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6957 Uppsatser om Game studies - Sida 42 av 464
Simulerad interaktiv arbetsmiljö : Från teori till design och implementering
This is a thesis on D-level. In a previous course, at our program Computer Science, we came up with an idea of how to improve/complement training for new employees who are situated in a stressful workplace at companies who are in a constant need of rehiring. We developed this concept and came up with an idea for a simulator that could train staff as well as relieve stress and tension for new employees. The idea matured and became a Serious Game simulator based on a dual-wield Wii-controlled PC-based simulator with Bluetooth support.The purpose of this paper is to produce a design concept for a simulator as well as conducting research on the topics: mental and physical learning abilities, psychomotor abilities, visual perception, hand-eye coordination, confidence, simulators and Serious Games. The conducted research will be the foundation for the design concept which will be implemented in our co-workers', Henrik Djerf & Daniel Gomez-Ortega, prototype.
Estimering av kreditbetyg - Syntetisk rating med Ordered Probit Model
Calculations of net present value are based on a discount rate, which requires knowledge about the company?s cost of debt. A common way to do this is by observing the company?s credit rating, when no credit rating is given it?s possible to use a synthetic rating model based on quantitative data to estimate a credit rating. Thus, the aim of this study is to increase the understanding of which quantitative data, in terms of key figures, that can be used to explain the given credit ratings for companies from the Nordic countries.In developing the model, key figures found significant in previous studies are being tested for whether or not they are applicable for companies from the Nordic countries.
Automatiserad riggning och tidssparande
Denna uppsats handlar om programmering av autoriggningsverktyg för Maya 2013
som
skulle effektivisera animeringsproduktionspipelinen genom att spara tid vid
riggningsdelen
av animeringspipelinen. Vidare handlar denna uppsats om utvärdering av tiden
som man
kan spara vid användningen av detta autoriggningsverktyg. Verktyget är
flexibelt på det sätt
att den stödjer humanoida karaktärer och är användbar för mer än mänskliga
karaktärer.
Tiden som spenderas att manuellt rigga samma typ av karaktärrigg varierar från
person till
person och det kan ta väldigt lång tid, därför gjordes en enkät som delades ut
till deltagare
som är erfarna inom riggningsområdet. Resultaten av denna enkät hjälper vid
beräkningen
av tiden som kan sparas med autoriggningsverktyg i en animeringspipeline.
Resultatet av
undersökningen visar att man kan spara tid genom att använda sig ut av ett
autoriggningsverktyg istället för att rigga manuellt.
Vattenhål för kunskapstörstande elever? Om gymnasiebibliotek i förändring.
Fountain of Knowledge? The Changing Role of the Library at the Upper Secondary School Level. There have been many changes in the Swedish society in general, and in the school system and hence the school library in particular during the last decade. The aim of this master thesis is then to study what students at the upper secondary school level consider to be the optimal school library to meet their specific information needs at school. In addition to and in comparison with this, the aim is also to study the present conditions of the upper secondary school library as described in documents, reports and other studies in this field.
Affärsmodeller och Strategier i Apples Appstore
Apple has since their launch of the Iphone series created a billion dollar business with the market place Appstore. Third-party apps have disrupted the mobile industry, attracted a high number of developers and set the standard for the industry. Despite success, this market has yet not been the topic of any academic study, a fact that makes this thesis important. Under the assumption that apps can be regarded as a service, traditional service marketing theories have been applied with the research goal to map existing business models, evaluate revenue potential and understand best practices of marketing techniques. A series of qualitative interviews with representatives from the difference business models, backed by secondary data describing the domain shows how the Appstore has evolved over time and which marketing practices that appear successful.
Psykisk ohälsa - eller ändå inte? : om hur ungdomars psykiska ohälsa har förändrats i en tid av välfärdsnedskärningar och kulturell modernisering
In recent times statistical findings suggesting a deteriorating mental health among teenagers, have been published. Not only did I find the lack of an all-inclusive analysis problematic, but also the fact that the studies themselves where often insufficient. Thus my purpose has been to chart these statistical studies, and then scrutinize the results.My method has been inspired by critical theory, where an interpretive starting point, self-reflection, and the idea that man and society interacts as a whole, is of great importance. Aside from the above mentioned studies, I have also employed secondary empirical data from TV, newspapers and the Internet. My own experience as a social worker has also been an important resource for this paper.
