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675 Uppsatser om Interactive fiction - Sida 12 av 45
Att hylla livet, men rädas dess framtid : Den globala uppvärmningen genom Bob Hanssons ögon
The main purpose of this thesis is to investigate the possibility to communicate messagesrelated to sustainable development through cultural works. Culture is here synonymous toliterature or, more specifically, the fiction genre. According to ecocritical research, this genrehas the capacity to contribute to a more sustainable development and is therefore interestingto analyse from an environmental point of view.The novel selected for the study is Vips så blev det liv - eller en hyllning till blågrönalgen(2010), written by the Swedish author Bob Hansson. The analysis is mainly focused on howthe book?s climate related messages are formulated and integrated in the story.
Läsa för att lära : Om lärares och elevers inställning till skönlitteratur som verktyg i främmandespråksundervisning på gymnasiet
The purpose of this study is to examine how teachers and pupils experience the use of fictional literature as a tool for language development in the teaching of English as a foreign language. Through surveys and interviews and with Vygotsky?s theory on development in a social environment as a theoretical base, I examine which methods are used to promote language development and also which functions pupils and teachers consider fictional literature to have in the teaching of English. Results show that teachers consider fiction to be among the top methods to get pupils to learn English. Teachers and pupils both favour the use of fun and stimulating reading activities as well as group activities where learning is social to go along with the reading of fiction.
Vampyr och nagelbitare : En genre- och diskursanalys av barn- och ungdomsrysare och deras ämnesord
This master's thesis in Library and Information Science examines how the genre division of the horror fictionis constructed at the children and youth department of a library by studying subject headings of the titles.The aim is to examine what is included in the genre, in the two labelings called vampire and nail-biter/spine-chiller, what separates them, and what difference there is between children and youth thrillers/horror fiction. Also the cover designs and how readers portray these books are studied. The study is made in order to develop the knowledge of the genre to help librarians and borrowers. The great popularity of the genre among borrowers and people in general, and the importance of having knowledge of things that borrowers are interested in, are the motivation of performing the study. The method is a case study and conducted with and based on genre theory which shows how a genre is defined, how it can be divided and what conventions there are for the horror fiction in particular.
Ett viktigt ämne, men inte för skönlitteraturen? Mottagandet av fem skönlitterära skildringar av anorexi och bulimi
The aim of this thesis is to examine how five works of fiction about anorexia and bulimia have been received in Swedish daily press reviews. The investigation is based on 60 reviews, which are analysed with a qualitative method consisting of close-reading and where a feministic perspective is used. The main question concerns how and to which extent the basis of valuation in the reviews is effected by the fact that the books describe a primary female world of experiences. The investigation shows, among other things, that many reviewers consider the books about eating disorders to be too many. They categorize the books about anorexia and bulimia as a genre of its own and place the books into the literary system principally by referring to other books about anorexia and bulimia.
Inlevelse genom narrativ i spel
Detta kandidatarbete undersöker problemet med konvergeringen av narrativ och
interaktion och varför en konvergering mellan dessa hämmar deltagarens
inlevelse i ett spel. Utifrån spelet Traverser redovisas i detta kandidatarbete
processen och resultatet av hur ett interaktivt narrativ kan väcka inlevelse
hos deltagaren genom att låta berättandet ske subtilt och icke-linjärt, där
spelaren uppmanas till att vilja utforska narrativet på egen hand i form av en
miljö i Traverser.
This bachelor?s thesis discusses the problem of converging narrative and
interaction and why the convergence between the two tends to arrest the
participants immersion within a game. Through an interactive narrative by
letting the narration take place subtly and nonlinearly, this bachelor?s thesis
reports the process and result of how an interactive narrative could provoke
immersion within the game Traverser, where the actor is urged to explore the
narrative independently in the shape of an environment.
Seriemördare i fiktionen : Jeffrey Dahmer som karaktär hos Lotta Lotass och Joyce Carol Oates
Serial killers are present in most Media today: TV-shows, books, magazines, news shows and music. Research about them has been made in many fields, such as criminology, psychology and psychiatry. There is also research about the serial killer as a cultural being. In my paper I have looked into the serial killer in fiction. I have chosen to compare two novels that deal with the serial killer Jeffrey Dahmer.
Katherine Mansfield och Virginia Woolf : Masker och självidentiteter
This paper investigates the relationship between the two modernist writers Katherine Mansfield and Virginia Woolf. The two authors had a frail and complicated friendship that influenced their fiction and fictional characters more than the general public knows. My paper investigates how Woolf can have found her fictional story ideas direct from their friendship. With a comparative theory I?m finding and giving examples of how their friendship is reflected in their fictional stories, and I?m backing up my examples with citations from their own diaries, letters and notebooks.
