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582 Uppsatser om Taste of game - Sida 21 av 39

Kan ett konkret arbetssätt påverka lusten till matematik?

The purpose behind this work was to investigate whether I could from a practical approach to create desire for mathematics among students in primary schools. I wanted also to find out how students feel about their current mathematics teaching. By introducing an equation game, and interviewing students to find out their perception of their mathematics teaching, I was able to answer my questions. What I came to was that through a practical and laboratory work, I could create an enjoyable educational opportunity in mathematics. Then during the interviews I also learned that students had not a pre-determined negative attitude towards mathematics.

En tänkbar väg mot mer relevanta prisundersökningar av dagligvaror : Alternativa prisundersökningar där målgruppens köpvanor, budget och kvalitetspreferenser är kända

More relevant price comparisons between groceries are possible. This study points outone possible path through an example. The purpose of this approach is to develop amodel in a realistic context. The main assumption behind the proposed model is thatprice always has to be compared to quality. The model (algorithm) starts with a basketwith the cheapest goods.

Establishing a visual style for animated movies in a game engine

Allteftersom 3d-animerade produktioner blir alltmer vanliga både i film och i TV-produktioner och datorer blir kraftfullare varje år: så börjar realtidsrendering bli mer och mer aktuellt. I detta examensarbete kommer jag främst att koncentrera mig på att skapa koncept, modellering, texturering, behandling av material och ljussättning av en prototypkaraktär där målet är att se om det går att uppnå en så pass hög kvalité på det visuella, att det går att använda i en professionell produktion och om detta inte uppnås: ta reda på vad som saknas. Resultatet är en karaktärsmodell med en tecknad visuell stil med tillhörande återanvändbart material, som förhoppningsvis ser tillräckligt bra ut för att kunna användas i till exempel ett animerat barnprogram på TV.

Smakar konsumenter med ögonen En undersökning om förpackningens visuella attributs inverkan på smakupplevelsen av singelmaltwhisky

Packaging has had little impact in marketing literature. Research has focused on a single transaction approach. Lately researchers are looking at packages as a tool for brand building purposes. Thus, the focus is moving towards a multiple transaction approach, where packages can affect the consumer also after the purchase. For a range of goods extrinsic cues has been shown to have stronger effect on consumers' evaluation than intrinsic ones.

Ljuddesign för dynamiskt narrativ

I denna undersökning, om begrepp inom ljuddesign som kan bidra till ett dynamiskt narrativ, ser vi kadenser som en möjlig metod att arbeta utifrån. Med tanke på hur man arbetar med ljud och musik i ljudmotorer till spel kan vi konstatera att kadenser kan vara passande för förmedling av narrativ. Det kräver dock att man förstår kontexten, där kadenserna förekommer. Vi har kommit fram till ett sätt att förklara ljuddesign genom en samling av teorier, akustiskt timmer, dvs. hur man kan förmedla något med ljud, antingen fristående eller tillsammans med ett annat medium..

"en labyrint av vägar" : en kvantitativ och språkfilosofisk studie av taggar och taggstruktur i Stockholms stadsbiblioteks folksonomi

The purpose of this study is to perform both a quantitative and language philosophical analysis of the folksono-my and the tags in the Stockholm public library catalogue, which together with the Umeå university folksonomy, and the folksonomy of the Norrköping public library are the only library folksonomies in Sweden.The purpose of the first part of the study is to perform an analysis of the linguistical structure of the tags in the folksonomy. To do this a quantitative analysis has been conducted to grammatically categorize and evaluate tags using a method based on Louise Spiteri?s article ?The structure and form of folksonomy tags: the road to the public library catalogue? and the SAO guidelines. This part of the analysis aims to answer questions like: what characteristics do the tags in the folksonomy have and in what ways do they separate themselves from subject headings in a controlled vocabulary? Tags were here categorized according to grammatical properties like parts of speech and their social and private characteristics.

"Förtroende till det läsande folket!" : Folkbiblioteket och folkbildningen under sekelskiftet 1900

The purpous of this master?s thesis is to explore how the swedish public library evolved between 1890-1911, before the state implemented the library reform in 1912. The material used to cunduct the study concists mainly of texts published during the time frame of the thesis in the form of books, booklets and articles from Folkbiblioteksbladet, a journal dedicated to the subject of the swedish public library.Drawing upon Habermas theory of the structural transformation of the public sphere and Bourdieus theories about taste as social distinction and symbolic capital, the thesis seeks to show how the public participated in the evolvement of the public library and which aspects of society that contributed to the public library?s establishment as an institution. The findings are also discussed in relation to previous research of the history of the Swedish public library.