Tidsåtgång i mjölkproduktion under betessäsong : inflytande av besättningsstorlek, samt mekaniserings- och automatiseringsgrad
Time studies in dairy production are an essential tool when deciding about level of mechanisation and automatisation both in investment situation and improving efficiency in existing operations. In previous investigations such studies have been carried out during normal barn conditions during winter. Since there is a compulsory to have dairy cows grazing 3 to 5 months during summer time in Sweden time studies during this season is important to have a full picture of needed working time. During grazing season time studies was carried out at 14 dairy farms representing herd sizes from 66 to 450 dairy cows of which 6 farms with AMS. 8 farms were the same as studied during winter season.
En precisionsstudie av förstärkt verklighet som positioneringsverktyg
This study investigates augmented reality using third person perspective and what precision can be achieved by using this method. There have been prior studies in regards to precision using augmented reality, however studies using third person perspective is scarce. This study presents a solution using a static camera capturing the user as well as the plane to augment from behind. This augmented image is then transferred to a handheld device that is held by the user. Using this method the user will be free to manipulate and work with the plane without removing the device that captures the scene, a common problem when using visual reference markers in augmented reality.
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.
Patienters upplevelser av bemötande på akutmottagning : En litteraturöversikt
Aim: The aim of this study was to describe how patients with acute illness experience their given care in the emergency department. Method: A literature review of ten studies where differences and similarities were analyzed. These studies had been published between the years of 2000 and 2011. Results: The analysis showed a lack of sufficient care concerning patients? subjective experiences.
Dokumentärfilm om Warcraftspelaren 4K FuRy
Warcraft är ett strategidataspel som massor av människor världen över ägnar sig åt. Sebastian Pesic (alias 4K FuRy) är en av världens bästa spelare och dataspelandet har blivit hans jobb. Dokumentärfilmen handlar om Sebastian Pesic och hans verklighet i Warcraftlaget 4Kings. Sebastian kommer att berätta om sina upplevelser och vi kommer att få se honom i action. Filmen kommer att ge en inblick i dataspelsvärlden som många inte ens vet om existerar.
Motivera Mera! - En kvantitativ studie om samspelet emellan hedonisk shoppingmotivation och multikanalshopping
Multichannel-shopping has become a wide spread phenomenon in the retail industry due to a significant development of retail channels and formats. Consumers now shop for the same product category in many different retail settings and this trend is increasing. Therefore both the academic world and the retail industry are screaming for knowledge about the multichannel-shoppers. Several studies have focused on the characteristics of different channels and how multichannel strategies should be designed to minimize cannibalization. There is however a lack of research concerning what characterizes multichannel-shoppers and what drives them to shop in several channels.
Musikalisk gestaltning av Trudvang
Syftet med kandidatarbetet är att skapa musik till en folkgrupp som
saknar en etablerad musikkultur. För att göra detta valdes folkgrupper
ut ur den fiktiva spelvärlden Drakar och Demoner: Trudvang.
Fornnordisk kultur var en inspiration till Trudvang och detta studerades
för att påvisa likheter till folkgrupperna i Trudvang. Parallellerna
mellan de olika kulturerna blev uppsatsens förundersökning.
Uppsatsens förundersökning resulterade i att det finns en efterfråga på
musik i spelet varpå två folkgrupper från Trudvang valdes ut för
gestaltning med musik, alferna och virannerna. Baserat på instrument
som samerna och anglosaxarna kunde tänkas använda producerade vi
musik till den andra delen av forskningen. Musiken undersöktes genom
att dela ut en enkät till erfarna spelare på spelets forum för att
bestämma huruvida gestaltningen av alferna och virannerna var lyckad.
Resultaten visade att det lämpar sig att gestalta dessa folkgrupper med
den producerade musiken och som ett resultat ge dem en musikkultur..
Konstruktion av pipelinebro i Charagua, Bolivia
Guazuigua is a small village in Bolivia, which has had too small water resources, especially for irrigation. A project started after some studies were made, to create a canal to provide the village with water from a nearby town. To make the canal work it had to cross a dried out river. There have been several attempts to cross these dried out rivers, but with poor results. The purpose of the report is to provide a solution for this problem.
Tvångsvård på grund av problematiskt datorspelande : En rättsvetenskaplig studie av annat socialt nedbrytande beteende i 3 § LVU
This paper has focused on specific aspects of the law concerning the 3rd paragraph of The Care of Young Persons Act (1990:52), LVU. The purpose of this study was to examine the prerequisite other social destructive behaviour in four cases where youths has been under compulsory institutional care because of their computer gaming. The study was composed on a legal dogmatic method and a legal sociologist perspective. The legal dogmatic method implies to examine the law and its elaboration, the legal sociologist perspective focus on the consequences and causes of the court of law. The study shows that problematic computer gaming is an increasing problem in society and that other social destructive behaviour is a wide prerequisite that need new amendment in order to ensure citizens certainty..