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7266 Uppsatser om Independent game development - Sida 25 av 485
Återvändarna : en undersökning av hur det svenska samhället påverkades av återvändande emigranter 1860-1940
Between 1860 and 1940 approximately 1,1 million Swedish citizens emigrated to North America. But over 200 000 of them returned to Sweden. In this essay I have tried to estimate the impact of these people on the Swedish society. To make a deeper analyze possible, I have studied the parish of Glima?kra in southern Sweden and tried to trace the immigrants? lives after their return to Sweden and thus estimate their impact on society.By statistical analysis of migrants between Sweden and USA and between the parish of Glima?kra and USA I have concluded that the result can be used as a model for Sweden on a national basis.
Spel & mänskliga behov : spelestetisk design, ett steg djupare
Denna studie omfattar och undersöker de förhållande som existerar kring psykologi och ludologi med på att förena sambanden mellan människors behov och utmaningar i spel. Resultaten representeras via en grafisk illustration där funna samband påvisas. Av det material som använts mest (som hållfast grund), inkluderas Manfred A. Max-Neef?s Human Scale Development och Ernest Adams Fundamentals of Game Design.
Proxyserver för passiv informationssökning
In today?s society the average person is flooded by information from everywhere. This is in particular the case when using the Internet; consider for a moment the fact that a decent search engine at this moment scans 8 058 million homepages. For a user that repeatedly comes back to the same site, the case is often that they know what they are looking for. The problem is to isolate the important information from all the other information embedding it.We would like to state that we have found one possible solution to this problem, where the user himself can define what information he is looking for at a specific server, then scan the server when visiting it with his browser.
Jämförelse av den demokratiska utvecklingen i Bosnien-Hercegovina och Kroatien
This essay will try to explain and compare the different development steps which Croatia and Bosnia-Herzegovina have taken after the war. How could countries with such similar backgrounds develop in such different ways? By analyzing and comparing the two countries the purpose was to examine how these countries which had so much in common could develop in so different ways. My two questions are: What similarities and differences are there between the development which Bosnia and Croatia have taken after the war? Why have Croatia succeeded and not Bosnia?My analysis showed that the main reason to the difference between these countries was that Bosnia is divided; all ethnic groups in Bosnia only consider what's best for their own ethnic group and not what's best for the country. Croatia however has expelled the Serbs which made it easier for them to have a succesfull democratic development. .
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.
Hur upplever gymnasieelever sin informationssökning? En studie på en skola utan tillgång till skolbibliotek
This masters thesis aims to investigate how upper secondary school pupils experience their information seeking in a school context without access to a school library. It is the pupils own thoughts and opinions about information seeking and criticism of the sources that is the main focus. The literature that has been used consists of material from research concerning youth and different aspects of information seeking such as the information seeking process, information seeking on the web, criticism of the sources and how pupils interact with other people in order to acquire information. The method that has been used is group interviews. Twelve pupils from an independent school without access to a school library have been interviewed in groups of three.
Att våga vara innovativ: En fallstudie om affärsutveckling av befintliga produkter i ett högteknologisk företag
High technology companies in Sweden spend a huge amount of money on research and product development in proportion to what they get back in earnings from their inventions. Product development has traditionally been regarded as much more important than business development. This thesis aims to point out the critical factors behind successful business development processes for high technology companies. We have chosen to make a case study of Hexagon, a highly successful and innovative company within the measurement technology business. Internal and external actors that are important for business development have been identified and interviewed in order to understand how ideas are developed and executed.
Samspel, etablering och koppling mellan naturgas och biogas
Sweden has a natural gas grid extending along the west coast, from Trelleborg to Stenungsund. There are also several smaller local networks where a planned natural gas pipeline from Skutskär to Hofors prompted the need for a comprehensive study. This study examines the linkages that exist in terms of technology and market of natural gas and biogas in Sweden. Sweden has set high targets for the future with ambition to become independent of coal and oil as energy sources. Since 1985, a part of the solution has been import of Danish natural gas.
Flickor och pojkar i barnbokens värld: en studie om genus
The purpose with this qualitative text analysis was to study how the sex roles of children are presented in children's books published in 2004 in comparison with children's books published 1972-74. The focus was to find patterns and differences. The study embraces eight books intended for children aged 5-9.The main results of the study showed that the girls were described to have a greater bent to take care, while the boys in general were more aimed to perform and achieve. In both today's and the books from the 70´s, the boys were described as aggressive and independent and the girls were often looked upon as princesses by fathers and boys. Violent rowdy behaviour was the essential thing among boys in especially the books from the 70´s.
