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1390 Uppsatser om Game music composer - Sida 35 av 93
Simulation av Xbox Live Indie Games gränssnittet
This thesis was developed as an assignment from Ludosity Interactive where the goal was to develop a copy of the Xbox Live Indie Games-marketplace from the Xbox 360. Ludosity Interactive had a necessity to easily test a game's attractiveness to potential customers using testing people from outside the company in a simulated Xbox Live Indie Games test environment; excluding this developed system there is no other way to do such an analysis without actually releasing the game on the Xbox Live Indie Games marketplace and then analyze the resulting sales from the product.The finished system had to be similar to the original system to the degree that a user could see past the interface itself and use the system just as he/she would have used the real marketplace. It also had to be easy to change and add games to the system so that Ludosity Interactive easily could show the games and the data that they deemed interesting for their tests. The final product was developed using C#, XNA and XML together with an Agileinspired development method in combination with Pivotal Tracker. This report describes how this product was developed..
Sjunkande kunskaper i musikteori? ? om en möjlig orsak : En undersökning om förekomsten av musikteoriundervisning bland Sveriges musik- och kulturskolor
Mitt syfte med den här uppsatsen är att undersöka om det finns ett samband mellan de försämrade musikteoretiska kunskaperna bland de sökande till musikhögskolorna och utbudet av teoriundervisning på de svenska musik- och kulturskolorna. För att uppnå detta har jag gjort en kartläggning av förekomsten av musikteori som enskilt ämne på de svenska musik- och kulturskolorna, samt hur denna bedrivs. Jag har använt mig av en enkät som rektorer eller lärare i musikteori har svarat på, samt undersökt antagningsproven (C-proven) i musiklära och satslära från olika år på Ingesunds musikhögskola. Enkätsvaren visar att en tredjedel av dem som svarat, erbjuder musikteori som eget ämne. Dessa skolor hittar vi i både stora och små kommuner medett varierat elevantal.
Vad är ett bra reklamspel?
Reklamspel är ett verktyg inom reklambranschen, en bransch som undergått stor förändring under senare års digitala utveckling. Denna förändring uppmanar ständigt till bredare kunskap och högre förståelse hos både skapare och användare.Syftet med uppsatsen var att påbörja ett ramverk för skapandet av ?bra? reklamspel. För det krävdes att ordet ?bra? definierades och kunde förstås så att även diskussionen kring spel och reklam förbättrades.Det material som uppsatsen grundats i kommer från en två månader lång praktik där ett reklamspel producerades och från det designdokument som digitalbyrån North Kingdom lämnade efter sitt reklamspel, The Coke Zero Game.Med kvalitativa metoder samlades resultat in och jämfördes mot en teoretiskgrund byggd på kunskap inom marknadsföring, interaktions- och speldesign, användbarhet och uttryck ofta använda i spelsammanhang.
På jakt efter miljörörelsens sångtradition
Is there a specific tradition of songs within the swedish environmental movement? What kinds of music has been performed in different situations and what does it mean to the movement and its inner life? The essay deals with a town meeting and action against plans of establishing passenger flights at a former military airport in Uppsala, looking at the action as a performance and as a ritual. The second part of the essay is built on interviews of three veterans of the movement's organisations one of which is as a singer-songwriter originally active in the peace movement of the 60's. The paper is about the songs and the situations in which they were sung, concluding that there is, the limited material considered, little evidence of considerable transfer of songs within the movement, though some coherence exists. The connection to between environmental movement and the swedish radical music movement of the 70's is also slightly mentioned.
Ljud och musik i varumärkesbyggande
This thesis aim to explain which part sound and music possess as a branding tool. We consider this to be of relevance since there is very limited reseach conducted on the subject. To fulfill the purpose of this thesis we have focused on three main issues. Our ambition is to describe this subject from a marketing perspective with the brand in focus.
"Take a Look at the Lawman" : Musik i TV-drama, en jämförelse mellan Miami Vice och Life on Mars
Tanken med denna uppsats är att försöka få en inblick i vilka funktioner musiken fyller i TV-dramat. Det finns en del studier att tillgå om filmmusik men ytterst lite om just musik inom TV-serier. Mitt syfte är således att undersöka vad för slags musik som används i TV-dramer, i vilka sammanhang den förekommer och dess relation i förhållande till det som utspelar sig i bild. Utöver det tar jag delvis upp diskussioner om huruvida vi ska uppfatta filmmusik medvetet eller inte. I och med det har viss vikt lagts vid att studera eventuella skillnader i upplevelsen och användandet av instrumentalmusik och populärmusik. Till mitt arbete har jag använt mig av tidigare forskning kring filmmusik och gjort en jämförande analys av polisserierna Miami Vice och Life on Mars.
Mer än ett spel : ? en kvalitativ studie om MMORPG-spelens påverkan på spelarnas liv
The phenomenona MMORPG-games ? a qualitative study on MMORPG-games effects on the players lifeThe aim of this study was to shed lights on what it is that makes some people play MMORPG-games, get a insight in how a gamers social network can look like and how the game can change the players everyday life. To acchieve this aim the authors carried out four individual interwievs with MMORPG-players. These interwieves was hermeneutic interpreted with the socialantropology networkstheory, roletheory, social identitytheory and the entirety was interpreted with the concept: ?the late modern society?.The conclusions that was found were that the games helps the players to handle their everyday life and has a condition for the players to produce relationships with other players.
