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860 Uppsatser om Platform Game - Sida 16 av 58

Utveckling av tjänster för ett mobilt medium

The mobile revolution is here to stay, and today most people have (at least) one cell phone at home. Some even a PDA (Personal Digital Assistant)as a complement for the simpler tasks at the office, e.g sending e-mail, word processing, browsing the Internet etc. Many business have also given the employees the opportunity to do some of the business tasks inbetweeen customer visits with the help from a cell phone or PDA.Despite all this, the so called Internet connected mobile revolution is often mentioned as a big failure. Maybe because the people in general tended not to use the new technology as much as the companies predicted. This could be because they still haven't learned how it works, or just don't seem to have the need for services provided.After a couple of failures in the development process, almost every cell phone has support for mobile Internet today.

Nyheter i förändning : En explorativ studie av nyhetsartikeln på nät och papper i svensk dagspress

Title: The transformation of news - an exploratory study of digital and analog news in the Swedish daily press.Author: Annika Arnell and Sofia AmanuelTutor: Lowe HedmanPurpose: This explorative thesis attempts to study if new ways of news production and distribution created by recent digitalization processes and technical development has different impacts and effects when the same news events is published in the same daily newspaper in a digital as compared to an analog platform.Method/Material: The method used is an explorative qualitative content analysis. The articles are divided into three levels: main news, middle-sized news and notes. The material consists of 40 news articles from two Swedish daily newspapers, with a divide of 20 news articles per newspaper.Main results: This study demonstrates that there are differences in how a news article is formed in a digital as compared to an analog platform. The differences show that main news events are presented in the exact same way on both platforms. The smaller notes show vast differences in all categories and are often fuller on the digital platform, leaving information such as context and previous events out in the printed newspaper.

Kvinnan slår tillbaka : Sexualitet och våld i slashergenren

A growing need to strengthen ones position on the market, even as a city in competition with other cities, has resulted in an increasing number of municipalities developing brand platforms. When the city of Umeå developed their platform, they identified decision makers and investors as one of four important target groups.The aim of this study is to explore the portrayed image of the city of Umeå in two Swedish trade journals which addresses the specific target group decition makers and investors in both public and private sector. The aim is also to compare the image of Umeå in the two papers, to the ambition of the municipality, expressed in the brand platform.In order to make the observations as firmly established as possible, the method of the study is a combination of a quantitative content analysis and a qualitative text analysis. The study draws on the theories of Eli Avraham and Philip Kotler, concerning how to improve city images and how to market a specific city among others. The study shows that the city of Umeå in large extent is portrayed in accordance to the ambition which the municipality expressed in the brand platform.Umeå is displayed as an expanding city.

"Kom och hugg oss" : En studie om idrottsklubben AIK:s kommunikation i samband med det uppmärksammade hockeyderbyt den 22 december 2010

In December 22, 2010, the hockey clubs AIK and Djurgården played against each other in front of an audience of more than 11 000 people in Ericsson Globe Arena, Stockholm. Although it was one of the biggest games of the year, afterwards no one was talking about the actual game on the ice. The reason; several times during the game, hooligans from both sides started big quarrels and the hockey dome felt more like a war scene than a place for a hockey game. From a branding point of view, and along with similar incidents from the past, the night in December did not create a good situation for AIK and their image.  Therefore, in this essay I want to investigate how AIK communicated through the crisis. I also want to evaluate whether their communication was good or bad from the perspective of different crisis communication theories.The essay?s research questions are:How did media describe the crisis and AIK´s part in it?What effect did AIK´s previous history of similar problem have on the ongoing crisis?How did AIK communicate through the crisis?How was AIK´s image affected by the crisis?What did AIK do well/what could AIK have done better?To be able to answer these questions, several news articles from the sports paper ?Hockeyexpressen? has been analyzed as well as a text from AIK itself.

Integrering av gamification i reklam : utmaningar, möjligheter och problem

In this study, we have explored a new area called ?gamification? ? a word and concept that was first introduced on the Internet autumn 2010. Gamification concerns integrating game design, with emphasis on game mechanics and game dynamics, into non-gaming contexts ? such as marketing. At its basic definition, it concerns the process of transforming all kinds of activities into games.

Lekens funktion för språkinlärning hos flerspråkiga barn

This is a qualitative study that explores how bilingual children develop their language through play. The study is based on observations and interviews conducted in a preschool located in a multicultural area of Stockholm.The purpose of using two qualitative methods; observations and interviews, was to get a bigger picture of the study area. The results of the study, illustrated through observations and interviews that I have conducted, shows that the game has great role for bilingual children's language development. Furthermore, the results show that the informants are aware of the importance of play for bilingual children's language development especially when they are talking about investing in the promotion of children's language by using different methods and materials in their pre activity for various games and activities.One of my conclusions is that bilingual children learn the language during both free play and structured play especially when educators are present and aware of the activities that they perform. It is also important to see children as individuals to cover all the needs of children at different activities.

När internet kom till Gärdet : En studie om public service på internet

In the mid-1990?s, the global computer network known as the Internet was introduced in Sweden. With this study, we are shining a light on the entrance of Swedish Public Service media on the Internet. The two major Swedish Public Service companies Sveriges Television (?Swedish Television?, also called SVT) and Sveriges Radio (?Swedish Radio?, also called SR) are included in this study.SR published its first website in 1994 and the site featured a presentation of the results from the Swedish parliament elections of that year.

