Sökresultat:
112 Uppsatser om Gaming gear - Sida 7 av 8
Utveckling av snabbfäste och verktyg för byte av sågklinga
This thesis is based upon the work done at Westinghouse electric company (WEC)inVästerås during the spring semester of 2015 and describes the development of a quickcoupler with associated blade changing tool. These are meant to be used togetherwith a sawing tool that the company uses for the dismantling of nuclear reactors,which is performed under water.The aim of the thesis was to develop a complete manufacturing documentation withdrawings and related CAD models which Westinghouse later can use to manufacturethe tool and the quick coupler. It was also included in the assignment to, if necessary,modify parts of the saw tool to adapt these to the intended blade changing tool.A number of visits to the company's workshop was made during the time to study thesaw that the thesis is based upon. The purpose of these visits was to get a better ideaof the dimensions, construction and the field of use of the saw. On three of thoseoccasions various engineers and consultants accompanied us to discuss possibleproblems with different ideas.This was interspersed with information in the form of literature studies on quickcouplers to create a clearer picture of the nature of the task.When enough information had been gathered a functional analysis was made to dividethe main problem into subthis phase the idea and concept generating process took place.The methods used for this was mainly brain writing and brainstorming.
Orsaksanalys och lösningsförslag vid fel vid kommunikation av växelläge
Detta examensarbete på C-nivå har genomförts i samarbete med Kongsberg Automotive i Mullsjö som utvecklar och tillverkar komponenter till fordons-industrin.Företaget har fått reklamationer på en växelväljare i deras sortiment och är en produkt som sitter i kundens lastbilar och bussar. Felen har uppträtt relativt sällan men med tillräckligt stor marginal för att de ska klassas som allvarliga fel. Dessa fel är kopplade till den magnetarm som kommunicerar med transmissionen i fordonet och konsekvensen av dessa fel blir att fordonet blir obrukbart och måste bärgas bort.Syftet med detta examensarbete är att författaren på ett ingenjörsmässigt sätt ska angripa problemen med magnetarmen till växelväljaren på så sätt att grundorsaken bakom kan säkerställas. Målet för arbetet är att hitta dessa grundorsaker till varför magnetarmen går sönder, eller hoppas ur sitt läge, samt att ta fram en design som hindrar att problemen uppstår igen.För att strukturera arbetet har författaren använt sig av en problemlösningsmetod som heter Six Sigma DMAIC. Det är den här metoden som hela projektet och därmed rapporten är uppbyggt kring.Författaren kom fram till att grundorsakerna till problemen som uppstått med magnetarmen hade grundat sig i konstruktionen av de komponenter som sköter funktionen med produktens växelknappar.
Data och Tv-spel : Data och tv-spels påverkan på ungdomar
The purpose of this study is to investigate in what extension students experience that computer and videogames affect them. I have chosen to focus on the physical, mental and social affect that this activity might bring them. I have also examined how much time the students spends in front of the computer or the videogame and in which social context they play.The method I have chosen to use is a quantitative opinion poll which I used in three classes of the later junior high and I have also conducted five qualitative interviews.The conclusions I have drawn from this investigation are that computer and videogames affects teenagers both physically and mentally. Physically the affects of playing videogames mostly can be derived to the physical inactivity they expose themselves to. The students themselves did not experienced any positive physical affects from their playing.Amongst the mental affects that stood out the most I recognized the social training that online gaming provided and also the intellectual stimulation that certain games offered the player.
Mjukvarubaserad 3D-renderare
Abstrakt Produkten som jag har utvecklat är en mjukvarubaserad 3D-renderare. För att göra en sådan produkt är man tvungen att gå djupt in i området 3D och utföra alla beräkningar på egen hand. Dessa tar annars grafikkortet hand om. Denna rapport förklarar varför jag har valt att göra en egen mjukvarubaserad 3D- renderare och vad den är för något och i vilka områden den används. Här förklaras även min syn på programmering, digitala spel, vad programmering innebär för mig och hur min syn på spel har påverkat mig med tiden.
