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2580 Uppsatser om Lightweight Java Game Library - Sida 8 av 172

"Döm inte boken efter omslaget" ? en fallstudie om det Levande biblioteket på folkbibliotek

The purpose of this study is to examine the phenomenon ?Living library?, where people are lent out instead of books. First it is looked into what the Living library means to the person who is borrowing a living book and what it means to the living book itself. Than the Living library is put in a public library context. This is done through a case study of the city library of Helsingborg and the city library of Malmö.

Dubbelklicka på Emil - en studie av arbetet med CD-romspel med litterära förebilder på några folkbiblioteks barnavdelningar

The technical evolution has a great influence on the public libraries. Electronic media becomes more and more common. This Master´s thesis is based upon the Swedish Library law 9§ (SFS 1996:1596) which says: Public- and school libraries should pay special attention to children and teenagers by offering books, information technology and other media, adapted to their needs, to encourage development of language and stimulate reading. From this point of view we have examined why the children´s departments in public libraries offer CD-ROM games which are based upon characters from the literature, how they are used in the daily activity and how they can contribute to the development of the children´s department.We have made literary studies and empirical investigations including interviews, observation studies etc. The results from this studies shows that both young and adults appreciate the CD-ROM games.

"en labyrint av vägar" : en kvantitativ och språkfilosofisk studie av taggar och taggstruktur i Stockholms stadsbiblioteks folksonomi

The purpose of this study is to perform both a quantitative and language philosophical analysis of the folksono-my and the tags in the Stockholm public library catalogue, which together with the Umeå university folksonomy, and the folksonomy of the Norrköping public library are the only library folksonomies in Sweden.The purpose of the first part of the study is to perform an analysis of the linguistical structure of the tags in the folksonomy. To do this a quantitative analysis has been conducted to grammatically categorize and evaluate tags using a method based on Louise Spiteri?s article ?The structure and form of folksonomy tags: the road to the public library catalogue? and the SAO guidelines. This part of the analysis aims to answer questions like: what characteristics do the tags in the folksonomy have and in what ways do they separate themselves from subject headings in a controlled vocabulary? Tags were here categorized according to grammatical properties like parts of speech and their social and private characteristics.

Karaktärsskapandets potential och begränsningar

This project report describes a supplement for character creation in a tabletop role-playing game ?Dragons and Demons." The purpose of this project is to improve the character creation for the players? trough the narrative elements such as character?s background story. The applied qualitative methods such as a test panel and a questionnaire were conducted for the evaluation of theories used during character creation and to get feedback on the supplement?s creative value for the players. The aim of the questionnaire was to see how the method for the character creation differs from the regular way of making a character for a tabletop role-playing game and if this idea improves user experience during the tabletop role-playing game.The results of the evaluation are based on answers from novice and experienced players, and conclude that the additional background story creates an insight into the character's past, which makes it easier for novice players to get quick started with character creation.

Relationsmarknadsföring på folkbibliotek ? en kartläggning av personalens relationer på arbetet

The aim of this Master thesis is to make a survey of the public library staff-relations at work and discuss relationship marketing as it applies to public libraries. Relationship marketing involves the establishment, maintenance and development of users and other library-related relationships, including the relations among the library staff itself. Good relations among the library staff is a necessary condition for good relations with others. The focus of relationship marketing is at the user?s needs, wants and demands instead of the library collections and services.

Sjukhusbiblioteket som en resurs hur tillgodoses sjuksköterskors informationsbehov genom bibliotekets tjänster vid Södra Älvsborgs Sjukhus

The purpose of this study was to find out what are the information needs of the nurses and if the hospital library can satisfy these needs, and see how the hospital library reaches the nurses with their information provision. The main questions are: what kinds of service exist at the hospital library? What kinds of needs have the nurses concerning the hospital library? How are the needs satisfied by the hospital library? What marketing strategies are used by the hospital library to reach out to the nurses? Is it enough to achieve the goal? The method in this study was a case study with the emphasis on the qualitative interviews. The study was conducted at the hospital library at Södra Älvsborgs Sjukhus in Borås. The interviews concerned the nurses views on the hospital library, information needs and marketing.

Spelindustrins Paradox : En eventstudie om lansering av tv-spels påverkan på aktiekursen

Purpose: To examine how video-game releases affect the share price, and if video-game reviews have any impact on the share price of gaming corporations. Method: A quantitative deductive research approach is applied with event study methodology used as basis. The investigated companies were the five largest gaming companies listed on the U.S. NASDAQ exchange. A total of 29 video-game launches and 85 reviews where examined.  Theory: The study is based on The Efficient Market Hypothesis, Agent Theory, Public Relations Theory, Nextopia and previous research.Results: The result contains 114 observations in five companies.

Grail²

Detta arbete är det första steget i en lång process vars slutgiltiga mål är att utveckla en metod för automatisk övergång från en icke-generisk objektorienterad applikation till en generisk.Helst borde stöd för en sådan transformation implementeras i en utvecklingsmiljö, IDE. En analogi skulle kunna dras till faktorisering av klasser, en operation som stöds av de flesta utvecklingsmiljöer idag. Som ett första steg i en pågående process är detta arbete tänkt att fungera som ett icke-trivialt exempel för framtida analys. Exemplet består av ett icke-generisk och ett generisk grafpaket som är skrivet i Java 1.4.2 respektive Java 5.0. Uppsatsen beskriver övergången från den icke-generiska till den generiska lösningen på systematiskt sätt som går att upprepa.

