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1206 Uppsatser om Innovation games - Sida 11 av 81
Criterias´s for soft Innovation : Visionen om att standardisera kriterier som höjer innovationsklimatet
Denna studie syftar till att ta reda på vilka element som höjer det innovativa klimatet i företag och organisationer. Utifrån dessa element har författarna skapat kriterier som heter ?Soft innovation?. Visionen är att framtiden skulle kunna standardisera dessa kriterier. En abduktiv metod har använts.
Kooperativt spelande : en testdesign till spelet Yellowfield Spacetravels som samarbetsspel
This report is about finding the cooperative elements in games and making a boardgame based on them. I tested different computer games and boardgames to try and get the cooperative elements and then I make a boardgame based on what I found.What I found during testing is that to be a fully cooperative game all players on the same team must win or lose together and one player should not be able to finish the game by herself. There are of course some things that can change this for example what kind of players are playing.My best advice is that you should decide that the game is fully cooperative from the beginning and build the game from that..
Slumpmässigt genererade nivåer
When a videogame is being played it is rarely a static experience. A videogame can consist of various systems that affect each other in an unpredictable manner which makes the player experience unique for every player.Throughout the years developers of games have used random chance in a games programming to affect the user experience. Sometimes it even goes so far as to having entire games based around the idea of the game itself randomly generating content for a player to experience.This paper will examine randomly generated content in videogames. It will take examples from existing ones and describe how they use it, and reason regarding the benefits and drawbacks of having random chance affect the user experience.The paper will step-by-step examine the purpose of various commonly occurring objects and features of a typical dungeon in an adventure videogame. It will reason around their purpose, and figure out ways to use them in a structured manner so that we can guarantee that there will be no deadlocks that the player can't overcome.This will range from the environments in rooms, the shape of them, to the objects and creatures that inhabit them, such as locked doors, keys, and bosses.
Hur social a?r den Sociala Ekonomin? : Sociala fo?retag och regionala innovationssystem
Authors: Kosovare Islami and Selma SumicDate: 2014-06-02Title: How social is the social economy? ? social businesses and their regional innovation system.Level: Bachelor thesis in Business AdministrationSupervisor: Bengt JohannissonExaminer: Frederic BillKey words: Social entrepreneurship, regional innovation system, business - to - businessThe purpose of this paper is to create a model of regional cooperation network for social enterprises as the base of an innovation. This model will be created through the empirical basis. The model proceeds from the three pillars that have been developed and include social entrepreneurship, business - to - business and regional innovation.Entrepreneurship has multiple definitions which treats such as innovative thinking, targeted and creative individuals. Social enterprise has attracted more widespread interest, while it is considered one potential solution for the development of a sustainable society.
"Hellre en bra story än en dålig" : En kvalitativ studie om framställningen av berättandet i tv-spel
Within the literature and film sciences there are clear models of storytelling and methods of creating a good story. In the game industry it's more difficult because the games are often non-linear, and games are a less established medium than the other two. With this study our purpose was to examine game developers and methods they used when creating a videogame, with focus on storytelling. Four interviews were made with representatives from four different videogame companies in Sweden. The information from the interviews was put in relation to theories regarding the structure of videogames and an established model for creating videogames.
Innovationsprojekt i en klinisk miljö : Utvecklandet av en designprocess för Sister Kenny Research Center
The Sister Kenny Research Center is part of the Sister Kenny Rehabilitation Institute locatedat the Abbott Northwestern hospital in Minneapolis, USA. The Sister Kenny RehabilitationInstitute provides rehabilitative services, treating more than 70,000 patients a year.The Sister Kenny Research Center strives to optimize the service to patients by nurturingnew innovations in rehabilitation care and treatment. Research projects are conducted ininterdisciplinary so-called Clinical Innovation Teams. As the Sister Kenny Research Center isrecently started, it did not prior to this thesis project have a design process or structured way ofworking in design projects.The outcome of this thesis project is a comprehensive innovation strategy package with a set oftools to enhance the innovativeness at the Sister Kenny Research Center. The strategy packageconsists of three interlinked parts:?A design process adapted to the work environment at the Sister Kenny Research Centerensuring projects are conducted in a structured and innovative manner.?An Innovation Handbook describing the design process to the Clinical Innovation Teamsand providing step-by-step guidance to designing.
Innovation och kaos. En fallstudie inom PR-branschen om sambandet mellan innovation och kaos
Syftet med denna uppsats är att beskriva och förklara, med fallföretaget som utgångspunkt, om det finns ett samband mellan innovation och kaos och i så fall hur det kan se ut i liknande innovativa kunskapsföretag. Vi ska även beskriva vilka möjligheter och hinder kaos medför för sådana företag och för deras innovationsförmåga. Frågeställningen som ska besvaras lyder; hur ser sambandet ut mellan innovation och kaos i innovativa kunskapsföretag och hur påverkar det arbetssituationen? Uppsatsen är en kvalitativ fallstudie av ett företag inom PR-branschen, i vilken arbetssättet har varit abduktivt. Den data som ligger till grund för uppsatsen är i första hand telefon- och mailintervjuer med nio av de anställda samt VD:n för fallföretaget, men även företagsinternt material, artiklar, statistik och egna anteckningar från föredrag om ämnet har använts.
