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2580 Uppsatser om Lightweight Java Game Library - Sida 26 av 172
Game on : Att spela sig till nya höjder av motivation
?Motivation is the desire within a person causing that person to act? (Mathis & Jackson, 2009, p. 24). Motivation is what makes people act. Lately a tool to create more motivation called Gamification has been more and more popular to use. This study is focusing on the subject motivation and also how gamification can be used as a tool to get more of that.
?Det vore en dröm? ? Grundskolerektorers tolkningar och arbetsmetoder gällande tillgång till skolbibliotek
In July 2011, new regulations regarding school libraries came into effect through a new education act for Swedish schools. The wording of the Act has been the basis of much discussion in which the concepts of "school library" and "access" makes it difficult to build consensus among different parties, why this can cause difficulties in ultimately construct equal access to school library. The purpose of this survey is to examine the interpretations and practices that exist around the school library and its functions among primary school principals. The principals have been selected on the basis that they themselves (the schools) already indicated that they do not have access to their own school library within the school premises. As a theoretical starting point, I used the school library researcher David Loertscher?s taxonomy for school leaders.
Avkodning av streckkoder i mobila enheter
The most common method for identifying merchandise in the commerce is by barcodes. Symbian OS is an advanced operating system aimed at cell phones and the most commonly used in smart phones. Opportunities to a full range of new services are given through barcode recognition in a Symbian OS based device. Therefore the purpose of this degree project was to create an application which would contribute to a future solution aimed at shopping where the cell phone constitutes a reader of items? identification numbers.
Information eller kommunikation? En kvantitativ studie av mellanchefers användning och uppfattning av intranätet Nova
The purpose of this Master?s thesis is to examine what role the new city library in Halmstad has for its users. The questions posed in this study are: What do the users actually do at the library? What roles are the most significant according to the users? Have the politicians succeeded in their intention of realizing a modern library according to the users? The theoretical starting point is Andersson?s and Skot-Hansen?s theory of four different roles of public libraries. In order to extend the model we added a fifth function; the one of aesthetical experience.
Ur pressens synvinkel En deskriptiv innehållsanalys av två valrörelser - med en jämförande ansats
Capella and Jamiesons research of how the media describes politics has shown that it is very often case of one of two scenarios: game frames; or issue frames. The central idea of this framing theory is that when politicians are described within game frames the disdain towards politicians is believed to increase. Capella and Jamieson have shown that, at least in the US, the use of game framing has increased. The Swedish Scholar Jesper Strömbäck has however, with his research, shown that, despite the earlier theory of Capella and Jamieson, in Sweden the tendency is not so clearly demarcated. In fact he says that if anything, the tendency looks to be the antithesis.
Hur får man reda på något om man inte använder intranätet? En kvantitativ studie om hur vårdpersonalen på Sahlgrenska Universitetssjukhuset får ledningsinformation
The purpose of this Master?s thesis is to examine what role the new city library in Halmstad has for its users. The questions posed in this study are: What do the users actually do at the library? What roles are the most significant according to the users? Have the politicians succeeded in their intention of realizing a modern library according to the users? The theoretical starting point is Andersson?s and Skot-Hansen?s theory of four different roles of public libraries. In order to extend the model we added a fifth function; the one of aesthetical experience.
Det sa bara klick. En kvalitativ analys av unga svenskars uppfattning om implementering av tvådimensionella koder i Aftonbladet
The purpose of this Master?s thesis is to examine what role the new city library in Halmstad has for its users. The questions posed in this study are: What do the users actually do at the library? What roles are the most significant according to the users? Have the politicians succeeded in their intention of realizing a modern library according to the users? The theoretical starting point is Andersson?s and Skot-Hansen?s theory of four different roles of public libraries. In order to extend the model we added a fifth function; the one of aesthetical experience.
