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1337 Uppsatser om Music games - Sida 30 av 90

Anpassningsbar musik i spel

Hur musiken fungerar i spelet Mirrrors Edge..

PWM Effekt Audioförstärkare

The purpose with the report is to show that it is possible to design a class-D amplifier, using a programmable FPGA mounted on a developing card from Xess and a H-bridge. The FPGA was programmed in VHDL which is the language the software from Xilinx use to implement a logical function into the FPGA The logical function corresponds to a modeling of the music signal and the modeling can be described as a comparator which compare the music signal with a triangle wave and as a out signal produce a pulse width modulated (PWM) signal. The report is also a review and evaluating of two different modulating technologies, AD- modeling and BD-modeling. A detailed part about how the H-bridge was designed and how it works. The result of this project is a working audio amplifier to a significant lower price than the products in todays market..

Detta är inte Afrika - Västafrikanska undervisningsmetoder i Sverige

Title: This is not Africa - West African teaching methods in Sweden. This is a work of "translation". The study started with a musical journey to Guinea, West Africa. It was a field study where I had the opportunity to open my senses towards another culture and another kind of music. I found another learning tradition and decided to try to bring it with me back to Sweden, into the Swedish school system.

I strävan efter anti-estetik och musikalisk etik

In his master thesis, Johan Jutterström pursues an anti-aesthetic and ethic artistic process. He?s using mainly three different strategies; reasoning through text, composing for ensemble, and solo improvising on the saxophone. Through composing the piece for 12 musicians Trästolen, Jutterström tries to erase himself and his taste from the music. In that endeavor he looks to physics as a catalyst.

Fiolteknik i folkmusikundervisningen

Title: Violin technique in folk music education. The purpose of this research has been to examine how violin teachers who are folk musicians teach violin playing techniques. Through litterature studies and qualitative interviews I have studied the relationship between teaching methods regarding violin playing techniques of the two genres folk music and classical music and how the teachers in the study relate to this. Mywork shows that the teachers use a variety of methods and material from both genres which they have come in contact with through different parts of their education.Jag har undersökt hur fyra fiollärare inom genren folkmusik arbetar med fiolteknik med sina elever. Genom litteraturstudier och kvalitativa intervjuer har jag undersökt relationen mellan undervisningstraditioner för teknikövning inom genrerna folkmusik och klassisk musik och hur lärarna förhåller sig till detta.

Hemsida för ett musikbolag : Website for a music company

The purpose of this report is to answer the question:How do you create a media player that can stream music for a website?We started the work by searching the web and reading books about the subjectand found several technologies to use to stream media files over the internet.We decided upon using the http protocol and created the media player itself inMacromedia Flash.The website is mostly developed with PHP, JavaScript and CSS templates andthe websites design was created with Macromedia Dreamweaver and AdobePhotoshop. We also created an administrative system for the media player withPHP programming.The website contains a simple guestbook; the guestbook makes use of adatabase created with MySQL.Our work resulted in a webpage with a fully functional media player thatstreams audio files together with a corresponding administrative system for it..

IKT på fritidshemmet : En kvalitativ studie om pedagogers uppfattningar och erfarenheter om IKT på fritidshemmet

Information and communication technologies (ICT) are constantly evolving in today's information society. The school uses ICT as a teaching tool and it begins to be included at the leisure-time in school by the educators.Aim of this study is to examine how educators describe their perceptions and experiences of using ICT in the leisure activities. The questions is about how the educators use ICT, what they believe children learn of ICT, and which advantages and disadvantages they see with ICT at leisure-time in school.Through a qualitative approach, I have had my questions answered by six trained educators, five of whom are recreational educators and one who is a preschool teacher. These have individually answered my interview questions as an interview took place over a phone call, while the others answered the same questions by e-mail. The interview questions were open-ended questions that were formulated so the educators could respond so freely and fulfilling as possible.The survey shows that teachers use ICT in multimodal approach at leisure-time in school, both in informing parents and in activities with the children.

Röda Korset i Skolan : Kan emotionell inlärning användas till en starkare faktainlärning?

Detta arbete har som syfte att undersöka om emotionell inlärning har någon effekt på faktainlärning i ett informativt dataspel om Röda Korsets vattendistribution i DR Kongo.Det föreslås i arbetet att dataspel kan dra nytta av emotionella företeelser såsom fotografier, ansiktsuttryck och dylikt för att förstärka och ge en bättre bestående faktainlärning.En spelprototyp om Röda Korsets vattendistribution produceras i två versioner, en med emotionella och en med neutrala företeelser och testas sedan på varsin grupp med 10 andraringselever i varje. Eleverna får besvara ett frågeformulär direkt efter spelandet och en gång till två veckor senare för att undersöka hur hög inlärningen varit.Inget slutgiltigt resultat kunde utvinnas ur undersökningen, då skillnaderna mellan de två grupperna av elever samt storleken på grupperna (10) var för små för att ge några statistiskt signifikanta resultat. Dock hävdas det att skillnaden till den emotionella versionens fördel, ändå ger en indikation som motiverar en större studie för att slutgiltigt fastställa ett resultat..

