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782 Uppsatser om Game-component - Sida 34 av 53
Hur uppfattar musikstuderande med olika genrebakgrunder samma musik?
Title: How do music students with different genre backgrounds perceive the same music? In this paper I report a study about how music students with different genre background perceive the same music. I let twentyone classical music upper secondary school pupils and twentyone rock music upper secondary school pupils listen to ten short music pieces of different character and styles. While listening, they were asked to answer four questions about which instruments they could perceive, what they could tell about pulse, rhythm and beat in the music, which component they thought was the most important in the piece and what word they thought best described the feeling of the piece. All four questions had to be answered for each piece of music to facilitate analysis of differences connected to genre background in those answers.
Teen dating violence : Samverkar våld i relationen depressiva symptom hos ungdomar?
This paper examines dialect as a rhetorical means of persuasion. A survey containing inquires about four different Swedish dialects have been handed out mainly in Södertörn University and Stockholm University, in order to research the values and connotations of theese dialects. The four chosen dialects are as following: Göteborgska, Stockholmska, Norrländska and Skånska. The results of the survey are processed and compiled to see which attitudes these values and connotations may indicate to each dialect. These attitudes and values are then discussed in correlation with five rhetorical theories: Attitude as a means of persuation, Ethos, Persona, Rhetorical Agency and Pierre Bourdieu?s theory of Field and Habitus.
Three-Component Model (TCM) of commitment i svensk kontext : En undersökning av relationen mellan commitment gentemot organisation och närmaste chef
Syftet med studien var att undersöka relationen mellan commitment gentemot organisationen och chefs-commitment i en svensk kontext med hjälp av TCM Employee Commitment Survey. Metoden för att undersöka detta var en webbenkät som delades ut till sammanlagt 188 personer, med en svarsfrekvens på 35%. Respondenterna arbetade i tre olika organisationer inom offentlig sektor. I enkäten fick respondenterna ta ställning till påståenden rörande sin organisation och sin närmaste chef. Resultatet visade att ju lägre continuance commitment är gentemot närmaste chef, desto högre är affective commitment gentemot organisationen.
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.
Institutioners inverkan på entreprenörsaktiviteter : En empirisk analys av relationen mellan institutioner och entreprenörskap
Entrepreneurship as playing a important role for economic growth has been discussed by a number of theorists such as Joseph Schumpeter and Israel M. Kirzner. William J. Baumol developed these theories as he considered that all entrepreneurship doesn?t lead to economic growth, some entrepreneurial activities may even lead to stagnation.
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.
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.
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..
Tre studenter med ADHD berättar om upplevelsen av att läsa i högre utbildning
Research shows that there is a lack of knowledge of adult students with ADHD. Most of all research focuses on children with ADHD in school. The purpose of this study was to gain a better understanding of how adult learners with ADHD experience academic studies related to cognitive difficulties, emotion, motivation, and their experience of SOC. The questions tried to determine how any cognitive difficulties and emotions are perceived, how students' motivation to study impacted and their experience of SOC based on studies in higher education. To answer the purpose and questions used qualitative interviews based on three students with ADHD using a hermeneutic method.
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..
Är transportbeteende något att spela om? : -En studie om hur gamification kan stödja de transportpolitiska målen i Stockholmsregionen
The aim of this study is to examine the possibilities to use gamification to reach thepolitical goals for the transportation system in the Stockholm region. The study has aninterdisciplinary approach and is based around two main building blocks: gamificationand the transportation system in the Stockholm region. The first part examinesgamification. This includes contemporary use, debate, academic definition and aninvestigation of how gamified applications should be developed. One of the mainfindings is a suggestion that gamification should be seen as a process rather that a setof predefined game mechanics that can be applied to any activity.
Vi skapar barns ordförråd : En studie om barns språkmedvetenhet i förskolan i Sverige och Marocko
AbstractThere is a lot of confusion when it comes to defining Special Education. An example of this appears here by a statement from Assarson (2007) "Special Education initiates a special pedagogy, but contains no innate sense of what is the special component in it" (p. 52, authors? translation). This study is an attempt to clarify the elements of the concept.
Integrerad Kommunikation för att stärka ett Nation Brand
The aim of this paper is to explain how the European Union?s common strategy for theCommon Foreign- and Security Policy (CFSP) will change with the implementation of the Treaty of Lisbon. A comparative case study and qualitative method is used. On the basis of Smith?s theory of institutionalization we will analyze two member states: France and Denmark.
Specialpedagogikens många frågetecken : En grupp pedagogers tankar om pedagogik och specialpedagogik
AbstractThere is a lot of confusion when it comes to defining Special Education. An example of this appears here by a statement from Assarson (2007) "Special Education initiates a special pedagogy, but contains no innate sense of what is the special component in it" (p. 52, authors? translation). This study is an attempt to clarify the elements of the concept.
Evaluation of the retinal ON- and OFF-responses in the dog ERG
The aim of the study was to examine the retinal ON- and OFF-pathways of the canine electroretinogram (ERG). The ON- and OFF-pathways are used to distinguish objects from
their backgrounds. A dark object is discernible from a lighter background using the OFFpathway and the ON-pathway is used to descry a light object upon a darker background.
This study shows that the dog ERG has both ON- and OFF-responses and that these responses can be separated by prolonging the flash duration over 50 ms. The dog OFF-response waveform was more similar to the cat OFF-response than the human OFF-response
(Frishman, 2006; Zrenner and Gouras, 1979).
In this study six female three-year-old Beagle dogs were included. Both background and flash stimuli were provided by LEDs (light emitting diodes) with a wavelength of 470 nm, a wavelength that is absorbed almost as effectively by the canine M/L-cones as by the S-cones.
These stimuli gave ERGs with both ON- and OFF-responses.