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2580 Uppsatser om Lightweight Java Game Library - Sida 42 av 172

Lärares upplevelser av en utbildning på vetenskaplig grund : Lärares upplevelser av en utbildning på vetenskaplig grund

This study examines the closure of public libraries, and the nonprofit organizations takeover of them as a phenomenon. The aim is to understand why the nonprofit takeover is common and what the takeover symbolizes and if the discourse in media invokes the views on libraries and the profession.Interviews were made with librarians, politicians and representatives of a nonprofit organization to study different sides of the phenomenon. Other empirical data were found in local and national newspapers and media-channels. I discovered that public libraries are highly valued by both politicians and the community. The study also showed that a library in a community makes people feel valued.

Bilden av kvinnan i Library of Congress Classification En genusstudie av Library of Congress Classifications första och senaste upplaga

I have done a comparative gender study of Library of Congress Classification from 1900 and 2001. I have also used a hermeneutic method and ideological critics to find out what picture of women the both systems shows. In my comparative study of the both systems I have found low update of classes which relates to women in the new classification system. Men seem to be a norm in the system, because men are not defined in classes related to both men and women. But many classes related to women are named Women as and Women in The study also shows that women are more related to subjects about family and marriage than men are.

Arena för ungt skapande. Hur biblioteket tar till vara unga människors kulturuttryck: exemplet Demoteket

The aim of this Master's thesis is to explore the function of public libraries as arenas for young people's artistic creations. It examines how the public library makes activities based on independent creativity visible, and what activities of this sort imply to the public library. The thesis also relates this to the public library's task in society. The main object of examination is Demoteket, an on-going project in the south-eastern parts of Sweden. In this project Länsbibliotek Sydost co-operates with Reaktor Sydost, a centre of resource in the fields of young communication and filmmaking.

Spelarens Värld : en fenomenologisk studie av hur individer som spelar Counter-Strike upplever sin nutida värld

The purpose with this qualitative interview study was to try to describe, through a phenomenological viewpoint, the meaning that Counter-Strike players put on there contemporary world. We started to explore this Game World with field research studies on the world?s biggest Game exhibition Dreamhack in the city of Jönköping. This helped us to develop our main question for this study.The thirteen participants of the interview were selectively chosen from a Game Café in the city of Karlstad. They were interviewed with five questions that dealt with their experiences of playing Counter-Strike and their experience of time perception in their world.

Föräldrar i fokus! En studie av småbarnsföräldrars informationsbehov och barnbibliotekariers intentioner med föräldraträffar

The aim of this study is to examine present forms of interaction between Child Welfare Clinics (Barnavårdscentraler, BVC), and libraries. The study departs from the user?s perspective, i.e. how the parents evaluate the information they are given about the library and its resources to provide information they want in their present and new situation. In two local communities the survey looks into how parents of babies are informed about the library in meetings arranged as part of the information and support program provided by BVC.

Folkbibliotekets uppdrag i den nya bibliotekslagen. En idéanalys av sex remissvar på departementsskrivelse 2012:13.

The new Library Act came in force in January 2014, external changes such as globalization and information technologies had changes the way libraries work and the new law aimed to reflect this. The aim of this study is to examine ideas surrounding the mission of the public library as it appears in the referral statements that three state agencies and three interest organizations gave to the ministry publications series Ds 2012:13. The questions this thesis examines are: what ideas can be discerned in the respond-ents' opinion regarding public library's mission? How is the con-sultation bodies? way of looking at public library's mission to-wards the government's approach? In this thesis the empirical ma-terial has been analyzed using a theoretical model called The four spaces ? a new model for the public library designed by Casper Hvenegaard Rasmussen, Henrik Jochumsen and Dorte Skot-Hansen. The model consists of four different goals and four differ-ent spaces and can be used as a basis for discussions about the public libraries role in society.

Bibliotekarieutbildningen vid BHS 1977 t.o.m 1999 En diskursteoretisk studie

The aim of this master thesis is to investigate changes within four discourses identified in the curriculum material of the Swedish library education in Borås Bibliotekarielinjen dating from 1977 and 1985 and its successor Library and Information Science Biblioteks- och informationsvetenskap dating from 1995, 1999. My method used is a text analytic method primarily derived from the discourse theory of Ernesto Laclau and Chantal Mouffe, yet with addition of tools from the critical discourse analysis of Fairclough. By identifying three floating signifiers within the material, i.e information, library, and librarian, and thereafter identifying their fixation, a pattern of resemblance and diversity in the fixating signs appeared between different courses of the curriculum dating from 1999. Hence I could establish an order of discourse consisting of four library discourses, a knowledge organisation discourse, a user discourse, a society discourse and a management discourse. Using this discursive order as a pattern, I could trace these four discourses back in time within the material dating from 1995, 1985 and 1977.

