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860 Uppsatser om Platform Game - Sida 44 av 58
Integration av AJAX i JDP : En studie i hur WM-data kan utveckla modelleringsstödet i ett webbramverk
På WM-data har man utvecklat ett ramverk som heter Java Development Platform med avsikt att modellera större delar av ett system och därmed minska mängden kod som måste skrivas för hand. Ramverket baseras helt på existerande öppna lösningar och används vid utveckling av webbaserade system och skapar en skiktat lösning med en webbapplikation som presentationslager. Problemet är att webbapplikationen har kommit att bli väldigt svår att modellera i enhet med resten av systemet framför allt på grund av den hårda kopplingen till Struts-ramverket. Samtidigt har man börjat få upp ögonen för AJAX och vad det skulle kunna tillföra ramverket.Examensarbetet fokuserar på att utreda de problem som existerar i ramverket samt undersöka integrationen av AJAX ur en synvinkel som gynnar dagens lösning. Detta görs genom litteraturstudier, laborationer och genom att undersöka existerande ramverk och plattformar som löser liknande problem.
Intelligenta Switchar
This master thesis has been carried out on behalf of Stoneridge Electronics AB and is an investigation ofhow intelligent switches can replace the traditionally used direct controlled switches. The concept ofintelligent switches is that the switches contain electronic identification components which, by connectingthem to a network, give the same function independent of the location of the switch. This infers anincreased flexibility and configurability which can be a great advantage in development, production andcustomization in the commercial vehicle industry. Especially in the current situation when commercialvehicle manufacturers provides more and more functions and dashboard configurations.LIN (Local Interconnect Network) is a network protocol introduced in 1999. It is a simpler and lower costcomplement to CAN (Controller Area Network) and is adapted for applications where the demands forbandwidth are lower, for example reading sensors and switchers.
Visualizing Innovation Capital: A Case study of Technology Transfer and Biomedical start-up
Purpose: The purpose is to present a greater understanding of the progression of innovation capital in a technology transfer and biotech start-up context. The findings offer technology transfer professionals, entrepreneurs and academia an overall perception and mental framework of the technology transfer practice and the embracement of a promising invention, building upon its hidden value. Methodology: The thesis was conducted using a qualitative case study, executed with the help of interviews, in order to answer the research question: How is an embryo of innovation capital continuously cultivated in a technology transfer and biomedical start-up process? Conclusions: A technology transfer entity provides the means to establish a platform where an entrepreneur can build its own human capital, structural capital, and relationship capital. The forms of capital interact and thus create value, herein considered as innovation capital.
?Boken vindlar och underbarar, jag får tänka nya tankar om mig själv och omvärlden?: Hur vuxna reflekterar kring sin lästa skönlitteratur med hjälp av läsdagbok
The aim of this master?s thesis is to investigate how adults describe their individual reading experiences, on the basis of their own reflections by keeping a reading diary. Reading diaries kept during two months and a qualitative questionnaire for each of our nine motivated and advanced adult readers, were analyzed by using qualitative content analysis. The study was carried out on the Internet. The theoretical framework that served as a point of departure is Ross? and Chelton?s model for the process of choosing a book to read for pleasure, Nussbaum?s moral philosophy and thesis ?Reading for life? and Mukar?ovský?s theory of the aesthetic value.
Är skolbiblioteket viktigt? En undersökning bland elever, lärare, skolbibliotekarie och skolledning om deras attityder, behov och förbättringsförslag på en utvald 7-9 skola i Bergslagen.
The purpose of this essay is to illustrate the importance of the school library in a selected junior high school. My investigation is based on both theoretical and empirical studies. The aim of the theoretical part is to create a platform and refer to thoughts, roles and laws concerning the activity of the school library. The empirical investigation consists of two parts: questionnaires among students and teachers, plus interviews with students, teachers, headmaster, school librarian and the management of education. Everybody shows a positive attitude towards the school library and considers it important for the students exams.
Resemagasinens paradoxala verklighet : En studie om webbaserade resemagasin
The purpose of this study has been to examine online travel magazines as an information source and as a virtual service scape. The traditional travel magazines are facing a change due to the technological development and the web has become an important platform for both customers and companies. The virtual service scape opens new opportunities for interaction and we found a great interest in examining which possibilities and limitations travel magazines are facing. This study is based on a qualitative approach because we wanted to gain a deeper understanding and a complete picture of our chosen subject. We have completed six interviews; three of them were consultants, one publishing director, one editor and a research student.
I ett förhållande med Ving : En studie i relationsbyggande interaktion på Facebook
Purpose: Social media is a global phenomenon that has developed from an opportunity of contact between people, into a platform for contact between organizations and people. This essay aims to investigate the public relation strategies of one organization on a popular social network.The main question that this study aims to answer is how the travel agency Ving chooses to create and preserve relationships to the public on Facebook in order to maintain a good reputation. Asub-question explores whether any patterns exist in Ving?s approach of interaction with its stakeholders.Method/Material: This study consists of a quantitative content analysis in which the interaction between the organization and the audience has been studied. Posts published by the public as well as replications from Ving have been categorized and then analyzed using two analytical models.
Kinematisk och dynamisk modellering av den haptiska enheten TAU i sex frihetsgrader
The thesis presents an optimally designed kinematic structure for a new 6-DOF haptic devicebased on TAU configuration. The configuration of the TAU-2 proposed by Suleman Khan andKjell Andersson [1] was modified and its mobility was verified by using Grübler criterion tohave a 6 DOF. Analytical kinematic models for the inverse and forward kinematics weredeveloped for the haptic TAU configuration to determine a set of optimal design parameters.Kinematic performance indices such as volume of the workspace, kinematic isotropy and payload index, were defined based on the singular values of the Jacobian matrix. The Jacobianmatrix was scaled to homogenize the physical units. The Jacobian matrix dependent on theposition and orientation of the end-effector gives local isotropy and pay load index, so globaldesign indices were defined, which represent the performance of the mechanism in the wholeworkspace.
