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1168 Uppsatser om Online games - Sida 15 av 78

Kappa Control with Online Analyzer Using Samples from the Digester's Mid-phase

In the pulp industry, digesters are used to disolve lignin in wood chips. The concentration of lignin is measured and is called the Kappa number. In this thesis, the question of whether an online Kappa sensor, taking samples from the mid-phase of the digester, is useful or not is analyzed. For the samples to be useful, there has to be a relationship between the measured Kappa at the mid- phase and the measured Kappa in the blowpipe at the bottom of the digester. An ARX model of the lower part of the digester has been estimated.

Varumärkeslojalitet & E-handel : En studie inom hemelektronikbranschen

It has become increasingly important for businesses today to create a strong customer loyalty tie between their brand and their customers. In most markets today a lot of companies fight for market share and loyal customers. The increased uses of Internet and Internet commerce have made it possible for companies to create relationships with their customers through their websites. The Internet has also opened up new ways for customers to quickly and easily price compare products on price comparison websites. This means that customers have become more price conscious which has lead firms to fall into a price war with the competitors. The purpose of this paper is to examine brand loyalty in the consumer electronics market and go into detail on how web shop role affects the creation of loyalty to companies that are either a shop or do not have an online store. To examine this, a survey was made online and an interview was made with the President on Salesoogle Niklas Rasmusson. The questions and the interview of the questionnaire focused on confidence in online commerce and physical stores.

Att arbeta med rörelse i förskolan : Ett utvecklingsarbete

The purpose of my study is to explore which possibilities there are for movement activities and how to use those possibilities. From this study, I will help the pedagogues recognize how to work more or different with movement activities.I have used participant observations and interviews as methods for my study. I did this at one preschool, because it is a development-study. The observations lasted for two weeks and the interviews were made with the majority of the pedagogues at the preschool.  The results of my study showed that the preschool teachers think that movement activities are an important part of children?s lives.

Julia och eliterna : En studie av hur näthatsdebatten utvecklades till en medial lavin

English title: Julia and the elite. A study of how the Internet hatred developed into a media avalanche.Introduction: During February 2013 Swedish media flooded with news of online hate directed towards women after an episode of Uppdrag Granskning on SVT (2013). Female media profiles were given the opportunity to tell the entire Swedish population about the hate and threats they had been exposed to online. In this thesis we want to investigate what topics end up on the media´s agenda, how a piece of news is developed and framed.Questions: How does a piece of news considered highly newsworthy develop from when it first appears in the media until it gradually disappears? How and why did Internet hatred end up on the media´s agenda? How does the media framed the Internet hatred?Theory: To be able to answer the questions formulated in this thesis, the following theories have been used: Agenda-Setting theory, framing theory, news valuation and media logic. Method: Quantitative content analysis of news broadcasts and debate shows from TV, radio and newspapers.

Kontextfaktorbaserade ljudeffekter i hasardroulette online. : Påverkan på utövare.

Denna studie presenterar en ny synvinkel inom ämnet att göra hasardspel online mer realistiska. Fjorton personer spelade i tjugo minuter två versioner av ett välkänt franskt roulettespel där utvalda variabler loggades. Den ena versionen fungerade precis som i ett skarpt läge medan den andra innehöll en implementation av kontextfaktorbaserade ljudeffekter. Utifrån loggningen av variabler, samt en kompletterande enkätundersökning, räknades det sedan ut om det förekom någon skillnad mellan versionerna och, i förlängning, spellupplevelsen.Resultatet jag fick fram redovisade förändringar i några av de variabler som hade valts ut och enkätundersökningen indikerade på att det kan ha varit ljudeffekterna som skapat denna förändring..

ActionMegaPower : att inkludera tjejer i marknadsföring av actionspel

Det här examensarbetet består av två delar som syftar till att generera en metod för hur man marknadsför dataspel till en målgrupp av tjejer mellan 16-18 år. Den reflekterande texten visar den teoretiska grunden för metoden, och verksdelen, en marknadsplan för ett fiktivt actionspel, exemplifierar den.Marknadsföringen behöver rikta sig till målgruppen om den skall kunna locka fler tjejer till att spela. Att inkludera dataspel i befintliga normer, som t.ex. att actionspel är spel som spelas tillsammans med vänner, samt visa avatarer målgruppen kan identfiera sig med, är två viktiga aspekter för en lyckad marknadsföring.Om tjejerna fångas upp när de enligt statistiken skulle sluta spela dataspel, finns det potential att bredda målgruppen för fler dataspelsgenrer. Branschen får fler personer att sälja spel till, och fler kvinnor får ta del av de positiva effekter dataspelande bidrar till..

