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1337 Uppsatser om Music games - Sida 48 av 90
Överviktiga barn - Sjuksköterskors och föräldrars reflektioner : En litteraturstudie
Background: The prevalence of dementia increases both in Sweden and in the rest of the world. People with dementia often display some types of behavioral and psychological symptoms. These symptoms include, among other things, aggressiveness, inactivity, activity disturbance, anxiety, hallucinations and depression. The symptoms can create a negative impact of those with dementia, their caregivers and their next of kin. Aim: To describe the effect of non-pharmacological treatments have on the behavioral and psychological symptoms of people with dementia.
Med sikte på Counter-Strike : Om pro gamers val av gaming gear
Counter-Strike has established itself as one of the most popular computer gaming phenomenon the last decade with a major online community and loyal fan base. Within the world of e-sports it has also become one of the most lucrative games to compete in. In order to keep up with the competition it has always been important to use the best hardware available for the task. This thesis is about these tools that gamers use to play - gaming gear - and how pro gamers train to increase their chances of winning. We investigate various factors that might be important in their choice of gaming gear when they play, and how they train to use these artifacts more efficiently to get maximum performance.
Bibeln och interaktivitet : Om arbetet att skriva manus till spelet Testament
Testament är ett actionrollspel baserat på Bibelns Gamla Testament. Spelet utvecklas tillsammans med Svenska kyrkan i syfte att användas i konfirmandutbildningar.Denna uppsats är en reflekterande rapport som behandlar verket Manus till spelet Testament - Spelmoment, dialoger och mellansekvenser. Verket och denna uppsats är en produkt av ett examensarbete i medier och innehåller en beskrivning av arbetsprocessen att skriva manus till fyra av sex segment i spelet Testament. Rapporten innehåller även analyser och diskussioner om arbetsprocessen och det slutgiltiga resultatet. Verket innefattar detaljerade översikter över spelets interaktiva spelmoment såväl som de texter som representerar spelets dialoger och mellansekvenser.Genom detta arbete undersöks området speladaptation närmare för att ta reda på hur litteratur kan omvandlas till spel och hur interaktiva spelmoment identifieras och utvecklas från en text.Under arbetet har en metod skapats för att identifiera och utveckla interaktiva spelmoment ur Bibelns texter och för att skriva mellansekvenser och dialoger till spelet Testament.
Effekten av icke-farmakologiska behandlingar i omvårdnaden av personer med demens och beteendemässiga och psykiska symtom : En litteraturstudie
Background: The prevalence of dementia increases both in Sweden and in the rest of the world. People with dementia often display some types of behavioral and psychological symptoms. These symptoms include, among other things, aggressiveness, inactivity, activity disturbance, anxiety, hallucinations and depression. The symptoms can create a negative impact of those with dementia, their caregivers and their next of kin. Aim: To describe the effect of non-pharmacological treatments have on the behavioral and psychological symptoms of people with dementia.
Karin Park. En grafisk identitet
The project Karin Park is an identity investigative project, to createa new interesting graphic profile for the ar tist Karin Park. Her newsound has taken her to a new kind of genre, where some standardsexists. The project creates a unique identity with logotype, ar tworkand package design. The graphic profile is created able to be appliedin different contexts..
En actionberättelse : en analys av de narrativa delarna i actiondatorspelet Halo
This essay is a narrative analyze of the computer game Halo. The purpose of the essay is to see what function the narrative elements have in a computer game of the action genre. The analyze is done with a neo-formalistic approach according to the theory of David Bordwell and Kristin Thompson. The choice of game was based on it's positive reviews mentioning the story. The essay tries to give a picture of research in the field and researchers views on narratives and computer games.
Att skriva musik : magi eller teori?
The aim of this project was for me to write two complete songs and to get to know my creative process better. I wrote two songs, made musical arrangements for them, transcribed the music in Sibelius, rehearsed the material with two musicians and at last recorded it in a studio. Throughout this I kept track of my own creative process. The project resulted in two complete songs with arrangement. I learned that I have some difficulty handling adversities in my songwriting, and that it was not so easy to get to know my own creative process as I thought.
