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304 Uppsatser om Player behaviors - Sida 2 av 21

Scenografi, min käre Watson! : En studie i scenografiska teknikers påverkan på spelare

This study explores Environmental Storytelling techniques and whether these can beused in combination with each other to lead a player through a game scene in aspecific pattern, affect the player?s narrative and exploratory view and explorewhether Self-paced Exploration can be combined with these techniques.It is a qualitative study conducted by six gaming sessions with accompanyinginterviews in which six people get to play one of three versions of the same gamescene. The only differences between the scenes are the different guidance techniquesused. The informants' movement patterns are identified and interviews recorded byaudio, as well as screen recording. The results shows that Environmental Storytellingtechniques can very well be used to control the player's exploration patterns, bothnarratively and navigation purposes and Self-paced Exploration can be utilized to agreater efficiency in combination with these..

Frihet i datorspel

A game designer has to consider several aspects when he or she is designing a game. One of those aspects is the perceived freedom in the game by the player. There exist several methods to facilitate this perceived freedom in the design phase of the game. This thesis presents, in a qualitative methodology, a number of these methods a game designer might utilize to give the player a heightened sense of freedom for an improved gaming experience. Included herein are such elements as indirect control, linearity, storytelling and level design..

Behavior Cards - ett programmeringsverktyg för barn

This thesis presents the work of developing and testing a programming tool specially designed for children. The purpose of this tool is to make children capable of creating visual simulations and games that consist of actors interacting in a virtual world. The name of the programming tool is Behavior Cards, which comes from the fact that actors are programmed by giving them cards representing different kinds of behaviors. Behaviors are to some extent pre-programmed and can include general events specifying how the actors should act in different situations, in contrast to specifying every possible situation that can occur. The idea is that Behavior Cards should be easier to use than a more traditional text based programming tool, but it should also be expressive within the domain of visual games.

Kvinnliga och manliga mellanchefer uppfattning om effektivt ledarskapsbeteende

The society today is full of new changes within the companies and their middle chiefs. Middle chief?s visions have changed during recent years. The female chiefs have grown in numbers, and because of that people have started to focus on whether there are any similarities or differences between the female and male leadership behaviors. The essay is about similarities and differences between female and male middle chief?s idea about effective leadership behavior.Our analysis is based on a qualitative study, where we have made four interviews with four chiefs in industrial companies.

Validering av HOBO Pendant G data loggers förmåga att registrera beteenden och aktivitet hos suggor

There is currently no activity or behavior meters validated for sows under Swedish conditions where the sows are loose-housed during farrowing and nursing. An activity meter could in particular be used to detect sows that are getting ready for farrowing. Assistive technology in order to register different behaviors would be extremely useful in research and breeding. In this study, a HOBO Pendant G data logger was validated for two different functions. First, the function as a pure activity meter in which the accelerometer's ability to detect an upcoming farrowing was evaluated, and second, the accelerometer's ability to distinguish between the behaviors standing up, sitting down, lying ventrally and lying laterally on the right and left sides was evaluated. The accelerometer was attached to a collar around the sow's neck, and was recording its location every two seconds for six hours a day for ten days on a total of twelve sows.

Spelkomponenter i World of Warcraft : En undersökning om vilka spelkomponenter som är viktigast för spelaren i MMORPG-spelet World of Warcraft

We have chosen to focus this paper on the importance of game-components in the MMORPG-game World of Warcraft, in order to discover which of them who are the most important and create the biggest motivation to play the game for the players of World of Warcraft. We made this  investigation because we wanted to find out more about the specific reasons about what people think is especially great with World of Warcraft and makes them want to play it for hour after hour. By doing this we wanted to find out what it is that is so appreciated with this game. But this is a big area and it has therefore been difficult to find a way to satisfy and make those who have answered on our survey to feel that the game-component they enjoy most has been a part of our questions.To solve this problem we did a survey that included 200 persons and two interviews. When both the survey and the interviews had been completed, the result was being compared against each other and together to see if there was any difference between them or if they had any similarity to the attraction and motivation.

Hur väljer man lämpliga SNP för produktion av SNP-chip?

The objective was to examine the frequency of unwanted behaviors in the Swedish feline population and what factors in the environment, inheritance and past life that have an influence on the frequency. SLU?s web poll generator was used to create a web poll which insinuated that it was a poll with objective to make an inventory of the Swedish feline population. I wanted to avoid that only owners to cats with unwanted behaviors answered the poll. The web link to the poll was sent to SLUs students and posted on Internet forums for people interested in cats.

Sjuksköterskestudenters uppfattningar av betydelsefulla omvårdnadsbeteenden för att ge patienter en god omvårdnad.

AbstractThe aim with the study was to describe and to compare nurse students' views about importantcaring behaviors in order to give good caring. An empirical comparative study wasimplemented on a college in the middle of Sweden. Nurse students in the beginning and at theend of their education sorted and prioritized 50 caring behaviors (CARE-Q). The result showedthat the students' description of important caring behaviors has many similarities. However, theresult also showed that there were significant differences between the student-groups where thestudents at the beginning of their education rated several caring behavior as significant moreimportant than the students in the end of their education.

En SWOT-analys av teknikerna HTML5 och Flash

Numera är multimedia på webbsidor mycket vanligt. Användare kan tillexempel se på filmer på sinadagstidningars webbsidor. Webbsidor har också blivit mer interaktiva. Detta beror dels på de högahastigheterna användare har på sina internetuppkopplingar, som tillåter tyngre multimedia påwebbsidorna, så som video. Teknikerna bakom de här multimedia webbsidorna heter HTML 5 ochFlash Player.

Snabbare, högre ...och det Tredje Könet : Om könsgränserna inom idrotten och överträdandet av dessa

This thesis examines the gender boundaries in sports. I do this by exploring three cases in which these boundaries, at least on the surface, have been questioned: the transsexual tennis player Renée Richards, the east European runners Marita Koch and Jarmila Kratochvilova and the Swedish golf player Annika Sörenstam. The results point out different mechanisms that contain the"danger"and restore"security". But they also point out a criticism against the struggle for equality in sports, which is based on the preserving of differences and therefore cannot challenge the ideological assumptions about gender in sports..

Upprustning av miljonprogram : En undersökning om kommunala bostadsbolag

Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.

Budgetens roll innan och efter finanskrisen

Immersion is a construct that measures how deeply engrossed a user is with any mediated situation. In the field of game design, immersion is a significant aspect of what makes a game enticing, and as such it is of pivotal importance to create and maintain it to keep the player's mind off the real world while inside the confines of a game framework. According to the GameFlow theory, it is one of seven key tenets of evaluating and implementing a successful game design. Yet, certain multiplayer online games are designed in a fashion that in some cases seem to break immersion, where the player is frequently put out of action, sometimes for minutes on end. In this study, using online questionnaires, we discover that players, despite claims otherwise, seem to be in several ways affected negatively by this breaking of immersion.

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.

"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.

Upplevda oönskade beteenden hos katt : förekomst och orsaker till dessa

The objective was to examine the frequency of unwanted behaviors in the Swedish feline population and what factors in the environment, inheritance and past life that have an influence on the frequency. SLU?s web poll generator was used to create a web poll which insinuated that it was a poll with objective to make an inventory of the Swedish feline population. I wanted to avoid that only owners to cats with unwanted behaviors answered the poll. The web link to the poll was sent to SLUs students and posted on Internet forums for people interested in cats.

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