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443 Uppsatser om Pervasive games - Sida 10 av 30
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.
Simulerad interaktiv arbetsmiljö : Från teori till design och implementering
This is a thesis on D-level. In a previous course, at our program Computer Science, we came up with an idea of how to improve/complement training for new employees who are situated in a stressful workplace at companies who are in a constant need of rehiring. We developed this concept and came up with an idea for a simulator that could train staff as well as relieve stress and tension for new employees. The idea matured and became a Serious Game simulator based on a dual-wield Wii-controlled PC-based simulator with Bluetooth support.The purpose of this paper is to produce a design concept for a simulator as well as conducting research on the topics: mental and physical learning abilities, psychomotor abilities, visual perception, hand-eye coordination, confidence, simulators and Serious Games. The conducted research will be the foundation for the design concept which will be implemented in our co-workers', Henrik Djerf & Daniel Gomez-Ortega, prototype.
YOUNG MEN'S ATTITUDE TOWARDS COMPUTER- AND VIDEO GAMES. AN INTERVIEW STUDY ABOUT YOUNG MEN?S EXPERIENCES OF COMPUTER- AND VIDEO GAMES.
Kunskapen om TV- och datorspelmissbruk bland ungdomar är idag väldigt begränsad. Stillasittande/fysisk inaktivitet, som TV- och datorspel ofta innebär och som kan innebära negativa konsekvenser, blir allt vanligare. En semistrukturerad intervjustudie har genomförts på sju män i åldersgruppen 17-29 år i syfte att undersöka drivkrafterna bakom mäns spelbeteende i tonåren. Dessutom har information om spelmissbruk bland ungdomar inhämtats av fyra yrkesverksamma inom spelområdet. Detta samt kopplingar mellan TV- och datorspel och spel om pengar har gjorts p g a bristen på forskning om TV- och datorspel.
Hur använder pedagogerna och barnen datorn i förskola och i förskoleklass?
The purpose with my degree project is to investigate the use of computers within the daily activity in three preschools and one preschool class. I have designed a survey that I distributed to the staff. The purpose of my work is to investigate how a number of preschool teachers and children in a few preschools and one preschool class in a medium-sized Swedish town are using the computer in their activities.My study shows that the computer is frequently used, both of the children and teachers, but also together. The children in my study are using the computer to play games, listen to music, and go into the websitewww.youtube.com, but also in order to write and count. The teachers primarily use the computer to document, check their e-mail and listen to music.
Materialavfall som resurs : En studie av hur man samarbetar i en region fo?r ha?llbar utveckling
The concept of sustainable development has been pervasive in recent years and many organizations choose to implement sustainability and adapt their activities accordingly. The purpose of this study have been to explore how a collaboration on the use of waste materials may look to analyze what influences cooperation. A case study has been carried out examining a Swedish state regional project aimed at creating partnerships between actors and utilizing textile waste with the help of design. The study was conducted using qualitative methods and the collection of data has been done through interviews and by examining documents. The results show that there are seven key factors that affect cooperation: expectations, commitment, internal communication, a strong non-profit actor, individual treatment, personal networks and the diversity of actors.
Algebra i skolan : En studie om elevers algebraiska kunskaper inom området ekvationer i årskurs 9
Algebra in school, - a study on students` algebraic knowledge of the field equations in ninth grade.International (TIMSS) and national mathematics studies detects that Swedish pupils math skills is deteriorating in comparison to other countries. Therefore has the subject of mathematics become one of the school subjects which are becoming increasingly in focus. The government has made a big effort, Matematiklyftet, in mathematics in primary education, 650 million has been invested and the Agency has been tasked to train all current mathematics teachers through peer collegial learning. This effort is the most pervasive in modern times in Sweden.The aim of this study is that we as prospective mathematics teachers want to find our approach to surveys results. By using the Governments? diagnoses, Diamant, student group interviews, teacher interviews and theories in mathematics education, we want to make students' algebraic knowledge of the field equations visible.
Användargenererad livestreaming, nätgemenskaper & social interaktion : En kvalitativ undersökning gällande interaktion mellan tittare och streamare på plattformen Twitch
The popularity of video games has been boosted by the rise of user-generated live streaming platforms, and the biggest of them all is Twitch. The popularity depends on Twitch alignment of live streamed video games. The stream is created by a player who broadcast and streams the video game online. The video game can then be watched by a viewer that is interested in the video game. In every stream there is an implemented live chat that allows the viewer to interact with the streamer while the stream is online.
En studie i realtidsgenererat binauralt ljud
Många av dagens dator och TV-spelsljud är anpassade för högtalaruppspelning, i många fall även flerkanalssystem som 5.1 surround och liknande. Få spel är anpassade för uppspelning genom hörlurar och för att få en bra ljudlokalisering i hörlurar behövs ofta någon form av surroundhörlurar. Vi tror att man kan skapa trovärdig (Riktnings)återgivning av ljud i hörlurar genom bara två ljudkanaler genom så kallat binauralt ljud. Vi kommer i detta arbete att beskriva de faktorer som spelar roll i vår stereohörsel, varför de fungerar samt vilka svagheter som finns i detta system. Vi kommer att skapa ett system för att behandla realtidsgenererat binauralt ljud för spel och beskriva de verktyg vi valt och den generella arbetsprocessen.