Den svenska sällskapsspelsmarknaden : En studie om en bransch i utveckling från 1970 till idag
This essay is about the history of the Swedish board game-industry from the 1970?s to today. The essay focuses on the companies in the business and how they change during this period and about the causes of this change. This essay aims both at accurately describing the development of the industry as well as asking the question of what influence factors from outside of the industry have upon the change during this period of time. The material used in this essay is mainly extracts from interviews with people who have been working in the industry during the period, as well as literature on the subject and product-catalogues from certain years in the time-frame.From this material I have outlined the basic history of the industry.
Mjukvarubaserad 3D-renderare
Abstrakt
Produkten som jag har utvecklat är en mjukvarubaserad 3D-renderare. För att göra
en sådan produkt är man tvungen att gå djupt in i området 3D och utföra alla
beräkningar på egen hand. Dessa tar annars grafikkortet hand om.
Denna rapport förklarar varför jag har valt att göra en egen mjukvarubaserad 3D-
renderare och vad den är för något och i vilka områden den används.
Här förklaras även min syn på programmering, digitala spel, vad programmering
innebär för mig och hur min syn på spel har påverkat mig med tiden. Jag tar även
upp mina tankar om spelindustrin och samhällets misstolkade värderingar av spel
samt vad för sorts spel jag anser skulle gynna mänskligheten i framtiden. Vad
jag
tycker om utbildningen Digitala spel nämns också samt hur jag tror att den
skulle
kunna förbättras.
Slutligen följer en kortfattad beskrivning av hur mitt projekt har genomförts.
Abstract
The product I have been developing is a software based 3D renderer.
Internet som samtalsrum : En studie som undersöker videosamtal över Internet som samtalsarena för stödsamtal
Internet's entry into our home has changed our communication capabilities. As a result more and more services in the digital world are available. Besides e.g. shopping, gaming and general information, different social networks now offer preventive and therapeutic health-oriented services. When being asked by several young people, with whom I have been working in a clinical setting, to offer conversations over the Internet that enables both to see and to hear each other in real time, I decided to conduct a pilot study which is presented in this paper. The aim was to investigate the feasibility of offering supportive therapy using video calls over the Internet.
Minecraft i klassrummet : En kvalitativ studie om elevers och lärares upplevelser av Minecraft i undervisningen
The purpose of this study was to investigate pupils' and teachers' experiences of using the simulator computer game Minecraft in connection with the Swedish school competition Future City. The study examines how students (ages 14-15) and teachers have experienced the use of Minecraft, what the students have learned in relation to everyday education and the different forms of education during Future City and also examine which patterns that exists in the experiences of the students, with personal interest of and knowledge of Minecraft as a benchmark. The study was conducted through individual semi-structured interviews with both students and teachers. The analysis of the results is based upon a theoretical perspective that includes a socio-cultural view of learning, as well as the lines of reasoning in previous research about computer games and learning. As a general approach towards the study, and in a way, a justification of the chosen research method, a hermeneutic approach was used.
En undersökning av framtidametoder för att säkra förband i produktion
The thesis is an examination of the methods that are appropriate and long-term choice to obtain clamping force and secure screw joints in production. The employer, Scania CV AB, transmission manufactures axle gears to all trucks produced in Södertälje. One of the most common assembly elements is screw joints, where the clamping force is essential to achieve a secure joint. Current methods to secure the joint is due much of the friction effect and is an indirect method to measure the clamping force. The clampforce accuracy becomes more widely with torque angle control.
Integrering av gamification i reklam : utmaningar, möjligheter och problem
In this study, we have explored a new area called ?gamification? ? a word and concept that was first introduced on the Internet autumn 2010. Gamification concerns integrating game design, with emphasis on game mechanics and game dynamics, into non-gaming contexts ? such as marketing. At its basic definition, it concerns the process of transforming all kinds of activities into games.
