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1772 Uppsatser om Interactive computer games - Sida 13 av 119
Utveckling av poleringsmodul
The company Sound Precision has developed a new Line Array loudspeaker system (VHA-40). When using this system, their customers need computer aid to get the best possible sound-quality and control of sound levels for the whole audience. The aim of this thesis is to develop a truly useful sound quality simulator for the VHA-40. The system will help the sound engineers to position the loudspeakers for optimal sound by simulating loudspeaker configurations and visualizing the resulting sound quality and quantity. To solve this a human-centered design (HCD) approach is taken to implement a system that is truly useful for the users, meaning that they will use it more and hence deliver better sound for the audience.
Granulatmatad prototypmaskin
The company Sound Precision has developed a new Line Array loudspeaker system (VHA-40). When using this system, their customers need computer aid to get the best possible sound-quality and control of sound levels for the whole audience. The aim of this thesis is to develop a truly useful sound quality simulator for the VHA-40. The system will help the sound engineers to position the loudspeakers for optimal sound by simulating loudspeaker configurations and visualizing the resulting sound quality and quantity. To solve this a human-centered design (HCD) approach is taken to implement a system that is truly useful for the users, meaning that they will use it more and hence deliver better sound for the audience.
Pensionären och paddan : En studie av pensionärers upplevelser av läsplattor
Portable IT devices such as laptops, smart phones and computer tablets are becoming ever more ubiquitous. At the same time, the population of the Western world is growing older, with aging bringing about changes with regards to individuals' physical and mental capabilities. These facts raises important questions about how well suited these devices are for use by elderly people. This study focuses on the cognitive aspects of the devices' usability, using the concept of mental models to analyze the users' understanding of a computer tablet. It also draws upon theory of graphical user interfaces in its analyses.
Analys, design och implementering av Orbit ones dokumenthanteringssystem
This report describes the development of a system for controlling documents.
The report
starts with a problem description which the company wants an intranet-based
solution
for. The report then continues to describe the development phase for the
different parts
of the system which results in a complete system.
The company that wanted this system is called Orbit One and is located in
Ronneby,
Sweden. They have had a problem with old documents circulating in different
versions
and in different binders. Now thanks to their new system they can access their
documents easy and on demand through their intranet..
Är vi artiga mot virtuella agenter?
The CASA-paradigm, Computers Are Social Actors, was introduced in the book "TheMedia Equation" by Reeves and Nass. One of their experiments concluded that we tend to be polite to computers in the same way as we are to people. In this study I have replicated Reeves and Nass experiment but instead of a text-based interface I have used a virtual agentin order to find out if we are polite to the agents, or still to the computer. Two experimental setups was conducted. The two setups had a common first part that was carried out on onecomputer with one agent.
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.
Facebook och ansikte mot ansikte-kommunikation : En undersökning bland 100 ungdomar i Karlstads kommun om deras kommunikativa vanor
This essay deals with the subject of communication through Facebook. In this survey we studied 100 youths from Karlstad and their communication habits and behavior patterns on Facebook. The social network site Facebook has since its start in 2004 made a mark in modern communication. Today in 2010 the site has more than 500 million users. This paper wants to study what happens to other types of communication.
Sensorsystem till hinderhanterande robot
The projects goal is to construct and program a robot that is controlled from a computer but also have an obstacle handling function that allows the robot to navigate around the object by itself.The robot is a simple construction and the number of components and functions is kept at a minimum. A tricycle construction was chosen because it?s the simplest. Communication between the robot and the computer also kept as simple as possible..
En utvärdering av programmet Voddlers användbarhet
The purpose of this essey is through empirical methods investigate usability factors on Video On Demand applications for the Internet. More specificly we will focus on a application called Voddler. The purpose is to identify usability problems that exist in Voddler, and present the reader with suggestions on possible solutions. This could be used as guidelines to how to design for usability in this kind of system. We will use an online survey to investigate Voddler usability and use this data as a basis for our analysis.
Betydelsen av ett fritidsintresse : Fotboll som prevention och identitetsskapande för unga
This essay deals with the subject of communication through Facebook. In this survey we studied 100 youths from Karlstad and their communication habits and behavior patterns on Facebook. The social network site Facebook has since its start in 2004 made a mark in modern communication. Today in 2010 the site has more than 500 million users. This paper wants to study what happens to other types of communication.
Ekvin virtuell anatomi : ljuset i tunneln
Summary:The Clinical Training Center at the Swedish University of Agricultural Sciences in Uppsala uses new methods for educating and training veterinary students. Among these methods are computer programs. The aim of this study was to create an interactive application based on data from horses CT-scanned at the Center for Medical Image and Visualization at Linköping University Hospital. The purpose of this application is for veterinary students to be able to use multidimensional visualization to study equine anatomy. The resulting application named "EQUINE VIRTUAL ANATOMY - Flash in the Tunnel" consists of data from six heads, one left foreleg and a wooden dalahorse.
"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.
Prestanda och precision pa? en enkortsdator i ett system med realtidskrav
The report aims to investigate how well a certain type of affordable embedded single board computer can hold up against today's more expensive computers in a computer system by doing various tests on a system with the specified requirements. The system has a Raspberry Pi as the single board computer which task is to control a camera based on coordinates obtained from a server as well as capture and stream a video signal on a network.The researches were conducted to check how much network traffic a single-chip computer sent in different video formats and how much CPU utilization was required. Studies were also made to ensure the accuracy of the camera control. The researches have been experimental, where several tests have been performed and analyzed.The results show that a sufficiently good accuracy can be obtained from the camera steering unit, in which two different servos have been investigated. When the video format MJPEG and H.264 are used, the single-chip computer is able to transmit a video signal up to 1280x720 at 15 fps.
"Fröken säger hur man ska vara". : Om barns empatiutveckling och värdegrundsarbete i förskoleklass.
This essay deals with the subject of communication through Facebook. In this survey we studied 100 youths from Karlstad and their communication habits and behavior patterns on Facebook. The social network site Facebook has since its start in 2004 made a mark in modern communication. Today in 2010 the site has more than 500 million users. This paper wants to study what happens to other types of communication.
Kan Hedvig lösa De mystiska tecknen? : en studie av två biblioteksdataprogram för barn
This thesis examines which function the information technology may have in thechildren's library, with the example from two library computer programmes. One is anexpert system, Hedvig, which will help children to choose and to find books, and theother is a computer game, The mysterious signs, that will teach children library user education.The main question is: What conceptions do the project-leaders, the children'slibrarians and the children have concerning the function of these two programmes in thechildren's library?The study is based upon qualitative interviews with two projects-leaders, fourlibrarians, three computer programmers and twenty-eight children.The theoretical material consists of examples on other library computer programmesfor children developed in Denmark and USA, some American studies in children'sabilities to use computerized information retrieval systems, and studies concerningchildren's relations to computers.The adult's conceptions of the computer programmes are divided into categories asfollows: Democracy, aspect of sex, complement, marketing, reading promotion,development of competence, information technology development, pedagogics, adulteducational activities, compensation and armusement, pedagogics, usefulness,effectiveness and information. These categories shall be seen as the conclusions of the thesis..