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302 Uppsatser om Melody playing - Sida 7 av 21
Hearty Horror
I denna text diskuterar jag produktionen av Hearty Horrors, ett spel programmerat och designat helt i flash. Jag diskuterar svårigheterna för de olika delarna i att skapa ett spel. Tankar och jämförelser mellan onda och goda karaktärer och vad man, som speldesigner, bör och inte bör göra för att få spelare att känna sig manade att spela vidare. In this text I discuss the production of Hearty Horrors, a game programmed and designed completly in flash. I discuss the difficulties of diffrent parts in the making of a game.
Musikundervisning på anstalt - terapeutiskt verktyg eller känslomässigt andningshål?
Syftet med denna undersökning är att undervisa i musik och ensemblespel på en anstalt och studera vilka effekter undervisningen har på internernas aggressiva beteende och destruktiva tänkande. Aktionsforskningen baseras på teorin om att ensemblespel även är en utmanande och effektiv gruppsykologisk övning. Situationen tvingar dig att ta ansvar för din uppgift i gruppen i realtid. Den negativa, kollektiva konsekvensen av en persons misstag är snabb och konkret. Studien vill se om musik och ensembleundervisning kan användas i såväl träningen av interners samarbetsförmåga och tolerans som ett verktyg för interners utveckling inom kognitivt beteendeterapi.
Prosodisk förmåga hos svenska grundskolebarn med cochleaimplantat
Prosody can be characterized as the rhythm and the melody of speech. Prosodic features convey emotions, thoughts and geographic origins of each individual. Spoken language without prosody would be monotonous, without variations in loudness and rate. Children with cochlear implants perceive speech in a different way than children with normal hearing. Consequently the speech produced by a child with cochlear implants may sound different.The purpose of this study was to examine prosodic skills in Swedish children with cochlear implants and to compare them with the prosodic skills in Swedish children with normal hearing.
The Sims : En studie om skapandet av karaktärer ur ett genusperspektiv
Todays gaming habits between women and men depends on the age range. Both sexes are playing but how do they create a character when they have free hands? Are there any differences from a gender perspective? The main purpose is to answer the question: How does women and men create characters in the computergame The Sims? By looking at the result of four women and four mens created character and then interviewing them for profound information, we have received data to answer those questions for our study. Data has shown that the men were less personal when they created a character, used more imagination and took less time to create the character. The majority of the women created themselfs or part of themselfs and took more time on details..
Den försvunna sången - En studie av en rekonstruktionsprocess
Title: The lost song. A study of a reconstruction process. I was asked by the daughter of the Swedish composer Svea Welander (1898 1985) for help to reconstruct a now lost song for voice and piano originally composed by her mother, where the melody of the song was used in the second movement of her first string quartett. The song was composed in 1955, words by Wilhelm Ekelund. My aim has been to describe the process of reconstructing the song.
En utvärdering av Audiolet för portandet avett röst-drivet program till webben
We where asked to write a webapplication, with similar functionalityas an existing desktop application. The application can todayrecord sounds from a person, mix it together at the optimal place withanother, similar sound and play back the result.The application used mathematical calculation that the developerswhere not familiar with, therefore it was decided to focus on the partsthat involved recording and playing sound, to pave the way for anyfuture implementation.The follwing prototypes where implemneted:1. Read a sound clip from a file.2. Splicing of two sound clips at different points in the clips.3. Generate the sound of a guitar.The result of this evaluation is that web browsers today are notready for this type of application, but that there is potetial as soonas W3C have standardised the use of a microphone as a source to theexisting DSP functions..
Hearty Horror
I denna text diskuterar jag produktionen av Hearty Horrors, ett spel
programmerat och designat helt i flash. Jag diskuterar svårigheterna för de
olika delarna i att skapa ett spel. Tankar och jämförelser mellan onda och goda
karaktärer och vad man, som speldesigner, bör och inte bör göra för att få
spelare att känna sig manade att spela vidare.
In this text I discuss the production of Hearty Horrors, a game programmed and
designed completly in flash. I discuss the difficulties of diffrent parts in
the making of a game. Thoughts and comparances are made between evil and good
characters and what you, as a gamedesigner, should and should not do to make
the player want to continue playing..
TGfU och Enhanced Guided Discovery i fotbollsträning : Observation av en akademitränares arbetssätt
SammanfattningSyfte och frågeställningarSyftet med studien är att utvärdera hur en fotbollstränare i en ungdomsakademi bedriver fotbollsträning utifrån de teoretiska ramverken Teaching Games for Understanding (TGfU) och Enhanced Guided Discovery (EGD) i syfte att skapa effektivisering i lärande samt starkare självbestämmande motivation. Detta leder till följande frågeställningar:* Hur stor del av träningar med syfte att utveckla spelförståelse, taktik och teknik ägnas åt övningar som är isolerade respektive funktionella?* Hur stor del av träningstiden ägnas åt paus/samling och effektiv träningstid?* Är tränarens arbetssätt präglat av EGD vid inlärning av spelförståelse och teknik?Metod I studien medverkar en tränare för ett akademilag i fotboll. Denne har observerats utifrån den svenska versionen av CAIS (Coaches Analysis Intervention System). CAIS har modifierats utifrån Stenling (2013).
