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2580 Uppsatser om Lightweight Java Game Library - Sida 11 av 172

Prestandaoptimering av spelet Go Supernova

Som underlag för den här rapporten använder vi oss av vårtspel Go Supernova. Det är skrivet i Java med hjälp avramverket LibGDX. Vi har undersökt hur man kan optimeraspelet för att kunna hantera så många objekt som möjligt menändå hålla ett bra spelflöde utan att förstöra den vision vihade när vi skapade spelet från första början. Vi har kommitfram till att ljusmotorn box2dlights använder sig av mycketprocessorkraft och användningen av den behövde justeras föratt tillfredsställa våra krav. Vi kommer även att tala omdesignval av spelets interna delar som gjorde att vi kundeundvika prestandaförluster..

Alternate Reality Games : Framtidens Marknadsföringsform

An alternate reality game, often abbreviated as ARG, is a mix between a game and a crossmedia interactive story using mainly the Internet as a platform. The game is built around the idea of teamwork among its participants. The players cooperate to solve puzzles allowing them to go forward in the story of the game. The marketing element is in different ways included in the story.A few Alternate Reality Games such as The Beast, The Art of the H3ist and The Lost Ring have previously been launched as marketing campaigns. This bachelor thesis aims to examine the possibilities of Alternate Reality Games as an alternative marketing tool for profit-driven companies.

Tre skolor i en mindre kommun : En kvalitativ studie av grundskolerektorers syn på skolbiblioteksverksamhet

The purpose of this bachelor?s thesis is to examine what attitudes the administrators of the selected elementary schools have towards school library media centers in general but also towards their own respective library media centers. Furthermore, it is to examine the administrators? views on their school librarian?s role in the library media center as well as an integrated part of the school activities. A branch in this purpose is to examine if there is any differences in staffing the library media centers with a library media specialist or a teacher-librarian.

Ideologier i biblioteksbyggnaden ? en fallstudie av Arlövs bibliotek

Library architecture today is a complicated history. Public libraries are no longer merely a place for book storage, but also a virtual library a social meeting place and a place for study. All these diverse tasks and roles emerge in the democratic designing process of a new library and also transform into the architecture. The underlying process is the evaluation and negotiation of the libraries overall tasks and ideas, ideals and values. Multiple ideologies are incorporated in library architecture.

En studie av IFLA/ALP:s utvecklingsarbete i tredje världen

The purpose of IFLA:s Core Programme ALP Advancement of Librarianship in the third world is to further the objectives of the library profession, library institutions and library and informationservices in the less developed countries in the third world. This essay deals with how and with what purpose IFLA/ALP managing developing work in the third world. What roles do they consider that the public library could play for development of the society? The essay also deal with purposes that have resulted in the close cooperation between IFLA/ALP and other organizations.till comparing their work with SIDA and UNESCO. Finaly I try to connect this work with a development theory and a global context..

En studie i visuell sponsorkommunikation med fotboll som arena : Vilken typ av sponsorkommunikation är passande vid matchvärdskap och finns det utrymme för nytänkande?

Time changes, so also in sport. The small venues become larger and more modernized. As stadiums grows, so also does sponsorship and its popularity, around them. Is it enough as a sponsor only to expose yourself these days, or does the new times require more creativity to stand out from all the media?This work is done for Stadium AB in Norrköping, and treats questions such as; what type of sposnorcummunication that is proper to use around the soccer stadium, and if it is possible for new ideas in the future when Stadium is hosting a game? To answer these questions theory has been read about sponsorship and data has been gathered through qualitative interviewswith soccer clubs and sponsorship consultants.The work result shows that there are some general rules that the company should follow tosucceess when hosting a game.

Karlskrona stadsbibliotek 1906-1959 ? En bit av ett biblioteks historia

This master?s thesis will try to describe the beginning and development towards a modern public library of the town library in Karlskrona between 1906 and 1959. The specific years refers to the year the library was established and the year it moved to the new library building in the centre of Karlskrona. The aim of the thesis has been to do this historical description and to look at the course from the perspective of the national policies and development for the Swedish modern public library. The thesis is based mainly on reports of the proceedings of the public library and other biographical documents and literature, which has been found in two local archives.

Bibliotekscaféet som place: En användarstudie om bibliotkscaféer på folkbibliotek

The aim of this study is to investigate the meaning of the librarycafé for its visitors as a place. By this study we want to see howimportant the library café is as a place. Our theoretical departurepoint is an adaption of the space and place-theory, by Fisher,Saxton, Edwards & Mai. By adapting the theory to a libraryperspective it helps us to understand how library users look uponthe library café as place.Using a qualitative approach the empirical material has beencollected through observations and interviews. We observed andcarried out interviews with six library café visitors at threedifferent library cafés.Our findings are that the library café is used in many differentways and by many different peoples.

Får jag ta med min bebis in? En fokusgruppstudie om bebisföräldrar på folkbiblioteket.

