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524 Uppsatser om Non-player characters - Sida 16 av 35

Varför kommer inte fler kvinnor upp i hierarkin och gör karriär inom revision? Är det en tidsfråga eller finns det ett glastak?

The number of women in Swedish firms of accountant is not lower then the number of men, but when we compared the number of chartered auditors, the number of women are low compared to men. This is connected to the public debate that is mainly emphasising that there are no differences between men and women and therefore the sexes should be treated equal. The method used is a qualitative study and the primary data was collected through interviews. The respondents consist of members, women as well as men, from eighteen auditors in Malmö and Kristianstad. The result shows that both male and female characters are needed in the work on the firm of accountants.

Bolibompa-draken behöver inte springa hem längre : En studie i hur anställda på Barnkanalen upplever anpassningen till det nya medielandskapet

Today?s media consumption and viewing behavior has led to an expansion in the marketand resulted in a media convergence. The competition gets fiercer with each player andthe outcome for the linear TV channels has to be to change in some way. This is aqualitative interview study with producers at Sweden?s leading children channel?Barnkanalen?, how they experience the adoption to this new media landscape.

"Tears are not a Momans Only Weapon" : En historiebruksanalys av HBOs tv-serie Game of Thrones

The middle ages is a time in our history that is often used as a frame when portraying fantasy on tv. HBOs immensely popular series Game of Thrones could easily be counted as one of these. But to what extent does the creators of the series approach the history of our world while creating their own? The aim of this essay is to analyse a number of characters from the tv- series out of gender- and their place in the social structure and then compare the findings with the image of the middle ages that is given in academic research. By analysing the two released seasons of Game of Thrones the study has shown that there are many similarities between the fictional world and the actual world but that it also differs through choices made by the creators of the series. .

Kulturproduktion och makt : En intersektionell analys av candombespelande kvinnor i Uruguay

This is a study of the way power relationships change when women start to play candombe in Montevideo, Uruguay. Candombe is a type of music, which is traditionally played by men within the black minority in the country. This study has been done with an intersectional point of view, taking the social categories gender, class and ethnicity in account. The method used was participatory observation in a field study made in Montevideo between November 2008 and February 2009.This study?s main conclusions are that the power relationships change with the participation of women in candombe in several important ways: The women legitimize an alternative way to be a woman when they take the men?s role as a drum player.

Med liminalitet mot giftermål : Övergångsritualer hos kvinnor i bröderna Grimms sagor

This paper is a study of female liminal developments in a selection of Grimm's fairy tales using van Gennep?s and Lincoln?s theoretical bases. An inductive technique has been used to analyze the results according to the theoretical agendas. To my help I have used Swedish translations of the Grimms? fairy tales from 1883, 1946, 2003 and 2007.The study shows that the fairy tales of the Brothers Grimm fairy tales display the transition rituals identified by Van Gennep and Lincoln.

Gestaltning av vägar i Skåne - kopplat till sju regionalt viktiga stråk :

This work derives from the question ?What is a beautiful road??. The question is being discussed in interviews with two employees at the Swedish National Road Administration and two former members of the ?Council of environment and beauty? at the Swedish National Road Administration. The interviews are summarized in my own discussion about the concept of ?Beautiful roads?.

Leken : En studie om kommunikation i fantasilekar

The aim of this study was to examine how children in the age of 5 are communicating in play at the preschool and how their fantasy games are different from each other. In this study, I have gained a greater insight on how to control children's imagination games.My approach has been the observation of three fun times where I also used me out of a voice recorder to record children's voices when their children are communicating with each other during the time of play at the preschool.The results of my study showed that children's fantasy games based on children's past experiences in which children use different themes and characters. The children's communication activities are different from each other. Children have different themes but the deck is based on imagination and communication.Fantasy games that children perform is rooted in the experiences that children get through to experience and see the reality.

Flow i fokus : processen att göra ett spel genom research through design

Starting out as a minor form of amusement, the game industry has become one of the most lucrative andsuccessful in the entertainment business competing against giants such as television, movies and music.As the internal competition within the developer community grows companies work hard at discoveringnew ways to attract and keep customers. By having a playcentric approach focusing on user experiencethey hope to achieve that goal. This thesis describes the process of designing a game with focus on theplayer. We apply the concept of flow on game development and investigate through research throughdesign if we are able to create a game that keeps the player in flow.Play tests showed several elements such as control issues and too difficult challenges early in the game,affecting the possibility for players to experience flow while playing. These negative factors came to becalled flowleakers.

