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1014 Uppsatser om Game testing - Sida 18 av 68
DRM - utveckling, konflikter och framtid : konsumenters reaktioner på och företags användande av DRM
With the digital revolution within video games, the need for Digital Rights Management (DRM) has increased significantly, alongside with the increasing problem of copyright pirates. To counter pirates, DRM was created to prevent illegal copying of software, this to ensure that the Distributors received an income for their work. DRM has, since the start of its use, been getting, a lot of bad criticism from the users of the software protected by DRM. The main function of this paper is to describe the creation and development of DRM by analysis of the vision of different groups on this phenomenon. The main questions are as follows, is it possible to define the very reason for why DRM was created and if so, can its development through time be defined too? What differences in opinions are there when it comes to DRM, counting the two major groups of creators, sellers, distributors (referred to as distributors) versus individual users (referred to as consumers)? In what way will the research results suggest that the future DRM will develop?The development has gone from solving puzzles in a handbook to start the game each time the user wants to play, to serial numbers that is needed during the installation of the game.
Total hälseneruptur: Resultat efter operativ respektive konservativ behandling.
ABSTRACTBackground: On behalf of the Orthopedic clinic, Västerås, a study has been conducted with focus on comparing the results after conservative and surgical treatment due to complete achillestendon rupture.Aim: To compare results when testing the active and passive range of motion, calf muscle endurance, estimation of pain related to the achillestendon and self-efficacy to be physically active for individuals who have undergone conservative or surgical treatment after complete achillestendon rupture.Method: 14 individuals afflicted by complete achillestendon rupture in 2010 were recruited as a purposive sample. Examination were conducted of: Ankle range of motion with a goniometer, calf muscle endurance through a toe-raise test, estimation of pain intensity related to the achillestendon by VAS and self-efficacy to be physically active through ?Exercise self-efficacy scale?. P-value and the median were calculated.Result: The results of ankle range of motion and calf muscle endurance were based on the difference between the injured and the healthy side. When testing active plantarflexion the conservative group had a median of 4 ? and the surgical group had a median of 10 ?.
Dominansprofiler - en väg till din inlärningsstil?
In this study the reliability of dominance profiles as a method of establishing a person's learning style was tested. Eight students at Malmö Academy of Music tried three different ways to learn a short melody at the piano. In this way, their preferred way of learning things (either visual, auditive or kinestetic) was established. Five of the students did best when they used a visual cue to learn a melody, and the remaining three did best when auditive cues were used. All but one of the students had the worst result in the kinestetic trial.
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..
Nedskrivningsprövning av goodwill : En studie av diskonteringsräntor på Nasdaq OMX Stockholm
Goodwill accounting has for a long time been, and with the implementation of IFRS in 2005, has become an even bigger issue. Critics mean that reporting of goodwill impairments is subject to discretion that can be used by the managers. We have applied a study made by Carlin and Finch (2009) on Nasdaq OMX Stockholm during 2006-2012. Our study contains 50 of the 255 public companies at 2012-12-31. The purpose of the study is to investigate if companies use an opportunistic discount rate when testing for impairment in goodwill and if the relation between goodwill and net profit before taxes, goodwill intensity, is an incentive for opportunism.
Dominansprofiler - en väg till din inlärningsstil?
In this study the reliability of dominance profiles as a method of establishing a person's learning style was tested. Eight students at Malmö Academy of Music tried three different ways to learn a short melody at the piano. In this way, their preferred way of learning things (either visual, auditive or kinestetic) was established. Five of the students did best when they used a visual cue to learn a melody, and the remaining three did best when auditive cues were used. All but one of the students had the worst result in the kinestetic trial.
Republicans in the White House - Hard times for Soft Power? En teoriprövande studie om skillnaderna i soft power mellan demokratiska och republikanska administrationer
According to many scholars America's soft power is in decline, a power resource whose importance has been increasing in world politics. This makes it interesting to examine if there is a difference between how Democratic and Republican administrations wield their soft power.This thesis is a hypothesis-testing study and the purpose is to test the hypothesis that Democratic administrations, to a greater extent than Republican, can create, utilize and defend soft power. My thesis is based on Joseph Nye's theory of soft power and the focus of this study is the aspects of the foreign policy resources. In order to measure this concept I have made my own operationalization where five different indicators serve as my guidance. I use the method of least likely-cases to select and motivate the administrations being tested, which gives me a comparative study of the Democratic administrations of Lyndon Johnson and Bill Clinton and the Republican administration of George H.
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.
Vikten av säkra nätverk
The purpose of this thesis is to show how to use vulnerability testing to identify and search for security flaws in networks of computers. The goal is partly to give a casual description of different types of methods of vulnerability testing and partly to present the method and results from a vulnerability test. A document containing the results of the vulnerability test will be handed over and a solution to the found high risk vulnerabilities. The goal is also to carry out and present this work as a form of a scholarly work.The problem was to show how to perform vulnerability tests and identify vulnerabilities in the organization's network and systems. Programs would be run under controlled circumstances in a way that they did not burden the network.
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.
Visualisering av säkerhetsinformation på AB Wahlquists Verkstäder
Workplace accidents in Sweden have in recent years increased. Companies are at the same time putting a greater emphasis on preventing accidents and inform about safety and risks. Therefore there is a need to know how to visualize this safety information. This study is based on a part of a project proposed by the industrial company AB Wahlquists Verkstäder, in which they want to visualize their safety information for new employees and existing staff, and also for temporary contractors and apprentices. The purpose of this study is to see what is required of the visualization of safety information and what guidelines that should be followed.
Geometri - ur ett lärarperspektiv
Fantasy War Game är en spelmotor gjort i PHP med inslag av Java. Själva striden är uppbyggd med objektorienterad programmeringsmetodik. Spelet är ett textbaserat rollspel i high fantasy-miljö. Sidan är ett interaktivt konfliktspel där spelarna kan utveckla sitt gäng, slåss mot monster eller andra spelare..