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860 Uppsatser om Platform Game - Sida 38 av 58

Moderaternas ideologiska resa : En idealtypsanalys av Moderaternas handlingsprogram 1984-2013

The Swedish Moderate party, often also called the Conservative party, was founded with conservatism as the dominant ideology. During the years, however, liberalism has gradually found its way into the party. The aim of this study is to analyze the Moderate party?s political platforms from 1984 to 2013 from an ideological perspective. Is conservatism still a foundational ideology in the Moderate party, or has the liberal ideology taken its place? The study is based on an ideal type analysis that illustrates the Moderate party?s argumentation in six political issues in the years 1984, 1993 and 2013.

E-handel : Inte bara guld och gröna skogar

 The purpose of this essay is to analyze and understand which difficulties that e-company's struggles with the most, and what their strategies are to overcome this problem. Sales of clothing through e-commerce have made the shopping experience faster and more comfortable, but on the other hand it has created a couple of problems which makes a big difference in the purchase of clothing, we are partly talking about the absence of the testing opportunity. To not know whether or not the shirt or pants will fit, leads customers to a game of gamble every single time they purchase a garment. Another problem which makes customers nervous before a purchase is the absence of a physical salesperson. This might lead customers to question whether or not the company exists.

A spaghetti bowl of preferences? : om preferentiella handelsavtals påverkan på WTO

The aim of this thesis is to clarify the affect that preferential and regional trade agreements have on the World Trade Organization (WTO), as being establisher of the international trading regime. The essay is an explanatory literature study, which strives to answer the following questions:Are regional and preferential trade agreements a threat or a complement to the WTO?Is an undermining of the MFN principle weakening the WTO?How do regional trade agreements made by the EU affect the future of the WTO?The empirical material is to be analyzed using an explanatory framework, which is based on neo-liberal instutionalism, theories on regime changes and a game theoretical approach, using prisoner?s dilemma. I will employ the EU-ACP relation, the Cotonou agreement to exemplify how an agreement of this kind can have an influence on multilateral trade. The result shows that preferential agreements do have an impact on the WTO, one that is fairly negative in scope.

En effektivare habilitering med stöd av webbaserad utbildning. En studie om habiliteringens utbildningsutveckling

The information technology development that has occurred over the past decade has broughtmajor changes into people?s lives. We have gotten used to being constantly connected to theInternet and always having access to information through mobile technology. This has led tochanges in education and more and more courses have become available through Internet. Theseweb-based educations are nowadays very common in schools and in the business world as theyprovide increased flexibility for the user.Habiliteringen Lundbystrand has seen the potential in this kind of education and believes this isan opportunity for them to rationalize their work by replacing parts of their education for parentswith a web-based education.

Arbetssimulator med Wii Remote : En guide till utveckling av en simulator

Detta är ett uppsats på D-nivå. I en tidigare kurs, inom vårat program Data- och Systemvetenskap, kom vi på en idé om hur man kan förbättra/komplettera utbildningen av nyanställda som befinner sig i en stressig arbetsplats på företag där det är ett ständigt behov av återanställning av personal. Vi utvecklade detta koncept och kom med idén till en simulator som kan utbilda personal samt minska stress hos nyanställda. Idén mognade till en Serious Game simulator baserad på en Wii-kontrollerad PC-baserad simulator med Bluetooth-stöd.Syftet med denna uppsats är att skapa en guide om grunderna i en simulator som utnyttjar Wii-kontroller som externa inmatningsenheter. I denna guide kommer vi att täcka hur Nintendos Wii-kontroll fungerar, hur man kan skapa enkla 3D-modeller i Blender och även hur detta kan implementeras i Microsoft XNA.

Hedgefonders avkastning gentemot Stockholmsbörsen : Hur presterar Hedgefonder under olika marknadslägen, åren 2005-2009

Title: ?When The Line Between Transmitter and Receiver Blurs? ? A Study of how organizations look at social media as part of their external communication and how they respond to the environment in the new media toolNumber of pages: 49 (51 including enclosures)Author: Ida Hansson KällTutor: Cecilia StrandCourse: Media and Communication Studies D 30hpPeriod: Spring 2010University: Division of Media and Communication, Department of Informatics and Media,Uppsala UniversityPurpose/Aim: The aim of this essay is to study how five organizations look at social media as part of their external communication and how they respond to the environment in the new media tool.Material/Method: A qualitative method has been used. Five interviews as primary sources have been conducted with representatives from each organization.Main results: The main results of the study is that organizations have to integrate social media as part of their external communication plans in order to face and respond to their surroundings in a new interaction and multi-way communicative platform. Results also show that organizations are well aware of the importance of making use and participate in social media.Keywords: blogs, external communication, facebook, respond to the environment, social media.

Den moderna komposit?ren vs. ett ljudchip fr?n 1983

I detta arbete redog?r f?rfattaren f?r en del av spelmusikens historia, vilka influenser och tekniska begr?nsningar som lett till att bit-musik, med fokus p? 8-bitars musik och med inslag av 16-bitars musik, l?ter som den g?r, samt g?r en analys av 8-bitars musik p? bakgrund av musikteori, musikpsykologi och kompositionsmetod. F?rfattaren diskuterar ?ven begr?nsningar utifr?n ett historiskt perspektiv, och redog?r f?r uppkomsten av kompositionsmetoder som anv?nts genom ?rhundradena, fr?n Bach till 1980-talets 8-bitars komposit?rer. F?rfattaren kommer fram till att det g?r att applicera samma kompositionsmetoder i 1980-talets spelmusikkontext som under exempelvis barocken, och att analysera klassisk musikteori ?r anv?ndbart f?r att f?rst? och skriva 8-bitars musik.

