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1014 Uppsatser om Game testing - Sida 29 av 68

Särskild planering för elever med fallenhet för matematik? : Eller för alla elever?

A current issue today is to try to implement creative design as a way to solve wicked problems in scientific contexts such as HCI. Since the problems are wicked, they have no given solution which makes the traditional methods inadequate. In these cases, creative design can be an alternative. Creative design is not used in scientific contexts because it is viewed as something unaccountable.In this essay we argue that creative design not necessarily have to be unaccounted. We discuss various views of creative design and translate theory to a practical context.

Triac Driver Platform

In the electronic industrials, power control of AC motors is commonly used. For example power control of a washing machine motor, a vacuum cleaner motor or a coffee machine motor. The company Rejlers Ingenjörer AB has many projects where power control of AC motors is included. A prototype card for this task can save time and money for the company in the future and this is the reason for this thesis.The motors are power controlled by a TRIAC and control of the trigging pulses to the TRIAC. This card is modularly built and can easily be adapted for future projects where the power control of AC motors are included.The prototype card can be used as a subsystem in a larger electronics projects or as it is in lab environment for testing and evaluating new motors..

Kreativ design som ett sätt att lösa komplexa problem : Ett snapshot av designprocessen vid utveckling av en trailer för ett fiktivt tv-spel

A current issue today is to try to implement creative design as a way to solve wicked problems in scientific contexts such as HCI. Since the problems are wicked, they have no given solution which makes the traditional methods inadequate. In these cases, creative design can be an alternative. Creative design is not used in scientific contexts because it is viewed as something unaccountable.In this essay we argue that creative design not necessarily have to be unaccounted. We discuss various views of creative design and translate theory to a practical context.

Utvecklande AI - En studie i hur man skapar ett system för lärande AI

AI är något som blir allt viktigare inom dagens spel och får allt högre krav på att agera mänskligt och intelligent. Detta kandidatarbete undersöker vilken metod som är att föredra för att skapa en AI som kan lära sig av sina tidigare erfarenheter. Några av de metoder som undersöks är trädstrukturer, Artificial Neural Network och GoCap. Genom att skapa en applikation med en av metoderna samt göra en undersökning på hur AI:n i applikationen upplevdes fick vi resultat om denna metod var användbar. Utifrån detta diskuteras det ifall andra metoder hade varit mer effektiva, hur man hade kunnat förbättra AI:n samt hur framtiden för spel-AI skulle kunna se ut..

Undersökning av optimeringsalternativ för elektrostatlackering

This report describes a thesis done at the Jönköping University of Technology. The aim of this thesis was to create conditions to optimize an existing automatic electrostatic coating system by changing the technology for dispensing lacquer. To select the technology, a study of different dispensing techniques carried out which concluded that the piezoelectric membrane and electrostatic atomization are the most interesting techniques.In order to perform tests with dispensing techniques a demonstrator has been optimized. The controller and PC software of the demonstrator has been programmed to be able to send out PWM signals that control the dispensers. An adapter card was designed to control the piezoelectric membrane and a steering link to the electrostatic atomization has been developed for PWM signals up to 500V.The work has laid ground for a demonstrator where further testing of the dispensing technologies can be performed..

Intentionen till generositet - Hur den påverkas av gener, hormoner och religiositet

Many studies have pointed out that generosity depends on different things like gender, age and nationality. We wanted to see if predetermined factors like genetics also had an effect on the intention of generosity. There is a ratio between the index finger (2D) and ring finger (4D) that is determined by the levels of testosterone in the amniotic fluid and that have had some significant effect on personality attributes like musical and leadership skills. We wanted to see if that ratio had any effect on the intention of generosity. We experimentally examined a group of priest student and two groups of young handball players and let the groups answer a survey that included a sort of dictator game and we photo copied their hands to get their 2D:4D-ratio.

Kommunikation på byggarbetsplatsen : Förbättringsmöjligheter med modern teknik

This Thesis in Military Technology deals with experiences drawn from the forced introduction of Weapons Station 01, 2009. The work aims to identify the experiences regarding the forced procurement of military equipment to see how they can develop normal and fast procurement of equipment. The main conclusions of  this work, is to achieve greater capability and increase the military utility, are: -          Common objectives and priorities of stakeholders-          Response and joint types shall determine requirements for system-          Ensure an integrated project team also at lower levels-          Engage the integrated logistic support early in the materiel process-          Include Armed Forces staff as early as possible in the testing and validation-          Prioritize work to facilitate the rapid development of decision on use (BOA)-          Provide back up for increased redundancy in the mission area .

