Sök:

Sökresultat:

675 Uppsatser om Interactive fiction - Sida 7 av 45

För gammal för Twilight? Synen på ungdomsböcker och vuxnas Twilight-läsning i ett urval av LibraryThings användarrecensioner.

Using a discourse analytical approach this thesis examines a selection of user reviews concerning Stephenie Meyer?s Young AdultNovel Twilight, published at LibraryThing 2009-07-01 ? 2010-12-31. The aim of the study is to identify and shed light upon the conceptions relating to target audiences distinguishable in the reviews and todiscuss the possible consequences of categorizing fiction by age of theintended reader. In order to accomplish this, the study examines the conveyed images of Young Adult fiction and grown ups? reading of Twilight.The thesis concludes that several discourses regarding Young Adult fiction are distinguishable in the material; some of which concern level, quality, and writing style, others thematic and contentbasedaspects, while one concerns fiction aimed specifically at girls.

Den interaktiva djurparken / The interactive zoo

The purpose of this thesis project is to develop a set of interactive digital solutions designed to enhance the interest and knowledge intake of visitors at Skånes Djurpark (Zoo of Scania) in Höör. The project was carried out in collaboration with Skånes Djurpark and representatives from its visitors. Our thesis is based on academic works in the fields of interaction design, exhibit design and contextual learning. Ethnographical field studies have been conducted at Skånes Djurpark with additional field studies at Tropikariet in Helsingborg, Copenhagen Zoo and Regionmuseet Kristianstad. Existing information signs in Skånes Djurpark are primarily image- and textbased, forcing visitors to divert their attention from the different species of Nordic animals that inhabit the zoological park.

Project Garden

Denna slutreflektion beskriver mitt arbete med mitt kandidatarbete samt mina tankegånger under och efter projektet samt hur jag arbetat, de problem jag stött på och hur jag löst dem. Delarna av denna reflektion är först en beskrivning av vad jag gjort, därefter en beskrivning av hur detta projekt var tänkt att fungera. Den tredje delen är en beskrivning av hur jag arbetat under projektet, baserat på mina veckorapporter. Den fjärde delen är själva reflektionen och den beskriver mitt arbete i mer detalj samt mina tankar och funderingar och hur jag löst de problem som uppstått. Den sista delen är ett slutord där jag sammanfattar mina tankar om utbildningen och mitt projekt jämfört med de liknande spel som finns idag samt mina tankar kring genren i allmänhet..

Lika olika. Om skillnader mellan enhetschefer i statliga och kommunala förvaltningsmyndiggheter.

The aim of this Master?s thesis is to investigate the factors of children?s voluntarily reading in their spare time. We also want to know if the children choose non-fiction books for their voluntarily reading. The method as well as the empirical basis of this study is qualitative, with interviews of twenty-eight children in ages between 9 and 12 years. We conducted nine interviews with 3?4 children in each group.

Project Garden

Denna slutreflektion beskriver mitt arbete med mitt kandidatarbete samt mina tankegånger under och efter projektet samt hur jag arbetat, de problem jag stött på och hur jag löst dem. Delarna av denna reflektion är först en beskrivning av vad jag gjort, därefter en beskrivning av hur detta projekt var tänkt att fungera. Den tredje delen är en beskrivning av hur jag arbetat under projektet, baserat på mina veckorapporter. Den fjärde delen är själva reflektionen och den beskriver mitt arbete i mer detalj samt mina tankar och funderingar och hur jag löst de problem som uppstått. Den sista delen är ett slutord där jag sammanfattar mina tankar om utbildningen och mitt projekt jämfört med de liknande spel som finns idag samt mina tankar kring genren i allmänhet..

Tjugo ansikten - En studie i japansk kriminal- och mysterielitteraturtradition med utgångspunkt i Edogawa Rampos författarskap

The works of crime fiction writer Edogawa Rampo are largely unknown in the West, but have had a considerable impact upon literature and popular culture in his home country of Japan. Rampo?s works are threading on the line between between distinctively Western and distinctively Japanese writing styles and thematic realms, embodying a cultural fusion which acts as a mirror of the societal and cultural changes that occured in the author?s contemporary Taish? era Japan. This thesis is an attempt to explore Rampo?s literary mindset, and more specifically to attempt to picture and describe Rampo?s self-image as an author of crime fiction active during this time period.

?Man behöver läsningen att ta sats ifrån, i sitt skrivande?: En kvalitativ intervjuundersökning om skrivande människors läsvanor

The aim of this Master thesis is to analyse the interaction in between reading and writing based on young writers experience. My approach was to investigate how writersread literature and how they look upon their reading in relation to their own writing.Seven young people has been interviewed in this qualitative study, based a theory about their reading and reading habits. They were asked questions about reading habits and theirview upon the connection between reading and their own writing.Previous studies of Swedes´ reading habits prove that relaxation and pleasure are the most common reasons for literary reading. This differs from the present study, where my findings shows that writing people, more than other, read literature, in the way people in general read non-fiction. That is with a purpose beyond the actual ?situation of reading?.