Shareholder value - The American way and the Swedish game to play? : En studie om ideologisk förändring i svensk bolagsstyrning

Shareholder value has its origin in the American corporate governance system and has been the subject of great debate over the last few decades. The proponents claim that it creates economic efficiency while the critics argue that maximization of shareholder value jeopardizes the long term survival of companies. However, the debate in Sweden already seems to have forgotten the question of how embedded the ideology really is and what´s leading its way. This study show that shareholder value has developed and been established in Swedish companies between 1995 and 2005. The study has found evidence that suggests that the development can primarily be linked to board networks and international exposure.

Fint och fult i film : En studie av finkulturell och populärkulturell diskurs i svenska filmrecensioner

The discussion about high culture and popular culture in our society has been going on for decades. In few places is it as loud as within culture journalism and the critics? society, where the question of what is good taste and what is dumb entertainment constantly gets brought to the surface. Film is a particularly vulnerable area, since it is such a universally appealing and rather young medium. In America and England several studies have been performed of the reviewing society and reveiwers? use of high and low art-discourse in their writing.

Digitala sällskapsspel med den sociala aspekten som utgångspunkt

Detta kandidatarbete underso?ker om det ga?r att beha?lla den sociala aspekten da? man digitaliserar ett sa?llskapsspel. Fo?r att underso?ka problemomra?det skapades ett spelkoncept utifra?n de teorier och slutsatser vi fa?tt fram genom litteraturstudier. Spelkonceptet testades pa? respondenter som eftera?t intervjuades.

Bibliotekarierna och bilderna av dem En jämförande studie

The aim of this study is to examine a number of Swedish working public librarians and compare them with some popular standard images of librarians. In this project we have been working in line with these three questions: How do the librarians describe themselves and how can the descriptions be interpreted? What images are the most common and repetitive, according to earlier research? What differences and similarities are there between the images of the librarians and the working librarians? To answer the questions we have performed seven qualitative interviews with working librarians and collected relevant literature that presents various portrayals of librarians. To interpret the interviews we have used Pierre Bourdieus theories of social space, social fields, habitus and the cultural, academic, social and the economic capitals, as well as the connection between individual taste, class and social power. The conclusions of the collected material of earlier research and the interpreted material from the interviews have been compared and discussed.

Projektledning för kreativitet : En fallstudie om hur projektledare skapar förutsättningar för kreativitet i ett distansbaserat datorspelsutvecklingsprojekt

Companies and projects often face the challenge of creating something new to increase their competitiveness. In this process of creating something new creativity is an important factor. By using a creative approach and utilizing creative processes new innovations emerges. An industry that has grown in recent years is the computer games industry. Competition is fierce and for the companies to succeed, the product need that extra something to make it stand out among all the produced games.The project manager's role in the creative process and the ability to be creative within a distance based company is not something highlighted by previous research.

Spelets språk : Hur används det engelska språket i onlinespel?

This study aims to research how upper secondary pupils interact while playing online games, how the English language is used within each game and what attitudes these pupils have towards language in school and online gaming respectively. Online gaming sessions have been recorded to analyze the methods of interaction by which people communicate with each other while playing online games. Furthermore, the text-based communication occuring in online gaming is analyzed on a lexical level to find words not defined in legitimate English dictionaries. Interviews with students have been conducted to understand the attitudes held by students towards language in school and online games..

"Vi har fått jorden till låns av våra barn och barnbarn" : Hur undervisas hållbar utveckling på högstadiet?

The discussion about high culture and popular culture in our society has been going on for decades. In few places is it as loud as within culture journalism and the critics? society, where the question of what is good taste and what is dumb entertainment constantly gets brought to the surface. Film is a particularly vulnerable area, since it is such a universally appealing and rather young medium. In America and England several studies have been performed of the reviewing society and reveiwers? use of high and low art-discourse in their writing.

Implementering av cinematisk ljuddesign : En rapport om ljuddesignprocessen av en spelsekvens

Denna rapport redovisar ljuddesign- och implementationsprocessen av en sekvens i ett digitalt spel. Syftet var att designa en cinematisk interaktiv sekvens utan cut-scenes. Arbetet skulle vara upp- byggt runt ett system som ska fo?renkla sma? designingrepp utan att pa?verka eller fo?ra?ndra de o?vriga implementerade ljuden allt fo?r mycket. Arbetet utfo?rdes genom en kombination av linja?r ljudla?gg- ning och implementering i spelmotorn Bitsquids level editor och det visuella skriptspra?ket Flow.

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