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1212 Uppsatser om Online game - Sida 39 av 81

3D-objekt via metoden kollage

Datortekniken har utvecklats vilket innebär att man kan göra mer högupplösta 3D-objekt (se ordlistan) som ser mer realistiska ut än sina föregångare vilket har skapat en trend där 3D-objekten ska vara realistiska. Vi vill bryta den realistiska trenden genom att ta inspiration från det konstnärliga fältet vilket ledde oss till att undersöka de metoder som surrealisterna kan ha använt. Surrealismen innebär att konstnären vill fånga sina inre visioner och drömbilder. Undersökningen sker med fokus på metoden kollage, utklippta bilder som sätts ihop till en bild, såsom bland annat Max Ernst utförde det. Vidare testas våra egna varianter av kollage och därefter diskuteras arbetsflödet i de olika varianterna.

Möjligheter till uppfödning och utsättning av fasaner och gräsänder på Björnslunds gård :

This study treats the possibility of breeding mallards and pheasants on our own farm, Björnslund. From the beginning I considered to breed them from eggs to adults but after visiting several breeders I changed my mind. It seemed to be a lot of work with no economic profit in comparison with buying already hatched birds and then feed them to adults. If the business shall be profitable I have to be soll the hunting for the birds and then sell the dead birds to game purchasers. There are also calculations that show which price you have to charge for the hunting that will give a positive result. Another possibility is to own a slaughterhouse and sell the meat to restaurants and supermarkets.

Personlig_Bankman - En kvantitativ undersökning om bankers kommunikation på Twitter

Banks and their products are traditionally characterized as high involvement, informational purchases and as such there is a need to shape the market communication to be logical and catering to the need for information that customers are bound to have. With the advent of social media and web 2.0 a company can no longer opt out of the online discourse regarding their company. As social medias are characterized by being an active media, tailored to personal exchanges and opinions, the match with the high involvement approach that banks usually have to employ is not always ideal. We have examined what happens when banks use different degrees of personal message content and sender profiles on Twitter. Our findings suggest that while some strategies generate higher WOM intentions, others may provide a greater level of sender credibility..

Re-design av Rättviseförmedlingens webbsida : hur utvecklar man en webbsida med hänsyn till olika intressenter och deras behov?

This report presents the redesign of the online-based non-governmental organization Equalisters? (Rättviseförmedlingen in Swedish) website. It aims to achieve an understanding of how you take into account the user and other stakeholders and their interests when developing a website. The focus was on redesigning an existing website and prioritize the different stakeholders? needs.

Datorspel till nytta eller nöje? En intervjuundersökning utifrån folkbibliotekariers perspektiv

This Masters thesis concerns computer games in Swedish public libraries. We have investigated the opinions of public librarians concerning what they think about computer games, and to what extent they believe it should be a part of the public library. The method we have chosen is qualitative interviews. The theory we have used is a pedagogical literature strategy, which we have reformulated so that it fits our investigation. The results show that the interviewed public librarians think that the library should offer computer games for children and youths to use at the library, and that they should offer computer games for lending, to all the library users.

?Men det är ju bara ett spel? : Samband mellan våldsamma tv- och datorspel och empati

Att spela tv- och datorspel är idag en stor del av många människors liv. Ioch med en förfinad teknik hos spelen, med bättre spelmiljö och artificiellintelligens skapas det en större realism och funderingar kan uppstå hur dettakan påverka en utövare. Den här undersökningen testade sambandet mellanempati och graden av våldsamhet i spelen hos en utövare. Det var 64gymnasieelever som deltog i en enkätundersökning, varav 16 var män. Föratt mäta empati användes Davis-IRI.

Augmented Reality som ett hjälpmedel för produktvisualisering i möbelindustrin: en fallstudie

This paper examines the potential benefits of using augmented reality as a tool for visualizing furniture in a buyer?s own environment before buying it. A simple prototype is developed and tested.  The steps for developing the prototype are described in great detail as well as the tools being used. The prototype is tested both on people working in the furniture business as well as people with experience in buying furniture online. In conclusion the results from the user tests are analyzed and the potential benefits are described.

Effektivisering av UI-utveckling i datorspel

This thesis presents my work at the company Fatshark AB in Stockholm. My supervisor Rikard Blomberg, who works as a chief technology officer at Fatshark and is one of the owners of the company, explained that they had experienced weaknesses in the methodology used when developing heads up displays (HUD) for their games. In the latest production, Lead  and Gold, the HUD had been redesigned a number of times, becoming an unnecessarily big expense due to the number of work hours invested. In modern software development, an iterative workflow is commonly encouraged. Despite this fact, the work efficiency could likely be increased by setting up guidelines as a help in the process of developing HUDs and reviewing the solutions.

