Sökresultat:
1683 Uppsatser om Room for action - Sida 33 av 113
Angel Thesis : En spel produktion
Detta projekt har varit ett som har haft både sina höga och låga punkter. Vi påbörjade detta projektet med viljan att skapa ett spel som var vårt, som representerade oss och som vi vill spela. Vad vi slutligen bestämde oss att göra var ett spel som fokuserade på story och spel-känsla som hade en mystisk stämning och sin egen stil. Detta tillsammans med ett par bra koncept och idéer så påbörjade vi att arbeta på Angel Thesis, ett action RPG. Vi har under projektets gång stött på många svårigheter, något som om och igen testat gruppens moral.
Att "smälta" in i vuxenlivet : övergången från ungdom till vuxen
For today's young adults, the experience of being in the age period 18-30 years is, compared with previous generations, quite different. There is more room for exploring and experimenting when lifestyles and life-choices are no longer predetermined, and most things are possible for today's young people. The object of this thesis is to examine young people2019s experiences in the transition from youth to adulthood and to illuminate those experiences and difficulties that take place during this period. In the study, qualitative interviews were used in four focus groups, divided up in two age categories. The results reveal that the feeling of being an adult arises in the latter part of the period, and that variations between individuals are readily apparent.
Den tryckta annonsens förlängda arm : En studie i hur ett utvidgat kommunikationsutrymme skapas genom den tryckta annonsen
The foundation of our study is five strategically selected printed advertisements which all contains signs that refer to digital medias. Through a quality content analysis, we are studying how advertisers may use a room with extended communication too enlarge the space given in a printed advertisement. The potential in these rooms are proposing a social connection and a flexible interaction by providing content that is not possible to create in a printed advertisement. The form of communication is changing and there is a two-way communication created in an obvious way. The different kinds of roles in the communication process are here partially integrated with each other.
Förklaringsmodeller till missbruk och beroende inom missbruksvården. : En kvalitativ studie av socialarbetares förklaringsmodeller vid bedömning av insats för personer med missbruksproblem
The purpose of this study was to study social work models to explain addiction in the assessment of response to people with addictions. This study investigated how social workers' explanations are shaped by their experiences, theoretical points influenced by research in a discretion is affected by organizational conditions, manuals, evidence-based practice and national guidelines in an investigative process. The material in this study has emerged through interviews with four social workers in the social services department for addiction and dependence. The essay is a qualitative study with personal interviews as the basis for the result. The study begins with a description of addiction and dependence, current laws on the matter, and officer's work.
A world of illustration - Ett utforskande projekt om Illustration som begrepp och koncept, dess gällande och möjliga användningsområden samt utformningen av en arbetsprocess
It is not about the perfect tune or pretty picture.It is always, always about the story. (Is or ought to be)When we release a new album, publish a book or show a brand newcollection of clothes or furniture etc. it is (or ought to be) because we havesomething to say (tell/share). The choice of language, in which we tell our stories,is vital for how they will be perceived.This is where illustration comes in. Illustration is a tool for storytelling, for contributingto the world in the most legible way.Illustration is legibility, it is the italic, the underline, the ?quotation mark?, the exclamation mark!It is not about the pretty picture.I want to talk about this.
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.
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.
Designteori i praktiken : En undersökande fallstudie om hur designteori manifesterar sig i praktiken
New technologies and new consumer behaviors are having a large impact on mediacompanies. The biggest change is in the behavior of the younger demographic whereold platforms like television are abandoned for new online platforms. In this newworld, media companies and organizations need new tools and business models tostay competitive. One such tool is Design Thinking, a term used to describe a cognitivedesign-specific set of activities used during a design process. It has been popularizedin commercial areas and there the term is used to describe an applicable workflowused to promote the skills required to use Design Thinking.
Vätskekopplade värme- och kylåtervinningssystem Utveckling av ett verktyg för energiberäkningar
According to a decision of the European Commission, measures are to be taken to reduce the use of energy in the EU. The goal is to reduce it by 20 % compared to the current use. This shall be done to the year 2020 (European Commission, 2011). One industry that use large amounts of energy is the construction of buildings which account for almost a third of the energy use (Brogren, 2012). The major part of the energy that is used in the construction industry is not used when the buildings are built, but rather during the rest of their subsequent lifetime.
