Sök:

Sökresultat:

1390 Uppsatser om Game music composer - Sida 17 av 93

"Hellre en bra story än en dålig" : En kvalitativ studie om framställningen av berättandet i tv-spel

Within the literature and film sciences there are clear models of storytelling and methods of creating a good story. In the game industry it's more difficult because the games are often non-linear, and games are a less established medium than the other two. With this study our purpose was to examine game developers and methods they used when creating a videogame, with focus on storytelling. Four interviews were made with representatives from four different videogame companies in Sweden. The information from the interviews was put in relation to theories regarding the structure of videogames and an established model for creating videogames.

Prediktering av skogliga variabler med data från flygburen laser : En jämförelse mellan multipla regressionsmodeller och k nearest neighbour-modeller

This study has the purpose of looking at the current and future position of record labels from a context involving the technological developments, while the opportunities for the artists are changing. As the actors inside them music industry find themselves in an ever changing climate where traditional supply chains are threatened by new technology, the record labels need to change the way they work in order to maintain their existence in the music industry. The study has been conducted by interviewing a number of people involved in the music industry, by using a qualitative method approach. The conclusion of the study shows that the traditional way of doing business by treating music as a product that makes revenue is gone. Instead the labels have to take on new roles formerly run by third parties in order to survive and be profitable, especially since artists can now in control of activities that used to be controlled by the record label..

"Jag skulle vilja köpa 1 öra och 1 par lungor" : En innehållsanalys av uppgifterna i ett digitalt pedagogiskt matematikspel.

In this thesis, the four types of math problems that occur in the digital educational math game Zcooly Affären 2 have been analyzed. Focus has been aimed at how the problems mediate instructions and mathematical concepts to players, and how the mathematical content is supported by the context within the game. The result shows both positive and negative aspects of the math problems, based on the theories for math education used in this thesis. Apart from the analysis of the game, this thesis also presents earlier research regarding what possibilities digital games possess as tools for learning. Researchers have partly different views on how digital games should be designed to enhance learning, and whether or not games are efficient to use for learning purposes..

En musikinspelning - En studie om musikproducenters syn på sitt samarbete med artister under musikinspelningar

I denna uppsats undersöker jag hur musikproducenter ser på sitt samarbete med musiker/artister under en musikproduktion. Metoden för undersökningen är en kvalitativ intervjustudie där tre etablerade svenska musikproducenter intervjuas. Resultaten visar att musikproducenterna lägger stor vikt vid sitt samarbete med artister. Några utav slutsatserna är att musikproducentyrket idag i Sverige handlar mycket om att kunna fatta beslut och agera som en musikalisk vägledare.A recording session - A study about music producers' way to look at their cooperation with artists during recording sessions. In this paper I will investigate how music producers look at their work with musicians/artists during a recording session.

Musikavdelningar ur ett tidsperspektiv : En kvalitativ studie av musikavdelningarna på fem folkbibliotek

The aim of this study is to examine how work at music departments in public libraries has changed with time. To analyze this, the role of music libraries as well as music library users, selection, holdings, acquisition and technological development have been examined. The examined data consists of qualitative interviews with music librarians and library assistants at public libraries in Sweden. To get a time perspective, handbooks and articles about music departments in libraries have also been analyzed.This study emanates from Sanna Talja?s discourse analysis of music libraries in Finland.

Musiklärare i utbildning och arbetsliv - En studie om musiklärarutbildningar vid Musikhögskolan i Malmö ? ur ett teoretiskt och praktiskt perspektiv

Title: Education and working life of music teachers, a study of the music teacher education at the Malmö Academy of Music - from a theoretical and practical perspective. The purpose of this study is to examine the possible flaws within the single subject music teacher education. The study is based on qualitative interviews of four informants, two recently graduated music teachers, and two representatives of the potential employment market. In the theory chapter we provide the reader with a pre-comprehension of the content and foundation of the music teacher department, as well as the duties of a music teacher. In the result chapter we provide a compilation of the opinions of our informants regarding the music teacher education at the Malmö Academy of Music, as well as the demands and expectations in their profession as a music teacher.

Experimentell spelmekanik - Realtidsaction m oter turbaserad strategi

In the gaming industry, it has long been popular to combine genres with the aim ofcreating games that bring together the best of several worlds. However, there are stillmany unexplored combinations with good potential.This report addresses the planning and development of a game prototype that combinestwo game genres, turn-based and real-time strategy. In addition to presenting the results,the report also discusses the di culties that were encountered and how they were handled.The prototype contains a working combat system and a basic AI. The prototype ismodular, which means that it is easy for an end user to extend the game with extra content.Most elements that were considered important from the two genres were implemented, butthere is still room for improvement and further development.The result is evaluated by means of quality assurance, a process that is commonly usedin the gaming industry. The response has been generally positive, which indicates thatthe combination has potential and should be explored further..

