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1337 Uppsatser om Music games - Sida 15 av 90

Prediktering av skogliga variabler med data från flygburen laser : En jämförelse mellan multipla regressionsmodeller och k nearest neighbour-modeller

This study has the purpose of looking at the current and future position of record labels from a context involving the technological developments, while the opportunities for the artists are changing. As the actors inside them music industry find themselves in an ever changing climate where traditional supply chains are threatened by new technology, the record labels need to change the way they work in order to maintain their existence in the music industry. The study has been conducted by interviewing a number of people involved in the music industry, by using a qualitative method approach. The conclusion of the study shows that the traditional way of doing business by treating music as a product that makes revenue is gone. Instead the labels have to take on new roles formerly run by third parties in order to survive and be profitable, especially since artists can now in control of activities that used to be controlled by the record label..

En musikinspelning - En studie om musikproducenters syn på sitt samarbete med artister under musikinspelningar

I denna uppsats undersöker jag hur musikproducenter ser på sitt samarbete med musiker/artister under en musikproduktion. Metoden för undersökningen är en kvalitativ intervjustudie där tre etablerade svenska musikproducenter intervjuas. Resultaten visar att musikproducenterna lägger stor vikt vid sitt samarbete med artister. Några utav slutsatserna är att musikproducentyrket idag i Sverige handlar mycket om att kunna fatta beslut och agera som en musikalisk vägledare.A recording session - A study about music producers' way to look at their cooperation with artists during recording sessions. In this paper I will investigate how music producers look at their work with musicians/artists during a recording session.

Impressionism och Digitala Spel

Abstrakt För att utveckla och förändra spelmediet behandlar detta arbete impressionism och digitala spel. Båda ämnena diskuteras och belyses från olika vinklar för att undersöka hur de två ämnena kan sammanföras i en spelproduktion. Spelproduktionen har testats av spelstudenter för att få deras åsikter om hur spelet fungerar och deras syn på kopplingen mellan impressionism och digitala spel. Arbetet avslutas med en diskussion och slutsats där alla fakta som tagits in under kandidat-arbetet analyserats. I diskussionen lyfts följande ämnen fram: impressionism, konst, hur spelmediet ser ut idag, tv- och dataspelsgestaltning, interaktion och hur dessa två ämnen, impressionism och digitala spel kan föras samman.

Det beroendeframkallande klicket : Engagerande och emotionella icke-spel

En ny spelgenre har ökat i popularitet de senaste fem åren. En spelgenre som faller utanför den klassiska definitionen av spel. En spelgenre vid namn ?Idle Games?. Föreliggande studie handlar om vilka element i dessa spel som får spelaren att fortsätta spela och hur elementen kan analyseras med hjälp av MDA och AARRR ramverken.

Musikavdelningar ur ett tidsperspektiv : En kvalitativ studie av musikavdelningarna på fem folkbibliotek

The aim of this study is to examine how work at music departments in public libraries has changed with time. To analyze this, the role of music libraries as well as music library users, selection, holdings, acquisition and technological development have been examined. The examined data consists of qualitative interviews with music librarians and library assistants at public libraries in Sweden. To get a time perspective, handbooks and articles about music departments in libraries have also been analyzed.This study emanates from Sanna Talja?s discourse analysis of music libraries in Finland.

Undersökning om spelares uppfattning om latency i realtidsstrategispel

In this study we examine how much latency is required in an RTS-game (Real-Time Strategy) before the player quits the game. In the study latency is simulated in the games Age of Mythology and Starcraft: Brood War with the program WANem, and then the testplayers are asked ?Do you want to quit because of latency??. This data is then gathered and compiled into graphs to show the results. These results show that the limit for when players want to quit differs between the two games and that there are two factors that play into this.

Musiklärare i utbildning och arbetsliv - En studie om musiklärarutbildningar vid Musikhögskolan i Malmö ? ur ett teoretiskt och praktiskt perspektiv

Title: Education and working life of music teachers, a study of the music teacher education at the Malmö Academy of Music - from a theoretical and practical perspective. The purpose of this study is to examine the possible flaws within the single subject music teacher education. The study is based on qualitative interviews of four informants, two recently graduated music teachers, and two representatives of the potential employment market. In the theory chapter we provide the reader with a pre-comprehension of the content and foundation of the music teacher department, as well as the duties of a music teacher. In the result chapter we provide a compilation of the opinions of our informants regarding the music teacher education at the Malmö Academy of Music, as well as the demands and expectations in their profession as a music teacher.

