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1390 Uppsatser om Game music composer - Sida 57 av 93

3D-objekt via metoden kollage

Datortekniken har utvecklats vilket innebär att man kan göra mer högupplösta 3D-objekt (se ordlistan) som ser mer realistiska ut än sina föregångare vilket har skapat en trend där 3D-objekten ska vara realistiska. Vi vill bryta den realistiska trenden genom att ta inspiration från det konstnärliga fältet vilket ledde oss till att undersöka de metoder som surrealisterna kan ha använt. Surrealismen innebär att konstnären vill fånga sina inre visioner och drömbilder. Undersökningen sker med fokus på metoden kollage, utklippta bilder som sätts ihop till en bild, såsom bland annat Max Ernst utförde det. Vidare testas våra egna varianter av kollage och därefter diskuteras arbetsflödet i de olika varianterna.

Möjligheter till uppfödning och utsättning av fasaner och gräsänder på Björnslunds gård :

This study treats the possibility of breeding mallards and pheasants on our own farm, Björnslund. From the beginning I considered to breed them from eggs to adults but after visiting several breeders I changed my mind. It seemed to be a lot of work with no economic profit in comparison with buying already hatched birds and then feed them to adults. If the business shall be profitable I have to be soll the hunting for the birds and then sell the dead birds to game purchasers. There are also calculations that show which price you have to charge for the hunting that will give a positive result. Another possibility is to own a slaughterhouse and sell the meat to restaurants and supermarkets.

Utformning och installation av musikstudio samt audiosystem för inspelning och redigering

The education program System design at the University of Kalmar has since it?s beginning been missing a near by studio for it?s students studying towards audio and music. In the choice of examination project I would take upon this task, which was long wanted for the teachers and students at the university?s Musikhuset.Musikhuset became the buyer of the project, and the studio was to be installed at their premises. Unfortunately, the project got jammed by the university?s financial savings calculations, and was due to this delayed in the end for 11 weeks.

Inventering av sidoområden med hjälp av GPS

This thesis is about the public library of Ulricehamn and the cultural activities at the library during the period from 1960 to 1998. We have focused on the study of the cultural activities. It begins with the foundation of the library of Ulricehamn and a historical background to it. It follows with the definitions of the public library and a historical background to the public library in Sweden. Then we present the goal of the public library in general and the goal of Ulricehamn's city library.

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.

?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.

Strömningssimulering i ett akvarium på Korsvägen Vetenskapscentrum

This thesis is about the public library of Ulricehamn and the cultural activities at the library during the period from 1960 to 1998. We have focused on the study of the cultural activities. It begins with the foundation of the library of Ulricehamn and a historical background to it. It follows with the definitions of the public library and a historical background to the public library in Sweden. Then we present the goal of the public library in general and the goal of Ulricehamn's city library.

Lära att öva : Högskolestudenter beskriver sin väg till övning

Den här uppsatsen handlar om en viktig aspekt i instrumentalundervisningen - övning. Syftet med uppsatsen är att undersöka om det finns någon viss ålder då man lär sig att öva,hur det går till, om man övar för någons skull och vad man måste ha lärt sig för att kunna öva.Undersökningen bygger på elva intervjuer med högskolestuderanden på musiklärarprogrammetsom har intervjuats om sin väg till den övning de har idag.Undersökningen visar att resultatet av processen att lära sig öva kommer ganska sent imusikutbildningen samt att de intervjuade studenterna har liknande orsaker till att de börjadeöva mer metodiskt. Orsakerna visade sig vara bland annat sökningar till nya utbildningar, elleren önskan att utvecklas mer på sitt instrument..

Sökande till IMH (Ingesunds Musikhögskola) som möjlig indikator på förändrade instrumentpreferenser bland barn och ungdomar

Detta är en undersökning av fördelningen av sökande till en musikhögskola vid tre söktillfällen med fem års mellanrum, 1997, 2002 och 2007. Mot denna bakgrund diskuteras förändringar i instrumentval som antas spegla förändringar för ca 20 år sedan då de sökande antas ha gjort sina val.Förändringar som jag har iakttagit är att instrument som går under den klassiska genren har tappat sökande men den är fortfarande den största genren. Instrument under afrogenren blir mer och mer populära och folkmusikgenren blir större och större..

Vad har hänt på biblioteket? En studie av kulturaktiviteter på Ulricehamns stadsbibliotek

This thesis is about the public library of Ulricehamn and the cultural activities at the library during the period from 1960 to 1998. We have focused on the study of the cultural activities. It begins with the foundation of the library of Ulricehamn and a historical background to it. It follows with the definitions of the public library and a historical background to the public library in Sweden. Then we present the goal of the public library in general and the goal of Ulricehamn's city library.

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..

Vad sjunger pedagogen? : En studie om genus i den svenska vistraditionen

The purpose of this thesis is to find out how gender roles are described in musical lyrics written for children. I used gender theories that describe how stereotypical gender roles are displayed in music and these theories were later compared with the songbooks I studied. The thesis is a qualitative study to detect masculine and feminine related differences in the texts. After having read, analyzed and compared over 200 songs I found that the stereotype notions of masculinity and femininity is reflected in songs. Society has transferred in this way normative values on to the children through the songs that teachers choose to sing in schools..

Varför slutar barn att sjunga? : En studie om barns sångutveckling ur ett genusperspektiv

The study deals with three questions concerning attitudes to singing: When does the joy of singing with girls and boys change to a feeling of ?I can not sing?? What is it that affects them? Are there any differences between girls and boys attitudes to singing?A questionnaire with 12 questions about singing was distributed to 5 girls and 5 boys in (Swedish) grade 1, 4 and 8. It turned out that the girls in the study ?play with singing? together or by themselves, while the boys are satisfied singing in school on music lessons. Because of this, the singing interest for boys gets lower and lower between 10 and 14 years.

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.

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