Vid filmkonstens trösklar : Intermedialitet i Svenska Bios filmer 1910-11
The thesis examines ?intermediality? in Svenska Bios (Swedish Biograph) first fiction films. Värmlänningarne (1910), Fänrik Ståls Sägner (1910), Bröllopet på Ulfåsa (1910), Regina von Emmeritz och Konung Gustaf II Adolf (1910), Amuletten (1910), Emigranten (1910) and Järnbäraren (1911) are analysed in relation to theatre, literature, music and ?reality?. A detailed discussion of intermediality is combined with specific theories relating to pictorialism and literary presentation in film.
Textila Konstruktioner i Rymddimensioner
Mitt arbete handlar om mötet mellan rysk konstruktivism och science fiction. Detta har jag gestaltat i ett textilt rum inspirerad av science fictionkarraktären Doktorn ur Doctor Who. Doktorn är en utomjording av en långt mer utvecklad art och från en mer avancerad civilisation än människorna, som reser i tid och rum i sitt tids-och rymdskepp TARDIS. Jag har designat ett rum som är min textila tolkning av TARDIS innersta. Arbetet kretsar kring tankar om gestaltning av en flerdimensionalitet som bara kan anas, inte ses eller förstås.
Läsinlärning och läsförståelse : Sju pedagogers erfararenheter i undervisningen med läsinlärning och läsförståelse
This thesis is based on qualitative text analyses of four works of fiction, used as teaching materials in the school subject of Swedish, from a queer theoretic perspective. The purpose of the study is to examine how sexual identities and expressions are being presented, as well as what positions are offered a reader, in relation to the heterosexual norm. Basis for this thesis are the schools fundamental values, which highlights the importance that intolerance be confronted through both knowledge and active measures, and the syllabus, which states that fiction should be viewed as a tool for identity development as well as an understanding of the outside world.The analyses reveals a distinct connection between the generally accepted heterosexual norm and a professed (or taken for granted) heterosexuality which is being carried out by the characters or the books as a whole. Out of the four titles only one disputes this norm, by offering a wide range of sexual identities and expressions. These expressions, however, are being invalidated ? through insufficient ability to relate to the norm ? or made invisible ? through an imagined heterosexuality which, by superiority over other expressions, excludes them..
En bra bok Några komvuxelevers synpunkter på böcker och läsning
This study is based on 26 essays about A Good Book, written by as many participants inSwedish classes in secondary education for adults. The object is to analyse the students'views on fiction and reading: What books they prefer, but also why and how they read.Objectivity and subjectivity in literary criticism is also discussed.Most favoured author both among men and women is Stephen King. The majority of thebooks mentioned are translated from English. The women also read historical and psychological novels while the men prefer fantasy. The question whether a book is goodor not is in the students' opinion only a matter of taste.
Visualization of Particle In Cell Simulations
A numerical simulation case involving space plasma and the evolution of instabilities that generates very fast electrons, i.e. approximately at half of the speed of light, is used as a test bed for scientific visualisation techniques. A visualisation system was developed to provide interactive real-time animation and visualisation of the simulation results. The work focuses on two themes and the integration of them. The first theme is the storage and management of the large data sets produced.
Den Andre i hyllan och på webben : Benämnandets makt i sociala taggar och ämnesord knutna till HBTQ-relaterad skönlitteratur
The motivation for this thesis lies in the knowledge that there is a crucial information need amongst LGBTQ-persons wanting to read fiction related to LGBTQ in order to strengthen their own identity. This particular information need regarding identification has been said to be more central within LGBTQ-communities than within other user groups, largely because they represent a marginalized group in society. Critical feminists, such as Hope A. Olson, have proved that knowledge organization based on systems of subject representation in fact may lead to further marginalization and exclusion of already marginalized groups. Therefore, the aim of this thesis is to compare subject representation and social tagging as methods of organizing LGBTQ-fiction.
Rekommendationssystem för interaktiva musiktjänster : en utredning av aktuella trender och attityder gentemot framtidens rekommendationssystem diskuterat ur forskar-, industri- & användarperspektiv
Parallel to new technological advancements, including the development of interactive recommender systems, digital music services on the Internet, such as Spotify, have in a short time span gradually replaced former physical media such as CDs and MP3-players and become pioneers on a market with an otherwise uncertain future. By subscribing to the service, users have access to a vast library of music and from any device with Internet access. In order to provide a satisfactory and useful musical experience, different ways of coping with the vastness is required - which is precisely what recommender systems are for. Improved filtering techniques and use of devices built in sensors, make way for new opportunities of more precise and contextually tailored suggestions for track selection, which in turn leads to potential privacy issues when using interactive music services. But where do we stand today? By compiling, exemplifying and discussing three different perspectives with relating to the development of interactive music recommender systems, the objective for this paper is to provide a for science, industry and user, objectively nuanced account of current potentials and expectations.
"Jag kände mig som en pilot" : ??????En studie om interaktionsstilarnas påverkan på spelupplevelsen
Today's technology offers a variety of opportunities to interact with the interactive systems. Human-Computer Interaction in the last decade is the area of research that has contributed the most to this development. But how is this interaction perceived? The user experience is something that is formed by the interaction between human and the computer interactive systems. The objective of this thesis is to investigate how the user experience differs depending on how one interacts with a game.