Rotationer och kvaternioner

När en recessiv sjukdom studeras i en släkt används jämförelser av familjemedlemmarnasarvsmassa. Med hjälp av datorsimuleringar som utgår från modellering av arvsförloppet kan information erhållas om hur mycket arvsmassa individerna har gemensamt.Denna information kan vara till nytta vid en fysisk kartläggning av individernas genom.I detta projekt har ett Java-program konstruerats som på ett verklighetsnära sättmodellerar arvsförloppet. Tillsammans med Java-programmet har ett mer teoretisktresonemang genomförts och implementerats i MATLAB, i syfte att få referensdata.Java-programmet har använts för att undersöka den genetiska likheten mellan besläktadeindivider. Informationen som erhållits har använts för att approximera fördelningarför individernas genetiska likhet. Utifrån dessa uppskattningar fastslås att fördelningarnahar relativt låg varians på grund av genomets extensiva totala genetiska längd.Det konstateras att individernas könskromosomer bidrar med skillnader i medelvärde.Dessutom fastställs att mäns och kvinnors olika genetiska längder bidrar med skillnaderi varians..

Return of the weaver

När en recessiv sjukdom studeras i en släkt används jämförelser av familjemedlemmarnasarvsmassa. Med hjälp av datorsimuleringar som utgår från modellering av arvsförloppet kan information erhållas om hur mycket arvsmassa individerna har gemensamt.Denna information kan vara till nytta vid en fysisk kartläggning av individernas genom.I detta projekt har ett Java-program konstruerats som på ett verklighetsnära sättmodellerar arvsförloppet. Tillsammans med Java-programmet har ett mer teoretisktresonemang genomförts och implementerats i MATLAB, i syfte att få referensdata.Java-programmet har använts för att undersöka den genetiska likheten mellan besläktadeindivider. Informationen som erhållits har använts för att approximera fördelningarför individernas genetiska likhet. Utifrån dessa uppskattningar fastslås att fördelningarnahar relativt låg varians på grund av genomets extensiva totala genetiska längd.Det konstateras att individernas könskromosomer bidrar med skillnader i medelvärde.Dessutom fastställs att mäns och kvinnors olika genetiska längder bidrar med skillnaderi varians..

Bibliotekariers uppfattningar om Bibliotek 2.0 ? En fenomenografisk undersökning

In the library community there is a continuous discussion about enhancing user interactivity on library websites, according to the principles of Web 2.0, called Library 2.0. The purpose of this thesis is to study how librarians conceive Library 2.0. The focus is on the study of the librarians? conceptions of user interactivity on the website, and if the librarians conceive that their professional role is affected by Library 2.0. The study is implemented methodologically by interviewing six librarians and using phenomenography as an approach.

Barn och kultur på biblioteket

The purpose of this master?s thesis is to investigate the culture for children in the age of 10-12 year-old at the library in a small town and to see if the library and children shared the same view of the libraries missions. We have interviewed 3 groups of 5-7 children at two times. We have also interviewed a children librarian about her opinion of her work and childrenculture. The United Nations Convention on the Rights of the Child works as our theory in this thesis.

Man blir lite taggad men också frustrerad : En explorativ studie av checkpoints i spelet A Story About My Uncle

In this study we pose the question if you through finding patterns in implementation of checkpoints can find ways to tailor the experience of the game A Story About My Uncle to hardcore gamers. To find out the answer we had hardcore players playing a modified level from the game A Story About My Uncle that was used as stimulus material for the following focus group interview. The analysis of the gathered material resulted in four patterns that can be used when implementing checkpoints to tailor the experience of the game A Story About My Uncle to hardcore gamers. Elements of checkpoints that our study showed to be important when it comes to how the game is experienced are density, placement and clearness..

Skolans hjärna eller verksamhet på undantag? En studie av skolbibliotekets status sett i ett organisatoriskt perspektiv

This study is an attempt to shed light on problems and possibilities of the school library of the Swedish comprehensive school concerning library law and goals of the school and the school library. Many investigations about the role of the school library of the comprehensive school have been carried through. They have all more or less come to the same conclusions. In spite of Swedish library law and goal documents of the school library, the school libraries are often neglected, if not will and commitment are to be found among teachers. Using a model of the school organisation by Gunnar Berg, three cases of school libraries are presented and analysed in a larger organisational and political perspective.

Heuristiker för digitala spel : En studie om Game Approachability Principles

Detta arbete har utformats för att besvara frågeställningen: ?Kan Game Approachability Principles (GAP) upptäcka användbarhets-, spelbarhets- och åtkomlighetsproblem i tidiga stadier av utvecklingsprocessen av ett spel??. Teorier om användbarhet, åtkomlighet, spelbarhet, olika utvärderingsmetoder och användartestning samt Game Approachability Principles studerades för att skapa en teoribildning inom området. Två prototyper av ett spel skapades: en hi-fi prototyp och en lo-fi prototyp. Den första representerar det senare stadiet i utvecklingen av ett spel och den andra representerar det tidigare stadiet.

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