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1772 Uppsatser om Interactive computer games - Sida 45 av 119
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My work has resulted in an interactive search engine for plants that can be found at www.plantit.se. In the work process I have searched for which search criteria is most important when doing searches on woodland plants. I have done this by an analysis of existing databases and with an survey where leading plant expertise answered questions about woodland plants.
I analyzed three search pages that are on the internet today Havenet.dk, Backyardgardener.com and Den virtuella floran. I concluded that there are several flaws but also many positive aspects that I have used when developing the interface of my page.
The survey resulted in the basis for my search criteria the answers listed the most important factors when planting woodland plants. From this information I developed a system with five values on every criteria.
Motivations- och prestationshöjande undervisning för elever med autismspektrumdiagnos : användning av digitala verktyg i elevgrupper med autism och utvecklingsstörning
This is a study about how different digital instruments can be used in education for pupils with autism and intellectual disability. The questions formulated to research this chosen area was: ?What does teachers think about digital instruments and interactive teaching materials when it comes to benefits and disadvantages in the classroom?, ?In what ways is digital instruments used as teaching materials in the specific school context? and ?From a perspective of teaching and learning, what kind of problems and opportunities can be gained from using digital instruments and teaching materials?. To gather this information interviews was done with three specialist pedagogues working with the chosen group of pupils at three different schools. The material shows that the specialist pedagogues have positive attitudes towards working with digital instruments in this specific group of students..
Att attrahera potentiella studenter: en fallstudie om svenska universitets och högskolors marknadskommunikation
The purpose of this study is to create a deeper understanding of how Swedish universities work with their marketing communication aimed at potential domestic students. The study focuses on how universities design and select channels for the marketing communication. A case study was conducted where four respondents from two Swedish universities were interviewed in order to generate empirical data. The results show that key factors for marketing communication are uniformity, honesty and trustworthiness. The results suggest that marketing communication should focus on the student?s experiences of university life and being a student, rather than marketing the university?s core service: education.
Ingen fara på taket : skolpersonal om anmälningsskyldighet
This is a study about how different digital instruments can be used in education for pupils with autism and intellectual disability. The questions formulated to research this chosen area was: ?What does teachers think about digital instruments and interactive teaching materials when it comes to benefits and disadvantages in the classroom?, ?In what ways is digital instruments used as teaching materials in the specific school context? and ?From a perspective of teaching and learning, what kind of problems and opportunities can be gained from using digital instruments and teaching materials?. To gather this information interviews was done with three specialist pedagogues working with the chosen group of pupils at three different schools. The material shows that the specialist pedagogues have positive attitudes towards working with digital instruments in this specific group of students..
Spelskapande men en komponentbaserad arbetsprocess
Syftet med detta kandidatarbete är att testa en arbetsmetod som skiljer sig
ifrån det en mindre grupp i vanliga fall använder sig av: en komponentbaserad
arbetsprocess för att utforska och sammanställa arbetserfarenheten med den
komponentbaserade arbetsmetoden, utvecklar vi därför ett digitalt spel..
A ride in stereovision
Vårt magisterarbete är en 3D-animation som ska simulera en bergochdalbana. Vår
uppgift har varit att ta reda på hur man genom illusioner kan lura människans
hjärna att se djup även då bilden är helt platt. Vårt främsta verktyg vi använt
oss av är glasögon med röd- och cyanfärgade filter. Till vår produktion har vi
anlitat andra studenter för att komponera musik och mixa 5.1-ljud. Allt för att
öka upplevelsen ännu mer..
Att spara eller inte spara? : En kvantitativ enkätstudie av informationslagringssystem för vetenskapliga artiklar
Abstract PurposeThis thesis aims to focus on how master students administer scholarly articles after they have found them. The purpose of the study is to detect how and to what extent people administer their articles from a personal information management-perspective (PIM).MethodTo answer the research questions, a web-based questionnaire survey was distributed which was announced to around 2,000 master students from different universities in Sweden. Most of the items in the survey focused on individual storage methods. The respondents were asked to rate the frequency of their different information administration behaviors on a seven level Likert-type-scale. Subsequently, items concerning specific information administration behaviors were posed, followed by questions on the respondent's sociodemographic status.
Downloading and filesharing through Peer-to-peer networks: the copyright versus the free access to the cultural products
The “peer to peer†(P2P) is a technology of downloading and filesharing between online - Internet - users by the mean of specified software. Since June 1999, the Napster software has made the happiness of millions of individuals who used it to obtain and share free audio files Mp3.
Rapidly, the major recording companies have prosecuted the Napster Company and managed to force it to close down. They were arguing against it for it is supporting the development on a large scale traffic of files protected by copyright and thus was threatening the whole music and movies economic world. Since fast Internet connections multiplied, "peer to peer" software and networks improved, so that this mode of exchange became an unprecedented success.
Today all cultural products, in particular films and music, are concerned with this free –of– charge distribution without any financial counterpart for the copyright holders. Two tools hold
today the top ranks and concentrate large traffic: eDonkey and eMule.
