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2767 Uppsatser om Mass Effect - Sida 1 av 185

Valet av Renegade och Paragon i Mass Effect : Undersökning av möjliga aspekter på valet att spela som ond eller god med fokus på spelarens subjektiva upplevelse

The purpose of the study was to examine possible aspects concerning the choice to play as good or evil with a focus on the players´ subjective experience. A form was constructed and the material was interpreted according to Interpretative Phenomenological Analysis (IPA). The games Mass Effect I and II were used as an example of the choice to play as good or evil since the choice between Renegade (evil) and Paragon (good) is present. The sample consisted of individuals who had played Mass Effect I and/or Mass Effect II and were over 18 years old. The end result concerning who played a Renegade or a Paragon came to be very uneven (15 out of 16 participants played a Paragon) which means that the result mostly relates to possible aspects concerning the choice to play a Paragon.

Valet av Renegade och Paragon i Mass Effect - Undersökning av möjliga aspekter på valet att spela som ond eller god med fokus på spelarens subjektiva upplevelse

The purpose of the study was to examine possible aspects concerning the choice to play as good or evil with a focus on the players´ subjective experience. A form was constructed and the material was interpreted according to Interpretative Phenomenological Analysis (IPA). The games Mass Effect I and II were used as an example of the choice to play as good or evil since the choice between Renegade (evil) and Paragon (good) is present. The sample consisted of individuals who had played Mass Effect I and/or Mass Effect II and were over 18 years old. The end result concerning who played a Renegade or a Paragon came to be very uneven (15 out of 16 participants played a Paragon) which means that the result mostly relates to possible aspects concerning the choice to play a Paragon.

Mass Ethics : En undersökning om att använda spelserien Mass Effect inom etikundervisningen i religionskunskapen på gymnasieskolan

Skolverket menar att populärkultur, däribland dataspel, är användbara verktyg för att nå elevernas livsvärldar i religionskunskapsundervisningen.Den här uppsatsen undersöker den religionsdidaktiska potentialen hos Mass Effect-spelen i gymnasieskolan utifrån följande frågeställningar:Får rätt och fel handling något utrymme i Mass Effect? På vilket sätt? Vad är rätt och fel i spelkontexten?Kan Mass Effect fungera som stödstruktur för att arbeta med stoff och förmågor som är en del av religionskunskapens etikundervisning och i sådana fall på vilket sätt?Spelkontexten utforskas genom en analys av hur spelens Paragon/Renegade-system bedömer olika handlingar. Systemet jämförs med plikt-, konsekvens- och dygdetiska förhållningssätt; dessa är etiska modeller som tas upp av styrdokumenten. En av spelens beslutssituationer granskas också utifrån en beslutsmodell och styrdokumentens etiska modeller bidrar här med teoretisk och kursplanemässig förankring.Undersökningen visar att flera av de områden som ska ingå i gymnasieskolans etikundervisning kan beröras genom att låta olika element i Mass Effect-spelen möta ämnets stoff. Processen verkar ur ett didaktiskt perspektiv både berikande för spelkontexten och illustrerar komplexiteten hos etiska modeller och fattandet av etiska beslut.

Skattning av fordonsmassa med driftstatistik

In the automatic manual transmission system, Opticruise, the choice of gear is based on several parameters such as road incline, driving resistance and vehicle mass. Many different mass estimations are made during driving. A final vehicle mass is then used to determine the current gear. Construction vehicles are often not equipped with air suspension and can therefore not estimate the vehicle mass when standing still. If that sort of vehicle is reloaded while standing still an incorrect mass estimation will be used and as an effect of that also a wrong gear.

