Sök:

Sökresultat:

1168 Uppsatser om Online games - Sida 38 av 78

Teknikens roll i en digital valuta : en studie om användarnas förtroende för bitcoin

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.

Webb-tv ? en konkurrent eller ett komplement till linjär tv? : En studie av hur SVT och TV4 ser på sin webb-tv

The linear televison have dominated the supply of moving pictures, but this is about to change with the possibility to consume it via the Internet.I n this thesis we have studied how the two Swedish tv-network companies, SVT and TV4 are working with their web TV and if their online services have affected the linear TV. To limit the size of the study we chose two network companies that provide the most popular tv channels and web services in Sweden. To gather data from these two companies we conducted qualitative interviews with people at the networks. We came to the conclusion that SVT and TV4 doesn't find that their web TV services (called SVT Play and TV4 Play) are competing with the linear TV. They rather regard them as assets to broaden their services.

Fritidshemmets betydelse för barnets sociala utveckling : utifrån ett värdepedagogiskt vuxenperspektiv

The purpose of my study was to find out how staff in after-school activities thinks they work with norms and values, we may call this values education, and how this in turn may influence children's norms and values. By extension, how children are socialized with each other and develop socially. In my research, I have interviewed five of the after-school activities staff who work with children aged 6-9 years at a school in the neighbourhood Rinkeby-Kista in northwestern Stockholm.The results show that after-school activity according to the staff can play a very important and sometimes crucial role in children's social development. Staff believes that if they do not learn the social rules by participating in playing and games in early childhood, when growing up they are outside and cannot participate. By their pedagogical approaches, in terms of values and norms, the adults in after-school activities can help children to become socialized into a community of solidarity and eventually as adults become responsible citizens able to function and participate in society..

Att navigera med gester : Gestbaserad teknik för framtiden

Technology evolves quickly, with innovative ideas growing everywhere. Still, no technology is anywhere near challenging the mouse and keyboard for navigation of your standard computer. This study focuses on comparing the traditional technologies of mouse and keyboard with the new technology of gestures - in this case Leap Motion - in purpose of finding how the usage differs and what the potential users want from the competing technology. The experiment was executed in a controlled environment, with as few external factors as possible. We found that although the test subjects found Leap Motion fun, the test subjects do not want to surf the web with gestures.

Den som ger sig in i leken får leken tåla! : En studie om barns maktlekar

Our essay is about children's exercise of power, oppression or domination in games or when playing on school grounds with one and other. We thought it would be interesting to look into how children in preschool and up to the fifth grade use power acts respective power plays in leisure-time. During four days we visited two different after-school center and carried out observations of children during the school day and later inside the recreation centers during leisure activities. In order to analyze our empirical material in relation to power, we have used Magnus Hörnqvist (2012) interpretation of Michel Foucault's theory of power - Another Foucault. We have also used Åsa Bartholdsson (2008) thesis about The regular exercise of power regime ? about normality and power in school.

Ett Oskarpt Beslut : om Oskarp Logik i speldesign

This paper examines possible applications of fuzzy logic on the field of artificial intelligence in digital games. It describes fuzzy logic in contrast to crisp logic. The paper will give several examples of possible applications of fuzzy logic-based decision making for game AI. These examples include the choosing of weapons for AI agents and the gas-break decision of an AI-controlled car. The paper will also analyze the impacts of game AI which makes decisions based on many factors.

Går det att förbättra barns matematiska förståelse inför skolstart? : En studie om tidig matematisk stimulans av sexåriga barns förståelse för tallinjen 1-10.

Studie är baserad på Siegler & Ramani (2008) ?Playing linear numerical board games promotes low-income child­ren´s numerical development?. Syfte är att undersöka om det med intensivträning (i form av ett linjärt tärningsspel) går att stimulera sexåriga barns talförståelse inom talområdet 1-10. Metoderna som valts är fältexperiment och observation. Fält­experimentet påvisar att intensivträning med ett tärningsspel, utfört under 4 stycken 15 minuters lektioner under en tvåveckors period, tydligt kan förbättra barns talförståelse medan observationen visar att utfallet påverkas av pedagogens olika yrkesverktyg samt undervis­ningens organisation (en-till-en undervisning).

