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1212 Uppsatser om Online game - Sida 36 av 81

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.

Informationsöverflöd : En studie av hur erfarna Internetanvändare hanterar informationsmängden på nätet

AbstractPurpose/Aim: In my essay I study the use of Internet with information overload as my perspective. I compare two age groups in order to find out whether there is a difference between generations in how they use the Internet and experience the vast amount of information that is found on the net.Material/Method: I gather information from six frequent World Wide Web users to find out whether they are experiencing information overload when using the Internet in their spare time and how they structure and make sense of the vast amount of information that is found on the net. I use semi-structured interviews to gather qualitative, not quantitative, material for my study. I have also used literature and websites on information overload, the Internet, and connected themes in order to get a broader picture of the subject and help me analyse the material.Main results: The main results of my study are that frequent Internet users do not feel that they suffer from the vast amount of information found on the World Wide Web. They rather enjoy it and if they have heard the term information overload they assume that it does not apply to their use of the Internet.

Partiledarskiften : En studie om hur makt knyts till politiker och hur politik gestaltas

Purpose/Aim: The comprehensive purpose is to study how the political journalism is framed, and how the party leaders, with focus on the authority, are constructed in the press.Material/Method: Firstly 84 articles articles printed in the swedish newspapers Aftonbladet, Dagens Nyheter and Svenska Dagbladet have been analysed. Secondly, a textual analysis by means of a critical discourse analysis.Main results: Media are inclined to frame politics as a game or a strategic race. The partyleaders are ascribed authority in different ways. This ascribed authority can also be deconstructed.Key words: Media and politics, party leader, discourse, democracy, framing theory.

Orsaker och konsekvenser av byggfel

Bitcoin is a digital currency that is used by people all around the world. The goal of this paper is to give an idea about how much trust there is in bitcoin among its users. This paper has used an online survey aimed at bitcoinusers and a content analysis to collect data about this trust.The conclusions show that there seems to be some trust in bitcoin as a technology and this is based on that the users have a good understanding about how bitcoin works. They also share their knowledge about bitcoin to people around them. The trust between people in the bitcoin network on the contrary doesn?t seem as high because certain technological properties hurt this trust.

En digital hjälte? : En klassisk narratologisk analys av ett nytt medium ? tv-spelet som medietext

De digitala spelen tar allt större plats i vårt västerländska samhälle. Tiden då spelande bara var för de mest inbitna datorfantasterna är sedan länge förbi. Idag konkurrerar spelindustrin med både film- och musikindustrin om konsumenternas uppmärksamhet.Trots det har forskning kring de digitala spelen länge åsidosatts. Men en process är nu i full gång för att etablera forskning kring spel och dess innehålls- och uttrycksmässiga aspekter som ser bortom frågan om eventuella skadliga psykologiska effekter och liknande. Men denna process är ung och oenighet råder om hur spelen som studieobjekt ska behandlas.Denna debatt som utgår från två olika ansatser; den narratologiska och ludologiska, har visat sig vara central i forskarvärlden.

PresenteraMera : En rapport om skapandet av ett interaktiv presentationsverktyg

This report describes the background, approach, and the final results for the presentation tool PresenteraMera.PresenteraMera is an online-based, interactive presentation tool that is created to improve the quality of sales presentations and simplify the creation of presentations. The client for this project is Dempsey, a digital advertising agency and production company with headquarters in Stockholm. PresenteraMera consists of several features that make it easier for businesses to create, edit and display their presentations. The tool also allows the user to always be sure that the presentations created with PresenteraMera follows a specific design, based on their graphic manual for example..

Den så kallade kvalitetslitteraturen: En studie av språkspel med ordet kvalitetslitteratur

This masters thesis is a study of how the expression quality literature is used in widespread newspapers and magazines. Wittgensteins idea of language games is used as a theoretical starting point. The analysis of 37 articles draws a picture of five language games that are called; the taking over, the polarising, the example giving, the gender critical and the ironic language game. The expression that quality literature is most often put in relation to is popular literature. The line between the two is sometimes distinctly drawn in the articles and sometimes quite vague.

Bibblan svarar ? ett tecken i tiden : En virtuell referenstjänst ur ett postmodernt perspektiv

The aim of this master?s thesis is to examine the virtual reference service Ask the Library [Bibblan svarar] from a postmodern perspective. Ask the Library is a Swedish online reference service that is run by the country?s public libraries. The postmodern theories of Jean-François Lyotard are used to study how information is managed and transmitted within the service.