Förhållandet mellan strategi och innovation ? En fallstudie av medicinteknikföretaget Gambro
Syftet med uppsatsen var att utreda förhållandet mellan strategi och innovation samt att diskutera eventuella andra faktorer som är relevanta för att förklara framkomsten av innovationer inom en organisation. Vår studie visar att det, i samstämmighet med teorin, finns ett visst kausalt förhållande mellan företagsstrategier och resulterande innovationer. Vi har dock utökat den teoretiska modellen med individers påverkan för att bättre förklara uppkomsten av innovationer inom fallföretaget. Fyra intervjuer med personer på olika nivåer inom fallföretaget har utförts. En intervju med en person som representant för kundperspektivet har dessutom genomförts.
FORSKNINGSPOLITISK INTEGRATION GENOM INNOVATION
Research and innovation are areas that have been evolving quickly during recent years.
However, it has been difficult for individual countries to make progress on their own. To
solve this problem the European union have launched the most expensive research and
innovation program to this day. By combining national governments throughout Europe, the
EU wants to create cutting edge technology that will strenghten the region and make the
union able to compete on a worldwide stage. However, trying to combine national
governments has not been easy, the programs struggle with byrocracy and member states of
the European union are tentative about supranational institutions. By engaging in the program
national governments have been afraid of how this will affect their sovereignty.
Konceptutveckling i bostadsbranschen ? en möjlighet till innovation och mervärdeskapande
Alneskolans slöjdlärare Sara Edström anser att deras trä- och metallslöjdssal upplevs som trång, är oändamålsenlig och har brister utifrån de gällande arbetsmiljökraven.Syftet med denna rapport är att slöjdläraren ska få ett underlag som visar hur slöjdsalen kan utformas för att bli effektivare, trevligare och uppfylla gällande lagar och rekommendationer. Underlaget som kom att innehålla en planritning, rivningsritning, rumsbeskrivning och en kostnadsberäkning, ska sedan användas för att få till en verklig förändring av slöjdsalens utformning.Utformningen grundades på boverkets byggregler, arbetsmiljöverkets rekommendationer och slöjdlärarens anvisningar.Resultatet visade att slöjdsalen kan utformas så att den blir mer effektiv, trevligare och säkrare. Till en kostnad av 125 000 kr kan lokalen utformas så att den uppfyller alla regler och rekommendationer samt de flesta av anvisningarna som angivits. .
Apples väg till framgång : Bakomliggande faktorer till varför Apple lyckats
This study is intended to give an impartial view of a young and complex program in Sweden titled Product Innovation Engineering program. The purpose of this program is to increase innovation capability in Sweden that will result in new companies, patents and economic growth. The results from this study might give some direction to future innovation initiatives, but should primarily serve as a tool for the PIEp participants. The study will focus on investigating the creation of the program as well as the development of its strategy. From weaknesses and strengths within the strategy of the program the study should also attempt to show its future potential.
Abortpolicys ? En följd av utveckling? : En global studie av abortpolicys samband med utveckling
This study is intended to give an impartial view of a young and complex program in Sweden titled Product Innovation Engineering program. The purpose of this program is to increase innovation capability in Sweden that will result in new companies, patents and economic growth. The results from this study might give some direction to future innovation initiatives, but should primarily serve as a tool for the PIEp participants. The study will focus on investigating the creation of the program as well as the development of its strategy. From weaknesses and strengths within the strategy of the program the study should also attempt to show its future potential.
Trolley Innovation Project - Serveringsvagn för flygindustrin
Bachelor thesis, Trolley Innovation Project, has been unique in the sense that it has been carried out over the borders of Sweden. Iacobucci S.p.A, located outside of Rome in Italy is one of the largest manufacturers of interior equipment for aircraft in the world. With approximately 30% of the market Iacobucci S.p.A is one of the world's largest manufacturers of catering trolleys.The aim has been to produce a new competitive catering trolley for the airline industry. With customers and users in focus, the project team found that weight, ease of use, ergonomics and design were important aspects. Having a low weight of all the interior is particularly important when there is lots of money for the airlines to save in reduced fuel costs.
Innovationsstöd i tidigt skede : hur påverkas Sveriges internationella konkurrenskraft
In a globalized world, competitiveness is based on the high IP (intellectual property) of our export products and innovations are therefore important for new companies to establish and develop. It´s not enough to just have big international companies but it is also necessary to invest in new companies that can be competitive in the future. By helping entrepreneurs with innovation support in the early stages, new technology-based businesses are established and developed. The purpose of this paper was to examine how innovation support in the early stages affects the establishment and development of new technology-based companies. Furthermore, we investigated how this will affect Sweden's international competitiveness.
Neuromuskulär återhämtning efter matchspel hos professionella fotbollsspelare
During football games neuromuscular fatigue occuring following eccentric movements such as sprint, jump and run that occur during games. To avoid injury, overtraining and performance decreases, it is important to know when players are recovered. The aim of the pilotstudy was to investigate physiological changes that occur during football matches and if they affect the recovery pattern after several games in professional football players. The method was divided into two sub-studies in which 12 professional footballers, in substudy 1 performed counter movement jump (CMJ) and drop jump (DJ) from 40 cm and fill out a recovery form for muscle soreness 36 hours before, 12-16 and 60-64 hours after 11 different competetive games. Blood samples were taken on the players in connection with one match to examine the activity of muscle enzyme creatine kinase (CK) and lactate dehydrogenase (LDH) of the players.