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438 Uppsatser om Oceanic games - Sida 21 av 30
Willy Brandts nya östpolitik 1969-1973. En teorikonsumerande studie av tysk utrikespolitik
In this thesis I will examine Willy Brandt's new Ostpolitik with the help of Robert Putnam's analytical framework of two-level games perspective and the theory of social constructivism. Firstly, I will briefly set out the development of Germany's history before it was divided into the Federal Republic of Germany and German Democratic Republic in 1949. After that I present West Germany's foreign policy from 1949 to 1969 in order to show how Willy Brandt continued and broke with different foreign policy doctrines. Finally, I want to illustrate his new Ostpolitik and the international and domestic factors, which contributed to its realisation. The main question of this essay is: How significant were the changes of the West German society for the realisation of the new Ostpolitik from 1969 to 1973? One of the most important findings in this essay is that on the one hand that many West Germans had accepted that their country was divided and on the other hand that many groups in the society such as the significant newspaper Die Zeit and intellectuals supported the new Ostpolitik.
Rörelsens inverkan på barns inlärning : En studie om hur fysisk aktivitet påverkar barns inlärning utifrån ett fåtal lärare och elevers åsikter
The purpose of this investigation is to find out how the children?s exercises affect their learning capabilities. With exercise, I mean all kinds of movements, like physics, walks and games.The method I will use in this investigation is interviews, where I choose to interview both teachers and their pupils at a school which uses an exercise-program called röris. Röris is an exercise program which involves moving to music. I also choose to look at Bunkefloprojektet, were scientists has investigated how the power of concentration is affected by exercise.My conclusion from the interviews and the literature is that I can?t prove that the children?s exercises affect their learning capabilities.
The Game of Flow : En studie över spelandets effekter på reaktion, minne och perception
I denna studie är syftet att belysa vilka effekter som underhållningsspel kan ha på motivation och koncentration samt även undersöka om spel kan användas för att förbättra den kognitiva prestationen. Konkret ställs frågan vilka förändringar som sker i reaktion, korttidsminne och perception efter att ha spelat Gradius 3 samt vilka orsaker som ligger bakom dessa förändringar. Resultatet pekar entydigt mot att spelandet har en positiv effekt och förbättrar den kognitiva förmågan. Särskilt när det går bra i spelet och man får ett flow kan prestationen maximeras, vilket överensstämmer med Csíkszentmihályis flowteori. Det flow som uppstår i spelet ger en euforisk känsla av tillfredsställelse som stimulerar motivation och koncentration, vilka båda är förutsättningar för bättre prestation.
Eskortverksamhet med fokus på försäljning av BDSM-tjänster
The purpose of this study is to examine escort-business with a focus on sales of BDSM-services (Bondage and Discipline, Dominance and Submission, Sadism and Masochism).
The study is based on qualitative interviews with three informants providing BDSM-services, as well as a survey with 96 men who requested domination of escorts (the survey was carried out by an escort in the 1980s). The analysis of this material resulted in the identification of three themes on which the study centers: The personal experiences of the three escorts, the interaction between the escorts and the clients, and the changes over time when it comes to the performance of BDSM-services. The study has a gender perspective with a focus on feminism and queer-theory. The important conclusions are that there are several differences between prostitution having a focus on BDSM-services and other prostitution.
Editing, Streaming and Playing of MPEG-4 Facial Animations
Computer animated faces have found their way into a wide variety of areas. Starting from entertainment like computer games, through television and films to user interfaces using ?talking heads?. Animated faces are also becoming popular in web applications in form of human-like assistants or newsreaders. This thesis presents a few aspects of dealing with human face animations, namely: editing, playing and transmitting such animations.
Lekens funktion för språkinlärning hos flerspråkiga barn
This is a qualitative study that explores how bilingual children develop their language through play. The study is based on observations and interviews conducted in a preschool located in a multicultural area of Stockholm.The purpose of using two qualitative methods; observations and interviews, was to get a bigger picture of the study area. The results of the study, illustrated through observations and interviews that I have conducted, shows that the game has great role for bilingual children's language development. Furthermore, the results show that the informants are aware of the importance of play for bilingual children's language development especially when they are talking about investing in the promotion of children's language by using different methods and materials in their pre activity for various games and activities.One of my conclusions is that bilingual children learn the language during both free play and structured play especially when educators are present and aware of the activities that they perform. It is also important to see children as individuals to cover all the needs of children at different activities.
Eskortverksamhet med fokus på försäljning av BDSM-tjänster
The purpose of this study is to examine escort-business with a focus on sales of BDSM-services (Bondage and Discipline, Dominance and Submission, Sadism and Masochism).
The study is based on qualitative interviews with three informants providing BDSM-services, as well as a survey with 96 men who requested domination of escorts (the survey was carried out by an escort in the 1980s). The analysis of this material resulted in the identification of three themes on which the study centers: The personal experiences of the three escorts, the interaction between the escorts and the clients, and the changes over time when it comes to the performance of BDSM-services. The study has a gender perspective. The important conclusions are that there are several differences between prostitution having a focus on BDSM-services and other prostitution.
