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4001 Uppsatser om Game project - Sida 24 av 267

3D-avatarskaparen

This project report shows the work around a mockup to a three-dimensional avatar-making application. An avatar-making application is a computer-based software program in which it is possible to create your own personal virtual character. The possibility to use three-dimensional avatars can in the future be essential for adding extra personal information or characteristics to social communication over the internet or over mobile phones. The problem of transforming a physical form and reconstruct it to a virtual basis has been an important problem to solve for many companies and software developers in the, for instance, virtual worlds area. Methods and ideas over making this transformation is the key throughout this project.

Att designa ett multiplattformsystem : Interaktionsdesign möter agila projektmetoder.

This thesis examines the multiplatform design issues of a development project using agile project methods and how they were resolved. Data was gathered through observation, photography and keeping of a journal using action research as a methodological framework. The thesis is concluded with recommendations on how to deal with these issues in similar projects under similar conditions..

"Kom och hugg oss" : En studie om idrottsklubben AIK:s kommunikation i samband med det uppmärksammade hockeyderbyt den 22 december 2010

In December 22, 2010, the hockey clubs AIK and Djurgården played against each other in front of an audience of more than 11 000 people in Ericsson Globe Arena, Stockholm. Although it was one of the biggest games of the year, afterwards no one was talking about the actual game on the ice. The reason; several times during the game, hooligans from both sides started big quarrels and the hockey dome felt more like a war scene than a place for a hockey game. From a branding point of view, and along with similar incidents from the past, the night in December did not create a good situation for AIK and their image.  Therefore, in this essay I want to investigate how AIK communicated through the crisis. I also want to evaluate whether their communication was good or bad from the perspective of different crisis communication theories.The essay?s research questions are:How did media describe the crisis and AIK´s part in it?What effect did AIK´s previous history of similar problem have on the ongoing crisis?How did AIK communicate through the crisis?How was AIK´s image affected by the crisis?What did AIK do well/what could AIK have done better?To be able to answer these questions, several news articles from the sports paper ?Hockeyexpressen? has been analyzed as well as a text from AIK itself.

TRIM : ? Metod för att identifiera risker och uppskatta projekttider

ITT Flygt is a world leading company that mainly manufactures submersible pumps. A problem of ITT Flygt is that product development projects rarely manage to hold the estimated project time. It shows that something unexpected occurs in projects quite often, which results in delays. The delays can both be due to an optimistic time plan of projects and risks in product development projects which are not discovered at an early stage. This added with unforeseen delays makes it difficult for ITT Flygt to estimate the duration of their projects.The goal with the Master thesis is to examine a suitable method for simulation of project time.

Förbättring av väggfäste för flatscreens

The project was carried out in cooperation with the department of product development IOS at IKEA. The work included improvements of a new existing product that Ikea soon will release on the market, Observatör, a wall bracket for flat screens. The product is supposed to fulfil the needs within this market for IKEA. However, since Ikea was not satisfied with it, our work was to carry out the improvements that were specified in the beginning of the project. Another task in the project was to develop a side-product that is supposed to be used together with Obeservatör for storage of DVD/decoders.The project included labour as problem definition to final technical drawings and a prototype.

Integrering av gamification i reklam : utmaningar, möjligheter och problem

In this study, we have explored a new area called ?gamification? ? a word and concept that was first introduced on the Internet autumn 2010. Gamification concerns integrating game design, with emphasis on game mechanics and game dynamics, into non-gaming contexts ? such as marketing. At its basic definition, it concerns the process of transforming all kinds of activities into games.

Hemautomation : Spara energi genom att automatisera hemmet

In today's society there is a significant focus on energy efficiency. Despite this, people leave lamps, televisions and computer screens etc. powered on unnecessarily. The goal of this project is to build a simple prototype for home automation where a user, via an application on a mobile phone, can switch on and off the power of an electrical products in the home and as well as being able to check whether such products are switched on or off. The prototype will also collect data on power consumption for these electrical products.

NESCAR

I love contrasts and meetings between people. Situations where individual differences are highlighted, affected and shaped by each other.In this project I have been working with five characters: the aggressive one, the frightened one, the social one, the reserved one and the proud one. By analyzing the characters I have tried to understand how they are able to meet and agree with each other. The goal has been to create a place where this can happen, but which is also adapted for each respective character.The project is based on a field study I did in the summer of 2013, when I lived in a masai village in the northern part of Tanzania. Nescar is the name of a masai women I got to know, is means The one that you can trust.

