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860 Uppsatser om Platform Game - Sida 37 av 58

Multiplayerspel utvecklat i Flash, Slutreflektion för ?Monsters & Masonry?

Flashspel är en väldigt populär form av ledigt spelande, men det finns fortfarande spelformer som är outforskade. Vi bestämde oss för att göra det ingen utvecklare hittills lyckats med, det vill säga att skapa ett så kallat ?Massively Multiplayer Online Flash Game?. Ett spel som konstant är uppkopplat till internet och lever vidare genom spelarna. Problemet ligger i plattformen.

Att mötas på Insidan : En användarstudie av Piteå kommuns intranät

Today?s society has become more and more digitalized and we have access to more information than ever before. This has had a major impact on organizations and their work processes. For example have intranets become a common technical groupware to communicate and get relevant information from inside the organization. A common problem related to this is an over-reliance on the technology, where there's not taking into account that some informal and communicative means are difficult to occur through digital resources.The aim of this study is to examine the use of an intranet in a municipality, which consists of many different employees with various work situations.

Dokumentärfilm om Warcraftspelaren 4K FuRy

Warcraft är ett strategidataspel som massor av människor världen över ägnar sig åt. Sebastian Pesic (alias 4K FuRy) är en av världens bästa spelare och dataspelandet har blivit hans jobb. Dokumentärfilmen handlar om Sebastian Pesic och hans verklighet i Warcraftlaget 4Kings. Sebastian kommer att berätta om sina upplevelser och vi kommer att få se honom i action. Filmen kommer att ge en inblick i dataspelsvärlden som många inte ens vet om existerar.

Musikalisk gestaltning av Trudvang

Syftet med kandidatarbetet är att skapa musik till en folkgrupp som saknar en etablerad musikkultur. För att göra detta valdes folkgrupper ut ur den fiktiva spelvärlden Drakar och Demoner: Trudvang. Fornnordisk kultur var en inspiration till Trudvang och detta studerades för att påvisa likheter till folkgrupperna i Trudvang. Parallellerna mellan de olika kulturerna blev uppsatsens förundersökning. Uppsatsens förundersökning resulterade i att det finns en efterfråga på musik i spelet varpå två folkgrupper från Trudvang valdes ut för gestaltning med musik, alferna och virannerna. Baserat på instrument som samerna och anglosaxarna kunde tänkas använda producerade vi musik till den andra delen av forskningen. Musiken undersöktes genom att dela ut en enkät till erfarna spelare på spelets forum för att bestämma huruvida gestaltningen av alferna och virannerna var lyckad. Resultaten visade att det lämpar sig att gestalta dessa folkgrupper med den producerade musiken och som ett resultat ge dem en musikkultur..

Analys och design för strömmande media i DySCAS

This master thesis is a part of the DySCAS project at ENEA. The purpose of this thesisproject is to add support for streaming media and USB support to the DySCAS demonstratorplatform.To achieve this, some of the widely used middlewares available today were studied. The onethat proved to be of most interest is CORBA. Although CORBA?s solution to streamingmedia couldn?t be used due to their use of object programming, the CORBA solution didprovide some interesting thoughts regarding how the USB devices should be handled, in thiscase their ?resource inspector? and ?trading service?.Ethernet was the chosen network to support streaming media.

Design och implementering av enhandsburen RFID-läsare

Radio frequency identification (RFID) is a versatile wireless technology usedworldwide. The fields of applications are many and its popularity constantlygrows due to smaller in size, better and less expensive components. RFID isused to identify, track or share information about an object using radio waves.This master thesis describes the process of designing and implementing ahandheld UHF RFID reader. The goal was to, based on a UHF RFID-chipdesign a fully functional, small in size and power efficient device. Amicrocontroller provides the user interface and is also used to control theRFID-chip and a Bluetooth device.

Tvångsvård på grund av problematiskt datorspelande : En rättsvetenskaplig studie av annat socialt nedbrytande beteende i 3 § LVU

This paper has focused on specific aspects of the law concerning the 3rd paragraph of The Care of Young Persons Act (1990:52), LVU. The purpose of this study was to examine the prerequisite other social destructive behaviour in four cases where youths has been under compulsory institutional care because of their computer gaming. The study was composed on a legal dogmatic method and a legal sociologist perspective. The legal dogmatic method implies to examine the law and its elaboration, the legal sociologist perspective focus on the consequences and causes of the court of law. The study shows that problematic computer gaming is an increasing problem in society and that other social destructive behaviour is a wide prerequisite that need new amendment in order to ensure citizens certainty..

Är transportbeteende något att spela om? : -En studie om hur gamification kan stödja de transportpolitiska målen i Stockholmsregionen

The aim of this study is to examine the possibilities to use gamification to reach thepolitical goals for the transportation system in the Stockholm region. The study has aninterdisciplinary approach and is based around two main building blocks: gamificationand the transportation system in the Stockholm region. The first part examinesgamification. This includes contemporary use, debate, academic definition and aninvestigation of how gamified applications should be developed. One of the mainfindings is a suggestion that gamification should be seen as a process rather that a setof predefined game mechanics that can be applied to any activity.