Analys av NFL drafting och faktorers inverkan

American football is a well-known sport in America. In addition to the design and rules of the game and the surface it is played on, there are also other differences that are not directly visible. One difference noted in this study is how the teams in the game provide players. Each team has a board of directors together with the team's leadership and they will determine which players are most suitable for the team. These players are recruited to the team after graduating from a U.S.

Kvinnor, datorspel och identifikation : en genusanalys av två datorspel och två kvinnors datorspelande

This essay covers computer gaming as seen from a perspective of gender theory. The main purpose of the essay is to examine women?s relationship to computer games, and more specifically women?s attitudes to the games they play. The theoretical basis for this essay is sprung from a hermeneutic perspective. The empirical basis for analysis consists of two in depth interviews and game analysis of the two computer games Counter Strike and Final Fantasy XI.

"Där sover Daimon med öppen mun" : Mörkret i Majken Johanssons lyriska produktion

A growing need to strengthen ones position on the market, even as a city in competition with other cities, has resulted in an increasing number of municipalities developing brand platforms. When the city of Umeå developed their platform, they identified decision makers and investors as one of four important target groups.The aim of this study is to explore the portrayed image of the city of Umeå in two Swedish trade journals which addresses the specific target group decition makers and investors in both public and private sector. The aim is also to compare the image of Umeå in the two papers, to the ambition of the municipality, expressed in the brand platform.In order to make the observations as firmly established as possible, the method of the study is a combination of a quantitative content analysis and a qualitative text analysis. The study draws on the theories of Eli Avraham and Philip Kotler, concerning how to improve city images and how to market a specific city among others. The study shows that the city of Umeå in large extent is portrayed in accordance to the ambition which the municipality expressed in the brand platform.Umeå is displayed as an expanding city.

Umeå i fackpressen : En jämförelse mellan bilden av Umeå i två facktidskrifter och kommunens varumärkesplattform

A growing need to strengthen ones position on the market, even as a city in competition with other cities, has resulted in an increasing number of municipalities developing brand platforms. When the city of Umeå developed their platform, they identified decision makers and investors as one of four important target groups.The aim of this study is to explore the portrayed image of the city of Umeå in two Swedish trade journals which addresses the specific target group decition makers and investors in both public and private sector. The aim is also to compare the image of Umeå in the two papers, to the ambition of the municipality, expressed in the brand platform.In order to make the observations as firmly established as possible, the method of the study is a combination of a quantitative content analysis and a qualitative text analysis. The study draws on the theories of Eli Avraham and Philip Kotler, concerning how to improve city images and how to market a specific city among others. The study shows that the city of Umeå in large extent is portrayed in accordance to the ambition which the municipality expressed in the brand platform.Umeå is displayed as an expanding city.

Design och konstruktion av kaross till ögonstyrt arkadspel

Tobii Technology AB is a global leading company in eye tracking. The technology is a part of acomputer screen called an eye tracker. It enables computers to follow eye movement whichfurther make it possible to control the computer by only using your eyes.The mission was to develop an arcade game for eye controlled games that Tobii can use in theirmarketing or as a tool when doing researches about the interest in the technology amongst gamecompanies. The product realization involved designing an innovative, functional and futuristiccase which gathered the existing hardware and software to build the final prototype. In order toattract users it was important to focus on the visual expressions.Initially, the project started off with an information retrieval which contained interviews, fieldstudies, tests and literature studies.

"Det krävs en by för att fostra ett barn" : En undersökning av sex- och samlevnadsundervisningen i mellanstadiet.

The purpose of this paper is to investigate how gender and sexuality are made in the videogames Prince of Persia and Fable II, and more specifically to look at possibilities and limitations for the construction of gender and sexuality in these games. I understand videogames as an interactive media form that differs from other types of media like film and literature. It is a media form that depends on a player to be played. At the same time it is constituted by rules of how it can be played. I have analyzed my material by a method called close-playing.

Test platform for pump controller - Platform development

I detta exjobb har en testplattform skapats för att kunna testa, utvärdera och jämföra olika pumpstyrningar i torr miljö. Testplattformen består av en simulerad pumpstation till vilken befintliga pumpstyrningar av valfri modell kan kopplas, det vill säga ett Hardware-In-the-Loop-system. De främsta fördelarna med en sådan plattform är flexibilitet, snabb feedback samt möjligheten att återskapa exakt samma förutsättningar för olika pumpstyrningar.Testplattformen har implementerats i LabVIEW på en PC som kommunicerar med pumpstyrningshårdvara via ett I/O-kort för analoga och digitala signaler.Det simulerade systemet konfigureras genom val av bland annat pumpar, pumpsump, inflöde och rörsystem. Utifrån de inmatade värdena och styrsignaler från pumpstyrningen simuleras sedan bland annat systemets flöden, energier och temperaturer. Nivån i sumpen, och övriga insignaler till pumpstyrningen, återkopplas från simuleringen.

The role and influence of the Architect in industrialized building

An emerging trend within the construction industry is the expectation of the customer to experience and sense the product, maybe even in a customized manner. The latter trend would extend the necessity of incorporating not only function and aesthetics, but also perception and sensation. To meet this trend while at the same time improve the productivity the use of information technology such as BIM and technical platforms has increased in construction projects. Nevertheless, in spite of large investments, the construction industry has not managed to increase the effectiveness and productivity as much as other industries. Evident is that successful use of information technology depend on the integration and collaboration of various experts in a continuous and dynamic process.

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