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4001 Uppsatser om Game project - Sida 27 av 267

?En dag är aldrig en annan lik? : En studie om Arbetsforum Sydost i Rågsved

This paper is a case study of a local labour market project. The aim of the study is to investigate the staff?s way of working with unemployed people, receiving social assistance, in order to reduce the payment of social assistance in four adjacent city districts of Stockholm. Other objectives of the study are to investigate which criteria the staff uses when selecting participants for the project, in which way the participants? background affects the measures taken by the staff and how the staff experiences working as part of a project.

Kan Hedvig lösa De mystiska tecknen? : en studie av två biblioteksdataprogram för barn

This thesis examines which function the information technology may have in thechildren's library, with the example from two library computer programmes. One is anexpert system, Hedvig, which will help children to choose and to find books, and theother is a computer game, The mysterious signs, that will teach children library user education.The main question is: What conceptions do the project-leaders, the children'slibrarians and the children have concerning the function of these two programmes in thechildren's library?The study is based upon qualitative interviews with two projects-leaders, fourlibrarians, three computer programmers and twenty-eight children.The theoretical material consists of examples on other library computer programmesfor children developed in Denmark and USA, some American studies in children'sabilities to use computerized information retrieval systems, and studies concerningchildren's relations to computers.The adult's conceptions of the computer programmes are divided into categories asfollows: Democracy, aspect of sex, complement, marketing, reading promotion,development of competence, information technology development, pedagogics, adulteducational activities, compensation and armusement, pedagogics, usefulness,effectiveness and information. These categories shall be seen as the conclusions of the thesis..

Vägen till framgång : En semiotisk analys av Tv3s representation av myten om det goda livet.

In the research field of the cultivation theory focus has shifted from TV in general to studying specific genres instead. It is proposed that there are similarities in otherwise different shows and that these shows give it´s voyeurs a solution to their problems.  The purpose however of this study is to investigate how the myth about the good life is posed in Tv3´s supply.  The theories used in this study are closely linked by their meaning. Narrative talks about the fact that texts, video in this case, contain stories. Ideology is the set of visions and beliefs one person has on the world and myth makes social, historic and cultural decided power orders in to facts.

Identitetsskapande och socialisering i onlinespel : Formandet av en digital identitet

As social interactions migrate to the ubiquitous Internet we are facing a change in theway we relate to each other, which presents interesting new opportunities foranonymity to create identities. An aspect of this radically evolving technology thatexhibits strong possibilities for altering or producing identities is the rapidly growingonline game genre MMOG (Massive Multiplayer Online Game) which isentertainment that millions of people all over the globe engage in daily. Thisrelatively new platform for socialising has become of cultural and social significance,which is why it calls for examination and research. Thus, the main research questionsasked in this thesis are as following: How does players of MMOGs utilise the nighcomplete anonymity to present or modify their identities online? In which ways areMMOGs used as a platform for socialising and development of social groupdynamics? After observing a large group of players in a popular MMOG, as well asconducting several interviews with key identities within the group, I discovered three fundamental parts of identity creation, and created a model for use and applicationin different social situations and constellations..

Fabriksplanering ur ett hållbarhetsperspektiv

In the last decades the continuous work for more sustainable manufacturing has become a large part of the manufacturing companies? operations. It is also well known that the factory planning shapes the manufacturing process to a great extent. Consequently it is logical to assume that the manufacturing companies? factory planning process plays a major role in the work for increased sustainability.

Ha?llbarhetsredovisning i bostadsfo?retag : En rekommendation

This project was conducted on behalf of the organization SABO (Swedish Association of Public Housing Companies). The aim of this project was to investigate which relevant environmental aspects and indicators there are for housing companies to present in their sustainability report. The project consists of three main goals: to decide if there is a need for common guidelines when conducting a sustainability report, determine appropriate environmental indicators and to create a simple model of how the companies can present them. This was done by a literature study, analysis of 13 sustainability reports and interviews with seven housing companies. The result of the project suggests that there is a need for common guidelines to, among other things, make it easier to make a comparison with other companies.

Marknadsföring av folkbibliotekens tjänster en studie av ett hemsidesprojekt i Östergötland

In the digital era, new services have entered the public libraries, like seeking information on the Internet, in databases, newspapers online etc. But many citizens do not know that these services exist. The libraries have a democratic responsibility to inform about them. In the county of Östergötland a project started in 2001 where libraries in five small municipalities built websites in which they present all their electronic services available. One of the aims was with the help of different kinds of marketing to reach special groups of people, like adult students, small companies and politicians.

Evertiles : All you need is tiles!

