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112 Uppsatser om Gaming gear - Sida 4 av 8

Man skola spela! : En enkätstudie om hur gymnasieelevers onlinespelsvanor samvarierar med skolprestation och socialt umgänge

I det moderna samhället har internet och spelande av olika slag som sker genom internet blivit alltmer populära aktiviteter. I takt med den explosionsartade utvecklingen har även problematiskt beteende följt i form av onlinespelsmissbruk, som blivit ett så pass omfattande problem att det idag omnämns som diagnosen ?Internet Gaming Disorder?, IGD. Företeelsen har dock inte enbart blivit mer framträdande vad gäller aktiviteten i sig utan också gällande mängden forskning som görs inom området. Den population som studeras flitigast och där onlinespelandet är som mest framträdande är bland yngre människor och främst bland pojkar och män.

Gränser av hud, glänsande kroppar och längtan : En queer närspelning av Mass Effect 3

This essay aims to examine how the synthetic non-human subjects, EDI and Legion, are constituted in terms of their bodies, gender, desire and emotion, in the gaming series Mass Effect. In a close-gaming method I also want to explore in which way the gamer can effect or even change the expressions of the body, gen­der, desire, and emotion made by the synthetic non-human subjects. In order to do this I use Judith Butlers and Sara Ahmeds queer theory, and Donna Haraways cyborg feminism. I concluded that EDI em­braces her embodiments and is given a highly sexualized female body, being more of a woman than a machine. While Legion is rather embracing disembodiment and is given a non sexualized, androgynous male body, be­ing more of a machine than a man.

Elektroniska spel i tidningsfältet : En studie av recensenters förhållningssätt till dator- och TV-spel

This paper considers the roles of critics, newspapers and magazines, in the process ofdescribing computer games and video games as either technical objects or products intendedfor entertainment.The making and ?using? of computer games and videogames originates in small groups ofpeople possessing a lot of knowledge in computers, during a time when these kinds of deviceswere very expensive. But now, the gaming culture has grown and almost anyone in oursociety can own and play a video game. For that reason, one could ask the questions ?are thegames and the people who plays them still parts of a ?technical culture??? and ?do we needsome kind of prior knowledge to fully understand the videogame critics??The critics represent ?the official idea? of what a videogame is, how it works and if it is worthplaying.

Dämpning av ljud i Shift-by-Wire växelväljare : Noise damping in a Shift-by-Wire gear shifter

Constantly growing demands from the costumers in the Automotive industry forces the subcontractors to seek alternative ways to compete. One parameter of quality is the components tolerance against NVH(Noise, Vibraion & Harshness) aspects. Kongsbergs Automotive has developed a new gear shifter platform (Shift-by-Wire) that is sold to Alfa Romeo and used in of their car models. However, the company is not pleased with the components sound quality, therefore the main purpose of this thesis is to develope a number of concepts that is supposed to enhance these NVH-aspects.To get an understanding of the problem an analysis of the causes of the emitted sound has been done parallell to a product decomposition, function decomposition and a Ishikawa-diagram. Together with these methods has a litterature study been performed to get familiar with the physics of an impact and especially the emittment of noise.

Omkonstruktion av armled tillhörande Bracke Forest högläggare

One of the main tasks of the Swedish Armed Forces over the past few years has been International assignments, which increased the importance of the Lessons Learned process. Methods of simulator training with computers have become more frequent and the technical ability to collect digital data from sensors has been developed as well. This work demonstrates how the experience of Lessons Learned can be communicated with the computer simulator StriSimPC and how modern technology in future support experiences from the Lessons Learned process at the tactical level in the Army.Currently knowledge sharing consists of several processes and strategies in the Swedish Armed Forces. This is done by written reports, oral presentations and different practical exercises.This case study shows the functions of the simulator StriSimPC, methods of training and how it is used today. The study also describes the future opportunities, where digital metadata acquired from the modern combat vehicles could contribute sharing of experience in the Lessons Learned process.The summarized conclusions indicate that StriSimPC can combine the two strategies for personalization and codification of knowledge transfer to reach a higher level of learning.

Energibalans Dåva Kraftvärmeverk

To be able to measure high-surge voltages and transients with short rise times youneed measuring instruments with a high sampling frequency and large Bandwidth.These surges and transients occur primarily at lightning but can also occur at forexample at connecting errors at an electrical switch-gear. This report describes thework with finding two solutions for measuring and log data from these surges andtransients. One temporary solution where a measurement program has beendeveloped. A second solution where different company solutions have been analyzedto decide which fits best. For these measurement solutions two solutions for bringingdown the voltage has been used.

Erfarenhetsöverföring inom markarenan med stöd av simulatorteknik. : En studie av StriSimPC.