Humorstilar, Emotionell Perception och Kön ? Vem skrattar mest och vem skrattar sist?

The main aim of this research was to investigate four humour styles, affiliative, self-enhancing, aggressive, and self-defeating humour, and compare these with emotional perception. Forty-eight persons took part in the research, 27 women and 21 men living in the southern part of Sweden. Two humour tests were used: the Humour Scale Questionnaire ? HSQ, with 32 items, and a newly composed video test, assembled after pilot testing from 26 video clips, the Humour Video Questionnaire ? HVQ. To measure perception and interpretation of emotion, the revised version of the ?Reading the Mind in the Eyes? Test was used.

Virkets formförändring och dess betydelse vid postning :

The purpose of this thesis was to create a saw pattern program for the sawmill industry. I have chosen to focus on the module that describes the shrinking on the wood. There are several theories about how the wood deforms by shrinking. Several hypotheses were simulated in the program and after testing them I decided to use only one of them (hypothesis C). The program is written in Visual Basic .NET and I choused that program language because it is easy to do changes in the layout. Another great advantage in Visual .Net is that you can mix different languages in the same program.

Det beroendeframkallande klicket : Engagerande och emotionella icke-spel

En ny spelgenre har ökat i popularitet de senaste fem åren. En spelgenre som faller utanför den klassiska definitionen av spel. En spelgenre vid namn ?Idle Games?. Föreliggande studie handlar om vilka element i dessa spel som får spelaren att fortsätta spela och hur elementen kan analyseras med hjälp av MDA och AARRR ramverken.

CMS och UX : tekniker för hur man utformar en god användarupplevelse

The purpouse of this study is to find out how and if a Content Managment System (CMS) can benefit from applied User Experience Design (UX). A work project has been executed where a client wanted the students to create a user friendly CMS for adding content to a global hotel review site. A prototype of a CMS was created based on literature studies about UX and CMS. The prototype of the user friendly CMS was then tested through user tests and interviews with key users. After input from the key users the prototype was changed until the users were satisfied with it..

Reciprok egoism, skeptisk empirism och modern fysikalism : Titelförslag på några principer och diskurs kring dessas korrelation

Denna essä är en ontologisk och epistemologisk undersökning av bland annat etiska och medvetandefilosofiska implikationer av en konsekvent fysikalistisk hållning. I detta kontrasteras mot en transcendentalistisk hållning, som den av T. M. Scanlon, den skeptiska empirismen av David Hume, reciprokt baserade moraliska system (e.g. J. L.

Matematik i förskolan : En jämförelsestudie mellan en traditionell förskola och montessoriförskola

This work is about how teachers describe their work with mathematics in a traditional nursery school and a Montessori preschool. Another aim is to study how children mathematise on the two different preschools and to see if there are any differences between the various educational theories and practices mathematising. I have used two methods wich is interviews with preschool teachers, and observation of the children. The results of my study was that differences exist but the biggest difference is the material that Montessori uses. The difference between the teachers' way of teaching mathematics is to Montessori preschool places great emphasis on the material and how it is used, while in the traditional preschool puts the emphasis on learning through interaction with others.

Ström- och temperaturkontroll

Storing kinetic energy in a flywheel allows for more efficient driving of electricvehicles. Research in this area is in progress at Uppsala University, where a flywheelwith magnetic bearings encased in a vacuum chamber is being constructed. To makethis possible methods for measuring the current through the electromagnets in thebearings and temperatures in the flywheel need to be developed. This has been thepurpose of this report. The current measurement resulted in a resistive method, andthe implementation of eight measurement circuits in the system.

Möblering med Procedurell Generering : Furnishing with Procedural Generation

I spelutveckling finns det idag två sätt för utvecklare att skapa digitalt innehåll. Manuellt av personer som skapar allt innehåll för hand eller automatiskt av program där ekvationer istället beskriver innehållet och generera detta vid behov. Att låta ett program generera digitalt innehåll kallas Procedural Content Generation (PCG) och används i grafiska applikationer, dataspel, simulatorer och online-applikationer. I detta arbete, gjort för Linnéuniversitetet, utvecklas ett sätt att möblera ett virtuellt rum genom att bruka konceptet för PCG. Genereringsalgoritmen är regelbaserad och med denna lösning kan ett eller flera virtuella rum möbleras utan att innehållet i rummen behöver lagras. .

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