Den lärosamma leken, datorspel : Hur datorspels interaktiva miljö motiverar lärande med direkt återkoppling

Denna studies syfte är att undersöka hur personer på ett forum upplever att de lära sig spelen de spelar, ett fokus ligger på hur mycket de lär sig genom spelet och av de som de spelar med. Motivering har även varit i fokus där vi har kunnat se flera olika sätt som datorspel hjälper till vid att motivera lärandet och där en förlust inte alltid behöver vara negativ. Det försöks även göra en skillnad på så kallade vanliga datorspel och datorspel som är framtagna utbildningssyfte. Frågorna på forumet används sedan för att försöka förstå vilka delar av datorspel som lärandet sker i och hur de som svarade på forumet själva uppfattade att lärandet har gått till..

Användarcentrerad design för att förbättra rapporter i kvalitetsregister

In modern health care, the quality registry is anexcellent tool to monitor everyday work. Collected data forms a foundation, presented as online reports, from which local work efforts to refine care quality can be performed. All reports are coded manually by specially trained developers. This is a tedious process and hence becomes a bottleneck in the strive for improvement.This thesis evaluates whether an extended way of dealing with reports can fit into the existing work situation, with main focus on the idea of creating custom reports directly within a quality registry. It provides a set of conclusions regarding today's usage of reports as well as the users' general and specific needs within the area.

Musik och indexering i folkbiblioteken

This paper follows an analytical and critical line of reasoning concerningindexing and retrieval of music in Swedish public libraries. The focus ofthe discussion is based on the terms included in the subject heading list ofthe Swedish Classification System. The empirical study is performed inthe context of online catalogues in the public libraries of Örebro andGävle. The theoretical background relies on the indexing theory ofProfessor Frederick W. Lancaster.

Konvergenskultur ? en medieteoretisk studie : En beskrivning av mediekulturens samtida tillstånd, utifrån populärkulturella och meningsskapande praktiker och dess ramverk knutna till nutida dramaserier

Drawing from the theoretical foundations of the ?critical theory? of the Frankfurt School and the media ethnographic ?cultural studies? approach of the british Birmingham School, this study attempts to sketch out a media theoretical overview of the contemporary state of media culture. Using the term convergence culture as the foundation, this study offers a theoretical background to the two contemporary streams that are the significant and distinct tendencies of convergence culture: intermedial convergence, its contemporary state and historical tendencies that can be traced back using the past media theoretical approach of the Frankfurt School, and cultural convergence, its contemporary state and historical tendencies, which lineage in a media theoretical context can be traced back to the british ethographic ?cultural studies? field. Using contemporary drama serials to identify and pinpoint these two stream, this study shows how intermedial convergence expresses itself today through media conglomeration in terms of branding, product placement and marketing as the result of the ?completed? convergence between screen culture and popular music as the current defining state of commodity culture.

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.

Barn och smartphones - En studie av föräldrars attityder kring integritetsaspekten när det gäller barn och smartphones

The purpose of this essay was to sort out parents attitudes concerning children and their use of smartphones, primarily in regards to the integrity-aspect. I have studied if parents believe that their children should have smartphones, if they want to control their use, how they want to control their use and what implications this might have. I've chosen two methods for my research, one quantitative, online questionnaires, and one qualitative, semi-structured interviews. My base has been previous research in the area, to the extent it existed. My findings suggest that parents, on the whole, are positive to letting their children use smartphones but that they?d like some sort of control over their use.

Scenografi, min käre Watson! : En studie i scenografiska teknikers påverkan på spelare

This study explores Environmental Storytelling techniques and whether these can beused in combination with each other to lead a player through a game scene in aspecific pattern, affect the player?s narrative and exploratory view and explorewhether Self-paced Exploration can be combined with these techniques.It is a qualitative study conducted by six gaming sessions with accompanyinginterviews in which six people get to play one of three versions of the same gamescene. The only differences between the scenes are the different guidance techniquesused. The informants' movement patterns are identified and interviews recorded byaudio, as well as screen recording. The results shows that Environmental Storytellingtechniques can very well be used to control the player's exploration patterns, bothnarratively and navigation purposes and Self-paced Exploration can be utilized to agreater efficiency in combination with these..

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