Serious games med rökdykningssimulering

Utbildning och träning av rökdykning inom räddningtjänsten är idag både dyrt ochtidskrävande. Vid praktisk träning måste räddningstjänsten bege sig ut till befintligaövningsområden och ta med sig en stor mängd utrustning: luftpaket, skyddskläder, radio etc. Detta gör det till ett omfattande och kostsamt moment. Detta öppnar tankebanor för alternativ och komplement till befintlig utbildning och träning.Serious games finns idag i många former och är ett utbildnings och rekryteringsredskap som bygger på datorstödd inlärning. Med detta menas att ett Serious game är ett spel som har som huvudsyfte att lära ut och om möjlighet vara underhållande under tiden.

Posthumanism i förhållande till digitala spel

Detta kandidatarbete undersöker hur digitala spel kan skapas med någon annans synsätt. Vi ville se vad som hände om vi försökte göra spel på ett posthumanistiskt sätt och om detta hade förändrat något. Det har uppkommit speciella möjligheter och konsekvenser under processen, det har även dykt upp frågor. En av dessa frågor är hur skapandet av varelser inom digitala spel kan utföras. Likväl har det under projektet skett diskussioner och tester runt hur ett verktyg för detta ändamål skulle kunna fungera.

E-handel med Kläder : en marknadsundersökning

ABSTRACT Purpose: The purpose of the thesis is to examine and explain which consumers who choose to, or not choose to, shop for clothes via Internet. This will give businesses, and the reader, a better understanding on the views, of customers, on E-business with clothes. Procedure: A quantitative market research has been performed through a survey. Also the gathering of the material and the analysis is done with quantitative methods. The primary sources dominate the thesis.

På tal om cannabis : Skolans insatser gällande preventivt arbete och åtgärder vid misstanke och upptäckt

This paper is based on a quantitative survey. The study aims to answer the questionwhich media young people rather use to take part of the news. The results showthat young people today in Kalmar preferably and often read newspapers on theInternet and mobile phone.The questions asked was about which media they usually use, the level ofconfidence they had in various media, how interest was in different newscategories, willingness to pay for online news and background issues relatedsubjects. The survey was aimed at high school students in Kalmar and weredistributed and collected on-site at the schools. What was remarkable among theresponses was that young people largely had access to a morning newspaper athome and said that they would consider subscribing to one in the future.

Arbetsprocesser inom spelutveckling : En kvalitativ fallstudie som granskar arbetsprocessen hos ett svenskt spelutvecklingsföretag

Dice is one of Sweden's largest game manufacturers. They have produced a game series called ?Battlefield?, which recently celebrated its tenth anniversary, releasing it gradually over the years. In order to create a game some form of work structure is required. In this essay we discover what the Dice work process looks like today and how it has changed over the years.Game development is progressing and market changes require game developers to constantly adapt to the current situation.

Härskarens nya kläder : Vad händer när härskartekniker flyttar in på Facebook?

In this thesis we focus on the issue of master suppression techniques and how they take form on Facebook. The research in area of master suppression techniques online is limited and therefore the purpose of this thesis is to create a greater understanding of the online environment of Facebook. We have used a method of netnographic observation studies and content analysis to create a triangular perspective of the subject. Based on the result of our observation studies we draw the conclusion that you can see signs of some of the master suppression techniques on Facebook. We also argue why others don?t show up.

Att blunda för annonser. En studie av konsumenters och annonsfinansierade företags uppfattningar om annonsblockering på webben

The majority of free content on the internet is financed by online advertising. A requirement for thismodel to work is that the visitors see the ads. The emergence of ad-blocking software has shifted thepower from the advertiser?s choice of publishing ads to the consumer?s choice of viewing ads. Weexamine the consumers? opinions regarding the use of ad-blocking software and compare them to theopinions of companies using online advertisement.

Språkstimulerande arbete i förskolan

AbstractMy purpose with this essey is to study how they work in preschool whir language- stimulation. I will try a way to work with this trough intervjus whit teacher at preschool. My main questions are: Way dose teachers use language- stimulation? How dose teachers use language- stimulation when it comes to there way of working and methods? Do the teachers think that language- stimulation help the childrens development?To answer these questions I interviewed 6 teachers I central Sweden and used this as data. I have written about language, language- development in a biologik and theoretical aspect, teachers plan, language- stimulation, playing by language sounds and TRAS (early registration of language development) in my literary review.My result shows that working whit language- stimulation helps children in there language- development, it also develops there self-image and identity.

Droppen som fick bägaren att rinna över? - Svenska spelmonopolets förhållande till EG-rätten

Every year the Swedish gambling monopoly serves as a significant source of income for the government. This income is later distributed by the government on various areas for the common good. The question is wheather the state is allowed to preserve this lucrativemarket for itself by any means necessary. Also is it enough to claim that the monopoly exists to protect the citizens, and thus escaping the conditions of EC-law, and its struggle to harmonize trade between the member states? This thesis describes the Swedish gambling monopoly and its relationship with EC-law.

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