Förskolans matematik : De yngsta förskolebarnens matematiserande i den fria leken

This study aims to visualize the youngest preschool children matematical learning in the free game. In my study the mathematics will be analyzed  based on the interactions children participate in, and how children experience mathematics through the lived body.I have chosen to undertake a qualitative research in form of observations. Through this research method, I would approach the child's perspective, which means that i analyze the material that the children in the observations reveals to me as a researcher.The results of the study show that children experience mathematics skills both through the lived body, as well as in interaction situations between children. The mathematics are around among us, all the time. This is very important to take into account for children's continued development of mathematical knowledge..

Touching reality: Exploring how to immerse the user in a virtual reality using a touch device

This paper explores the field of virtual reality and how immersion and presences can be increased when it comes to navigation and interaction with Virtual Environments. The availability of VR technology has sparked a trend, especially in game development. Old ways of designing for interactive environments have to be revised. This is done by exploring the massive body of work done on VR, exploring its underlying concepts, using tested design techniques and ways of evaluating interaction for VR. A design suggestion in the form of utilizing a tablet device as the main input device is derived.

ISLAM PÅ NÄTET - Ett svenskt muslimskt cyberlandskap i förändring

This study is based on the discussion of the rapid development and use of the Internet and its role in transforming the religious landscape. More specifically it focuses on the Swedish Muslim cyber landscape and how this has changed over the passed twelve years. Göran Larrsons study Svenska cybermuslimska miljöer i början av det 21 århundradet (Swedish Cybermuslim Enviroments in the start of the Twentyfirst Century) from 2001, is being used as a starting and reference point. The general purpose of this essay is to study religious change online. The specific aim is to investigate if and in that case, how and why the Swedish cyber-Islamic landscape has changed and developed in the last twelve years.The questions to be answered in this study are:- What Muslim actors (groups, individuals and organizations) are represented on Swedish web pages in 2013?- Have the Swedish Muslim cyber landscape changed with respect to the number of web pages, content and actors since 2001, and can these changes be understood and analyzed with the help of existing research on religion and new media and Islam and Muslims in Sweden?The result of this essay shows that there has been a dramatic change regarding the activity in the Swedish Muslim cyber landscape.

E-Handeln i Sverige : En studie om den offentliga statistikens möjligheter inom svensk e-handel

The Internet has developed into a marketplace for national and international companies. With relatively small means, a company can reach out to millions of people on a daily basis by placing itself on the Internet. With this report, we wish to suggest how e-businesses can change its strategy to adapt to the new market. Focus is on the Swedish Internet market where Swedes, resident in Sweden, trades with Swedish e-companies active within the Swedish borders. To be able to make suggestions, we will first paint a picture of the Swedish e-commerce market from statistics collected from public sources.

Internet som Relationsbyggare inom fotbollen : En fallstudie av Kalmar FF

The purpose with this essay is to analyze how football clubs can use Internet in sense of creating stronger relations towards their supporters and build an excellent experience before and after a specific football game. We have used the Swedish football club Kalmar FF as a role model throughout the essay. The techniques of the modern world are escalating and the World Wide Web tends to be more important in the way of creating experiences and relations. The essay is based on a qualitative research method which is based on and contains four independent interviews. The persons have been chosen by us for their knowledge in the specific subject.

Särskild planering för elever med fallenhet för matematik? : Eller för alla elever?

A current issue today is to try to implement creative design as a way to solve wicked problems in scientific contexts such as HCI. Since the problems are wicked, they have no given solution which makes the traditional methods inadequate. In these cases, creative design can be an alternative. Creative design is not used in scientific contexts because it is viewed as something unaccountable.In this essay we argue that creative design not necessarily have to be unaccounted. We discuss various views of creative design and translate theory to a practical context.

Kreativ design som ett sätt att lösa komplexa problem : Ett snapshot av designprocessen vid utveckling av en trailer för ett fiktivt tv-spel

A current issue today is to try to implement creative design as a way to solve wicked problems in scientific contexts such as HCI. Since the problems are wicked, they have no given solution which makes the traditional methods inadequate. In these cases, creative design can be an alternative. Creative design is not used in scientific contexts because it is viewed as something unaccountable.In this essay we argue that creative design not necessarily have to be unaccounted. We discuss various views of creative design and translate theory to a practical context.

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