Angel Thesis - En spel produktion
Detta projekt har varit ett som har haft både sina höga och låga punkter. Vi
påbörjade detta projektet med viljan att skapa ett spel som var vårt, som
representerade oss och som vi vill spela. Vad vi slutligen bestämde oss att
göra var ett spel som fokuserade på story och spel-känsla som hade en mystisk
stämning och sin egen stil. Detta tillsammans med ett par bra koncept och idéer
så påbörjade vi att arbeta på Angel Thesis, ett action RPG.
Vi har under projektets gång stött på många svårigheter, något som om och igen
testat gruppens moral. Vår största svårighet har varit vårt byte utav
utvecklingsplattform och spel-motor, som har skett två gånger under projekts
gång.
Berättande i digitala spel - En undersökning av monomyten och dess gestaltning
Den här uppsatsen undersöker monomytens två inledande steg The Ordinary World
och The Call to Adventure samt hur dessa kan gestaltas i digitala spel. Syftet
är att få insikt i hur spelmediet kan använda sig av de här teorierna om
berättelsestrukturer för att skapa mer engagerande upplevelser. För att
undersöka problemområdet konkretiserades teorierna i ett ramverk utifrån vilket
en spelprototyp utvecklades och två redan existerande digitala spel
analyserades. Prototypen jämfördes med de analyserade spelen för att undersöka
på vilket sätt teorierna om The Ordinary World och The Call to Adventure
gestaltats. Undersökningen visade på att spelmediet erbjuder en mängd olika
sätt att gestalta teorierna på och vilka för- och nackdelar dessa
gestaltningssätt har.
Att fylla tidningarna med kris : En studie av kriskommunikation, nyhetsmedier och deras källor
The purpose of this study is to discover and explain the influences of media coverage of organizational crises on crisis communication, and vice versa. The study also shows how mediated crises develop, and how media framing and news sources affect this development.Carried out as a case study of three Swedish mediated crises, the methods used are quantitative and qualitative content analysis of media content from four Swedish newspapers and four organizations' press releases from the studied crises.Mediated crises develop through their specific pattern regardless of, but not independent from, the organizations' crisis communication. The crisis communication is used as an elite source in media reporting from the crises, but it can not control the mediated crises. However, it influences framing, and the possibilities to influence media reporting are better in the pre-crisis phase and the culmination..
Västermalms Strand : Arbetet för en hållbar stadsutveckling i Stockholm
Sustainable urban development is a concept that has become increasingly important as the urbanization continues and more and more challenges are focused to the cities. The Swedish government and authorities regulates and sets goals for how a sustainable urban development is to be achieved. These laws and goals are vaguely defined, which leads to disputes between the actors about how the term should be interpreted. By examining Västermalms Strand, an urban development project in Stockholm, this study strives to describe how involved actors interpret the concept of sustainable urban development and what the consequences of this are for urban development in Stockholm from an ecological, social and economic perspective. A case study has been carried out where a document study and interviews have been conducted. The interviews were conducted with four key actors from the private and public sector.
Det allmännas skadeståndsansvar : Skadeståndsansvar för ideell skada enligt frihetsberövandelagen
BACKGROUND: Today?s societal changes, including high rate of change and increasing information flows, are increasing the demand on the individual mental capacity. It becomes increasingly difficult to analytically process all the different dilemmas and everyday decisions as individuals have a limited mental capacity available to make these decisions. Thus, it has been suggested that ego-depleted relies more heavily on intuition, which is less burdensome, when making decision. However little is known about to what extent intuitive decisions differ from analytic.
Spelifiering som motivationshöjande hjälpmedel för fysisk aktivitet
In today?s world there are plenty of technological tools and methods available with the purpose to increase peoples motivation for a healthier lifestyle. One such tool is a so-called activity tracker which uses sensors to log the user's everyday life and present it as automatic feedback. Gamification is a new and successful method to motivate and engage people in fulfilling tasks by using game elements and mechanics. In this study, five participants were instructed to use the activity tracker and pedometer Fitbit Flex daily for three weeks. Halfway through the study the participants were ranked and listed against each other in a ranking list in order to evoke competition.