Tv-spelets berättande : En diskussion kring den ludologiska teoribildningen
Det här examensarbetet undersöker tidigare teoribildning inom Tv-spelsforskningen och i synnerhet kring Tv-spelets berättande. Eftersom forskning inom Tv-spelsområdet är relativt nytt är också själva teorierna under konstruktion vilket leder till att en del antaganden kan diskuteras. Därför granskar och diskuterar jag i den här uppsatsen de teorier och teoretiker som menar att film och litteraturteorier inte bör användas inom Tv-spelsforskning och att det inte är intressant att analysera spelets berättande. Teoribildningen som gör detta kallas ludologi och driver en tes om att Tv-spel i egenskap av nytt medium istället bör undersökas mer funktionellt. Den här uppsatsen diskuterar hur ludologerna argumenterat i sin framställning av denna tes och huruvida det är konstruktivt att smala av forskning genom att utesluta teorier från andra forskningsfält. Detta görs med hjälp av ett huvudspelexempel i form av Bastion (SuperGiant Games, 2010) som rent funktionellt är ett relativt enkelt spel, men som samtidigt har ett speciellt sätt att berätta på.
Dokumentärfilm om Warcraftspelaren 4K FuRy
Warcraft är ett strategidataspel som massor av människor världen över ägnar sig
åt.
Sebastian Pesic (alias 4K FuRy) är en av världens bästa spelare och
dataspelandet har blivit hans jobb.
Dokumentärfilmen handlar om Sebastian Pesic och hans verklighet i Warcraftlaget
4Kings. Sebastian kommer att berätta om sina upplevelser och vi kommer att få
se honom i action. Filmen kommer att ge en inblick i dataspelsvärlden som många
inte ens vet om existerar. Ännu mindre att man kan tjäna stora pengar på att
spela.
Utomlands är uppmärksamheten för Warcraft större.
?Ibland rolig & Ibland tråkig? : En studie om elevers syn på matematikundervisning i grundskolans senare år
The purpose with this study is to gain understanding about student´s view of mathematical education, in the later years of nine-year compulsory school, and the motivation factors that can be identified when student´s gives opportunity to express their own thoughts due to the mathematical education. From experiences we have gained during the practical part of our teachers education we got the impression that student´s think that the mathematical education is boring and uninteresting. Through qualitative methods such as survey and discussions in focus group we have analyzed student´s views of mathematical education and pointed out witch motivation factors that are expressed when student´s gives opportunity to influence over their own education. The results are shown from the answers and comments that student´s gave, during the survey and focus group, and is divided into two main parts, both with focus on motivation ?Mathematics and motivation? and ?Student´s influence and motivation? and also a summery part ?Motivated for mathematical education when the student is given influence over the education?. The study showed that student´s wants to have more difference in the work methods that are used in their mathematical education such as problem solving, games, more work in groups and pairs and more use of IT. In conclusion the study also gives suggestions to other studies that can be made in the same genre as this study in the way that IT can be used in mathematical education and how student´s interest can be used in the education to gain more motivated student´s..
Vasaparkens nya kläder : en studie av ett förnyelseprojekt i förhållande till platsens historia
In 2007 the project with the renewal of the Vasa Park in Stockholm won the Siena Prize. The architects responsible for the project described how they aimed for upgrading the park within its historical framework. Since the project was a renewal and not a restoration of the park, I thought it would be interesting to study how the architects proceeded with this work. The aim of this essay has therefore been to examine how the last renewal of the Vasa Park has chosen to approach the history of the place. To understand the historical development of the park and how the renewal project was carried out, I started with a literature survey consisting of books, the program of the renewal and articles about the project.
"Första boken är aldrig bra när det gäller böcker" en kvalitativ studie av pojkars läsning i mediesamhället
Children of today are surrounded by many different kinds of media. Books have to compete with new media like computers, video games, many TV-channels etc. The aim of this study has been to investigate the reading habits of 9-12-year old boys in their spare time, and their reasons for reading related to their use of other media. Our interest has been to shed light on the boys reading habits, their preferences and motives for reading and their reading functions. Even though our focus has been on their reading, we also have examined their use of other media and the function of this use.
Populärkultur - ett redskap för samspel och lärande
How do we perceive literature? In our times computer games and Internet have made us grow more comfortable to the usage of non linear storylines. But how does this apply to printed literature?In this essay, called ?From a to b through d h and o. Non linear storytelling in our time? I have focused on nonlinear literature from different time periods and I have studied novels such as James Joyce?s Ulysses as well as works by William S.
"Det krävs en by för att fostra ett barn" : En undersökning av sex- och samlevnadsundervisningen i mellanstadiet.
The purpose of this paper is to investigate how gender and sexuality are made in the videogames Prince of Persia and Fable II, and more specifically to look at possibilities and limitations for the construction of gender and sexuality in these games. I understand videogames as an interactive media form that differs from other types of media like film and literature. It is a media form that depends on a player to be played. At the same time it is constituted by rules of how it can be played. I have analyzed my material by a method called close-playing.
Försjunken i den digitala spelvärlden : ett forskningsarbete om inlevelse i first-person shooters
Inlevelse i den digitala spelvärlden är ett utspritt begrepp bland spelare och spelutvecklare, men har termen samma innebörd för alla. Detta forskningsarbete tar upp tidigare forskning inom ämnet inlevelse i digitala spel men också vad spelare idag anser om termen och vilka faktorer de anser är viktiga att fokusera på när man vill skapa ett inlevelserikt spel i genren first-person shooter. Genom en litteraturundersökning av tidigare forskning samt en enkätundersökning framgår det att inlevelse kan delas in i tre olika nivåer: involvering, försjunkning och total inlevelse. Forskningsarbetet bekräftar tidigare forskning på området och för ämnet om inlevelse i first-person shooter genren vidare, där inlevelsen styrs av spelelementens fyra pelare: estetik, spelmekanik, story och teknik men är också högst beroende av en spelares personlighet, mentalitet och inställning till det spel denne spelar. Enkätundersökningen pekar också på ytterligare faktorer som kan stärka respektive hämma inlevelsen i FPS..