Realistic character animation for games
Detta examensarbete utfördes på spelföretaget Grin i Stockholm från den 22:a Mars till den 30:e maj. Tanken med examensarbetet är att kunna ge en inblick i hur det fungerar att vara animatör på ett större spelföretag..
Förskolegårdens utformning och dess påverkan på barns lek
The purpose of this essay is to examine the impact on children playing at a preschool yard that is designed with traditional playground equipment, and a nature-like yard without traditional playground equipment. How these respective environments influence children?s play, which other factors in the external environment that affect the game and whether the theories in the literature correspond with the results were important questions for the essay. To answer these questions a case study was applied onto two specific preschool centers, both located in Malmö. Through literature studies, inventories, observations and interviews with staff and children, a picture become clear of how the children use the yard and how their play is affected by the design of it.
Fo?ra?ldrars perspektiv av Super Mario och WoW
Vardagen sta?ller allt fa?rre krav pa? fysisk aktivitet och stillasittande aktiviteter har blivit allt vanligare. En av dessa aktiviteter a?r tv- och dataspel som idag tros ha fler uto?vare a?n fotboll och ishockey har tillsammans. Studiens syfte var da?rfo?r att underso?ka attityder och va?rderingar hos fo?ra?ldrar med tv- och dataspelande barn.
En studie i realtidsgenererat binauralt ljud
Många av dagens dator och TV-spelsljud är anpassade för högtalaruppspelning, i
många fall även
flerkanalssystem som 5.1 surround och liknande. Få spel är anpassade för
uppspelning genom
hörlurar och för att få en bra ljudlokalisering i hörlurar behövs ofta någon
form av
surroundhörlurar. Vi tror att man kan skapa trovärdig (Riktnings)återgivning av
ljud i hörlurar
genom bara två ljudkanaler genom så kallat binauralt ljud. Vi kommer i detta
arbete att beskriva
de faktorer som spelar roll i vår stereohörsel, varför de fungerar samt vilka
svagheter som finns i
detta system. Vi kommer att skapa ett system för att behandla realtidsgenererat
binauralt ljud för
spel och beskriva de verktyg vi valt och den generella arbetsprocessen.
Representationer av döden i ungdomsfilm utifrån analyser av Hungerspelen och Jag saknar dig
Regarding death in youth movies,analysis of Hunger Games and I Miss You Today, death is not as present in our everyday life as it was before when everyone knew how death both looked and smelled. This means that media today has a different role and that media can help their viewers to mourn and become aware of death in a completely different way. In this study, death is analyzed as an representation; how it affects and is experienced in two selected youth films, The Hunger Games, (Gary Ross, 2012) and Jag saknar dig/I Miss You (Anders Grönros, 2011).Previous studies mostly analysis death as a figure, and in accordance with these studies have concentrated on different physical descriptions of death; often about diseases or how death is portrayed in the news. In my opinion, these studies lack the perspective of how death is presented, but also how young people respond to these deceptions of death. This essay highlight different perspectives and show more of how death occurs, how the cinematic look is described and how young people react to what is happening on the screen.
Bland legohjältar och tillfångatagna prinsessor : En undersökning kring femåringars bråklek i förskolan
By using the children's own thoughts and stories this theses aim to investigate and illustrate the phenomenon of rough and tumble play and its existence among five year olds in preschool. The formulations of the questions are:What do children consider as rough and tumble play? - and what characterise that?From without a perspective of rough and tumble play, which kinds of rough and tumble play do the children play in preschool? - and how do those characterise?What makes rough and tumble play possible and accepted for the children to play in preschool?In this thesis I have investigated the questions above by interviewing 11 five years olds about how they consider rough and tumble play in preschool. From without Birgitta Knutsdotter Olofsson's and Torben Hangaard Rasmussen's view about play and rough and tumble play I created a perspective of rough and tumble play, which I used for analyzing the empirics. With rough and tumble play I mean games or plays that includes wrestling, hitting, kicking, pushing, chasing, running or/and the use of weapons against other human beings or other visualized beings or/and human beings.The conclusions are that children has many different opinions of what rough and tumble play is. Depends on who you are asking you will get a different perspective.
Börja läsa : Den tidiga läs- och skrivutvecklingen
To be able to read and write is necessary to manage well in life. It is important to get a good start in one´s reading and writing development. My purpose in this study was to find out how to teach children to read and write. Obtain knowledge about how to best help children during the early years of reading and writing development, and what is required to teach good reading and writing skills.I wanted to find out how the pedagogues work in the schools, and if they use ant special methods in their teaching. This is something that I, as a future pedagogue didn´t have much knowledge about, which is very important for my future pupils.My research method was qualitative where I interviewed three pedagogues who work whit teaching reading and writing in the early years.