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243 Uppsatser om Math developers - Sida 10 av 17

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When a videogame is being played it is rarely a static experience. A videogame can consist of various systems that affect each other in an unpredictable manner which makes the player experience unique for every player.Throughout the years developers of games have used random chance in a games programming to affect the user experience. Sometimes it even goes so far as to having entire games based around the idea of the game itself randomly generating content for a player to experience.This paper will examine randomly generated content in videogames. It will take examples from existing ones and describe how they use it, and reason regarding the benefits and drawbacks of having random chance affect the user experience.The paper will step-by-step examine the purpose of various commonly occurring objects and features of a typical dungeon in an adventure videogame. It will reason around their purpose, and figure out ways to use them in a structured  manner so that we can guarantee that there will be no deadlocks that the player can't overcome.This will range from the environments in rooms, the shape of them, to the objects and creatures that inhabit them, such as locked doors, keys, and bosses.

Native vs Webb : En analys av appstrukturer

This paper is a degree project on the C-level, 15 points at University West, Department of Business and IT dept. Informatics. This study is about agile methodology and its impact on IT projects. Requirements management is a process within an IT project, where customer has certain requirements that must be met by an IT system. The difference between the traditional and agile development is in the requirements management process and it can cause problems in a project.

Vaddå matematiksvårigheter : En studie utifrån elevens perspektiv om svårigheter och kritiska moment vid lärandet i matematik

This paper investigates how students in the humanities in four universities in Sweden reflect on their education and the current view on the humanities as an education and a science. I want to investigate what impact the past few years public debate about the humanities have had on the students. What kind of beliefs and identities do the students of the humanities form and how do they discuss the universities, the choices they made in life and how do they feel about the future.This study is based on interviews with seventeen students in Sweden from four different universities. The research is also based upon a report that The Confederation of Swedish Enterprise (Svenskt Näringsliv) published in 2011 and the debate following that report. I have also made participant observations on the four universities to make a broader description for the reader.

Subventioner och hyresrätter? En bostadspolitisk studie

Since the early 1940s in Sweden, subsidies have been a recurring feature in housing politics.Throughout history, these have been used as a management measure to control theconstruction of housing and to promote the Swedish welfare state. The political parties aretoday disagreeing on how much responsibility the state should carry for citizens housing. Tosolve the conflict, the dwelling has to be defined. Is the dwelling to be considered a socialright, like education and healthcare or is the dwelling to be considered a product for the freemarket, driven by supply and demand?The positive population growth in Stockholm has lead to an increased demand for dwellings.The supply of dwellings has not been growing at the same rate, which has implied higherhousing prices and longer wait for rented apartments.

Praktisk analys av rollen som spelproducent

Jag har under mitt kandidatarbete gjort en praktisk studie av producentrollen på det Karlshamnsbaserade spelföretaget Black Drop Studios. I denna slutreflektion går jag igenom min egen process under utvecklingen av en spelprototyp av företagets primära produkt, plattforms-racing spelet Boingo. Under produktionen har jag som producent verkat för att effektivisera verksamheten och agerat som en resurs för teamet. Jag har haft dagliga möten och individuella samtal med medlemmarna i gruppen, samt kontinuerligt övervakat och utvärderat arbetsflödet genom det web-baserade projektledningsverktyget Redmine. Utöver min roll som producent har jag även arbetat med marknadsföring och presentation av den färdiga produkten på Game Developers Conference i San Francisco.

Lusten till matematik : En studie om hur elever kan utveckla lusten och motivationen till matematik genom olika arbetsätt

The purpose of this study is to compare different ways to teach mathematics in the school's lower age groups, and to examine whether certain practices increase students' desire and motivation to learn the subject. The questions used to determine the purpose is the following: What vision has the students in the class at maths? How does the teaching of mathematics in the class look like?What vision has the students in the class at working with different approaches in education?Does the traditional approach  and the options that I am examining meet the steering documents requirements?  The essay is organized as a qualitative study. The study was conducted in an elementary school in Sweden, third grade. The methods used included interviews with students and observations in the classroom.

Webbredigering för mindre erfarna användare. En studie av svårigheter och förbättringsmöjligheter vid webbredigering anpassad för användare utan programmeringskunskaper

Usability is a well-known term in system development. Today both consumers and organizations aim to increase usability. The purpose of the study is to gain knowledge about inexperienced users? interactions with websites and concretize that knowledge for future studies.Interviews have been conducted within two areas where experienced web developers with extensive programming knowledge brought know-how while inexperienced users without any programming knowledge have given their views. A number of existing tools for web publishing have been analyzed.

