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1772 Uppsatser om Interactive computer games - Sida 41 av 119

Skriftspråksutveckling i förskoleklassen

The aim of this essay was to investigate how teachers in the preschool class work with literacy. How do they justify the methods used to develop children's literacy abilities? I also wanted to know to what extent teachers enable multimodal approaches within written language practices. My study considers the impact teachers' professional identity has on working methods in the preschool class. I hope this essay will help teachers reflect on their learning approach. I gathered information by interviewing three preschool teachers and one compulsory school teacher for the early years working in three different preschool classes in three different schools.

Automatisk bedömning av reglerkretsarsprestanda

In this thesis, a computer program that in a simple way can calculate the performance of control loops at the refinery Preemraff Lysekil has been created. The computer program has been adapted to the environment at Preemraff Lysekil. Theories for evaluation has been studied in aspect of reliability and of automatic implementation. The evaluation has been carried out from data collected directly from control loops at the refinery and from simulated control loops with implemented errors. Among the studied methods are Harris index and Stattin´s oscillation index.

Dark Side of Wonderland - en kort 2D-animation med syfte att väcka intresse för en online serietidning

My objective for this project was to create a short but thrilling 2D-animation intended as promotion for an online comic book. The purpose of the project was to learn more about animation and graphics, to further my artistic skills and to learn how to work in Adobe After Effects. I also wanted to learn more about scheduling, project methods and how to handle stress. During the ten weeks of the project I have created the story, the storyboard, the character design, the backgrounds and the animation. The voice over was recorded with the help of a fellow student who also made the music and the sound effects.

Användarvänlig design av bibliotekskataloger på webben.

The aim of this thesis is to study a number of standards and theories, from the two research areas human-computer interaction and psychology, about how a graphical user interface (GUI) should be composed in order to facilitate interaction between humans and computers. Special emphasis is put on how the GUI should take into consideration the strengths and limitations of human cognition and perception. A study of three web catalogues shows how these theories appear when concretised. The following questions are answered in this thesis:What guidelines and styleguides can be found that specify the design of a user-friendly GUI?How do a few library catalogues on the web match a selection of these design principles?The guidelines are extracted from literature concerning human-computer interaction, psychology, automated library systems and web design.

Interaktion i klassrummet

I den här rapporten beskrivs hur elever mellan åtta och tolv år upplever användningen av datorn och Internet i skolan. Genom att studera användningen av Internet med hjälp av intervjuer, deltagande observationer och informella samtal har författaren i den här rapporten valt att utifrån elevernas perspektiv beskriva deras situation. Utifrån den etnografiska studie och de konstruktionistiska teorier författaren gjort utnyttjas sedan erfarenheter från utbildningstiden för att försökta skapa ett koncept om hur ett framtida klassrum skulle kunna komma att se ut. Undersökningar har gjorts om hur information, kunskaper och erfarenheter utbyts i klassrummet och vilken betydelse det har för användningen av Internet. Men även hur elevernas själva utvecklas och skapar sig ett kritiskt tänkande och att lära sig sortera, för dem, relevant information. Jag har även studerat hur lärarens roll förändras och hur det påverkar undervisningskulturen.

Stereoskopisk 3D i spel

I den här rapporten undersöks stereoskopisk 3D. Vi utreder hur ett spel ska anpassas för att tafram en så bra och tydlig stereoskopisk 3D-effekt som möjligt och så att betraktaren upplever etttydligt djup utan att uppleva ett obehag på grund av effekten. Rapporten tittar djupare på vilkatekniska aspekter man behöver ta hänsyn till vid spelutveckling i stereoskopisk 3D. Samt vilkaprestandabegränsningar som man bör ta hänsyn till vid stereoskopisk 3D. Vi beskriver hurprocessen och framtagandet av prototypen Kodo med anaglyfisk stereoskopisk 3D såg ut.Prototypen togs fram för att testa och analysera resultatet av stereoskopisk 3D-effekten..

Design av stimuligenerator för radarmålsökare

During the development of microwave based sensors such as radar target seekers, input signals are needed to verify the performance of the system. Therefore, a channel board has been developed by previous thesis projects at Saab Bofors Dynamics. It uses a technique called Digital Radio Frequency Memory (DRFM). The purpose of this board is to sample and digitally store radio frequency signals in order to reconstruct them after a certain delay.The aim of this thesis project was to use the channel board named above to construct a portable instrument for generation of stimuli signals. This assignment has been divided into two tasks: firstly, to construct and put together the hardware components and secondly, to implement a graphical user interface for the instrument.

