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1014 Uppsatser om Game testing - Sida 41 av 68
Automatisk viktkontroll av glascontainer
This degree project has been carried out in cooperation with Gedevelop in Helsingborg.Gedevelop has developed a camera that can calculate the weight of a liquid glass mass.Because of the density and viscosity changes in the glass, the weight information issometimes incorrect given. Glass industry is today addressing the problem by an operatorperforming a manual weighing of a few bottles which, in turn, calibrates the camera system.The project aimed to develop an automated system to control the weighing of glass bottles forglass industries. This system must be so flexible that it can be easily mounted on plants withdifferent production equipment around the world.The project includes design and construction of equipment that meets the requirementsformulated together with Gedevelop. Work has been done both in Halmstad and Helsingborgand has included both calculations and review of the theory to understand the forces thatinfluence the design of different construction parts. A prototype was produced that meets theoperating requirements for the design and can be used in testing features.
Användbarhet för barn : En kvalitativ studie av SVT Play med fokus på användbarhet för barn i åldern 10-12 år
This thesis investigates in which way principles and theories of usability is revelant when evaluating interactive systems for children aged 10-12. It also investigates whether there are specific factors that you should keep in mind while developing interactive products for the targeted group.The results of the qualitative study shows that priciples and theories of usability is relevant when evaluating interactive systems for the targeted group. However there is one concept that is more significant than the others. Our study shows that our targeted group is sensitive to time-consuming activities such as loading times etc. which has to do with the efficiency of the system.
Sparbankernas vara eller icke vara - En kvantitativ studie av sparbankernas bidrag till attraktivitet, företagande och regional tillväxt i de kommuner de verkar i.
This thesis investigates the 200 year old phenomena of savings banks and if they increase the economic growth (GDP) in the local region they act in. That is being done by testing three hypotheses; the savings banks increase the attractiveness of the region they act in; the savings banks increase the entrepreneurship in the region they act in; and the savings banks increase the economic growth in region they act in. This quantitative cross-sectional study with data from the year 2010, finds that the savings banks increase the attractiveness of the local region, most likely through the efforts and financials they put into different local projects. A positive result is also found for increased entrepreneurship in the regions that have a local savings bank. The result is explained by the savings banks relationship lending, which increase the likeliness for a company to get the credit they need to start and develop.
Försjunken i den digitala spelvärlden : ett forskningsarbete om inlevelse i first-person shooters
Inlevelse i den digitala spelvärlden är ett utspritt begrepp bland spelare och spelutvecklare, men har termen samma innebörd för alla. Detta forskningsarbete tar upp tidigare forskning inom ämnet inlevelse i digitala spel men också vad spelare idag anser om termen och vilka faktorer de anser är viktiga att fokusera på när man vill skapa ett inlevelserikt spel i genren first-person shooter. Genom en litteraturundersökning av tidigare forskning samt en enkätundersökning framgår det att inlevelse kan delas in i tre olika nivåer: involvering, försjunkning och total inlevelse. Forskningsarbetet bekräftar tidigare forskning på området och för ämnet om inlevelse i first-person shooter genren vidare, där inlevelsen styrs av spelelementens fyra pelare: estetik, spelmekanik, story och teknik men är också högst beroende av en spelares personlighet, mentalitet och inställning till det spel denne spelar. Enkätundersökningen pekar också på ytterligare faktorer som kan stärka respektive hämma inlevelsen i FPS..
Internkommunikation och beslutsprocesser inom Åtvidabergs FF : En kvalitativ fallstudie av Åtvidabergs FF
AimThe purpose of this study has been to help Åtvidabergs FF to find development opportunities by reviewing the internal communication and decision making process within the organization. In this study we have used two models, Johari window and Administrative man.Our study has two main questions. The questions at issues are:? Can Åtvidabergs FF with help of the communication model Johari window identify how the internal communication can improve?? Can Åtvidabergs FF use the Administrative man as a decision model?o Will the use of the model Administrative man lead to better decisions will be made?MethodWe have made a qualitative case study in a positivistic spirit. Data has been collected through half structured interviews.
Kommunikation med barn: Skapandet av en bilderbok : En litteraturundersökning om bilderboksriktlinjer samt tillverkning av en bilderbok
Many people believe that the analogue picture book is a dying media due to the increase of digital media. Contrary to popular belief, the publishing of children?s book in Sweden is continually increasing, which makes mapping the field quite significant. But to regulate the creation of a children?s picture book is problematic, because one does not want to impede the personal style of the writer or the illustrator of the children?s book.If the children?s book creator has an understanding of how to better communicate with children, the children?s book might have a grater impact on the child.
Bollspel som arbetssätt : Sex gymnasielärares syn på bollspel som hjälpmedel för att uppnå målen i idrott och hälsa
Syftet med undersökningen var att ta reda på varför bollspelet används för att uppnå målen i idrott och hälsa A.En studie av läroplanerna visar att bollspel inte ens är omnämnt och det är intressant eftersom skolidrotten är så präglat av bollspel. En läroplans överblick visar att idrotten har varit prestationsinriktad och betoningen har lagts på att eleverna ska visa sina färdigheter.Studien förlades till idrott och hälsa A på gymnasiet.Sex lärare valde att ställa upp på intervjuer där ställdes frågor kring deras undervisning och deras syn på bollspel. Det var problem att få folk att ställa upp, men sex stycken lärare valde att ställa upp, dessa lärare var i blandade åldrar och en jämn könsfördelning.Resultatet visar att det finns ett tydligt samband och mönster i dessa lärares undervisningsstrategier och i detta har bollspelet en central roll. Det samband som kan utläsas är att de alla trycker på den sociala biten när det blir tal om bollspel. De viktiga är inte ?jaget? det viktiga är laget.