The Female Assassin : Ett Game Writer manuskript om Franska Revolutionen

Uppsatsen syftar till att diskutera och jämföra tre olika metoder för karaktärsutveckling och diskutera dessa i förhållande till The Female Assassin; ett spelmanuskript som utspelar sig under Franska Revolutionen. För att få en god bakgrund för examensarbetet valde jag att läsa ett antal böcker om Franska Revolutionen, karaktärsutveckling och Game Writing. Jag har använt mig av personlighetsdiamanter och mallen Character Template för att skapa karaktärer till manuskriptet. I rapporten diskuterar och jämför jag dessa två metoder samt arketyper. Jag kom fram till att de tre metoderna för att utveckla spelkaraktärer fungerar utmärkt och kan kombineras för att få fram mer avancerade karaktärer.Spelmanuskriptet är skrivet utifrån mitt High Concept om spelet La Meurtrière (se Bilaga 2) framtaget för kursen Modellkonstruktion för Interagerbara Medier/Spel A11.

Skolbiblioteket ? spelar det någon roll? En studie av hur en friskola klarar sig utan skolbibliotek.

The aim of this bachelor thesis is to investigate how one independent senior high school without a school library regards the role of school libraries. (What is their view of information literacy? Do they manage to reach the goals of Lpf 94 and the goals of each school subject without a school library of their own?). We have chosen to interview the principal and two teachers. Our major findings are that the public library in our study has been given the role of a school library, a role we think it can not fulfil.

Boktips 2.0 : En kvalitativ studie om elevers delaktighet i skapandet av boktipsvideor på en biblioteksblogg

The aim of this study was to, through a qualitative method, investigate students? participation in a specific library blog to find out what motivate them to create and share digital book recommendations through videos. It also intended to describe the students? own views of their participation.We conducted interviews with eight students in the ages 12 and 13, who all had similar experiences regarding the blog creation but diverse attitudes concerning the blog production and intentions to participate.The results showed that the strongest motivating forces behind the students' participation in the blog creation was that they enjoyed the making of the videos and also because they wanted to inspire others to read more and create resembling blogs..

Webb 2.0-relaterad marknadsföring - Möjligheter och risker med marknadsföring i webb 2.0- relaterade webbtjänster

The purpose of this master?s thesis is to examine how some university students, who are using the libraries extensively, use and experience the public and the university library and what they expect from the two different library types. I also compare their expectations with the different tasks and aims of the two library types. To answer this I have interviewed seven students at the department of history of literature at Göteborg University. I have also studied some literature and research related to this subject, for example user studies about students and libraries and the information behaviour of distance students.

Folkbibliotek och TV-spelande ungdomar en studie i bibliotekariers attityder och värderingar när det gäller ett nytt medium på biblioteket

The aim of this Masters thesis is to examine librarians attitudes and values when it comes to the question if a new media, video games, should be introduced at the library or not. Video games are here seen as media primarily for youths. In our study we also wanted to study the discussions of quality and purchase, when computer games were introduced at the library. In order to answer our questions we conducted nine interviews with librarians working with children and youths, in eight libraries. By analysing their statements, using Maj Klassons theory where she defines the librarians role in three different strategies, we could demonstrate how the librarians reason when it comes to video and computer games, youths, quality and purchase.

När spelen blev farliga: konstruktionen av dataspel som ett socialt problem i svensk press 2000-2006

This essay focuses on the construction of so called "computer game addiction" or "computer game abuse" in the Swedish press during 2000-2006. During this period computer game addiction went from an obscure phenomenon to a legit reason for the involuntary commitment of a fourteen-year-old.The study's theory is based on several social constructionist ideas. Kitsuse and Spector's theories about constructing social problems as claims-making activities are used for understanding the actions of the individual and groups involved. Hewitt and Hall's article about quasi-theory is used to explain the construction of explainations for the new social phenomenon. Blumer's five-stage model is used for categorizing the construction of the new social problem.

"Du får titta i min bok!" : Fem förskolelärares tankar om barnbibliotekens funktion i barns tidiga läs- och skrivförmåga.

This study aims to examine preschool teachers' thoughts about the child libraries functions. The purpose is to highlight preschool children's early read and writing skills, before they even can read and write, which is a theory called emergent literacy.This is made by conducting five qualitative interviews, with the intention to investigate how the preschool teachers think about the cooperation and the function of the child library, partly for their own work with the children and partly for their organization. By using a tablechart which shows each preschool teachers mostly common thoughts in the interview and by using a model based upon Harrysson and Joelsson (2006) model, which shows the functions of the public library in the society. The results of the study are presented in the four categories of the model which are; to borrow, to learn, to ask and to find, to reside. These are functions that the preschool teachers see with the library, for their work with the childrens' early literacy.

Vad anser du vara en verklighet? : Kan en virtuell värld vara en verklighet?

Contents:The evolution of today?s computer influenced society has taken giant steps towards virtual reality, game addictions and the possibility of not having to meet the people we communicate with. What is a reality today?To give a more concrete image of our question we?ve chosen the online game World of Warcraft as an example and to describe our connection to an alternative reality. We have performed different investigations, interviewed both gamers and non gamers, all this to give us the opportunity to see if the term reality has started to change in a direction that will allow us to call this alternative world a reality, or if it?s just a world wide phenomena of for example gaming addiction.

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