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1168 Uppsatser om Online games - Sida 31 av 78
Pluginramverk för webbaserade spel
In order to attract talented consultants, Sigma, a consultant company, wanted an online game for recruitment. In the game, potential employees? skills could be tested to determine whether they are qualified for the job. This paper presents a general technique for creating such a recruitment game. The report generalizes the recruitment game to a level-based game for the web, where a player should be able to progress from one level to the next by solving a given problem.
Gamers and Game Design: Incorporating Users in the Design Process
This paper deals with the difficulties of applying user-centered design practices as an independent developer, based on the visualization of a game concept in the form of a prototype. The aim is to evaluate the usability of user-centered design practices, specifically in the field of games development. Throughout this paper, I will give an account of the methods used for testing, as well as a review of previous research done in this field of study. Finally, I will end with a discussion regarding the pros and cons of user-centered design, as well as some thoughts about its importance in similar projects..
Pica-beteende hos katter (Felis catus): påverkan av ras och miljö?
Pica is a behavior that can be seen in several animal groups. In cats, it means that they are eating, chewing or licking on material that is non-food. In this study the data was collected through an online survey. In total 522 responses, of which 26% of the cats were exhibiting pica. It was found that 28% of the housecats and 26% of purebred cats exhibited pica.
Visuell Navigation : En studie om vägledande visuella element i spel
Visuella vägledande element kan höja eller sänka en spelupplevelse. Därför har vi gjort en studie kring hur man kan uppnå intuitiv visuell navigation med fyra beprövade visuella vägledande element, nämligen ljussättning, färgkulör, färgmättnad samt objektplacering. Dessa element har använts för att skapa ett visuellt språk i en bana som vi har låtit ett antal respondenter spela och simultant kommentera. Resultaten har varit som väntat, att ljussättning fungerar som det starkast vägledande elementet, samt att respondenterna reagerade på, samt vägleddes av, nämnda element..
Bidrag till metodutveckling för webservicedesign, baserat på en verklig fallstudie
Web services are now a day often mentioned when speaking of systems communicating with each other online. This master thesis describes how we, with a grounded theory, developed a web service from scratch and then used it to describe how to develop a method for this case scenario. The purpose of the web service is to simplify the information exchange between Infra Gaming, which is the company who assigned this project to us, and their customers. This master thesis is not a guide to how you develop a web service. It is a master thesis that describes how we, in three steps, solved the assignment from Infra Gaming and our problem, with a web service..
Downloading and filesharing through Peer-to-peer networks: the copyright versus the free access to the cultural products
The ?peer to peer? (P2P) is a technology of downloading and filesharing between online - Internet - users by the mean of specified software. Since June 1999, the Napster software has made the happiness of millions of individuals who used it to obtain and share free audio files Mp3. Rapidly, the major recording companies have prosecuted the Napster Company and managed to force it to close down. They were arguing against it for it is supporting the development on a large scale traffic of files protected by copyright and thus was threatening the whole music and movies economic world.
Utveckling av Prisjakts butiksomdömessystem
This thesis work is the result of the company Prisjakt?s wish to develop and improve its current system of opinions for online stores. The challenge was to develop a similar system that competitors are using but better. The collection of information is based on purchases and are collected from Web-shops. The purchases can then be monitored in a control panel.
Mot en delad framtid? : Mendeley som exempel på vetenskaplig kommunikation online
The last few years have been characterised by increasing online communication and the emergence of social media, made possible by Web 2.0. In society as well as in research, social media is used for knowledge produc- tion and networking. One example of this is Mendeley, a social reference management tool. With answers from users all over the world, this study investigates the use of Mendeley, if the respondents use other social media and if all of this affects scientific communication. The aim is also to study what the respondents think about the future of scientific communication and if this can be related to current tendencies.The theoretic framework for this study is based on Leah Lievrouws research on the Cycle of Scientific Communication and the relationship between the ?Little Science 2.0?-scenario and the ?Big Science Retrench- ment?-scenario.A qualitative web based survey was conducted (41 answers) and complemented with an interview with a professor in environmental sciences.
E-handeln är det nya svarta ...så var noga med hur du stylar den.
Ever since Internet revolutionized the world, e-stores and e-commerce has grown into becoming a natural part of consumer's everyday life. Much thanks to it's facilitative and time saving characteristics. Online, consumers are provided with a huge assortment and the opportunity to shop any time they like. Yet, the absolute greatness of e-stores is the possibility to push prices below the physical store price, which seems to be most appreciated to a large extent by consumers worldwide. The fact that e-store sales in Sweden grew 14% last year verifies this.As more players step into the virtual world of e-commerce the competition gets tougher.