När stjärnor flyttar på sig : -En intermedial studie av läsprocessen som den relaterar till Codex, det digitala uppslagsverket i tv- och dataspelet Mass Effect

This study examines the in-game encyclopaedia Codex as it appears within the videogame Mass Effect. The purpose of this study is to analyse the Codex with emphasis on how the reading process is affected by the videogame medium. In this regard the study seeks to uncover what characterises the Codex as a fictional encyclopaedia, what it entails and how it interacts with the rest of the game. The theoretical basis of this study is derived from a combination of the writings of Wolfgang Iser concerning the process of reading, Jesper Juul's writings on the relationship between games and narratives, and the concept of intermediality as discussed by Hans Lund and Jørgen Bruhn.      This study is based on a close examination of the PC and Playstation 3 versions of the videogame Mass Effect, created by Bioware, with particular emphasis placed on the Codex. Mass Effect is a science fiction third-person shooter and RPG set in a future where mankind has begun interacting with aliens civilizations and colonising new planets.

Gränser av hud, glänsande kroppar och längtan : En queer närspelning av Mass Effect 3

This essay aims to examine how the synthetic non-human subjects, EDI and Legion, are constituted in terms of their bodies, gender, desire and emotion, in the gaming series Mass Effect. In a close-gaming method I also want to explore in which way the gamer can effect or even change the expressions of the body, gen­der, desire, and emotion made by the synthetic non-human subjects. In order to do this I use Judith Butlers and Sara Ahmeds queer theory, and Donna Haraways cyborg feminism. I concluded that EDI em­braces her embodiments and is given a highly sexualized female body, being more of a woman than a machine. While Legion is rather embracing disembodiment and is given a non sexualized, androgynous male body, be­ing more of a machine than a man.

Shakespeare på svenska : En komparativ analys av fyra sonettöversättningar gjorda av Martin Tegen och Eva Ström

Skolverket menar att populärkultur, däribland dataspel, är användbara verktyg för att nå elevernas livsvärldar i religionskunskapsundervisningen.Den här uppsatsen undersöker den religionsdidaktiska potentialen hos Mass Effect-spelen i gymnasieskolan utifrån följande frågeställningar:Får rätt och fel handling något utrymme i Mass Effect? På vilket sätt? Vad är rätt och fel i spelkontexten?Kan Mass Effect fungera som stödstruktur för att arbeta med stoff och förmågor som är en del av religionskunskapens etikundervisning och i sådana fall på vilket sätt?Spelkontexten utforskas genom en analys av hur spelens Paragon/Renegade-system bedömer olika handlingar. Systemet jämförs med plikt-, konsekvens- och dygdetiska förhållningssätt; dessa är etiska modeller som tas upp av styrdokumenten. En av spelens beslutssituationer granskas också utifrån en beslutsmodell och styrdokumentens etiska modeller bidrar här med teoretisk och kursplanemässig förankring.Undersökningen visar att flera av de områden som ska ingå i gymnasieskolans etikundervisning kan beröras genom att låta olika element i Mass Effect-spelen möta ämnets stoff. Processen verkar ur ett didaktiskt perspektiv både berikande för spelkontexten och illustrerar komplexiteten hos etiska modeller och fattandet av etiska beslut.

Hawkingmassa i Kerr-rumtid

In this thesis we calculate the Hawking mass numerically for surfaces in Kerr spacetime. The Hawking mass is a useful tool for proving the Penrose inequality and the result does not contradict the inequality. It also does not contradict the assumption that the Hawking mass should be monotonic for surfaces in Kerr spacetime. The Hawking mass is quasi-local and defined by the spin coefficents of Newman and Penrose, so first we give a discussion about quasi-local quantities and then a short description of the Newman-Penrose formalism..

How streaming media can be used in commercial mass
distribution

Mass distribution with techniques as multicast and peer-to-peer are becoming increasingly important in the Internet. Today the distribution of sound and video over Internet, so called streaming media, is static due to the unicast method. This results in a linear increase of distribution costs and therefore no conditions for commercial scalability. This thesis describes why multicast may be the only scalable alternative for commercial mass distribution of streaming media over Internet. Mass distribution through peer-to-peer technology promises a lot but is fronting a couple of great challenges, for example asymmetric bandwidth, locality and legalization.