MMORPG & färdighetsbaserade lootsystem : Real-cash i en virtuell värld?
Massiva multispelar onlinerollspel (MMORPG) är idag en välutvecklad industri. Det finns även ett fåtal vars ekonomi och loot är baserade på riktiga pengar. Loot är de föremål en spelare kan erhålla genom att t.ex. döda monster och ett lootsystem är de interna mekanismer som hanterar hur loot distribueras i ett spel. Lotterilagen och Lotteriinspektionen reglerar vad som är ett lotteri i Sverige, om ett spel är slumpbaserat och spelaren eller spelarna kan vinna mer än de satsar, så måste arrangören få en licens utfärdad.
Uterummet i undervisningen : en läromedelsanalys inom biologi
This paper describes Tempus Custode, a smartphone application with which the user may register working hours and travel time during the work day. The application communicates with a database via a server. The data stored in the database may be manipulated using an administrator tool, mainly for the composition of time reports. In this way, the user?s task of time reporting his day is greatly simplified.The application is able to automatically discriminate between work time and travel time, as it continuously fetches positioning data from the smartphone GPS receiver.
Varför digitalisera? En studie av tillkomsten av Kungl. bibliotekets digitaliserade samlingar
The Royal Library (KB) of Sweden harbours great collections of different objects through a special law from 1661. This master degree paper is exploring a part of KB?s digitisation of those collections. It deals with the questions about what the KB had chosen for digitisation, why those choices were maid and who is responsible for making these decisions. The paper will also for example seek out different patterns and trends in the information.
Analys av det nordiska kraftnätets påverkan på det svenska elspotpriset.
During the last few years, there has been a lot of debate regarding the price ofelectricity on the Swedish market. According to a recent survey from Sifo, anon-bias governmental institute for consumer research and testing, the priceof electricity is what worries Swedish households the most. An investigationof the eciency of the Nordic power grids inuence on the Swedish spotprice is therefore both relevant and valuable. Three quarters of all electricityproduced in the Nordic region is traded at the Nord Pool Spot power market.This survey examines how much of the variation of the swedish spot pricecan be descried by the variation of the nordic system price and how much iscaused because of ineciencies in the power grid. Primarily, linear regressionwith adjustments for endogeneity and heteroskedasticity has been used in orderto analyze data obtained mainly from Nord Pool Spot and Vattenfall AB.The results show that the variation of the system price can account for all butabout 40% of the variation in the Swedish spot price.
Konstruktion av datainsamlingskort för mätsystemet COMET
During test flights SAAB uses the data acquisition system COMET 16. The part of the system that receives the signals from the sensors and converts them is called KSM 15. The purpose of this thesis is to develop a data acquisition module on stacked PC/104 modules with a lower production cost. Our work has been divided into one part about analog signal conditioning and a second part with digital filtering and memory management of the sampled data. The analog part, designed of regular components like instrument amplifiers, voltage references, operational amplifiers and multiplexers, adjusts the sensors signal levels for the ADC?s that converts the signals.
Produktspårning med RFID : Konceptutveckling och utvärdering
The aim of this thesis was to investigate the possibility of integrating an item tracking systemwith a monitoring system currently under development at Fifth Generation Technologies (P) Ltd.A literature study of RFID technology and the networks ZigBee and MiWi was done. Based onthe literature study a concept for a distributed system was developed.The concept is to have several RFID readers placed in the area where tracking is to be performedand allow them to communicate with each other through wireless communication. The RFIDreaders shall be able to form zones and filter the data that is forwarded from the zones to theservers and thus perform some of the work that the server would normally have to do. Theconcept has been evaluated by prototype development and testing. The prototype uses an ultrahigh frequency RFID reader and a MiWi network.The test indicated some limitations with the selected technologies.
Re-design på uppdrag av Spotify : Framtagning av designförslag för ny visningsvy för internprogram baserat på kontextuella intervjuer
Spotify is a music service that offers on-demand streaming and is available in several countries worldwide. As the company and the interest for it grows, more and more parties are involved and those involved, including the record labels want to control and get an overview of their products. They want to be able to see, for example, when a product is available on Spotify and in which countries.Spotify is in May 2013 in process of developing a to be used by administrators on Spotify in order to meet the record labels with the information requested. The new software intends being used by administrators but also by the record labels so that they will be able to overview their products availability.We were asked by one of the developers to conduct user interviews and tests to result in a design proposal on how the display page of information about a product could be visualized more clearly so that it suits both record labels and employees at Spotify. The results of our contextual interviews were translated into a prototype with two display pages.
Cupsystemet : En kvalitativ fallstudie av en mobil webbtjänst
The thesis describes the following main question: Will the administrative labour during football tournaments be made easier with the help from a mobile web service or will it convey to unnecessary extra work? To be able to give a good and qualified answer to this question, the thesis will in the beginning describe how the technique for such a system might look like and also describe the existing administrative moments during a football tournament, this is too give the reader a deeper understanding for further reading. The thesis then goes on to describe a concrete system which is tested on three football tournaments. On the basis of the tests, interviews and through analysis of these the thesis will be able to answer our questions. The result which we present in the thesis have unfolded through testing of the system on three chosen football tournaments.