En utvecklingsprocess
This is a study in my preparations for my final concert at the Academy of Music and Drama- ?????????? University. My aim is to create a plan and a schedule for my practising methods and other preparations so I will be able to perform at the top of my ability.I have studied and chosen a collection of methods that will help me prepare for my concert and at the same time develop my oboe playing. As a result, I have found an effective way for me to prepare technically on my instrument. I have also learnt and developed methods in how to focus and mentally prepare for a performance..
"Det bara... funkar" : - En studie av samspelet mellan sångpedagog och sångelev
Individual lessons in singing and different instruments are a big part of music education. The teacher and the pupil are meeting each other face-to-face in this kind of lessons. The interaction between these two individuals, in singing lessons, is the main subject of this thesis. The identity and acting of the singing teacher has a central part and advises are given for successful teaching.The study is based on literature on the subject and interviews with teachers and pupils..
Sk?l f?r forntiden: En studie om mj?dets resa fr?n j?rn?lderns ritualer till vikingatida varum?rken
This bachelor thesis aims to analyse archaeological finds related to mead during the Late Iron Age in southern Scandinavia. Five central places from the Iron Age are compared to five historical texts, that in some way connects to either the central places or to the use of mead. This will be done by using action theory. The action theory focuses on what kind of actions humans have done to create social and cultural purposes. Since the last part of the Late Iron Age, the Viking Age, is getting more popular due to movies, games and tv-shows it is also relevant to study how modern-day mead represents the Viking Age through its marketing.
Ungdomar och datorn : Vilken roll spelar datorn i ungdomars liv?
How does the computer influence teenagers' lives. I interviewed five young people, and gave a questionnaire to another 47, about this.What I found was that they were aware of and handled well the risks with the Internet and the computer, but had problems with the computer taking too much of their time. They wanted more time for their families and outdoor activities. It was mainly the Internet that seemed to have an influence on the teenagers, not the computer as a machine. They told me that there was a rough climate on the Internet, partly because of the possibility of being anonymous.
Konstmusiken och dess publik: divergens eller dialog?
I många olika sammanhang har jag stött på uttrycket ?konstmusikens kris?. Med formuleringen syftar man på det vikande publikintresse som visas konstmusiken i allmänhet och den nutida i synnerhet ? åtminstone inom vår västerländska kulturkrets som också är konstmusikens ursprungliga hemland ? samt ekonomiska och andra konsekvenser ett generellt minskat intresse för konstformen medfört. Debatten har pågått åtminstone sedan 1970-talet och uppenbarligen engagerat.
StockholmsOperan, Galärvarvet : En smal sak
Galärvarvet är på många sätt en utmärkt plats för en ny och framträdande kulturbyggnad i Stockholm. Samtidigt utgöt operans komplexa och omfattande program en stor utmaning. I detta projekt löses konflikten mellan program och plats meddels en långsmal byggnad som bevarar naturvärden och rörelsemönster..
Passiv Digital Marknadskommunikation ? Hur en artist kan ho?ras utan att va?snas : En fallstudie om alternativ marknadskommunikation via sociala medier
Denna uppsats underso?ker hur artisten Jaqe har kunnat sprida sin musik och sitt varuma?rke via sociala medier utan att ha na?gra konton pa? sociala medier registrerade i sitt namn, eller o?verhuvudtaget vara aktiv pa? na?tet.Syftet med uppsatsen a?r att underso?ka ett ho?gst ovanligt marknadskommunikationsfenomen som tycks motsa?ga ra?dande normer inom musikbranschen, fo?r att belysa huruvida man kan bedriva effektiv marknadskommunikation via sociala medier utan att o?verhuvudtaget vara aktiv online. Detta underso?ks genom att kartla?gga och problematisera Jaqes strategi samt ja?mfo?ra den mot Sveriges tva? sto?rsta skivbolags digitala marknadskommunikativa praktiker. Empirin besta?r av fyra kvalitativa expertintervjuer.
En jämförelse mellan ljus baserat i naturalism och pictorialism : En studie om ljussättning i spel
In this study, we investigate various lighting applications in a virtual environment, where we compare between light based in naturalism (natural light) and pictorialism (artistic light). The purpose of this study is to gain further knowledge in lighting, which is increasingly important for game graphics. Theory are examined to gather information and recommendations on how to use various light settings that convey different emotions. We then use this information to illuminate the environment that we have built. The environment is presented in Unreal 4 for respondents who are allowed to move around freely in the environment.