Digitala spel och pojkars språkutveckling

Denna studie handlar om pojkars beskrivningar av att använda digitala spel och hur detta kan bidra till språklig kunskapsutveckling i skolans verksamhet. För att få studiens frågeställningar besvarade har intervjuer med fem pojkar i tio års ålder analyserats med utgångspunkt i socialsemiotiska teorier och begrepp. Pojkarnas beskrivningar visar tecken på att digitala spel kan användas som en resurs i utveckling av barns verbala och skriftligt språk. Pojkarna beskriver att utvecklingen av språklig och verbal kunskap kan äga rum dels individuellt och dels i grupp genom att använda digitala spel. Resultatet visar även att skolans verksamhet inte har erbjudit pojkarna möjlighet att använda digitala spel för att utveckla sina språkliga kunskaper..

Inspiration - Hur känns den? Inspiration - How does it feel?

The purpose of this work is to map what inspiration means to people who work with music, how it feels when you are inspirated compared to how it feels when you`re not. How does inspiration affect us? Are we depending on it? What do you do when you lack inspiration? Is it possible to ?inspire? one self? My method has been to interview eight persons, selected by me, who all work with music. I have used literature, for instance about our intelligence, and also different theories on the subject of inspiration. The results of the interviews show that our experiences of inspiration are individual.

Retrospel : En studie i hur retrotrenden påverkat digitala spel

I det här arbetet undersöker vi hur retrotrenden påverkat digitala spel. Vi undersöker hur retro blivit en erkänd stil och varför den har blivit det. Vi undersöker dess koppling med nostalgi, hur nostalgi fungerar och varför man kan tänkas vilja använda sig av det när man ska utveckla ett digitalt spel. Retro är inte ett fenomen som är medie exklusivt till digitala spel, vi undersöker hur retro verkar i andra medier och hur medierna blandar retroelement med varandra. Det är inte ovanligt att samtida digitala spel influeras av retrospel eller rent av utvecklas i syfte att bli ett nyproducerat retrospel, detta är något som vi gestaltar i vår produktion av ett digitalt spel.

Musikwebb ? En evaluering av webbtjänstens återvinningseffektivitet

The aim of this thesis was to evaluate the music downloading service Musikwebb regarding its indexing and retrieval effectiveness. This was done by performing various kinds of search in the system. The outcome of these searches were then analysed according to the criteria specificity, precision, recall, exclusivity and authority control. The study showed that Musikwebb had several flaws regarding its retrieval effectiveness. The most prominent cases were the criteria exclusivity and specificity.

Bibliografering av tryckt skönlitteratur och musikalier : En komparativ studie

Literature and music as an expression of art have some parts in common, others can quite differ. Both are using a language, and both can exist in written representations. You can find such written or printed items in library catalogues. The aim of this two years master's thesis is to examine how cataloguing of printed fiction-literature and printed music looks like, what differences you can find in cataloguing of printed literature and printed music.This study is based on a comparative methodology and two different theories are used. The first describes the common tasks for library catalogues as they are known traditionally and recently (as FRBR-conceptual model), the other is a comparison of the two art-species literature (fiction) and music.This paper's first part is a comparison of how printed literature and printed music are catalogued in the Swedish national catalogue LIBRIS.

"Din sökning gav tyvärr inga träffar" : en kvalitativ enkätstudie om användares svårigheter med att söka noter i Statens musikbiblioteks onlinekatalog

The purpose of this Master?s thesis is to study how well the online catalogue of The Music Library of Sweden works when ordinary users are searching for sheet music. The issues studied are: Why do the users fail to find the sheet music they are looking for? Do the users take advantage of the possibilities that the classification codes of the SAB system offer? If not, why?The source material of the study is 144 comments from a user questionnaire about the online catalogue and, in addition, the search log for one day (513 queries). The comments were sorted into seven groups depending on the type of information need, for example searches for certain instrumentation or genres and problems with spelling.

Team Bella, Team Katniss : En komparativ motivstudie av triangeldraman i Stephenie Meyers Twilight och Suzanne Collins' The Hunger Games

The thesis of this essay is concerned with how two adaptations of The Neverending Story have used the novel's vivid intertextuality and dialogism. The essay also discusses the possibilities of adaptation studies and whether an adaptation can explain a novel by emphasizing its themes..

Sånger från graven: En kartläggning av krafterna som hämnar den digitala revolutionen inom svensk musikdistribution

Songs from the Crypt: Mapping the Forces that Hinder the Digital Revolution of Music Distribution This paper seeks an explanation to the low market share growth of the commercial digital music distribution in Sweden. The analysis identifies a spectrum of obstacles that hinder the digital distribution technology from becoming the main form of music distribution in Sweden. These obstacles make the digital music distribution less favourable in comparison with physical distribution from the consumer?s point of view. The authors suggest that in order for the digital distribution of music to become competitive the digital product would either have to be developed further to offer more customer value or the so called a là carte retail model would have to be replaced by a subscription-based distribution model.

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