Sökresultat:
675 Uppsatser om Interactive fiction - Sida 19 av 45
Dödslyckningar i semikolon : Konkretistiska grepp i dikter av Erik Beckman, Åke Hodell och Bengt Emil Johnson
Strax efter milleniumskiftet har ett flertal svenska filmer gjorts som är influerade av populärgenrer som förhållandevis skiljer sig från vad filmpubliken i Sverige är van vid, däribland science fiction och skräck. Tre svenska filmer gjorda under 00-talet: Storm, Frostbiten och Kenny Begins, har valts ut för att se hur de förhåller sig till äldre och mer välbekanta konventioner i svensk film men också konventioner hos de mer internationellt spridda genrer som analysexemplen tillhör. .
ITS - Interaktivt textsystem
This report describes the creation of an interactive text system for storing, retrieval and publishing of texts, ITS.My task was to create a GUI together with a database capable of handling text, commenting of texts, references between texts, and the capability to associate images with texts.After enough texts have been inserted into the database, there shall be an ability to generate a report out of them.The report describes the methods used when the GUI was implemented, how the database was modelled and implemented, and how the security aspects where solved.The entire project is created with the help of Java, MySQL server, Connector/J and OpenSSL.Furthermore the functions of the GUI and the future of ITS is described..
Lågstadiet och skolbiblioteket : En undersökning bland skolledare och lärare på lågstadieskolor i Malmö.
The current curriculum requires a well functioning school library and an active use of it. In junior school grades 1-3 the children primarily learn basic skills. Knowledge about libraries and how to use them and different media is part of these skills. Therefore my intention was to investigate how school libraries in junior schools look, how they are used in the training and how they could be used in junior school education. I focus on the pedagogic role of the school library and the library as information center.I begin by going through what the school law and the curriculum say - or do not say - about the use of the school library.
Bättre en bok i handen än tio på nätet? En studie av författares och förlags attityder till elektronisk publicering av skönlitteratur
This master thesis investigates attitudes toward electronic publishing of fiction among the key participants authors and publishers in Sweden with the overall purpose of analysing the nature of these attitudes and what sort of tensions that exist between the two groups. The major areas of concern were formulated as: what sort of attitudes do authors and publishers display toward electronic publishing of fiction?, how do these attitudes affect the way the two groups relate to electronic publishing and to each other? and how do they perceive the future of this practice?. Everett Rogers diffusion of innovations theory was applied to characterise electronic publishing as an innovation cluster, and to investigate innovation attributes in form of relative advantages and disadvantages, compatibility, complexity, trialability and observability. Data was gathered using quantitative questionnaires, but respondents were also given the opportunity to elaborate freely on some of the questions.
TAT Tutorials - En färg-kodande editor och hemsida för ett interaktivt läromedel till de xml-baserade programmeringsspråken Cascades och Kastor.
TAT?s Cascades and Kastor are programming languages used to create graphical user interfaces (GUI) for mobile phones. TAT Tutorials is a dynamic, interactive tutorial site for these xml-based programming languages. An editor will be available for download to enhance the learning process..
Tidssynkronisering av information i second-screenapplikationer
I denna uppsats undersöker vi hur tre olika tidpunkter för visning av information på en secondscreen uppfattas av personer. Målet med undersökningen är att få en inblick i hur tittare upplever information som visas på en second-screen. Vi hoppas att resultatet ska kunna bidra till utformingen av kommande second-screenapplikationer. Dessutom har vi undersökt om tidpunkten av när information visas påverkar minnet av det personer ser på second-screenen. Vi utförde tester på totalt 18 personer med hjälp av tre stycken prototyper och varje testperson blev intervjuad efteråt..
Snabbare, smartare och hungrigare? : En fallstudie av företagsidentiteten på Academic Work
Problem: How should a company act to sustain a strong identity and thereby a strong brand image when operating in a changeable world?Purpose: The purpose of this thesis is to analyze whether the corporate identity of Academic Work is strong or fragmented. Further more this thesis aims to give recommendations on how the company could continue working to maintain a strong brand image. Methodology: The thesis is a case study of Academic Work. The study is based on data collected from interviews, a poll as well as data from the company website.
The final final final cut : Fan edits och hur de samverkar med filmindustrin
Begreppet ?fan edits? betecknar filmer som klipps om av fans, vilka är missnöjda med hur en adaption för vita duken som gjorts. I min uppsats vill jag påvisa dels hur samspelet mellan fans och filmmakare/filmbolag sett och ser ut, dels försöka klargöra varför copyright/fair use är så knepigt att applicera på området..