TOC and TQM Utilized in a Mass Customization Production Environment

Background: Mass customization has been identified as a competitive business strategy by both companies and academics because of its ability to incorporate the voice of the customer into companies? products and services. Although mass customization may sound appealing, the strategic concept is still developing and firms adopting this business strategy face several challenges. Production concerns are of high relevance since mass customization implies a high level of customer involvement in the product design. Since the areas are closely linked it is reasonable to ask how a mass customization strategy affects production concerns.

Nu jagar de papperslösa : En kvalitativ diskursanalys om massmedias framställning av Reva-projektet och polisens arbete

The purpose of this essay, ?Now they are chasing paper-less - A qualitative discourse analysis of mass medias depiction of the Reva-project and the work of the police?, is to analyze how mass media portrays the Reva-project and polices work with the project. The basis for the essay will be eight selected newspapers. The Reva-project implies collaboration between the Police, the Swedish Migration board and the Swedish Prison and Probation Service within the border police. The aim of the project is to enhance the efficiency and the execution of the border police work, in accordance with the government?s target.

Beräkningsmodell för massbalanser för Slottshagens reningsverk

In the next few years the pollutants loading at the Slottshagen wastewater treatment plant in Norrköping is going to increase due to the reason that one of the waste water treatment plant in the district will be shut down.A survey of how these different pollutants are divided in the treatment process is therefore necessary for mapping out both the loading and treatment efficiency.This can be achieved by studying mass balances.Mass balances were carried out for the water treatment process for the mechanical/chemical,biological and the chemical stage.The mass balance studies show that the treatment efficiency was very good. However in order for the mass balances to be quite consistent and to ensure complete coverage of results and conclusions i.e. more reliable results, sludge samples should be collected and taken at different times per day and the influent rate should be investigated.In this work mass balance has been set up in order to illustrate and identify the factors that should be considered and taken care of for further estimation using mass balances in the future. Furthermore this survey results in a calculating model for the mass balances at thisplant.This calculating model is used as a tool to facilitate future calculations for mass balances for the water treatment process at Slottshagens wastewater treatment plant.Moreover it provides a basis for carrying out further estimation of the treatment process in the near future.In this project the importance of some operating parameters was also taken in consideration.This calculating model can be modified so that calculations of such operating parameters i.e. sludge loading and sludge age can be easily performed.Such information can be used further to evaluate different operation alternative in order to ensure an optimal use of the treatment process with in the plant..

Krafter på rörsystem vid transient flöde : En jämförelse mellan RELAP5 och Fluent

At Forsmarks Kraftgrupp AB (FKA) forces on pipe systems due to transient flow are frequently calculated as a step to verify their structural integrity. In nuclear industries these forces are often calculated with a one dimensional thermal-hydraulic analysis-code called RELAP5. When calculations regarding more complex geometries are needed, the three dimensional code Fluent is often used. This code is highly time consuming and requires large computational power.This projects aim is to compare calculations of pressure, flow and forces carried out by RELAP5 and Fluent for an arbitrary pipe section during transient flow conditions. This has been accomplished by constructing a simple geometry for which a transient flow is simulated in both programs.

Kriskommunikation : eller"Det snöade för mycket"

When a crisis hits a company, it is very important that the company communicate with its customers. Communication is important for a company in crisis because this is a way for the company to tell their side of the story and thereby try to get the customers to see things their way. Because mass media reaches a lot of people, it is a simple and fast way for companies in crisis to get their message out to the world. Mass media can be very useful for a company, but it can also be a problem. Mass media and companies in crisis may or may not have the same purpose with the communication.

Automatiskt avvägningssystem för obemannad undervattensfarkost

This master thesis work was done at Saab Underwater Systems AB, a company at the cutting edge of underwater technology. Here torpedoes and other underwater vehicles are developed and manufactured. The major customers are navies of different countries, mostly the Swedish navy. The aim of this master thesis is to develop, construct and evaluate an automatic Trim System for Unmanned Underwater Vehicles. The task of the system is to change the position of the centre of mass and the vehicle?s total mass or volume.

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