Science fiction i spelutveckling

Detta kandidatarbete undersöker science fiction, en av de större och vanligast använda genrerna inom medier såsom spel, film och litteratur, genom att studera dess undergrupper, de så kallade subgenrerna. Dessa är specialiserade versioner av genren i fråga och använder den inom vissa förutsatta ramar, exempelvis hur samhället ser ut eller vilken typ av teknologi det huvudsakliga fokuset kretsar runt. Genom att studera hur subgenrer är beskrivna i The Encyclopedia of Science Fiction kan man avgöra att de består av sex punkter: plats, tidsperiod, karaktärer, teknologi, narrativ och visuell estetik. Dessa punkter har använts som ramverk för att utveckla en ny subgenre; Mystech, där scenarier utspelar sig i vad som kan ses som en typisk fantasyvärld med magi och monster, men där dessa egentligen bara är teknologi majoriteten av de påverkade inte förstår sig på. För att demonstrera Mystech har två olika miljöer utvecklats, både i bild och skriven form. Dessa är två mycket olika skådeplatser för scenarier att berättas i men som trots sina olikheter har nog med faktorer gemensamt för att kunna klassificeras som delar av samma subgenre..

Viljan att veta : en analys av Mona Hatoums verk Corps étranger via bio-politik och science fiction

In this paper Mona Hatoums installation Corps étranger is discussed via a post structuralized method based on associative and semiotic comparisons with vanitas, a post-modern self-portrait, and as a representative for modern visual art. The analyze touches upon pornography, science fiction and the quest for scientific conquest in outer and inner space. Theoretical references are Foucault, Freud, Lacan, Barthes, Dolar, Said and Virilio. Hatoum makes the observer a voyageur with the aid of the latest medical technology, endoscope, which gives her the opportunity to make an introvert self-portrait when she films her own throat and rectum. But at the same time she makes the portrait of us all.

Älskvärda digitala leksaker. En interaktiv leksaksrobot

The purpose of this project was to develop an interactive toy concept. A toy capable of reacting and expressing emotions like happiness, sadness, anger or love. And capable of developing its character with use.The initial questions was, how do I create interest, understanding and affection between a digital product and its user? How should the interaction be made?During the course of the project the search has mainly been for something that does not base its shape and interaction on likeness. Forexample likeness to humans or pets.I have created a toy concept called iio.

Kvinnor och män på väg till toppen. Rekryteringens betydelse för jämnare könsfördelning bland chefer i kommunala organisationer.

The aim of this Master?s thesis is to investigate the factors of children?s voluntarily reading in their spare time. We also want to know if the children choose non-fiction books for their voluntarily reading. The method as well as the empirical basis of this study is qualitative, with interviews of twenty-eight children in ages between 9 and 12 years. We conducted nine interviews with 3?4 children in each group.

Let's Walk, (interaktionsdesign) från början till slut

Many interactive products constructed today is not produced towards a specific targetaudience and how they will interact with the product. This master's thesis follows the designprocess in the development of the Let's Walk webapplication. In the designprocess has users of the webapplikation been identified, prototypes developed and an interactive version has been evaluated. The Let's Walk webapplication is a fully working system used to administrate Let's Walk, an exercise competition between companies. Experts and users have been involved to evaluate the Let's walk high-fidelity webapplication prototype.

Simulation av Xbox Live Indie Games gränssnittet

This thesis was developed as an assignment from Ludosity Interactive where the goal was to develop a copy of the Xbox Live Indie Games-marketplace from the Xbox 360. Ludosity Interactive had a necessity to easily test a game's attractiveness to potential customers using testing people from outside the company in a simulated Xbox Live Indie Games test environment; excluding this developed system there is no other way to do such an analysis without actually releasing the game on the Xbox Live Indie Games marketplace and then analyze the resulting sales from the product.The finished system had to be similar to the original system to the degree that a user could see past the interface itself and use the system just as he/she would have used the real marketplace. It also had to be easy to change and add games to the system so that Ludosity Interactive easily could show the games and the data that they deemed interesting for their tests. The final product was developed using C#, XNA and XML together with an Agileinspired development method in combination with Pivotal Tracker. This report describes how this product was developed..

?? kulturrådsböckerna är ju inte sådana som det står 10 människor i kö på.? ? en undersökning av filialbibliotekariers förhållningssätt till litteraturstödda titlar

The purpose of this paper is to explore branch librarians? ideals for mediating fiction and their view on the literature that are distributed by the Swedish Arts council. The study is based on the following questions: How do branch librarians reflect about mediating fiction? How do they express their view and their work with literature that are distributed by the Swedish Arts council? And which ideals of mediating can be distinguished from these expressions? To answer these questions a qualitative examination based on interviews with four branch librarians where used. The empiric material where then analysed by Jofrid Karner Smidt?s theory about different ideals for mediating fiction.

Det fiktiva bibliotekets vindlande gångar

Libraries exist around us and for most of us they are a part of our every day life. But how often do we stop and think about their meaning?Libraries in fiction are usually not the center of the narrative, they play a role quietly in the background and offer a backcloth to the story. Yet they are a vital part of the story. Without them a big part of the magic in the stories would be lost.And what is their role in our lives? What do the libraries mean to the books they harbor, the readers who seek them out and society in which they have their axiomatic role?This essay?s focus is my story ?Between the shelves?, which is about the young girl Julia and the mysterious passageway she discovers in her local library.

<- Föregående sida 7 Nästa sida ->