Shared IT Service Center i kommuner

To be able to maintain an adequate ITservice for various users and needs,more municipalities are looking at thepossibility for mergers of local ITdepartments. One solution for mergingmultiple services/functions and creatingsynergy opportunities is called SharedService Center (SSC). The concept of SSCis that the administrative serviceitself becomes a core activity withinthe organization. The aim of this thesisis to provide municipalities who areconsidering a merging of their local ITdepartments with recommendations on howto design the Shared IT Service Center.Recommendations are outlined based on ananalysis of IT-management literature,reports and by conducting a study onthree ongoing collaborations.The conclusions drawn from the studysuggest guidelines for the design of aShared IT Service Center formunicipalities. These are as following:Create a vision associated with aspecific and structured target state.Identify needs for different targetgroups in municipalities and set acommon standard.Create a clear and practical model/SLAappearance of the cooperation andagreement.Ensure the individual municipalitiescommissioning skills in order to notlose it in the context of a common IToperation.Find an organization that is democraticfor member municipalities andfacilitates long-term partnership.Specify the operation and maintenance sothat it can be regulated and controlledEstablish a common help desk.Establish a common standard andconsolidated infrastructure before theintroduction of a common technology platform..

.Net-baserat konsulthanteringssystem

The students have been assigned a task from Consid, were they are supposed to develop a web based platform for handling the company?s consult CV:s. The key features of the system are to simplify the administration part at mission procurements towards customers and to match qualified consultants to certain missions.Consid is an international it-consult company and have about 1000 consults working for them. When Consid makes mission procurements towards a customer they have to manually match the best consult against a certain mission, this is both time consuming and complicated.The students started the project with big visions and thoughts about how the work would be performed and how the system would be developed. After the initial meetings and the closer it came to the beginning of programming it became clear that the expectations were too big.

Skogens sociala värden : hållbarhet, hyggesmetoder och tunn reglering

The Swedish forest policies have earlier mainly been focused on two goals: production and environment. The production goal aims to benefit the economical gains from forestry while the environmental goal primarily aims to shield the ecological values of the forest. With the introduction of the Swedish environmental code and the environmental objectives it was made clear that the overall objective for Swedish community development, including the forestry sector, is sustainable development. Sustainable development includes supporting economic, ecologic as well as social values of which the latter seems to have been forgotten in the forestry sector. This was recently brought to attention to the sector and the debate how to handle the social values is now ongoing.The legislator has not been unaware of the social values since they have since long been at least somewhat included in the preliminary works.

Våga surfa längre än vad radiovågorna tar er : En undersökning om P4 Kalmars Facebook-sida och dess medlemmar

The rise of social media has created an endless source of possibilities for companies to interact and connect with their target audiences. As it is a new channel, companies may experience uncertainty on how to use it to its fullest potential.The purpose of this study is to describe how the Public Service radio channel, P4 Kalmar, use its Facebook page and how its members perceive the communication on this platform. We have also presented recommendations on how P4 Kalmar can improve the relationship with its members. To reach our conclusions we have combined theoretical references with a quantitative content analyze, a survey and qualitative depth interviews.By analyzing our findings we came to the conclusion that P4 Kalmar have to develop a strategy for communicating on social media. But since no general communication strategy for the organization exists they have to develop one before developing one for social media.

Utvecklingsprojekt fo?r produktionsverktyg i kulturverksamhet : Database development in a cultural environment

Projektet visar hur man med relativt lite kunskap om programmering kan ta fram en lo?sning som ba?de a?r cross-platform och enkel att underha?lla och vidareutveckla med ytterligare funktioner i framtiden. Systemet a?r gjort i Filemaker Pro 13/14 som ocksa? a?r klienten fo?r Mac OS X och anva?nds fo?r mobila enheter via Filemaker Go 13/14.Personalen pa? kostymavdelningen pa? NorrlandsOperan har tidigare arbetat med en struktur da?r information och bilder kring produktionen sparats i olika Excel eller Word-dokument fo?r att sen sparas pa? en gemensam filserver. Detta arbetssa?tt skapar problem kring dokumentation, att hitta information och att jobba mobilt.Lo?sningen a?r framtagen fo?r att understo?dja personalen i deras arbete och fo?ljer en tydlig ordning med vilka objekt som a?r relaterade till vilka andra objekt.

Att utveckla spellägen till fightingspel

 Den här uppsatsen har skrivits i samband med ett examensarbete som jag gjorde på Shortfuse, ett företag under bildning i Gothia Science Park vid Högskolan i Skövde. Det som jag har gjort under examensarbetet var att ändra vissa befintliga spellägen och att designa helt nya spellägen till fightingspelet Colosseum. Målsättningen är att utveckla nya spellägen utan att lägga till eller ändra på befintlig spelmekanik.Resultatet av arbetet ledde till en lösning på hur målsättningen kan uppfyllas, nämligen genom att kombinera befintlig spelmekanik på nya sätt. Men jag kom fram till att det ändå inte går att designa något nytt utan att ändra på spelmekaniken åtminstone lite grann. Slutsatsen är att den positiva inverkan en idé skulle ha på spelet måste övervägas mot hur mycket det kostar i form av tid och pengar.Dessutom ledde arbetet till beskrivningar av tre olika metoder för att komma på nya idéer.

IT-stöd för träning av etisk kompetens

Ethical competence is an important precondition when people are to respond to moral problem situations as efficiently as possible. In these situations it is not easy to make choices and decisions, especially when many stakeholders are involved with various opinions and interests.The purpose of this thesis was to generate a web-based support tool to train and promote ethical competence of the users of this tool.We first created a theoretical basis by studying the major theories of ethics in general and ethical competence in particular. The importance of ethical competence and its main subject, namely, the autonomy in the theoretical part described and specified. In addition has the practical ethical reflection over morality preferred and characterized to the classical ethical passivity over morality. We have also preferred and characterized the autonomous thinking to the heteronomous one.Based on the theoretical base a prototype tool to support the training of ethical competence was designed and developed.

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