Coaching: - att tävla och vinna i livet
In recent years coaching has become an increasingly popular phenomenon outside of the sports world. More and more people have found coaching to be a helpful tool for achieving greater performance and fulfillment in their lives. This thesis is a comparative literature study of three books about coaching where the authors use different theoretical bases to explain and teach coaching. The aim of the thesis is to explain how coaching as a phenomenon is described and compare these descriptions as well as to look at the ideals and norms that are produced and reproduced in the use of coaching. The study compares the three books from six different themes and shows that, in the use of coaching, the ideal of a rational and action oriented individual is constructed and the aim for this individual is some form of success.
Simulering av filtrerade skärmfärger
This report present a working model for simulation of what happens to colors displayed on screens when they are observed through optical filters. The results of the model can be used to visually, on one screen, simulate another screen with an applied optical filter. The model can also produce CIE color difference values for the simulated screen colors. The model is data driven and requires spectral measurements for at least the screen to be simulated and the physical filters that will be used. The model is divided into three separate modules or steps where each of the modules can be easily replaced by alternative implementations or solutions.
Identitet i vardagsrum : Vardagsrummet som en del i identitetsskapande
Den här studien undersöker vad det finns för samband mellan akademikers identitet i stockholmsområdet och deras vardagsrum. Fyra intervjuer har gjorts hemma hos akademiker för att undersöka hur deras förhållande till vardagsrummet speglar synen på den egna identiteten. Fokus i uppsatsen ligger på att analysera hur vardagsrummen hjälper informanterna att visa upp sin identitet och hur de själva pratar om rummet. I uppsatsen tar jag också upp informanternas förhållande till tv och hur det hänger samman med deras identitet. Slutsatsen i min uppsats är i korthet att mina informanter verkar ha en uppfattning om vad deras egen identitet innebär och att försöker inreda sina vardagsrum så att de ska spegla denna bild både för andra och sig själva.
Interaktiv Produktpresentation åt Abu Garcia
Detta projekt har producerats i samarbete med Abu Garcia i Svängsta, Blekinge. Vårat projekt är en interaktiv produkt presentation gjord i flash med inslag av 3d, video och ljud. Våran tanke är att användaren ska kunna se hur en Ambassadeur Record fiskerulle ser ut både på insidan och utsidan, hur den fungerar och vad som gör den så unik. Det finns också video filmer som beskriver tillverknings processen, och hur man som förstagångs användare använder en Ambassadeur rulle. Design och bakgrundsljud är anpassad så att den ska väcka en känsla av fiske och fridfull utomhus miljö..
AFASI - DRABBAS AV AFASI VID YRKESVERKSAM ÅLDER
Aphasia is a disease that brings on disability.
The purpose of the study is to describe the daily life when afflicted with aphasia and gain a deeper understanding of persons with aphasia in working ages.
The study was made with a qualitative approach with a combination of data sources; literature, internet lectures, live lectures, interviews with personnel in medical and educational services and three persons with aphasia.
More research in aphasiology is welcome. This may be aimed at developing knowledge about the importance of communication, of active participation in the social environment, and the achievement of improved attitudes towards people with disabilities.
The study should give rehabilitation actors and close relations knowledge and support in their action when they meet people with aphasia..
Hur skapas en journalist? : En biografisk studie på nyexaminerade journalister
The study - Hur skapas en journalist? - examines why so many people choose to turn tothe journalist profession when the conditions for a secure position on the labor market ispoor. The study also highlights how recently graduated journalist perceives their temporary and insecure position on the labor market.The study was performed trough ten biographical interviews with recently graduated journalists. Via the interviews I examined what has formed the individuals to perceive journalism as a rational or pragmatic choice for a career. The study shows that journalists, who come from families with high cultural capital, have been shaped by a particular culture of education, which focuses on education as a step towards selfrealization.