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112 Uppsatser om Gaming gear - Sida 5 av 8

Effektivisering av klimatskärm : a?tga?rdsfo?rslag fo?r bostadsfo?reningen Stocken

This study explores Environmental Storytelling techniques and whether these can beused in combination with each other to lead a player through a game scene in aspecific pattern, affect the player?s narrative and exploratory view and explorewhether Self-paced Exploration can be combined with these techniques.It is a qualitative study conducted by six gaming sessions with accompanyinginterviews in which six people get to play one of three versions of the same gamescene. The only differences between the scenes are the different guidance techniquesused. The informants' movement patterns are identified and interviews recorded byaudio, as well as screen recording. The results shows that Environmental Storytellingtechniques can very well be used to control the player's exploration patterns, bothnarratively and navigation purposes and Self-paced Exploration can be utilized to agreater efficiency in combination with these..

Röd Glöd : Granaternas betydelse under yngre järnålder med fokus på Gamla Uppsala

During an excavation at Old Uppsala 571 raw garnets was found. In comparison with similar fragments from other sites in Sweden my aim was to prove a completely domestic production of garnets for cloisonné work. I have chosen to look at the archaeological sites of Old Uppsala, Valsta, Slöinge and Paviken and more closely at the material from Old Uppsala and Valsta. My theoretical framework has been to look at the garnets own agency in the contemporary society.Garnet cloisonné was a popular jewellery form during the Merovingian period on the continent although it came to an end in the early 7th century. It was during this time in Scandinavia a new sort of garnet, technique and paste was introduced and the garnet cloisonné was profoundly used for the gear of the elite and ritual objects.

Klient-server och Peer-to-Peer applikationer : En prestandajämförelse

An increasing number of applications are becoming more or less network based today.The traditional architecture for network based applications is client-server, but as usageof download services are going up, so is the Peer-to-Peer architecture. This report is acomparison between the Peer-to-Peer and client-server model, and can serve as a basiswhen a decision between them needs to be taken. In the report, the performancebetween the different architectures is compared in different contexts. Our basis is ageneral implementation of both architectures in a test that is derived from a previousreport. On top of this, the performance of the different architectures are measured,implemented in a gaming-context.

Vad anser du vara en verklighet? : Kan en virtuell värld vara en verklighet?

Contents:The evolution of today?s computer influenced society has taken giant steps towards virtual reality, game addictions and the possibility of not having to meet the people we communicate with. What is a reality today?To give a more concrete image of our question we?ve chosen the online game World of Warcraft as an example and to describe our connection to an alternative reality. We have performed different investigations, interviewed both gamers and non gamers, all this to give us the opportunity to see if the term reality has started to change in a direction that will allow us to call this alternative world a reality, or if it?s just a world wide phenomena of for example gaming addiction.

Modellering av manövercylindern för Nosstället på JAS39 Gripen

When models are used to describe physical phenomenon during development or modification of a technical system, it is often possible to reduce both the time needed and the overall development cost. With the use of models it is also possible to investigate the potential of the selected solution, without the need for any expensive details and testrigs. In many cases it is also not possible to test all the aspects regarding the functionality that are desired from the system, without using the complete and final product.In this case a model based approach has been used to optimize the different parameters in the new snubbing mechanism for the Nose Landing Gear Retract Actuator on the JAS39 Gripen.During the simulations, upper and lower boundaries were calculated for the length of the spring and the diameter for the restrictor. The governing constraints were given by the requirements for the retraction time during cold conditions and that the amplitude of the alternating loads in the uplock mechanism were brought to an acceptable level.The most promising results from the simulations were then used in a limited number of trials in the hydraulic rig to verify that the configurations comply with the requirements.The final parameters for the snubbing mechanism were chosen to 35±1mm for the spring and 0.4-0.5 mm diameter for the restrictor..

Undersökning om spelares uppfattning om latency i realtidsstrategispel

In this study we examine how much latency is required in an RTS-game (Real-Time Strategy) before the player quits the game. In the study latency is simulated in the games Age of Mythology and Starcraft: Brood War with the program WANem, and then the testplayers are asked ?Do you want to quit because of latency??. This data is then gathered and compiled into graphs to show the results. These results show that the limit for when players want to quit differs between the two games and that there are two factors that play into this.

Scenografi, min käre Watson! : En studie i scenografiska teknikers påverkan på spelare

This study explores Environmental Storytelling techniques and whether these can beused in combination with each other to lead a player through a game scene in aspecific pattern, affect the player?s narrative and exploratory view and explorewhether Self-paced Exploration can be combined with these techniques.It is a qualitative study conducted by six gaming sessions with accompanyinginterviews in which six people get to play one of three versions of the same gamescene. The only differences between the scenes are the different guidance techniquesused. The informants' movement patterns are identified and interviews recorded byaudio, as well as screen recording. The results shows that Environmental Storytellingtechniques can very well be used to control the player's exploration patterns, bothnarratively and navigation purposes and Self-paced Exploration can be utilized to agreater efficiency in combination with these..