PresenteraMera : En rapport om skapandet av ett interaktiv presentationsverktyg
This report describes the background, approach, and the final results for the presentation tool PresenteraMera.PresenteraMera is an online-based, interactive presentation tool that is created to improve the quality of sales presentations and simplify the creation of presentations. The client for this project is Dempsey, a digital advertising agency and production company with headquarters in Stockholm. PresenteraMera consists of several features that make it easier for businesses to create, edit and display their presentations. The tool also allows the user to always be sure that the presentations created with PresenteraMera follows a specific design, based on their graphic manual for example..
Sa? blir SVT.se en dro?msajt fo?r barn : ? En anva?ndarorienterad studie om barns Internetanva?ndning och Sveriges Television
Syfte: Syftet med studien var att underso?ka hur SVT Interactive (SVTi) kan utveckla sitt strategiska arbete med sin webbplats gentemot den unga publiken, i a?ldrarna 9-12 a?r, i dagens digitala medielandskap. Uppsatsen a?r en del i projektet ?Unga na?tkulturer? som finansieras av KK-stiftelsen.Metod: I studien har vi tilla?mpat kvalitativa gruppintervjuer tillsammans med den visuella metoden, teckningar.Resultat: Barns dro?msajt besta?r av kommunikation, interaktion (fra?mst i form av olika spel), design och personlighet. Det a?r viktigt fo?r dem att de kan go?ra na?got mer a?n ?bara? la?sa..
Att skriva, skriva om och skriva om sig själv : En komparativ undersökning av Inger Edelfeldts och Bengt Martins omarbetade berättelser om homosexualitet
Inger Edelfeldt (1956) and Bengt Martin (1933-2010) are two Swedish writers of different generations. Both of them did, between the years 1968 to 1983, write about adolescent men coming to terms with their homosexuality. Edelfeldt wrote two versions of the same story, with slight but significant differences, the main being different implied readers (adult versus adolescent). Bengt Martin wrote about three young homosexual characters: Joakim, Bengt and Bengt. The story about Joakim is presented as fiction but bears many resemblances with Martin?s autobiography.
Participatory public art projects in run down residential areas - a discussion on how to run the process
Participation, public art and participatory public
art as phenomenons and subjects have been
studied and discussed. With interviews and observations
as a base, we have studied projects
and discussed participation, effect and quality
in relation to these.
Furthermore we have looked at how the participatory
art processes work in Sweden and
England. This essay seeks to discuss the process
of participatory public art and to emphasize
the elements contributing to the quality of this
process.
It is up to us as planners to recognize the possibilities
for a qualitative place. To mediate between
different interests, for example between
politicians and stakeholders, between economics
and quality, between the place and its users,
between individuals and the community, and in
our case between artists, users and the municipality.
Public art has gone from being about the product,
an art piece, to becoming more of a process,
from non interactive to interactive. Participation
ranges from receiving information to play
an active part in the process.
Four cases have been studied, taken both from
Sweden and England, showing the diversity of
processes connected to Participatory Public Art.
From interviews conducted in Sweden and
England information and thoughts have been
received and they show a higher degree of use
of participatory public art in England, and also a
higher consciousness.
Crescendo Online: en programsvit för kollaborativ musikproduktion
Collaborative music making on the Internet is not a new phenomenon, but no applications have yet caught on with the vast number of laptop and bedroom studio musicians active today. This is strange considering the inherent social and interactive nature of music, especially amongst trends like Web 2.0 where collaboration and user-generated data is key. In this paper I study the problems these applications face, and why they do not have a greater appeal to musicians. With the results I develop and evaluate my own framework, known as Crescendo Online: a multi-user sequencing and modular synthesis environment, intended to pave the way for a new type of online music creation platform..
Utvärdering av 3dvia Composer : -För arbetsinstruktioner och beredning
With recent technical development computer aided design and manufacturing has taken amore important role in the product life cycle. New business segments such as Product/ServiceSystems and remanufacturing is emerging. This development demands better control of theproduct data throughout the entire product life cycle. Computer aided design is widelyrecognized and used within the manufacturing industries and in recent years the importance ofDigital manufacturing has increased. One part of Digital manufacturing is paperlessproduction which involves all orders and working instruction shown for example on a screenrather than on a piece of paper.
En nutida analys av reseguidehemsidor
In this research our goal is to conclude the aspects of interactivity which can prove to be important during the creation of a website. The focus in this essay is websites functioning as travelingguides, because we live in a time of traveling, experiance and learning. How can an analyzing method of websites be shaped? What can an analyze of interactivity on current travelingguides provide for recommendations by the creation of interactive travelingguides? The analyzingmethod is based on three shapingmethods and a poll that was answered by both national and international people. The analyze gave us quite clear results, if you follow the basics of Use Case, Personas, Usability and design, the website will have a bigger chanse of attracting people than if it doesn't..