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312 Uppsatser om Player behaviors - Sida 8 av 21
Sound and Play
AbstractThe project "Sound and Play" have been implemented in collaboration with the toy company BRIO in Malmo. The purpose of the project was to examine whether and how BRIO in the future could develop toys around sound for Toddlers.The problem formulations that would be answered after completion of the project was "How could BRIO broaden its product range with the help of audio toys?", "How can you combine toys and sounds in an interesting way for children?", "How do you create a toy with sound that is fun for the child, but not annoying for parents?". Currently BRIO only has two toys with sound in this age group.The expression of the toy was going to be a mix of classic and cool and the overall feeling of the toy was going to be explorative and arouse curiosity in the child. This feeling would be communicated through simplicity and joy.
En actionberättelse : en analys av de narrativa delarna i actiondatorspelet Halo
This essay is a narrative analyze of the computer game Halo. The purpose of the essay is to see what function the narrative elements have in a computer game of the action genre. The analyze is done with a neo-formalistic approach according to the theory of David Bordwell and Kristin Thompson. The choice of game was based on it's positive reviews mentioning the story. The essay tries to give a picture of research in the field and researchers views on narratives and computer games.
Lärbarhet och mentala modeller : En observationsstudie med fokus på nybörjaranvändare och moderna användargränssnitt
Då elektronisk musik och video alltmer tar sig in i våra hem framkommer också fler nybörjaranvändare av de relaterade produkterna. Detta ställer krav på exempelvis mjukvaror som är riktade till en stor generell användargrupp så att de för nybörjaranvändare blir enkla att använda. I denna studie har därför mentala modeller studerats hos nybörjaranvändare av MS Windows Media Player 11 för att undersöka hur väl användargränssnittet stödjer lärbarhet. Det framkom ett antal problem under observationerna. Dessa var bland annat att användare kan ha andra förväntningar av funktioner än de som ges i gränssnittet.
Brandskydd i bevarandevärda byggnader : Under ombyggnads- och reparationsarbeten
In this study we examine how much latency is required in an RTS-game (Real-Time Strategy) before the player quits the game. In the study latency is simulated in the games Age of Mythology and Starcraft: Brood War with the program WANem, and then the testplayers are asked ?Do you want to quit because of latency??. This data is then gathered and compiled into graphs to show the results. These results show that the limit for when players want to quit differs between the two games and that there are two factors that play into this.
Enkätundersökning hos markägare inom SCA Skog Jämtlands förvaltning
This report is a joint venture with SCA Skog AB in the Jämtland forest management area. The company is a major player in the timber market in northern Sweden, and also a large business globally with offices in over 100 countries. The purpose of the study was to find out how timber suppliers want feedback/follow-up after completion of timber business. To determine this, a questionnaire survey was sent out to 75 landowners who supplied the wood for the company during the past year. The questionnaire consisted of a total of 15 questions with the opportunity to comment on certain issues.
Misogyni i gamingkultur : En kvalitativ diskursanalytisk studie om reproduktionen av patriarkal dominans i gamingkultur
Misogyny in gaming culture ? a qualitative discourse analysis of the reproduction of patriarchal dominance in the gaming culture is based on Teun A. van Dijk's belief that a dominant group continuously produces and reproduces its social dominance over a subordinate group by using the language. The members of this group do not simply do this by being. A person does not want to risk damaging its reputation which makes the dominant group forced to use various strategies to reproduce its dominance.
Utveckling i Java av ett pedagogiskt spel i kvantfysik
The game QuantoJump is developed in the programming language Java to be an educational game in quantum physics. By illustrating quantum mechanical laws of electron transitions with shapes and colours, QuantoJump hopes to spark interest and create a more intuitive understanding of quantum physics. The result is a game where the player plays as an electron in the outermost shell of an atom, with the goal of getting to the innermost shell. This while not making forbidden jumps by following the laws of electron transitions dictated by quantum physics. The programming of the game was done in the integrated develpoment environment Eclipse.
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.