En vandring genom Skymningssagors land : Samhällskritik, konst, natur och saga i Gustav Sandgrens Skymningssagor

Abstract The aim of this study is to create a pathway through Gustav Sandgren?s short-story collection Skymningssagor and the second collection with that title, based on his social criticism, notions of art and nature, use of fairytale motifs and finally, his view of the metaphoric liberation of mankind. The study is based on a comparative and thematic investigation, illustrated by examples from Sandgren?s short stories. The theoretical framework is based on Eva Nordlinder?s study of the art fairytale in Sekelskiftets svenska konstsaga och sagodiktaren Helena Nyblom (1992) and Konstsaga och Kultursyn (1992) as well as Torben Brostrøm?s study of the folktale in Folksagan och den moderna litteraturen (1992). The investigation shows that Sandgren?s social criticism permeates his short stories, but that his keys to salvation, nature and art (first and foremost music) exist to help mankind rise above our shackles. The investigation also shows that Sandgren?s short stories are firmly placed within the tradition of the fairytale and the romantic notion of a relation between nature and man.  Keywords social criticism, fairytale, nature, music, art, liberation.

Miljöer för spel

Denna uppsats behandlar hur lågpolygonobjekt kan detaljeras och optimeras för visning i HPL2, Frictional Games egenutvecklade motor. Uppsatsen jämför arbetsflödet för texturutveckling i applikationerna Zbrush och Mudbox och behandlar både modellering och tekniska aspekter av texturering.

Regionaliseringens effekter pa? svensk filmmusik : En kvalitativ studie av nutida filmskapares produktionsma?ssiga fo?rutsa?ttningar

This thesis examines Swedish filmmakers' modes of work and production within the Swedish film landscape. An introductory historical overview treats the Swedish regionalization since the mid 1990's. Political and economical aspects of producing films in various regions serve as a background for understanding the new generation of decentralised Swedish filmmaking, and the use of sound and music in contemporary film. The analysis consists of empirical studies; interviews with directors and producers, working with music for film and TV. Although the filmmaking perspective is in focus, composers and film scholars are heard as well.

Fiolläraren och materialet : En undersökning av några fiollärares syn på nybörjarundervisning och val av studiematerial

Syftet med undersökningen är att få en översiktlig inblick i hur några fiollärare undervisar och vilket material de främst använder i nybörjarundervisningen.Studien grundar sig på kvalitativa intervjuer av sex lärare inom kommunala musikskolan.Det visar sig att några spelböcker är särskilt populära, men också att alla intervjuade ständigt varierar sitt material och ibland gör eget. Skälen till detta tycks vara dels att de vill lära ut något nytt, dels att lärarna själva vill utvecklas och därför inte vill hålla på med samma sak och riskera att stagnera. .

Spelvärlden som informativt grafiskt gränssnitt : En studie om hur spelvärldens visuella uttryck hjälper ovana spelare att förstå mål och regler

The diegetic game world places high demands on how it is designed. It is common that game developers wants to create a deeper player immersion and some developers believe to achieve this by integrating HUD elements into the game world. To find out how digital games can rely on the design of the game world, we performed user studies on beginners who have very limited experience of playing digital games. By observing the beginners, we could discern the visual aspects in the diegesis that helps players understand the game rules and objectives because the beginners won`t make their choices based on previous gaming experiences. If players encounter a variety of difficulties to understand the rules of a game, then it will less likely be a successful game.

Soundclash Sverige : Reggaemusik, mångkultur och förhandling

Soundclash is a phenomenon where groups within the culture of reggae music ?battle? against each other, through strategies including both music and rhetoric. The social interaction in the clash exemplifies the scene hierarchy, in which the participants aim to position themselves as number one. This study includes empirical material from a competition within the Swedish scene, also distributed digitally via Internet sites. The analysis is based on discursive psychology, focusing on rhetoric and the construction of meaning.

Simulerad interaktiv arbetsmiljö : Från teori till design och implementering

This is a thesis on D-level. In a previous course, at our program Computer Science, we came up with an idea of how to improve/complement training for new employees who are situated in a stressful workplace at companies who are in a constant need of rehiring. We developed this concept and came up with an idea for a simulator that could train staff as well as relieve stress and tension for new employees. The idea matured and became a Serious Game simulator based on a dual-wield Wii-controlled PC-based simulator with Bluetooth support.The purpose of this paper is to produce a design concept for a simulator as well as conducting research on the topics: mental and physical learning abilities, psychomotor abilities, visual perception, hand-eye coordination, confidence, simulators and Serious Games. The conducted research will be the foundation for the design concept which will be implemented in our co-workers', Henrik Djerf & Daniel Gomez-Ortega, prototype.

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