Affärsmodeller och Strategier i Apples Appstore

Apple has since their launch of the Iphone series created a billion dollar business with the market place Appstore. Third-party apps have disrupted the mobile industry, attracted a high number of developers and set the standard for the industry. Despite success, this market has yet not been the topic of any academic study, a fact that makes this thesis important. Under the assumption that apps can be regarded as a service, traditional service marketing theories have been applied with the research goal to map existing business models, evaluate revenue potential and understand best practices of marketing techniques. A series of qualitative interviews with representatives from the difference business models, backed by secondary data describing the domain shows how the Appstore has evolved over time and which marketing practices that appear successful.

Användarinvolvering i ett systemutvecklingsprojekt -Är det effektivt?

In most software engineering project, users are only involved in the beginning of the project as a help to design the requirements specification but users can be involved after this phase too, but is it effective to do so? With this report we would like to investigate how effective it is to involve users after the requirements specification has been written and approved. To find out how effective it is to involve the users we try some fast and simple involvement techniques on a quite far gone project. These techniques include ethnographic studies, prototypes and surveys. We also interviewed a couple of people who work with usability and finally delivered a report with our results to them to find out if they found our result relevant.

Är transportbeteende något att spela om? : -En studie om hur gamification kan stödja de transportpolitiska målen i Stockholmsregionen

The aim of this study is to examine the possibilities to use gamification to reach thepolitical goals for the transportation system in the Stockholm region. The study has aninterdisciplinary approach and is based around two main building blocks: gamificationand the transportation system in the Stockholm region. The first part examinesgamification. This includes contemporary use, debate, academic definition and aninvestigation of how gamified applications should be developed. One of the mainfindings is a suggestion that gamification should be seen as a process rather that a setof predefined game mechanics that can be applied to any activity.

Google Bilders användbarhet : Gränssnitt, sökfunktioner och återvinning

This essay explores to what extent the Swedish language version of Google Images meets the usability requirements of average everyday users. Previously published studies on user behaviour and users? interface and search option preferences define the usability requirements, which are matched against Google Images? actual interface and search options. The retrieval method of Google Images is also briefly discussed, and users? opinions about Google Images too, as they come across in the previously published user studies.The findings are that Google Images lack some of the things that users ask for, but it still seems to be the most used image search engine among average internet users and more appreciated than other search engines.

Matematiksvårigheter : En studie om fyra pedagogers erfarenheter kring matematiksvårigheter med exempel på pedagogiskt arbetssätt

For many years, I have tried to understand why students end up in difficulties in mathematics. As a future teacher, it is extremely important to have knowledge of the various factors that leads to difficulties in mathematics. As a teacher it is obvious to meet the students who find mathematics a difficult subject, and, therefore it is necessary to have a broader knowledge of how to respond and support these students. According to Ahlberg, number of students with mathematics difficulties is increasing every year, therefore, it is important to help students and organize a supporting school environment that promotes and encourages learning (Ahlberg 2001, p. 104-105).

Re-design på uppdrag av Spotify : Framtagning av designförslag för ny visningsvy för internprogram baserat på kontextuella intervjuer

Spotify is a music service that offers on-demand streaming and is available in several countries worldwide. As the company and the interest for it grows, more and more parties are involved and those involved, including the record labels want to control and get an overview of their products. They want to be able to see, for example, when a product is available on Spotify and in which countries.Spotify is in May 2013 in process of developing a to be used by administrators on Spotify in order to meet the record labels with the information requested. The new software intends being used by administrators but also by the record labels so that they will be able to overview their products availability.We were asked by one of the developers to conduct user interviews and tests to result in a design proposal on how the display page of information about a product could be visualized more clearly so that it suits both record labels and employees at Spotify. The results of our contextual interviews were translated into a prototype with two display pages.

Smarta Textilier : kvinnor, teknik och regional utveckling i Borås

This thesis focuses on the mass media cover of ?Smart textiles?. The Swedish?smart? textiles are developed in Borås and are a mix of ordinary textile and new technology.  I analyse the article with a text analysis method, looking at themes and the language?s propositions in focus. Context and the actors in the articles are also important in the analysis.Many women occur as developers of the new smart technical product, a field often knowed as a typical male subject.

Community Manager - en ny yrkesroll? : På uppdrag av Dohi Sweden

Propose/Aim: The aim of this thesis is to examine the professional role of the Community Manager working for gaming companies. The thesis will examine which background and previous experience a Community Manager should have and the tasks included in the assignment to see how this new role can contribute to the development of gaming companies.Material/Method: The method used in this study is of a qualitative character. The data has been gathered through e-mail interviews with five people working as Community Managers in the gaming business and in addition, through a textual analysis of five job advertisements. The results were analyzed on the basis of carefully selected theories in the field of strategic communication.Main results: The main result of this study is that the Community Manager's most important task is to act as a link between the players and the game developers by communicating with both sides. The Community Manager can receive important feedback from the players which can contribute to the game development. .

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