Pedagogiska datorspel - Designandet av en teoretisk applikationsmodell för pedagogiska spel ämnade för gymnasieskolan, med elevperspektivet i fokus.
In this work we?ve been focusing on how to adjust educational computer games in order to make them suited for the educational context of upper secondary school. Our opinion and entrance to the study is that the related developers of the subject, in some ways, have failed to successfully combine and find the balance between the entertaining and pedagogical aspects in the games. Our main questions is which aspects in the games game developers need to take in consideration to satisfy the pupils, but also what qualities that is needed for them to function in their educational context. In order to do that we had to investigate the people of the target groups own perspective on what technological and social aspects in the computer games they assess as important.
Kvinnokroppen som diskursivt slagfält: avvikande visuella representationer av genus i Pussy Riots musikvideor.
In this paper I will examine the five Pussy Riot music videos that the group has published online on their official You Tube website. I will examine them through a ?gender lens? looking at their visual representations of gender vis-à-vis the hegemonic gender discourse in Russia. In addition I will examine their potential effects and if/how these visual representations can be understood as resistance.In my study I will take on a constructionist approach and the main theories being used to understand and analyze the Pussy Riot music videos are discourse- and representational theory including deconstruction, performativity and the social construction of gender as well as ?in-between? and deviant representations.
Den nya musikbranschen på AllEars.se : Det demokratiska mötet mellan skivbolag och artister på Internet
AbstractTitle: The New Type of Music Industry at AllEars.se (Den nya musikbranschen på AllEars.se)Number of pages: 49 (53 including enclosures)Author: Viktor BackemarTutor: Else NygrenCourse: Media och Communication Studies CPeriod: Fall 2007University: Division of Media and Communication, Department of Information Science, Uppsala University.Purpose: The purpose of this paper is to compare AllEars´ own view of the website AllEars.se to an observed view of the same site. The comparison is based on theories regarding the Internet in today?s society, convergence, communities and collective intelligence, interactivity and participation, and business in today?s society.Method: Since the paper has a purpose to compare two views of the same website there are two main methods in use. AllEars´ own view has been created via an interview with the company?s CEO, a press release that was released in connection with the launch of the website and texts found on the website.
Det politiska spelet bakom betygskompromissen år 2015 : En spelteoretisk analys av regeringens och Alliansens överrenskommelse gällande betyg från årskurs fyra
The essay?s main focus has been to investigate and analyze the political actions behind the 2015?s grade compromise; an agreement to introduce grades from the fourth year in primary school. Through a game-theory analysis, mainly based in Leif Lewin?s and Jörgen Herman's research on rationality in politics, this study examined the grade debate during a fifteen year period. The primary task has thereby been to explain the grade compromise through game-theory.
Elektronmusikstudion : : ett förteckningsarbete
The electronic music studio ?Elektronmusikstudion? (EMS) inStockholm was initiated in 1963. It has had several different managers throughout the years. EMS soon became a rather costly project. Furthermore there have been several conflicts among staff and users wich has contributed to EMS fairly turbulent history.
Vad är det som gör en låt "bra" och vilken roll spelar budskap och text i musik för tonåringar idag? En studie kring elevers tankar om musik och text
Denna studie är gjord för att undersöka ungdomars tankar kring musik och text, och då med utgångspunkt från forskningsfrågan: Vad är det som gör en låt "bra" och vilken roll spelar budskap och text i musik för tonåringar idag? Studien grundar sig i ett intresse för budskap i musik och funderingar kring huruvida detta budskap når fram till dagens tonåring. All musik förmedlar något men hur uppfattar mottagaren det? Handlar en bra låt endast om musik? Spelar texten den viktigaste rollen i sammanhanget eller är helheten det som tilltalar? Påverkas tonåringarna av musiken och det eventuella budskapet, eller är det något man inte alls bryr sig om? Under tre gruppsamtal med elever från årskurs 7-9 lät jag elever lyssna på låtar och läsa låtens text samt fritt reflektera kring detta. Slutsatsen man utifrån dessa samtal kan dra, är att musiken är det man först möter och således det som avgör hur låten tas emot, samt det som avgör om man är intresserad av att lyssna vidare.
Community Manager - en ny yrkesroll? : På uppdrag av Dohi Sweden
Propose/Aim: The aim of this thesis is to examine the professional role of the Community Manager working for gaming companies. The thesis will examine which background and previous experience a Community Manager should have and the tasks included in the assignment to see how this new role can contribute to the development of gaming companies.Material/Method: The method used in this study is of a qualitative character. The data has been gathered through e-mail interviews with five people working as Community Managers in the gaming business and in addition, through a textual analysis of five job advertisements. The results were analyzed on the basis of carefully selected theories in the field of strategic communication.Main results: The main result of this study is that the Community Manager's most important task is to act as a link between the players and the game developers by communicating with both sides. The Community Manager can receive important feedback from the players which can contribute to the game development. .
Stereotyper i toner : Musikens roll i konstruktionen av stereotyper i svensk film under 1990- och 2000-talet
The aim of this paper is to investigate what part film music plays in the creation of stereo-types in the production of Swedish cinema, in the 1990s and early 2000s. This period of Swedish cinema was largely defined through the visualization of life in the smaller provinces of the country. The results were reached through the analyzing of four important works of this era, representing different provinces and genres. The examined movies have shown frequent use of extreme characters and a somewhat hostile environment in search of an interesting story. The music is used in ways of describing class differences amongst the inhabitants and to set the gen-eral mood of the concerned provinces: an agent often working in the unconscious of the viewer in order to affect the final results..