World of Warcraft : En virtuellt social värld

In today?s modern society with high-speed connections covering the globe people are more than ever finding themselves gazing into the cold lights of the computer screen. On the other side a strange and exciting world yet to be explored awaits. Many are those who spend hour after hour running over green hills swimming in vast blue oceans in the lands of Azeroth, the playfield in the MMORPG game World of Warcraft. In media we often read and hear alarming reports on players stuck in this virtual world, ceasing to play a part in the real world.

Inspiration - Hur känns den? Inspiration - How does it feel?

The purpose of this work is to map what inspiration means to people who work with music, how it feels when you are inspirated compared to how it feels when you`re not. How does inspiration affect us? Are we depending on it? What do you do when you lack inspiration? Is it possible to ?inspire? one self? My method has been to interview eight persons, selected by me, who all work with music. I have used literature, for instance about our intelligence, and also different theories on the subject of inspiration. The results of the interviews show that our experiences of inspiration are individual.

Musikwebb ? En evaluering av webbtjänstens återvinningseffektivitet

The aim of this thesis was to evaluate the music downloading service Musikwebb regarding its indexing and retrieval effectiveness. This was done by performing various kinds of search in the system. The outcome of these searches were then analysed according to the criteria specificity, precision, recall, exclusivity and authority control. The study showed that Musikwebb had several flaws regarding its retrieval effectiveness. The most prominent cases were the criteria exclusivity and specificity.

Design av interaktionsmoment för spelarmotivation

The game industry is growing by every year but for some reason the research surrounding it hasn't caught up with its rapid expansion. This study aims at expanding the knowledge surrounding one of those areas, player motivations. An empirical model has been used to identify which interaction has the highest impact on player motivation in story-driven roleplaying-games. By conducting semi-structured interviews with eight different game developers using the GameFlow model to explore the use of interactions to sustain the motivation of the player a new criteria has been identified. This additional criteria was: Alive, and it was shown to have a high impact on motivation in story-driven roleplaying-games.

"Din sökning gav tyvärr inga träffar" : en kvalitativ enkätstudie om användares svårigheter med att söka noter i Statens musikbiblioteks onlinekatalog

The purpose of this Master?s thesis is to study how well the online catalogue of The Music Library of Sweden works when ordinary users are searching for sheet music. The issues studied are: Why do the users fail to find the sheet music they are looking for? Do the users take advantage of the possibilities that the classification codes of the SAB system offer? If not, why?The source material of the study is 144 comments from a user questionnaire about the online catalogue and, in addition, the search log for one day (513 queries). The comments were sorted into seven groups depending on the type of information need, for example searches for certain instrumentation or genres and problems with spelling.

Klövviltets nyttjande av foderraps på viltåker och betespåverkan på angränsande skog

Today we have more game species than ever before in our landscape, both regarding number of species and number of individuals. The increasing number of wild species is an increase in game recourse for the countryside. The increase of game species, however, has negative effects on forests and agriculture land. The negative effects for forestry are damages on economic important trees, due to losses in production and quality. However there are ways to decrease the damage on valuable and important trees.

Sånger från graven: En kartläggning av krafterna som hämnar den digitala revolutionen inom svensk musikdistribution

Songs from the Crypt: Mapping the Forces that Hinder the Digital Revolution of Music Distribution This paper seeks an explanation to the low market share growth of the commercial digital music distribution in Sweden. The analysis identifies a spectrum of obstacles that hinder the digital distribution technology from becoming the main form of music distribution in Sweden. These obstacles make the digital music distribution less favourable in comparison with physical distribution from the consumer?s point of view. The authors suggest that in order for the digital distribution of music to become competitive the digital product would either have to be developed further to offer more customer value or the so called a là carte retail model would have to be replaced by a subscription-based distribution model.

?Vi är till för kommuninvånarna? : En kvalitativ studie av musikavdelningen på Enköpings kommunbibliotek

The aim of this study is to examine the significance of having a music department at the public library in Enköping, and how the organization of the phonograms is handled. The different areas examined are the reason of the reintroduction of a music department, its budget, its users, the work with selection, the marketing, statistical data concerning loans, the work with classification, indexing, and organization of the phonograms and the future of the music department. The empirical material consists of qualitative interviews with staff connected to the music department at the public library in Enköping. For the theoretical frame, Sanna Taljas discourse analysis of music libraries in Finland is used. Talja presents three discourses which all show different views on what kind of material a music library should contain.

<- Föregående sida 17 Nästa sida ->