Utvärdering av cachningsalgoritm för dynamiskt genererade webbsidor

Webbservrar på Internet använder idag dynamiska webbsidor genererade med hjälp av databassystem för sina användare. Detta har lett till en stor belastning på webbservrar och en metod för att minska belastningen är att använda cachning. Detta arbete implementerar och utför tester på en specifik cachningsalgoritm kallad Online View Selection i ett webbspelsscenario. Ett potentiellt problem identifieras hos algoritmen som kan leda till att inaktuell information levereras till klienten och algoritmen modifieras för att hantera problemet. Testresultaten visar att både den modifierade algoritmen och originalet ger likvärdig prestanda.

"Snigeln på en flaggstång" : Laborativ matematik för elever med svenska som andraspråk

This essay follows a Media Teacher in her work as a coordinator and an artistic leader for a European project called Legalopoli concerning laws and ethics in a senior level school for 13-16 year-olds in Mora, Sweden. The students write film stories about how their characters have to make choices in ethical dilemma situations. Then the learners create interactive computer games together through practical film work. At the same time we can see how the educator also gets into difficult ethical situations, when she is working with the students. This forces her to self-reflection.

Webbutiker ? Hur hanteras frånvaron av det fysiska rummet för kommunikation?

Online shopping is growing and its turnover increases each year. Internet hastherefore become an important retail location for companies. Web shops lack thephysical room for marketing as well as face-to-face interaction between customer andsalesperson. Therefore there is a need to develop marketing and customercommunication methods for this way of shopping. In physical shops the customer hasthe ability to try on the garments and be pampered by the staff.

Orden bland drakar och demoner : En språkstudie av svenska rollspelsböcker

The purpose of this essay was to do a research about if the language in Swedish role-playing books is used correctly and if the composition along with the possible language errors makes the books hard to understand.This research was also about to find out why these problems occurs and if the authors are aware of them.I choose books from two Swedish role-playing games, Eon and Drakar och Demoner. I read them trough, noted the mistakes made and put them together in a scoring table. I also did a LIX-test on the books and interviewed one of the authors.The results shows that the books to Eon is harder to read than the books to Drakar och Demoner and this agrees with the vision the authors of the books claims to have.The results also shows that it is not only the language mistakes and the composition that makes the books hard to read, but also the choice of difficult words and badly formulated rules..

A study in web development : An onlinewatch store as a web application

This is a report on the development and implementation of the web shop ?Urballa Ur?, a web application developed by nine students at Linköping university. The report illustrates the methodology and process with intention to answer the question ?How can an online watch store be implemented to increase sales??. During the process the agile method scrum has been used as a working method.

Värdeskapande i nätverk

The purpose of this thesis is to examine value creation in networks. Based on a case study of Livebookings Network, an online booking service. This thesis has an explorative nature. As a theoretical framework we use theories on value and network dynamics. By combining these theories we develop an operationalized framework that we use to analyze our empirical findings.

Smarta telefoner -ett digitalt koppel? : En fallstudie om Information Overload i organisationer

In the digitized world many organizations experience a large flow of information. To sort and manage all the information can be difficult. Individuals may experience a phenomenon called ?Information Overload?, due to the fact that the information flow is too extensive. There are various reasons why individuals are affected by this phenomenon.

Fotbollens makt som utrikespolitiskt verktyg : Fallen Qatar och Ryssland

This study examines how Qatar and Russia utilize football as an instrument of foreign-policy. While previous reasearch has primarily focused on mega-events, such as the Olympic games and the FIFA World Cup, this thesis expands the scope by analyzing how footbal functions as a strategic tool for nation branding in both countries. The study employs a comparative qualitative case study appraoch, based on Simon Anholt?s nation branding framework, modified to include four dimensions instead of six. The analysis demonstrates that both Qatar and Russia leverage football to advance their foreign policy objectives, but in markedly different ways.

<- Föregående sida 38 Nästa sida ->