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891 Uppsatser om Outdoor game - Sida 3 av 60

Genusmönster vid friluftsutövande i Göteborg

This paper is a quantitative case study named Outdoor recreation of urban areas viewed through a gender perspective. The intention of this paper is, by studying gender pattern in outdoor recreation practices in Gothenburg, to describe gender patterns in outdoor recreation of Swedish urban areas. This subject is important to study because of the practices of outdoor recreation forward public health. Today many people suffer from diseases caused by stress and too little exercise, which could be prevented if they practiced outdoor recreation. Not everyone has the same possibility to practice outdoor recreation because of the inequalities between women and men.

Budgetens roll innan och efter finanskrisen

Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.

Upprustning av miljonprogram : En undersökning om kommunala bostadsbolag

Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.

Utomhuspedagogik- det outnyttjade rummet

Through a quantitative examination, 26 pedagogies in the pre-school activity answered a few questions in an enquiry about outdoor education. The purpose with this examination was to find out what pedagogies think and apprehend about outdoor education, and also if the "education plan" is in their minds during outdoor activities and if they see them self´s as competent in nature studies. They have also answered questions whether they think that they have good outdoor environment that stimulates children´s development and learning and if there´s any forest that they visit on regular basis.The pedagogies think that during time spent outdoor, it´s the motor skills that are best developed. All of the pedagogies mentioned above think that they need to get more educated in nature studies and also that pedagogies attitude towards time spent outdoors affect the children. They do not think about the goals and intentions of the "educations plan" all the time.

Utveckling och tillämpning av det muskelstyrda datorspelet EMG Track Game.

Electromyography (EMG) is a technique that measures muscle activity, whichmeans detecting the electrical signals that travel through the muscle in connectionwith muscle contraction. This project deals with how EMG can be used tocontrol a computer game.The project is centered around the game 'EMG Track Game' which has beenconstructed as part of this work. 'EMG Track Game' is controlled by twoelectrodes fastened on the player. These are attached to two selected musclesand control the motion in one direction each, one up and the other one down.The game is constructed in the purpose of being used in several elds of application.Among these are as entertainment, training equipment and a tool inresearch related to EMG and muscles.To highlight a possible application a study concerning muscle control has beenconducted. It answers the question of whether players score better with theirdominant arm in comparison with their non-dominant one.

Friluftsliv på gymnasiet : En jämförelse mellan friluftslivsinslag i tre svenska gymnasieskolor

AimThe purpose with our study has been to investigate if upper secondary high schools in the south of Sweden, Stockholm and north of Sweden follow the outdoor education regulations stated in the curriculum (Lpf-94). Moreover, we aim to study if the teachers? previous experiences as well as the students affect the outdoor education. Finally, the purpose is to find out how the outdoor-life-education can be improved. These are the research questions:o How do the chosen high schools follow the outdoor education regulations stated in Lpf-94?o What obstacles, advantages and differences exist between the outdoor-life-education in these high schools?o In what way do the teachers? outdoor life experiences influence their education at school?o How can the students influence the outdoor education in their High Schools?o How can outdoor education be improved?MethodThe study is based upon data collected from four interviews with PE ( physical education) teachers from four different high schools.

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.

Spelvärlden som informativt grafiskt gränssnitt : En studie om hur spelvärldens visuella uttryck hjälper ovana spelare att förstå mål och regler

The diegetic game world places high demands on how it is designed. It is common that game developers wants to create a deeper player immersion and some developers believe to achieve this by integrating HUD elements into the game world. To find out how digital games can rely on the design of the game world, we performed user studies on beginners who have very limited experience of playing digital games. By observing the beginners, we could discern the visual aspects in the diegesis that helps players understand the game rules and objectives because the beginners won`t make their choices based on previous gaming experiences. If players encounter a variety of difficulties to understand the rules of a game, then it will less likely be a successful game.

NIM MED EN MODULÄR MULLERTWIST

This paper explains the basis for impartial games and the classicgame Nim. Nim is complicated by a modular Muller twist and thesolution for this game is described by a simple theorem. The modularMuller twist means that at the end of each move the player selects a kand the number of sticks the next player leaves in the pile, where thedraw is made, must be congruent with k modulo m. The number m isfixed throughout the game..

Datorspel för lekfull och interaktiv teckeninlärning: utvärdering och vidareutveckling av en prototyp

The aim was to evaluate and suggest improvements for the prototype TIVOLI (sign-learning via computer-based playful interaction). The game purposed to give children who need signing as augmentative and alternative communication enhanced signing skills. Three children in need of signs played TIVOLI at home during 4-5 weeks. Data contained parental interviews, Talking Mats interviews, assessment of signing competence before and after the evaluation period and game protocols. One game interaction per child was filmed.

Developing tactical group-based game-AI

The goal of this work has been to create a flexible strategic group-based artificial intelligence for the Arrowhead Game Studios-game Magicka, by implementing, using and examining different AI-techniques that's used in many commercial games in more or less extent. C# is the programming language that has been used in the development, and the implementation has been made as flexible as possible to make further development and extending AI-rules etc. easier..

Introduktion till Kontinuitetsperspektivet

To explore greatly varied opinion between player and reviewer, in relation to new products in ongoing digital game series, an analytic perspective is suggested, that takes the entire game series into account, instead of analyzing games (who are part of a series) as individual productions. This is explored further by introducing a model to support this perspective, based on the game theories by Katie Salen and Eric Zimmerman, as well as Gordon Calleja. This model and chosen perspective is applied against three separate cases to see whether or not it can give insight into the approach of players (of continuing game series) and the differing opinions of players and reviewers..

En vetenskaplig essä om utomhuspedagogikens möjligheter och svårigheter för barn med koncentrationssvårigheter

This scientific essay is based on four self-perceived situations that all takes place in an outdoor environment. The children are aged seven to nine years. At least one of the children in the groups has some type of concentration difficulties. I have combined my practical experience with literature and previous research regarding outdoor education and children with concentration difficulties. Based on this I have tried to interpret and reflect on the opportunities and problems with outdoor education for children with concentration difficulties, especially so called situational concentration difficulties.

?Ge mig ett tält med bubbelpool och jacuzzi, då säger jag ja till friluftsliv? : en komparativ studie om friluftsundervisning

AimOur aim with this study was to examine how outdoor education is designed and experienced in three upper (senior) levels of compulsory school in Stockholm, and to compare it with the Norwegian equivalence.MethodOur method has been interviews with ten teachers, of whom six are Swedish teachers and four are Norwegian teachers. Two Swedish teachers are teaching in other subjects than Physical Education, four are teachers in Physical Education, two are teachers in Norway in Physical Education at and two are teachers in Norway at university level. Questionnaires were used to examine the Swedish pupils? attitudes towards outdoor education. 90 questionnaires were delivered, and 70 answered them.

Spelimmersion & död : En undersökning av hur spelupplevelse och immersion påverkas av döden i nätbaserade multiplayerspel

Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.

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