Kaloriförbrukning vid AVG-utövande : En kvantitativ studie angående fysisk påfrestning
AbstraktInledning Det råder en omfattande hälsoproblematik idag och fysisk inaktivitet är en bidragande orsak. Stillasittandet har ökat i västvärlden och för att fånga även dessa individer erbjuder Tv-spelsmarknaden fysiskt aktiva spel. Handkontroll och stillasittande byts ut mot individens kroppsrörelser. Det finns till och med spel som räknar individens kaloriförbrukning under spelets gång.Syfte Syftet med studien är att se om det råder en signifikant skillnad gällande kaloriförbrukning mellan Your shape och indirekt kalorimetri samt hur Your shape förhåller sig mot Nintendo Wii boxing utifrån de fysiologiska variabler hjärtfrekvens och kaloriförbrukning.Metod En experimentell studiedesign genomfördes på 12 deltagare (7 kvinnor och 5 fem män med en medelvärdeskaraktärisering på 22.2 år, 67,9 kg, 171,3 cm och 23,0 BMI) med hjälp av indirekt kalorimetri i form av en portabel Oxycon Mobile Pro. VO2 och HF uppmättes under testet för att därefter räkna ut testpersonernas kaloriförbrukning.
Djurvänlig hantering av lantbrukets djur i samband med transport
Handling, loading, transport time and unloading in connection to transport of farm animals affect animal welfare. Induced effects include both psychological and physiological stress responses in animals. The physiological parameters may be measured through blood analysis while behavioural changes often manifest themselves through increased vocalisation, escape attempts and apathy. Physiological parameters are additional parameters of importance when measuring animal stress responses.
The handlers behavior during transport has been shown to have major impact on animal welfare and the quality of meat. Animal friendly handling and driving of animals create a more manageable work environment for the handlers.
To further increase animal welfare in connection to transport, stables should be built with well adapted drift passage and ramps on the transport vehicle.
TV-spel i nöjesjournalistiken : En undersökning om tv-spel och recensioner utifrån ett genusperspektiv
This study is about how videogamecompanies and Swedish newspapers represent masculinity and femininity in the covers of the games Assassins Creed 3, Grand Theft Auto 5, Bayonetta and Tomb Raider along with the reviews being done in conjunction with the game. The reviews has been published in the following newspapers: Aftonbladet, Svenska Dagbladet, Expressen and Göteborgsposten. The image that is formed in our society about how a man and a woman should be and behave will be the basics of this study. The covers of the games often represent what the game itself is about and what it contains and the reviews also conveys what the consumer who buys the game gets. The video game industry has grown in recent years to become one of the largest entertainmentindustries, but despite this, there has not been many studies on how this media represents masculinity and femininity.
Vandring av vårlekande fisk och jämförelse av fångst mellan ryssja och strömöversiktsnät i Hammerstaån, Stockholms län
During the last two hundred years many wetlands and streams in Sweden have been lowered to provide land for agriculture and forestry. Some of the coastal wetlands and streams probably served as spawning sites for certain species of fish in the Baltic Sea, but the present situation is not well known. As standardized methods to monitor fish in running waters are carried out during late summer or autumn, there is a need for methods to sample spring-spawning fish in these streams.The aim of this study was to survey the lower kilometer stretch of Hammerstaån in Stockholm, to investigate the extent to which the stream is used by spring-spawning fish. Furthermore, the study aims to evaluate a new type of survey fishing gill net called strömöversiktsnät (SÖN). This was done by comparing the catch of fish by SÖN with that of fyke nets.
Vandring av vårlekande fisk och jämförelse av fångst mellan ryssja och strömöversiktsnät i Hammerstaån, Stockholms län
During the last two hundred years many wetlands and streams in Sweden have been lowered to provide land for agriculture and forestry. Some of the coastal wetlands and streams probably served as spawning sites for certain species of fish in the Baltic Sea, but the present situation is not well known. As standardized methods to monitor fish in running waters are carried out during late summer or autumn, there is a need for methods to sample spring-spawning fish in these streams.The aim of this study was to survey the lower kilometer stretch of Hammerstaån in Stockholm, to investigate the extent to which the stream is used by spring-spawning fish. Furthermore, the study aims to evaluate a new type of survey fishing gill net calledströmöversiktsnät (SÖN). This was done by comparing the catch of fish by SÖN with that of fyke nets.