Troll i diskussionsforum : en etnologisk analys av attityder kring olika bruk av virtuell identitet
This paper explores the emic use of ?Internet trolls" and trolling behaviour in one specific Internet community. The findings are compared with, and put in relations to the conventional definition of Internet-trolls as individuals who deliberately, typically anonymously, antagonize other users of online common spaces.A forum dealing with matters of relationship issues in the Swedish online community Message Board of Familjeliv.se, was the subject of field-work that provided the basic empirical material for the research; three comparable threads on the subject of infidelity. These could all be said to contain suspected trolling, and such suspicions were also ascribed participants throughout the discussions. The analysis was undertaken mainly in terms of quality of narrative, performance and interaction.A comparative method and a genre analysis out of a holistic and functionalistic perspective is used to shed some light on how forum participants organize themselves and steer narratives towards desired outcomes.
Bibeln och interaktivitet : Om arbetet att skriva manus till spelet Testament
Testament är ett actionrollspel baserat på Bibelns Gamla Testament. Spelet utvecklas tillsammans med Svenska kyrkan i syfte att användas i konfirmandutbildningar.Denna uppsats är en reflekterande rapport som behandlar verket Manus till spelet Testament - Spelmoment, dialoger och mellansekvenser. Verket och denna uppsats är en produkt av ett examensarbete i medier och innehåller en beskrivning av arbetsprocessen att skriva manus till fyra av sex segment i spelet Testament. Rapporten innehåller även analyser och diskussioner om arbetsprocessen och det slutgiltiga resultatet. Verket innefattar detaljerade översikter över spelets interaktiva spelmoment såväl som de texter som representerar spelets dialoger och mellansekvenser.Genom detta arbete undersöks området speladaptation närmare för att ta reda på hur litteratur kan omvandlas till spel och hur interaktiva spelmoment identifieras och utvecklas från en text.Under arbetet har en metod skapats för att identifiera och utveckla interaktiva spelmoment ur Bibelns texter och för att skriva mellansekvenser och dialoger till spelet Testament.
"Showrooming" : - Hur påverkas handeln då den fysiska butiken reduceras till en utställningslokal?
Uppsatsen berör den uppmärksammade trenden showrooming, att informationssöka produkter i fysisk butik men sedan genomföra köpet via en konkurrent online ? en typ av friåkande från offline- till onlinekanalen. Syftet är att förklara hur showroomingsker vid köp av produkter som potentiellt lämpar sig för detta, bl.a. genom att identifiera vilka faktorer som driver fenomenet. Produkter som särskilt påverkas av detta fenomen är upplevelsevaror som inhandlas med låg frekvens till hög kostnad.
Intressenter och deras påverkan på internationella bolag i korruptionsfrågor : En fallstudie av Westinghouse Nuclear
AbstractTitle: Similar but different ? Sweden Democrats and Swedish Social Democratic Party in Swedish newspapers online during 2010 (Lika men olika ? Sverigedemokraterna och Socialdemokraterna i svensk rikspress på nätet 2010).Number of pages: 35 (40 including enclosures)Author: Magnus MjöhagenTutor: Amelie HössjerCourse: Media and Communication studies CPeriod: Autumn 2010University: Division of Media and Communication, Department of Information and Media, Uppsala UniversityPurpose/aim: To discover any possible difference between the media report concerning The Sweden Democrats and the Swedish Social Democratic Party in Swedish news press.Material/method: A quantitative content analysis has been made with 64 articles from the homepages of the four biggest news papers in Sweden: Aftonbladet.se, Expressen.se, DN.se (Dagens Nyheter) and SvD.se (Svenska Dagbladet). The analysis focused on four themes: 1) framing in the articles, 2) impersonation in the articles, 3) the democratic task of journalism and 4) the expectations of journalism in an election campaign.Main results: The main results showed that the difference between the two parties either was nonexistent or very small. The articles were sometimes framed in specific ways, but a big amount of the articles were not framed. Impersonation occurred in about half of the cases, concerning both parties.
Analys av Svartlut med Aktiv Akustisk Spektrometri : Analysis of Black Liquor with Active Acoustic Spectrometry
Vid kemisk massatillverkning finns behov av mättekniker som möjliggör ytterligare optimering av processen. Möjligheten att analysera svartlut med hjälp av aktiv akustisk spektrometri utreddes genom att ett online instrument konstruerdes och installerdes på ett pappersbruk. Analyser med multivariata metoder utfördes på resultaten. På grund av yttre omständigheter försenades arbetet, och ett tillräckligt dataunderlag för en definitiv slutsats erhölls ej. En rad vidare arbeten föreslås..
En actionberättelse : en analys av de narrativa delarna i actiondatorspelet Halo
This essay is a narrative analyze of the computer game Halo. The purpose of the essay is to see what function the narrative elements have in a computer game of the action genre. The analyze is done with a neo-formalistic approach according to the theory of David Bordwell and Kristin Thompson. The choice of game was based on it's positive reviews mentioning the story. The essay tries to give a picture of research in the field and researchers views on narratives and computer games.