Agil projektmetodik - En studie av den agila metodiken och Scrums inverkan på IT-projekt

Denna undersökning syftar till att undersöka och utvärdera den agila projektmetodiken med inriktning på Scrum. Vattenfallsmetoden berörs även med avsikt att tjäna som kontrast till agil projektmetodik och Scrum. Att arbeta utefter en specifik projektmetod eller anamma ett agilt förhållningssätt kan bidra till att rätt produkt utvecklas och att undvika att projektet misslyckas. Undersökningen baseras på tre grundpelare; litteraturstudie, intervjuer och undersökning av befintliga studier. Dessa ligger till grund för de resultat som presenteras och diskuteras i uppsatsen med avsikt att kartlägga förekommande fenomen i projekt bedrivna efter en agil metod. I uppsatsen redogörs för och diskuteras resultatet av bedrivna intervjuer med personer i IT-branschen samt resultatet av befintliga studier utförda på bland annat Microsoft och Adobe Systems.

Det mörka hörnet? Ett förslag till en relativistisk postmodernism

abstractThe aim of this essay is to try to convince the reader that relativism and postmodernism (the latter implying the former, but not the other way around) can be reasonable methods for the social sciences, rather than the irresponsible play of ?extremes? theories of this kind sometimes are made out to be.The intention is to do this by way of the later Wittgenstein, the philosophy of whom is the foundation for what is termed relativism and postmodernism in this essay (definitions of a kind that are here claimed to be missing from the discourse of the social sciences). The essay also contains an empirical presentation/analysis, displaying the Wittgensteinian theory through an aspect of the American Civil Rights movement of the 1950s and -60s..

Ungdomars informationssökning på Internet : Vad ungdomar tycker om sina egna kompetenser och erfarenheter

The study aims to investigate student?s attitudes and experiences of information retrieval on the Internet, as tools for learning. I have been interested of their own views about their own knowledge and experience in the subject, information seeking on the Internet. The focus is on what they perceive as problematic, what skills they consider they have and what needs they have in terms of teaching. Data were collected via questionnaires.

Touching reality: Exploring how to immerse the user in a virtual reality using a touch device

This paper explores the field of virtual reality and how immersion and presences can be increased when it comes to navigation and interaction with Virtual Environments. The availability of VR technology has sparked a trend, especially in game development. Old ways of designing for interactive environments have to be revised. This is done by exploring the massive body of work done on VR, exploring its underlying concepts, using tested design techniques and ways of evaluating interaction for VR. A design suggestion in the form of utilizing a tablet device as the main input device is derived.

Se men inte röra - problemet med den performativa besökaren

Cloud computing is a new buzzword within the IT-industry, and introduces a whole new way of working with IT. The technique delivers web based services, which results in that the user no longer needs to install an application locally on a computer. Since the application no longer needs to run on a local entity, but in a datacenter located on a service provider, the users no longer need any specific hardware more than a computer with an internet connection. Cloud computing also offers IT-infrastructure and development environments as services, these three service types is better known as cloud services. Through the usage of different types of cloud services, the need for maintenance and hardware is significantly reduced.

Nyhetsgrafikens utveckling

This bachelor thesis examines and discusses the question: "How can graphics for newscasts be adapted to follow technological developments in various media and increase its informative quality?" The work was performed on Swedish Television's own graphic department, SVT design in order to examine how news graphics need to be developed to follow the technological changes in media. The production resulted in a news graphics concept divided into three parts. Two of the sections show examples of how graphics can be adapted according to platform and the third section shows examples of news graphics that are produced at SVT Design by me. The bachelor thesis focuses on the development of technology in the media and examines areas such as interactive solutions, news graphics and the traditional television media..

Konstruktion av Laborationskort med PIC-processorn

In this report you can get a complete instruction about how to build your own development system for the PIC-processor. This card will be used for laborations for the students at LITH-ITN. With this card you can send new assembler codes (new instructions) down to the microprocessor via the Serialport on your computer. Then the new instructions for the microprocessor will start to execute. We made a solder paste stencil at Campus Norrköping solder paste stencil laboratory.

Identifiering av designprinciper för migrering av spel till iPhone

Syftet med denna uppsats var att identifiera designprinciper vid migrering av stationära spel till Apples iPhone. Litteraturstudier, heuristisk utvärdering, enkätundersökning och djupintervjuer användes som metoder. Resultaten visade på att framför allt inmatningsmetoder, brist på feedback och skärmstorlek är problemområden i migrerade spel. Slutsatser inkluderar att spel aldrig bör migreras exakt som de stationära versionerna, nya inmatningsmetoder hos mobiltelefoner bör utnyttjas bättre och det bör övervägas om vissa spel överhuvudtaget bör migreras beroende på genre..

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