En jämförelse mellan ljus baserat i naturalism och pictorialism : En studie om ljussättning i spel
In this study, we investigate various lighting applications in a virtual environment, where we compare between light based in naturalism (natural light) and pictorialism (artistic light). The purpose of this study is to gain further knowledge in lighting, which is increasingly important for game graphics. Theory are examined to gather information and recommendations on how to use various light settings that convey different emotions. We then use this information to illuminate the environment that we have built. The environment is presented in Unreal 4 for respondents who are allowed to move around freely in the environment.
Att se in i framtiden : En studie om hur konceptet insiktsförsäljning påverkar ett B2B-företags försäljningsprocess
Background: The result of our interactive information society is that sales business has shifted from a tactical to a strategical focus, thus companies have had to adapt to this change. The evolution of sales shows that companies have gone from one static model to another, which is discarded by the new concept ?insight selling? claiming that it through insights is possible to be forceful in the, these days, rough sales climate.Purpose: The purpose of the report is to form an understanding of how insight sales affect a sales process.Research question: How does insight selling affect the B2B sales process?Methodology: Process mapping through interviews in combination with organizational documents.Findings: Insight selling affects the sales process by a clearer research mindset and a change in communication in relation to the customer..
Utvärdering av övervakningssystem för att upptäcka skogsbränder : En kostnadsnyttoanalys för Sveriges län
The aim with the study is to find key factors relating to internal marketing and to improve the process between the operating organization and its customers. A qualitative study is carried out within an organization active in the Swedish healthcare. The qualitative approach is carried out by collecting empirical data through observations, personal interviews and group interviews.The Physiotherapy Clinic at the Karolinska University Hospital is in the focus of the empirical study. The study locates existing differences in perceptions and comes up with recommendations for actions to improve the process of organisations within the Swedish healthcare and their customers. The study's results are that internal marketing can bring a lot to service-selling organizations and that the organizations internal conditions are as important as the external ones.Communication appears to be a key factor for an organization that has applied internal marketing.
Gamification av digitalt lärande : En studie av attityder om spelelement i lärplattformar
Society today is characterized by the transforming effect IT has had, the majority of the activities we perform on a daily basis involves one way or another digital technology. One area which has not yet seen the positive effects of IT is education. Despite the progress of technology, the school education has barely changed since it first saw the light of day. Our goal with this study is to investigate the possibility of implementing Gamification elements in educational environments and examine whether it could increase our young students learning motivation. We believe that this kind of implementation will have a positive effect for these young people since they have been interacting with games since they were small and are familiar with the driving force of a reward system.With this study we want to examine the opportunities and challenges that Gamification implementation brings out in a learning environment and therefore encourage and motivate our young ones to study even harder..
Vikten av gemensamt avslut vid datorförmedlad kommunikation i en lärandemiljö : En studie om att reducera det sociotekniska glappet vid flexibel undervisning via videokonferens
I rapporten undersöks problemställningen ?Hur kan teorin om Gemensam grund och specifikt ?gemensamt avslut? bidra till en ökad förståelse för betydelsen av social interaktion i flexibel undervisning via datorförmedlad kommunikation?? i en fallstudie med fokus på videokonferenssystem vilka används i lärandemiljöer. Resultaten som framkom tydliggjorde att då ett sociotekniskt glapp uppstår tvingas studenterna att skapa alternativa strategier för att kunna uppnå just det här gemensamma avslutet. Därmed uppvisar också resultaten att drivkraften att uppnå gemensamt avslut inte endast är stark vid kommunikation som sker ansikte mot ansikte utan även vid datorförmedlad kommunikation. Fallstudiens resultat kan därmed ses som ett bidrag till grundforskningen i det att betydelsen av att uppnå gemensamt avslut vid datorförmedlad kommunikation uppvisas, vilket också förstärker betydelsen av Clarks (1996) teori om gemensam grund.
IKT och lärande : En studie kring hur lärarens kunskapssyn påverkar undervisningen med IKT
Lärare använder IKT i olika utsträckning i verksamheten och de har olika kompetens när det gäller hur verktygen ska användas (Skolverket 2009). Kompetens och kunskapssyn är två begrepp som är nära förbundna. Lärarens kunskapssyn påverkar hur verktygen används i verksamheten och kompetensen påverkar om läraren kan använda verktygen på rätt sätt för att skapa möjligheter till lärande. I uppsatsen studeras lärarens kunskapssyn och hur den påverkar undervisningen med IKT. Frågeställningar: Hur kommer kunskapssyner till uttryck i lärarens undervisning med IKT? I uppsatsen görs en litteraturstudie av ett urval av studier som tolkats utifrån hur syner på kunskap kommer till uttryck genom lärarens undervisning med IKT.
Spelimmersion & död : En undersökning av hur spelupplevelse och immersion påverkas av döden i nätbaserade multiplayerspel
Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.