Informatörens nya kläder? En kvalitativ studie av arbetsinnehållet för sju förvaltningsinformatörer vilka medverkar i samverkansprojektet Grafiska gruppen
The purpose of this Master?s thesis is to examine what role the new city library in Halmstad has for its users. The questions posed in this study are: What do the users actually do at the library? What roles are the most significant according to the users? Have the politicians succeeded in their intention of realizing a modern library according to the users? The theoretical starting point is Andersson?s and Skot-Hansen?s theory of four different roles of public libraries. In order to extend the model we added a fifth function; the one of aesthetical experience.
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.
Utveckling av mobiltelefonapplikation för kommunikation i ad-hoc nätverk med Bluetoothteknik
The purpose of this thesis is to develop an application for mobile phones that simplifies communication. The company Doberman wanted to look at possibilities to develop such an application that uses Bluetooth? technol-ogy to communicate in ad-hoc networks. The aim has been an application to run on mobile phones in which you can send messages and files to other devices and also add a user profile with personal information to share with others. The communication will take place in temporary networks created when Bluetooth enabled devices is in range of each other.The market for mobile phones has grown rapidly over the past years and is still growing.
Förändringar inom kunskapsorganisation vid ett museibibliotek: Etnografiska museets bibliotek i Stockholm
ganization of knowledge at a museum library: Library of the Museum of Ethnography in Stockholm in the 20th and the early 21st century [65][pdf.gif] The purpose of this masters thesis is to investigate the organization of knowledge at the Library of the Museum of Ethnography in Stockholm during the 20th and the early 21st century. The investigation is focusing on the development of the organization of knowledge, of the catalogues, of the classification system and of the information retrieval. The thesis examines the factors which force the development of the activity at the library and of the organization of knowledge. The study uses a qualitative approach which is based on investigations of different types of catalogues, of the electronic database, of the classification system, of the subject indexing and on interviews. A describing analysis is used.
Castaway : Nätverksspel till Swedish Game Awards
I denna rapport så beskrivs det hur man kan utveckla ett nätverk som kan användas i nätverksspel. Hur man kan förhindra fuskande klienter och försöka uppnå ett säkert nätverk som vanliga klienter till spelet inte ska påverkas för mycket utav.Under tio veckors tid så utvecklades ett nätverk som står för grunden till ett nätverksspel. Ett väldigt simpelt spel med en nätverksstruktur som motverkar fusk..
Spelroll "At Heart" : Spelrollers inverkan på erfarna spelares problemlösningsförmåga i vardagen
Games offer a safe and motivational environment that allows and encourages trial and error. A gamer can act in the game without any real consequences in real life. Thereby a gamer is offered the opportunity to develop a broad set of skills. Games have earlier been proven to develop gamer?s problem-solving skills.
Förmedling av skönlitteratur via bibliotekets webbplats
Mediation of fiction has always been one of the main tasks of the public library. The focus on information technology is often seen as a threat and competitor to this task. But technology can also offer new ways to mediate fiction, and the aim of this thesis is to examine how library websites and blogs can be used for this purpose. The research questions are:? What forms of fiction mediating material exist on library websites and blogs?? How is the fiction mediating material presented?? Are there any differences between the fiction mediating working methods on websites and blogs compared with those in physical libraries?The thesis is based on a qualitative content analysis of eight Swedish public library websites and three blogs, and on a theoretical frame work including literature and research on mediation of fiction, library websites and blogs, web design and usability.
Var är biblioteket? En användarstudie om distansstudenters biblioteksbehov
The aim of this Master's thesis is to investigate the library needs of distance students. This user study has a student perspective and concentrates on the main question of which way library needs might be expressed by distance students. Associated topics addressed by this study include; the problem of learning centres lacking their own library support, how distance students look upon library support as a concept and whether distance students prefer public libraries or university libraries, and why they make this choice. These questions may give the answer to how distance students deal with information literacy. Theories chosen by the study are in the fields of pedagogical and library science, the social cultural theory by Roger Säljö and in Tom Wilson's theories on user studies and information needs.