara medborgarskribent som någon som både har utrymme att tänja på gränserna samt att vara hur subjektiv denne vill. Hur visar sig då skillnaden mellan en medborgarjournalistiskt -och en journalistisk text?Medborgarskribenten står utanför journalistkåren, dock blir gränsen mellan deras arbete allt mer vag.
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.