One of the main tasks of the Swedish Armed Forces over the past few years has been International assignments, which increased the importance of the Lessons Learned process. Methods of simulator training with computers have become more frequent and the technical ability to collect digital data from sensors has been developed as well. This work demonstrates how the experience of Lessons Learned can be communicated with the computer simulator StriSimPC and how modern technology in future support experiences from the Lessons Learned process at the tactical level in the Army.Currently knowledge sharing consists of several processes and strategies in the Swedish Armed Forces. This is done by written reports, oral presentations and different practical exercises.This case study shows the functions of the simulator StriSimPC, methods of training and how it is used today. The study also describes the future opportunities, where digital metadata acquired from the modern combat vehicles could contribute sharing of experience in the Lessons Learned process.The summarized conclusions indicate that StriSimPC can combine the two strategies for personalization and codification of knowledge transfer to reach a higher level of learning.

Project EQS - Elektronisk växelreglering för motorcykel

Husaberg Scandinavia AB is a company producing and developing a range of motorcycles for both on- and off-road use. Husaberg provided the project group with a task of developing an entirely new way of operating the sequential transmission that can be found in today?s motorcycles. The target was to bring the product from idea to a functional prototype ready for further tests. Operation of the motorcycles transmission is today made by a foot pedal placed on the left hand side of the bike.

Mät och loggningsutrustning för spänningstransienter.

To be able to measure high-surge voltages and transients with short rise times youneed measuring instruments with a high sampling frequency and large Bandwidth.These surges and transients occur primarily at lightning but can also occur at forexample at connecting errors at an electrical switch-gear. This report describes thework with finding two solutions for measuring and log data from these surges andtransients. One temporary solution where a measurement program has beendeveloped. A second solution where different company solutions have been analyzedto decide which fits best. For these measurement solutions two solutions for bringingdown the voltage has been used.

Spelindustrins Paradox : En eventstudie om lansering av tv-spels påverkan på aktiekursen

Purpose: To examine how video-game releases affect the share price, and if video-game reviews have any impact on the share price of gaming corporations. Method: A quantitative deductive research approach is applied with event study methodology used as basis. The investigated companies were the five largest gaming companies listed on the U.S. NASDAQ exchange. A total of 29 video-game launches and 85 reviews where examined.  Theory: The study is based on The Efficient Market Hypothesis, Agent Theory, Public Relations Theory, Nextopia and previous research.Results: The result contains 114 observations in five companies.

Mät och loggningsutrustning för spänningstransienter

To be able to measure high-surge voltages and transients with short rise times youneed measuring instruments with a high sampling frequency and large Bandwidth.These surges and transients occur primarily at lightning but can also occur at forexample at connecting errors at an electrical switch-gear. This report describes thework with finding two solutions for measuring and log data from these surges andtransients. One temporary solution where a measurement program has beendeveloped. A second solution where different company solutions have been analyzedto decide which fits best. For these measurement solutions two solutions for bringingdown the voltage has been used.

Frihet i datorspel

A game designer has to consider several aspects when he or she is designing a game. One of those aspects is the perceived freedom in the game by the player. There exist several methods to facilitate this perceived freedom in the design phase of the game. This thesis presents, in a qualitative methodology, a number of these methods a game designer might utilize to give the player a heightened sense of freedom for an improved gaming experience. Included herein are such elements as indirect control, linearity, storytelling and level design..

The Sims : En studie om skapandet av karaktärer ur ett genusperspektiv

Todays gaming habits between women and men depends on the age range. Both sexes are playing but how do they create a character when they have free hands? Are there any differences from a gender perspective? The main purpose is to answer the question: How does women and men create characters in the computergame The Sims? By looking at the result of four women and four mens created character and then interviewing them for profound information, we have received data to answer those questions for our study. Data has shown that the men were less personal when they created a character, used more imagination and took less time to create the character. The majority of the women created themselfs or part of themselfs and took more time on details..

Rekonstruktion och optimering av laddningstid för en webbsida i Ruby on Rails

Många verksamheter representeras idag på internet i omodern stil vilket kan påverka besökarens uppfattning om verksamheten negativt. I detta arbete har en webbsida rekonstruerats. Webbsidan tillhör en förening med verksamhet inom gaming och esport. Rekonstruktionen är till för att ge besökare en klar bild av vad föreningens huvudverksamhet är och för att integrera streamingtjänsten Twitch för att ge besökare ytterligare en anledning att återbesöka sidan. Dessutom har laddningstiden för startsidan optimerats för att ge bättre besökupplevelse.

Live streaming : En kvalitativ undersökning om streaming av datorspel

Vad a?r det som go?r att en miljon ma?nniskor la?gger tid pa? att streama datorspel? Live streaming har funnits sedan 1920-talet, da? i form av musik i hissar. Pa? 1990-talet bo?rjade hemdatorer utvecklas ha?rdvaruma?ssigt tillra?ckligt fo?r att kunna streama film och ljud. Med en kvalitativ enka?t publicerad pa? na?tet underso?ker vi i den ha?r uppsatsen varfo?r en miljon personer idag va?ljer att streama na?r de spelar dator eller tv spel.

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