Inventering av röjningsobjekt från helikopter :

In time with HolmenSkog district Egenskog Norrköping´s decreasing mountain of cleaning, the office started to look around for new alternative cleaning strategies to lower the costs connected with cleaning. One option was to make the inventory strategy more effective and after a phonecall with the head of the district, Jonnie Friberg, the planning started to try inventory in pictures taken from a helicopter. The pictures was at last taken from a digtal camera and the vegetationheight was mesured with a laser. The gear was supplied from Kallax Flyg AB, Luleå. In the trial 15 stands was selected depended on age and different mixtures between pine (Pinus sylvestris), spruce (Picea abies) and birch (Betula pubescense and Betula pendula).

"Det är så roligt att träna" : En kvalitativ undersökning av hur kvinnor gestaltas i tidningen I FORM:s personporträtt

I FORM is the biggest health magazine of Scandinavia. It is a magazine that treats subjects like health food, training, sports gear, sex and relationships. The magazine addresses women directly and only women appear in the magazine.This is a study on how I FORM portrays women in their segment called ?Addicted to? (Biten av). It is a study of what kind of stereotypes that are used and also what kind of pictures that has been used to portrait the women.

Alternate Reality Games : Framtidens Marknadsföringsform

An alternate reality game, often abbreviated as ARG, is a mix between a game and a crossmedia interactive story using mainly the Internet as a platform. The game is built around the idea of teamwork among its participants. The players cooperate to solve puzzles allowing them to go forward in the story of the game. The marketing element is in different ways included in the story.A few Alternate Reality Games such as The Beast, The Art of the H3ist and The Lost Ring have previously been launched as marketing campaigns. This bachelor thesis aims to examine the possibilities of Alternate Reality Games as an alternative marketing tool for profit-driven companies.

Sambandet mellan spelande och oro : Könsskillnader i empati och spelvanor

Empati är ett brett begrepp som är svårdefinierat, det är även svårt att veta vad som påverkar empatin. Diskussioner om hur våldsamma tv- och datorspel påverkar empatin negativt ökar. Denna studie undersöker sambandet mellan tv- och datorspel och empati där empati definieras som ett karaktärsdrag och en reaktion. Totalt deltog 485, varav 411 var kvinnor, 62 män och 12 som inte ville uppge kön/icke-binära. Davis IRI-skala användes för att mäta empati och enkäten skickades ut som webbenkät och i pappersform.

Freemium Gaming : Hur drivs spelare till att köpa virtuella objekt i Freemium-spel?

Freemium är en affärsmodell som används allt mer, framförallt inom spelbranschen. Då stora delar av utvecklarnas inkomst kommer från virtuella köp finns det anledning att undersöka hur spelare drivs till att köpa just virtuella objekt.Syftet med undersökningen var att kartlägga de aspekter som driver spelare att köpa virtuella objekt inom Freemium-spel på persondatorer (med operativsystemen Windows, OS X och Linux). Undersökningen bestod av litteratur-, enkät- och intervjustudier.Resultaten pekar på att spelare framförallt är måna om de visuella aspekterna hos de virtuella objekt de köper. Spelare tog avstånd från att virtuella objekt skulle ha någon funktionell innebörd om de gick att köpa för pengar. Detta då många spel idag är tävlingsinriktadeoch kräver god balans mellan de funktionella objekten i spelen.Resultatet har även visat att det finns utlösande faktorer så som realisationer, medspelares innehav av köpta virtuella objekt och säsongserbjudanden som driver spelarna till att köpa virtuella objekt..

Den viktiga barnlitteraturen : Om förskollärares uppfattningar kring normkritisk barnlitteratur

The purpose of this study is to find out what preschool teachers think about antisocial children's literature. Based on five qualitative interviews with teachers at a preschool that works with a standard critical approach. In order to fulfill my purpose with this study, I focused on how these teachers felt that it was important to use the standard critical children's literature in preschool. I wanted to find out what the teachers' thoughts were on the concept of standard critical children's literature and how and whether they use it in their daily activities. When I analyzed the results of my interviews I used the queer theories that include standard critical pedagogy and literature in preschool.

"Jag kände mig som en pilot" : ??????En studie om interaktionsstilarnas påverkan på spelupplevelsen

Today's technology offers a variety of opportunities to interact with the interactive systems. Human-Computer Interaction in the last decade is the area of research that has contributed the most to this development. But how is this interaction perceived? The user experience is something that is formed by the interaction between human and the computer interactive systems. The objective of this thesis is to investigate how the user experience differs depending on how one interacts with a game.

Spelvärlden som informativt grafiskt gränssnitt : En studie om hur spelvärldens visuella uttryck hjälper ovana spelare att förstå mål och regler

The diegetic game world places high demands on how it is designed. It is common that game developers wants to create a deeper player immersion and some developers believe to achieve this by integrating HUD elements into the game world. To find out how digital games can rely on the design of the game world, we performed user studies on beginners who have very limited experience of playing digital games. By observing the beginners, we could discern the visual aspects in the diegesis that helps players understand the game rules and objectives because the beginners won`t make their choices based on previous gaming experiences. If players encounter a variety of difficulties to understand the rules of a game, then it will less likely be a successful game.

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