Bemötandet av tvåspråkiga barn efter inskolningen. : Tre pedagogers arbetssätt & metoder. ? En kvalitativ studie med tvåspråkiga barn inom mångkulturellt område
Thanks to preschool Bamse and the entire literature I have related to in my degree work I have both got an explanation for my question at issue, and a clearer insight for my main question "The treating of bilingual children after acclimatization". I have within the investigation chosen to study on the basis of the educationalists perspective on bilingual way of working. My question at issue on this investigation has been to see how a regular day of language development looks and how the group of children developed the Swedish language.The purpose with my degree work was to be able to get an insight in the educationalists way of working and methods and also to see how the educationalists treats bilingually individuals after the acclimatization. I have when it concerns choice of method and material collections assumed from a qualitative investigation and gathered the material with help from participation notices and interviews.Down here I will sum up the investigation in poles and describe the aspect the informants have pointed out under the interviews.Bilingually children?s develop the Swedish language with the educationalists by:Converse and communicate with the childName word and objectsUsing the body language at conversationsBuilding security in the group of childrenIntegrate the playing to a language development in the regular dayConfirm the child?s meaning at different connectionsCreate a god relation with the individualTake part of the mother tongue in the program to name single wordsGiving the individual the opportunity to express their thoughts freelyPlace the child at the center of attention among the group of childrenTake part of the parents experience with the mother tongueGiving space to create own imagination with the playing for the individualHave the language as an approachEven the theories mediate that the educationalists shall promote the work with bilingual children so that they control the purpose and see the meaning of activity.
eSport: Den professionella sidan och vägen dit
Computer games is a growing market with over millions of players that are playing and/or enjoying the play of games on a daily basis. The nerdy gamers that once were, are now becoming professional athletes in the virtual world called eSport. We have identified a lack of studies in this area which implies that there is little data of what it is. In this paper we have focused on the phenomena that is eSport and more closely on the game series Starcraft made by Blizzard Entertainment. Our focus lies in the game series Starcraft and eSport organisations mainly outside South Korea.
Möjligheter för lek i förskolans utemiljö : En kartläggning över affordances i förskolans utemiljö
The purpose to this survey is to map out the affordances available in the outdoor environment of one preschool. This has been executed through three episodes of observing children at that preschool during their outdoor play. All visible affordances has been written down and later on summarized in different themes where the most interesting meeting places in the outdoor environment at the pre-school have been described. The result of the study shows what the children at this preschool do in their outdoor environment. It also shows the importance of the arrangement of material and environment in order to be able to support childrens play.
ROLLIN? -public furniture with play value
The aim in this project was to spread play in the city and acrossgenerations. My way of approaching this challenge was to explore theborderland between playground equipment and street furniture. Thisopened up many possibilities to afford play in places where playgroundequipment often is excluded.The goal was to create one, or more, furniture with play value. The targetgroup was all vivasious people spending time in the public outdoorspace. Through user studies, a lot of serious playing and a lot of testing,the project resulted in a bench called Rollin´.
Bilder av Trotskij
My aim in this case study has been to create a method for creature design to test this method in a production and evaluate the results. To achieve this I studied and analyzed the methods of three concept artists and illustrators named James Gurney, Neville Page and Iain McCaig. From the analysis of these artist´s methods, combined with my own personal experience, a new method was formed. To test this method a creature was designed based on directives given by a game design group in the process of creating a table top role playing game in a fictitious world. These directives where given for the creature´s role and its living conditions.
Att tälja leksaker i förskolan
Denna uppsats har till syfte att undersöka om det är möjligt att som pedagog tälja leksaker i en barngrupp medan barnen leker. Undersökningen har även inriktats mot om det egna förhållningssättet till själva utförandet av att tälja leksaker, kan ha inverkan på barnens lek. En frågeställning har då varit om leksakers utformning har betydelse för barns fantasiutveckling. Den egna utvecklingen av gestaltningsförmågan har också observerats. En kvalitativ forskningsmetod har legat till grund för undersökningen som kan jämföras med en aktionsstudie.
Bedömning av prosodisk förmåga hos vuxna med förvärvad hjärnskada.
Prosody is the melody and rhythm of speech and language. Prosodic ability is of great importance for communication, and has been shown to be affected in adults with acquired brain injury. Studies have shown that Swedish children with specific language impairment have prosodic difficulties to a greater extent than e.g. English speaking peers. It is thereby possible that prosodic ability is more vulnerable also in Swedish speaking adults with acquired brain injury.The aim of the present study was to assess prosodic ability in adults with acquired brain injury, and to evaluate the prosodic assessment procedure that was used.