Evertiles är ett spel producerat av Olle Lundahl, Liselotte Heimdahl, Tobias Oldegren och Dan Sjödahl. Vårt mål med spelet var att vi ville göra ett onlinespel centrerat kring att spelaren skulle samla på saker och att spelare skulle mäta sina prestationer mot varandra för att se vem som är bäst. Grundidéen var att vi skulle ha en färdig spelvärld där spelare skulle gå runt och döda monster för att få saker. Idéen utvecklades snart till att vi skulle ha en värld som skapade sig själv genom slumpmässig generering, och med andra spelelement som innebar att det skulle finnas mer att göra än att döda monster. I slutprodukten finns en potentiellt, näst intill, oändlig värld och möjligheter för spelarna att bygga egna städer.

Universe-defining rules

Abstrakt I detta arbete undersöks hur konceptet lek går att applicera på digitala spel och hur man presenterar ett fiktivt universum och de regler som definierar det universumet. Syftet med denna undersökning är att öka kvaliteten på digitala spel för spelare genom att öka förståelsen för hur sådana regler introduceras. Frågeställningen som ämnas att besvaras är ?hur kan man introducera realistiska, semi-realistiska och fiktiva regler i ett spel??. Undersökningen baseras delvis på analyser kring varför vissa introduktioner av regler ofta accepteras och andra inte, dels på utvärdering av en gestaltning och dels på tidigare forskning.

Multiplayerspel utvecklat i Flash, Slutreflektion för ?Monsters & Masonry?

Flashspel är en väldigt populär form av ledigt spelande, men det finns fortfarande spelformer som är outforskade. Vi bestämde oss för att göra det ingen utvecklare hittills lyckats med, det vill säga att skapa ett så kallat ?Massively Multiplayer Online Flash Game?. Ett spel som konstant är uppkopplat till internet och lever vidare genom spelarna. Problemet ligger i plattformen.

JAS för jobb : JAS-projektet som industripolitiskt medel

The purpose of this paper is to examine how the target to convert the Swedish military aviation industry towards working within the civilian sector was planned and implemented parallel to the target of building a world-class military aircraft. A number of Government bills have been studied, bills directly connected to the JAS-project as well as bills dealing with civilian project ?s for the military aviation industry. The first group includes bills dealing with the JAS-project ?s role in the overarcing defence policy, as well as the Government ?s bill specifying the guidelines for the JAS-project.

Every game player is a potential game designer?

Studien är gjord för att öppna upp för användarmedverkan i designprocessen inom spelutveckling i försök att minska det antal avbrutna projekt som föreligger idag. Spelutveckling involverar för närvarande användaren sparsamt i utvecklings- processen. För att öka graden av involvering valde vi att kombinera participativ design och personas till en processbaserad arbetsmodell att undersöka. Vi beslutade oss för användning av personas eftersom fysisk användarinvolvering ej var möjlig i de inledande faserna av utvecklingsprocessen. Grunden till arbetsmodellen lades genom en litteraturstudie som sedan diskuterades i ett antal expertintervjuer.

En studie om styrkor och svagheter hos sudokulösande algoritmer

Sudoku is a popular game of logic in the form of a puzzle. Sudoku puzzles are printed daily in Swedish newspapers. The challenge of solving these puzzles have inspired many programmers to develop Sudokusolving algorithms. These algorithms use different approaches in order to quickly and efficiently solve the puzzles. One such approach is the use of logical strategies initially developed for human players.

Den rätta känlslan : Om den grafiska formgivarens nödvändighet  och förhållande till prosatext

The right touch is a project investigating the necessity of the graphic designer in relation to prose text.The project is partly theoretical and partly practical. A series of interviews with graphic designers, publishers and writers has been conducted to discuss the relationship between content and form in prose. In addition to these interviews, I have done theoretical research on the historical, political and economical context of the designed prose. Based on the findings during the theoretical research, a series of practical experiments was also executed. This project has had several outcomes but one of the more noteworthy is two methods for challenging the references in the act of designing prose (choosing a typeface, for example) using algorithms.

"April, May, June". En mönsterkollektion för textil.

I have worked with patterns for textiles, and the goal of the project was to makethree patterns in one colorway. My wish was that the patterns would be relatedeither in motif or colorway, or both. I wanted the patterns to be seen as a minicollection. My aim was to make three patterns that would serve as home textiles.I decided to print the patterns digitally on fabric, but also to customize the designof the pattern repeats to be printed in rotary printing. I wanted to work within thelimits of what is possible to produce in terms of colors and repeat sizes.One of my goals with the project was to clarify for myself what the essence of mydesign is, and to create a collection that reflects me as a designer.

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