Att våga vara mobil : En studie i hur företag kan påverka konsumentens köpvanor genom införandet av mobil handel
We chose to write this essay about mobile commerce and what influences aconsumer's buying habits within mobile commerce. We also look at how acompany can implement mobile commerce. We could not find any studies thatdirectly addressed factors that affected consumers of mobile commerce prior tothis essay. This was one of the reasons that we chose to write about it.In the introductory chapter, we will discuss important issues relating to ecommerceand the use of smartphones as a tool for marketing and trade.In the methodology chapter, we explain our choice of methods for this essay. Wereported on the techniques and methods to collect data that were relevant to thiswork and then we had a discussion about the methodological choices made.
Professionella möten i Göteborg : Vad utgör ett bra professionellt möte?
Background: Human beings have been living in the city of Gothenburg for thousands of years. The city was founded in the year 1621. During the years, it went from being an industrial city to later on, a city of events, education and business.Purpose: The purpose of this investigation is to find out what makes Gothenburg a good city for professional meetings and what should a good professional meeting include.Questions at issue:Why is the city of Gothenburg an attractive alterative for a business traveler?What makes Gothenburg a magnet for professional meetings?What elements should be included in the meeting?What can the meeting organizer do to achieve a wow-meeting?Method: The Authors have used a qualitative method where primary and secondary data have been useful. In this paper the authors have done personal, electronically and phone interviews to be able to answer the stating questions in the best possible way.
Balansering av ett rundbaserat strategispelsystem : En reflekterande text rörande arbetet att skapa ett verktyg för balansering av precautionstridsystemet i spelet Dreamlords ? The Reawakening
Följandet arbete är en reflekterande text som handlar om hur jag skapade ett verktyg för att balansera det rundbaserade precautionstridsystemet av spelet Dreamlords ? The Reawakening.I början förklaras mitt syfte och mål med arbetet som följs av en frågeställning kopplat till det. Jag kommer även att beskriva olika teorier som jag tittade närmare på angående spelbalansering. För att inleda läsaren till spelet Dreamlords ska jag även förklara den generella spelprincipen av hela spelet. Därefter tar jag upp min arbetsprocess som handlar om hur jag strukturerade upp mitt arbete.
Grå dilemman i dataspel : Konsekvensers inverkan på spelares agerande i moraliska dilemman
Arbetet redogör för konsekvensers inverkan på spelares agerande i moraliska dilemman i dataspel. Arbetet försöker även underlätta framtida debatt inom området genom att definiera begreppen svart-vita dilemman, grå dilemman, moraliska konsekvenser och praktiska konsekvenser. Tidigare statistik visar att ungefär 15 % av spelare agerar omoraliskt i spel som inte ger några incentiv till att göra så, arbetet testar hypotesen att andelen spelare som agerar omoraliskt ökar om spelet uppmuntrar omoraliskt beteende. Arbetet lät åtta testpersoner spela ett spel där de ställdes inför åtta svart-vita dilemman, undertiden samlades data in om deras agerande i spelet. Resultatet visade att testpersonerna agerade omoraliskt 17 % av gångerna, alltså ingen signifikant ökning från 15 %.
3D-Visualisering som hjälpmedel i modern planering : En utvärdering av verktyget City Planner med hjälp av fokusgrupper
Public participation is a key aspect in the planning of Swedish municipalities. It is probably the most important tool of them all in the planning towards a sustainable future within the cities and the municipalities as a whole. Participation from the public can take on several different forms. In this paper I focus to research and discuss in and around the usage of a web-based 3D platform called City Planner. The tool allows the user (the public) to view the municipalities planning in a fairly new (but quickly growing) environment.
Hållbara projekteringsverktyg : Från byggnadsinformationsmodell till simulering ? en utvärdering av Revit och Virtual Environment
This study examines the use of building modeling and energy simulations in the design process of a building. The take-off point is the notion of energy simulations being needed early and throughout the building design process, and that the lack of energy simulations may be explained by the fact that they are time consuming and therefore often too expensive. A greater interoperability between software tools used by relevant disciplines, such as the architect and the energy specialist, would create smoother workflows, which would reduce this cost and open up for more frequent and iterative energy simulation processes. The study is an assessment of the modeling tool Revit and the simulation tool Virtual Environment and whether they can create smoother workflows, and make leeway for a more frequent use of energy simulations throughout the design process. It also investigates the limitations of what can be examined by simulations in Virtual Environment. This will hopefully help clarify the future role of energy simulations in design processes. The method is a trial by error approach of testing the two software tools by building and simulating a model. The results of these tests show that the workflow is not optimal (and therefore time consuming) for frequent and iterative simulations throughout the design process, but it also reveals some great possibilities of what can be performed with these two powerful tools at hand. Further development with regards on platform independency of the building information model, including seamless exporting and importing, seems necessary to strengthen the future role of energy simulations..
Immersierande Motivation - Hur immersion upplevs vid lärande spel av yrkesverksamma
Spellärande blir allt vanligare, även inom arbetslivet. Det finns flera olika
skäl till varför dataspel som läromedel har ökat i popularitet. Ett av
argumenten för spellärande är att de är motiverande. En av
motivationsfaktorerna i dataspel är immersion. I denna studie ville vi
undersöka om im-mersion verkar motiverande vid lärande vid kompetensutbildning.