Mirror, mirror on the wall? -en kulturanalytisk studie av hur folksagor återberättas i vår tid utifrån exemplet Snövit och de sju dvärgarna

This essay examines two modern retellings of the classic fairy tale of Snow White and the seven dwarfs in the version of the brothers Grimm. By analyzing the differences in the modern version to the more original one my aim is to be able to see how these objects of popular culture are affected by the type of society they are created within.In my two-step analysis I have first used the theory of narratology to find what changes had been made in the two retellings. Here I have the help of several key concepts of the theorists Vladimir Propp, Gérard Genette and David Bordwell. The narrative differences, which turned out to concern the characters mostly, I have then sought to explain in the light of the sociological theories of Zygmunt Bauman regarding liquid modernity and liquid fears..

Inlärning i Emotional Behavior Networks : Online Unsupervised Reinforcement Learning i kontinuerliga domäner

The largest project at the AICG lab at Linköping University, Cognitive models for virtual characters, focuses on creating an agent architecture for intelligent, virtual characters. The goal is to create an agent that acts naturally and gives a realistic user experience. The purpose of this thesis is to develop and implement an appropriate learning model that fits the existing agent architecture using an agile project methodology. The model developed can be seen as an online unsupervised reinforcement learning model that enhances experiences through reward. The model is based on Maes model where new effects are created depending on whether the agent is fulfilling its goals or not.The model we have developed is based on constant monitoring of the system.

Gymnastiktjejer och Ishockeybrudar : En studie om genus och normer i två idrottsföreningar

The aim of this study was to examine which norms are applicable and how they are reproduced in two sports organisations. More specifically the aim was to find out how the leaders worked with gender roles and what message the organisations give out to young people. And at the same time, find out if there are similarities and differences between two different organisations, regarding norms and gender roles.  The study was based on observations and interviews. The observations were made during and after training in an ice hockey team and two gymnastic teams for girls nine to thirteen years old. The interviews were conducted with seven leaders and one senior ice-hockey player.

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.

The Warrior vs The Underdog : En kritisk diskursanalys av filmen ?Warrior?

This study is focused on representations of power and masculinities in the movie ?Warrior?(2011). By using the notion of interdiscursivity, as discussed by Norman Fairclough, my goal isto analyze how the roles of the characters relate to existing discourses in today?s society. I amprimarily interested in discourses revolving around MMA-fighters, masculinities and familyrelations.The movie to be analysed in this study is suited for interpreting new sorts of masculinitiesthrough the sport of MMA, which itself is fairly new and therefore might represent a new type ofmasculinity in the making.

?Film ?r ju ett s?tt att kommunicera med m?nniskor.? En studie av Naomi Kawases portr?ttering av att vara kvinna i relation till en gemenskap.

By analysing Still the water (2014), Radiance (2017) and True Mothers (2020) by Naomi Kawase this essay will look at her work to see how she portrays the experience of being a woman in relation to her community. Looking into her way of using the camera by applying the theory of haptic visuality allows the spectator to identify themselves in a bodily relationship with the image. By using the camera to closely frame objects of importance for the characters, Kawase leads the spectator to understand the world of the film and enables a more profound understanding of their experience. For the community to be of importance for the women it must be founded in the feeling of security and a confirmation of their feelings. Once secure, the women can express themselves and by that, feminist politics..

Användargenererad livestreaming, nätgemenskaper & social interaktion : En kvalitativ undersökning gällande interaktion mellan tittare och streamare på plattformen Twitch

The popularity of video games has been boosted by the rise of user-generated live streaming platforms, and the biggest of them all is Twitch. The popularity depends on Twitch alignment of live streamed video games. The stream is created by a player who broadcast and streams the video game online. The video game can then be watched by a viewer that is interested in the video game. In every stream there is an implemented live chat that allows the viewer to interact with the streamer while the stream is online.

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