The purpose of this thesis is to investigate the functions of the public library for parents of infants and how they see the ideal library. The research questions are: How do parents of infants use the library and what are their experience of it? What opinions and wishes do parents of infants have regarding the library? How can library services be developed to better match the needs of the parents of infants? The theoretical approach is based on Marianne Andersson and Dorte Skot-Hansen?s model of the public library?s functions and the model of classification by Ellen-Merete Duvold and Gunnar Sæbø. To answer my research questions I have carried out three focus-group interviews with parents of infants. The study revealed that the public library functions as a cultural centre, a social centre, a knowledge centre and, to a certain extent, an information centre for the parents.

"Årets skolbibliotek" hur då?: En studie av utmärkelsen "Årets skolbibliotek"

This thesis is about School libraries and the honour "School library of the year". I have examined the questions - Whats to say about school libraries in the curriculum and the library law? - Who administer the honour "School library of the year" and whats demanded to get it? - What have made the school libraries I have examined to school libraries of the year"? As theory I have used the Taxonomies of the School Library Media Program by David V. Loertscher. I have given a background to and defined the school library as a function, a room and in the teaching among others.

Vikten av bemötande: dyslektikers erfarenheter av bibliotek

The aim of this study is to gain an understanding of how dyslexic adults experience the library, their meeting with a librarian and how they feel they are being helped with finding literature. To answer the purpose of the study I have conducted six semi-structured interviews with dyslexic adults.. Two theoretical models were used as an analytical tool in this study. One was Michael Buckland's aspects of access to information. The other is four aspects that explains the significance of personal encounter at the library.

Spela dataspel på biblioteket? ? En argumentationsanalys av bibliotekariers blogginlägg om dataspel i biblioteksverksamhet

This paper discusses how ten blogs written by librarians talk about using games in the library. What do they talk about and what are their arguments for using games as a learning tool, and what does this say about their views on the library?s role in society?It is examined by using argumentation analysis together with a model for identifying different roles within the library on the blog themselves. By identifying the most important arguments used and placing them within the model, the paper aims to see how the bloggers view the library as a whole and as a part of society.It showed that the reasoning among the librarians varies, but most emphasis was on seeing the library as a meeting space together as an inspirational space, and the use of games can greatly help with that. Especially when viewing the library as a meeting space with room for everyone regardless of their interests..

Vi kallar personlighetstypen för kreativa dagdrömmare : En kvalitativ studie av professionellas erfarenheter och åsikter kring ungas dataspelsproblematik

Dataspelsproblematik är ett eskalerande problem som har visat sig påverka många unga människors utveckling och välbefinnande. Syftet med denna studie var därför att undersöka ungas dataspelsproblematik, vilka konsekvenser ett överdrivet dataspelande medför samt vilken behandling som ges till unga med dataspelsproblematik. Empirin erhölls genom kvalitativa intervjuer med professionella som arbetar med denna typ av problematik vid verksamheterna Game Over och Theory in Action. Resultatet visade att dataspelsproblematik idag inte har en bestämd definition och att det är ett problem som inte är tillräckligt uppmärksammat. Synen på orsaker till dataspelsproblematik hos unga är komplext då det kan tänkas bero på många olika faktorer.

Spelutveckling för Facebook ? från koncept till produkt

Abstrakt Under vårt kandidatarbete arbetade vi under 20 veckor med att utveckla ett webbaserat spel riktat mot Facebook. Vi använde Agile/Scrum som projektmetod för vårt arbete och förändrade metoden och utvecklade verkyg för att effektivisera den för vårt syfte. Vi kom fram till att det är svårt att göra ett socialt spel och att det viktigaste i produktionen är att se till att det finns en tydlig koppling mellan spelarnas interaktion med varandra och den grundläggande spelmekaniken. Vi tappade fokus under utvecklingen och lärde oss den hårda vägen vikten av att planera realistiskt och börja ifrån grunden när man utvecklar ett spel. Spelet vi skapade använder sig av slumpässigt genererad terräng, är skrivet i JavaScript och utspelar sig i en viktoriansk miljö. Nyckelord: Facebook, spelutveckling, webbutveckling, internet, sociala spel Abstract During our bachelor thesis we worked for 20 weeks with the development of a web-based game for Facebook. We used Agile/Scrum as our project planning method, changed the method to make it more effective for our purpose and developed tools for the method. We came to the conclusion that it's hard to make a social game and that the most important thing in the production is to make sure that there's a clear connection between the players' interaction with each other and the foundations of the game mechanics. We lost focus during the development and learned the hard way the value of planning realistically and to start from the core when developing a game. The game we created uses a random generated terrain, is written in JavaScript and takes place in a Victorian environment. Keywords: Facebook, game development, web development, internet, social games.

Folkbiblioteksverksamhet på webben: En kvalitativ studie av svenska folkbibliotekswebbplatser

The aim of this Master?s thesis is to investigate and increase the understanding of Swedish Public Library Websites and to determinate which activity they mediate. To analyse the Public Library Websites Andersson and Skot-Hansen?s model of roles for the Public Library has been used. This model in¬cludes four roles for the library: the library as a cultural centre, a knowledge centre, as an information centre and as a social centre.

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