Public Hear Aid

This project started when LIC Audio AB wanted help with development of a hearing aid for public rooms. The problem is that a lot of people suffer from some sort of hearing impairment. In places with a lot of people and background noise the problem becomes bigger and the sound seems to flow together. During the project we found the solution for the problem in the shape of a headphone. The headphone receives a signal from a preinstalled hearing loop.

Lekens funktion för språkinlärning hos flerspråkiga barn

This is a qualitative study that explores how bilingual children develop their language through play. The study is based on observations and interviews conducted in a preschool located in a multicultural area of Stockholm.The purpose of using two qualitative methods; observations and interviews, was to get a bigger picture of the study area. The results of the study, illustrated through observations and interviews that I have conducted, shows that the game has great role for bilingual children's language development. Furthermore, the results show that the informants are aware of the importance of play for bilingual children's language development especially when they are talking about investing in the promotion of children's language by using different methods and materials in their pre activity for various games and activities.One of my conclusions is that bilingual children learn the language during both free play and structured play especially when educators are present and aware of the activities that they perform. It is also important to see children as individuals to cover all the needs of children at different activities.

Analys av NFL drafting och faktorers inverkan

American football is a well-known sport in America. In addition to the design and rules of the game and the surface it is played on, there are also other differences that are not directly visible. One difference noted in this study is how the teams in the game provide players. Each team has a board of directors together with the team's leadership and they will determine which players are most suitable for the team. These players are recruited to the team after graduating from a U.S.

En analys av "Identitet- om varumärken, tecken och symboler" : Ett tredelat projekt av Nationalmuseum och Stockholms Handelshögskola våren 2002

The purpose of this paper was to analyse ?Identity- about trademarks, signs and symbols?. The project was a co-operation between the National museum of Art and Stockholm School of Economics in the spring of 2002, which consisted of an exhibition, a book and a series of seminars. The goal was to illustrate how the trademark had developed through history, which role it has in the modern society and how the trademark serves as a creator of identities. The project, mostly the exhibition, was exposed to criticism, which was directed towards the sponsorship deals between The National Museum of Art and five companies..

Business Navigator : Anva?ndarcentrerad utveckling av framtidens internetbank

This thesis deals with an iterative user-centered IT-development project in a bank setting. The aim is to present a solution for deployment of future Internet banking for small businesses. The project features a design of IT-related concepts and ideas with a strong emphasis on scenario-based design and the usage of patterns as a documentation tool.The project plan featured an iterative framework and was carried out by a group of designers in collaboration with a reference group representing the future users of the system. This group consisted of company managers and bank employees, all from the small town of Åtvidaberg in Sweden.The method used in the development process was Scrum. A total of three sprints were completed with user meetings at the end of every sprint.

Kundfokuserad miljökommunikation med CRM-system : En Fallstudie hos Green Cargo

BackgroundToday a common approach to solve a complicated problem is to assemble a temporary workforce in order to solve the problem by working together within a project. One of the difficulties with working in projects is to maintain the planned budget. Working hours and costs are often exceeded. Many companies presume that any certain project will succeed, a presumption that leads companies not to anticipate risks involved in a project. In companies today there is seldom time for evaluation or moderation of a project, in order to have time for evaluation there is a great need for an adequate planning of the project.IntentThe intention with this study is to create a model for planning, budgeting and evaluation of projects within consultancy companies.MethodWith the help of interviews and discussions within the group Hamnar och Byggkonstruktioner at Sweco has evidence to present a proposal on planning, budgeting and monitoring been developed.ResultsA model has been developed to ease for consultancy companies to plan, budget, monitor and evaluate projects.

Kulturprojektets karaktär : Perspektiv på ett lyckat resultat

Projects is the most common work model within the cultural area, but what is a cultural project? The definition of cultural projects is ambiguous. There are also no compiled information about what it means for culture to be pursued in project form. Scientific research about traditional project management and success criterias are wide-ranging. So is the scientific research about cultural studies and cultural policy.

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