Kan Hedvig lösa De mystiska tecknen? : en studie av två biblioteksdataprogram för barn

This thesis examines which function the information technology may have in thechildren's library, with the example from two library computer programmes. One is anexpert system, Hedvig, which will help children to choose and to find books, and theother is a computer game, The mysterious signs, that will teach children library user education.The main question is: What conceptions do the project-leaders, the children'slibrarians and the children have concerning the function of these two programmes in thechildren's library?The study is based upon qualitative interviews with two projects-leaders, fourlibrarians, three computer programmers and twenty-eight children.The theoretical material consists of examples on other library computer programmesfor children developed in Denmark and USA, some American studies in children'sabilities to use computerized information retrieval systems, and studies concerningchildren's relations to computers.The adult's conceptions of the computer programmes are divided into categories asfollows: Democracy, aspect of sex, complement, marketing, reading promotion,development of competence, information technology development, pedagogics, adulteducational activities, compensation and armusement, pedagogics, usefulness,effectiveness and information. These categories shall be seen as the conclusions of the thesis..

Områdessökning i geografiskt associerad data

This thesis considers the problems associated with searches in insufficiently geographically tagged data. The thesis was carried out at Booli Search Technologies AB, a company developing a search engine for the Swedish real estate market.The aim of the thesis is to identify some areas of possible improvements of the company?s existing technical platform, perform a benchmarking among similar services, suggest possible solutions and lastly, build a prototype from one of the suggested solutions.The thesis starts out with defining the problems that the search engine faces: some areas are not possible to perform searches on, the users are not presented with the full search result that they expect, some results are placed incorrectly on the map associated with the search results and results are also not described with enough geographical information. These problems are due to the fact that the data retrieved at the indexing stage in the company?s information retrieval process are insufficient and incomplete.As a result of a benchmarking process and after discussing the results, severalinteresting solutions were identified.

The Game of Flow : En studie över spelandets effekter på reaktion, minne och perception

I denna studie är syftet att belysa vilka effekter som underhållningsspel kan ha på motivation och koncentration samt även undersöka om spel kan användas för att förbättra den kognitiva prestationen. Konkret ställs frågan vilka förändringar som sker i reaktion, korttidsminne och perception efter att ha spelat Gradius 3 samt vilka orsaker som ligger bakom dessa förändringar. Resultatet pekar entydigt mot att spelandet har en positiv effekt och förbättrar den kognitiva förmågan. Särskilt när det går bra i spelet och man får ett flow kan prestationen maximeras, vilket överensstämmer med Csíkszentmihályis flowteori. Det flow som uppstår i spelet ger en euforisk känsla av tillfredsställelse som stimulerar motivation och koncentration, vilka båda är förutsättningar för bättre prestation.

"Got Skills...?" : En kvalitativ studie om kompetensutveckling baserat pa? StarCraft II

The use of computer games has grown exponentially in the past few years and StarCraft II is one of the most popular e-sports today, played by millions of people worldwide. This study investigates the game?s effect on skills, as perceived by the players of StarCraft II.The study was conducted by using an empirical survey and interviews. The skills being investigated were both physical and mental in their nature. The conclusion was that the majority of players perceived that their skills regarding reaction speed, multitasking, APM, analysis and strategy were increased the most, while there was a smaller change in social skills and language skills.

DC/DC-omvandlarplattform med DPA-switch för telekomprodukter

In recent years, the penetration of new players on the telecom market hasdrastically increased the work pace, affecting both design and production. Inthis report the technical and economical potential of a DC/DC converterplatform is investigated, in order to shorten the time of the design process.This is done in comparison with the present discrete type designs. PowerIntegrations offers a product, the DPA-Switch?, enabling this.By developing a wide DC/DC converter platform based on the DPA-Switch?,many advantages are gained. The component count is decreased by up to48 % and the yield increases by up to 2.9 % which in all yields a costreduction by up to 43 % or ?390 000 for 100 000 manufactured units.

?Det är ju troligen inte en overheadapparat de kommer att använda sig av i framtiden?? : Om skolans tekniksprång, en undersökning om datorns användning på gymnasiet

The aim of this qualitative respondent investigation is to delve into the various views that teachers have concerning the ?One-to-One project?, as well as the use of computers as an aid in teaching. One-to-One means that teachers and students will be equipped with a laptop they can use at home and at school.This essay looks at how several factors have changed as a result of this. These factors are threefold: the role of the teacher, the teaching experience, and the student´s learning process. In order to answer the mentioned questions, four interviews have been conducted at two different high schools in southern Norrland.

Le Francais - en gestaltning. Ett projekt om identitet, språk och bild

Le Français, what is that? What is actually a language?Questions like these are not easily answered and whilelinguists are continuing their search for the essence ofour communicative systems we are all free to make ourown interpretations.In various media, like schoolbooks and otherlanguage-teaching material, for instance, you mayfi nd visual interpretations of what French is, as alanguage?. Very often it is the common picture of whatis considered typically French that is shown. There areseveral problems to be found in limiting oneself to thesekinds of visualizations. One of these is that the Frenchlanguage is no longer strictly French.

Affärsmodeller inom IP-telefoni

When communications traffic increasingly turned into data, IP telephony became a disruptive technology for the telecommunication business. IP telephony was a hot topic when voice over IP services started to become available to consumers in the 1990s. The new technology changed the rules of the game and many new actors entered the market.The purpose of this study is to describe, study, and analyze how the business models of the Swedish telecom sector developed in the middle of the 2000s. The study is delimited to the Swedish consumer market for telephony.The study is built mainly upon deep interviews with 24 prominent persons in the telecom sector in 2006. To aid understanding, two telecom companies that have been chosen to represent different kinds of actors are described and analyzed more closely.

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