Public service vs Kommersiell TV. SVT, TV4-gruppen och MTG: En kvalitativ fallstudie om de ledande aktörerna på den svenska TV-marknaden och deras marknadsorientering.
The Swedish TV broadcasting market is constantly changing together with the players in it. The questionto be answered by this paper is how the players in the market handle these changes and to what extentthe players are changing the market. Also, are there any differences between the public service andcommercial players in this aspect? The purpose of this paper is to create a better understanding of theSwedish broadcasting market and its player's market orientation. Through case studies of the three mainbroadcasting companies, SVT, TV4-gruppen and MTG, the market is analyzed from their perspective.The conclusions from the analysis show that there are differences in the market orientation betweenpublic service and commercial players, where the commercial companies are more market driven..
Här kommer fältarna!En studie om fältarbetares betydelse för ungdomarHere comes the street workers! A study about street workers importance for youths
The purpose of this study is to give us a deeper understanding about street workers importance for youths. We also wanted to investigate this from a gender perspective, both considering the street workers but also the youths. The focus for this study is on both the street workers and the youths. The study is based on a qualitative approach. We were going to study people and their behaviors.
Hästars aktivitet och liggtid på madrasserade gummimattor i box
Sleep is essential for all mammals and they all have different sleep patterns. Wild horses normally spend 2-8.5% of a 24-hour period in recumbent position while stabled horses lie down 11-20%. To fulfil the need of rapid eye movement (REM) sleep the horse must lie down with support against the ground for the head. The lying behavior can be affected by external stimuli such as age, food intake, bedding materials and if the horses feel safe or not. This study investigates the lying behavior of horses on different bedding materials; wood shavings and filled rubber mats (HIT SoftBed®).
Mätning av kranskärlet LAD:s slingrighet : en pilotstudie
The background to this report is the author?s ambition to understand individuals? work situation, how it?s formed in interaction between the individual and factors in the work-setting. Such an ambition is well in line with the concept of Human-Technology-Organization (HTO), a cross-scientific approach that puts a system-oriented perspective on how human, technolog-ical and organizational factors interact within work systems.The aim of this report was to explore managers? work-situation and generate an understanding of it from an HTO-perspective by using an organizational model as a framework for an interview guide and to analyze the work situation from an HTO-perspective following the ques-tions at issue:1. How does the managers experience their work situation?2.
Grafiskt användargränssnitt för rörelsemätning av ryggraden
The background to this report is the author?s ambition to understand individuals? work situation, how it?s formed in interaction between the individual and factors in the work-setting. Such an ambition is well in line with the concept of Human-Technology-Organization (HTO), a cross-scientific approach that puts a system-oriented perspective on how human, technolog-ical and organizational factors interact within work systems.The aim of this report was to explore managers? work-situation and generate an understanding of it from an HTO-perspective by using an organizational model as a framework for an interview guide and to analyze the work situation from an HTO-perspective following the ques-tions at issue:1. How does the managers experience their work situation?2.
Datorstödd navigering vid frakturkirurgi : Inventering och nya metoder
The background to this report is the author?s ambition to understand individuals? work situation, how it?s formed in interaction between the individual and factors in the work-setting. Such an ambition is well in line with the concept of Human-Technology-Organization (HTO), a cross-scientific approach that puts a system-oriented perspective on how human, technolog-ical and organizational factors interact within work systems.The aim of this report was to explore managers? work-situation and generate an understanding of it from an HTO-perspective by using an organizational model as a framework for an interview guide and to analyze the work situation from an HTO-perspective following the ques-tions at issue:1. How does the managers experience their work situation?2.
Undersökning om spelares uppfattning om latency i realtidsstrategispel
In this study we examine how much latency is required in an RTS-game (Real-Time Strategy) before the player quits the game. In the study latency is simulated in the games Age of Mythology and Starcraft: Brood War with the program WANem, and then the testplayers are asked ?Do you want to quit because of latency??. This data is then gathered and compiled into graphs to show the results. These results show that the limit for when players want to quit differs between the two games and that there are two factors that play into this.