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582 Uppsatser om Taste of game - Sida 25 av 39
Muntligt berättande på folkbibliotekets sagostund
The purpose of this Master's thesis is to elucidate the phenomenon of storytelling and its methodology in the context of public library story-time for pre-school children. It also strives to give an insight into the functions of story-time both with regard to the storyteller and the participating children. The study is based on qualitative methods in the form of a literature analysis, observations and interviews. The interviews were undertaken with two storytellers from the same library who work with children up to three years old and children aged between four and six years. The result of the study suggests that storytelling is more appropriate than reading aloud in situations when large groups of children are involved.
Inkludering och exkludering i en förskoleklass : En observationsstudie om maktförhållanden i den fria leken
The purpose of the study is to contribute to the field of social access in children's free play in the pre-school class, by looking at how children are included and excluded and how power structures arises in the free time. In order to capture the events that occur among the children, observations were chosen as research method.The results show that the children wanted to play with each other, and that the most common way to facilitate play was to ask "Can I join?". There were also other strategies being practiced regularly. It was also common to exclude other children from playing, and this was especially when the children wanted to protect their ongoing game, or that someone was not allowed to join because he or she ruined it for the others.
iPod - Var mans leksak? : Den sociala bakgrundens betydelse för användning av och attityd till Apples mp3-modell
AbstractPurpose/Aim: My study aims to analyse, using Pierre Bourdieu´s theory, whether the social background plays a significant part in the attitudes and use of Apples mp3-player iPod. The study also aims to determine whether it is possible to group the focus groups used in my study and iPod into Bourdieu´s model.Material/Method: The reference material used in this paper is mainly gathered from books concerning Pierre Bourdieu´s theories. I have also had four focus groups of two different characters, to study their attitudes towards Apples mp3-player iPod. I have then applied the results of the focus groups to Bourdieu´s theories and models concerning habitus, social fields, capital and lifestyles, and studied whether there are any divergences in attitudes between the groups.Main results: My findings are that the focus groups as well as iPod can be put into Bourdieu´s model. According to the responses from the people in the focus groups, the attitude and usage of iPod do not mirror people?s social class or background, which goes against Bourdieu´s? theory.
Monsterdesign
Monster fyller en väldigt viktig roll i dagens skräckfilm och skräckspel där en
av deras största uppgifter är att vara skrämmande. Denna uppsats är en studie
som fokuserar på hur man designar skrämmande monster inom spel och film. Vi
har, med hjälp av teoretiska tolkningar, tagit reda på faktorer som kan påverka
vad människor ser som monster samt hur man kan göra monstret skrämmande på en
kognitiv nivå. Exempel på sådana här faktorer är kultur, etnicitet, religion.
Även sexism och rasism har en betydelse i detta samband.
Infiltration of Waldheim
"Infiltration of Waldheim" är ett spel gjort av David Lindell (grafik), Andreas Persson (programmering) och Mathias Jönsson (ljud och musik). Målet vi hade med projektet var att ha en spelbar bana med minst en vapen typ samt fiender att eliminera, allt ackompanjerat med pampig musik och en massa ljudeffekter. Jag kommer i denna rapport beskriva arbetets gång samt reflektera över vad som har fungerat och vad som varit mindre bra under projektets gång. Mina planer för spelet var mest att lära mig mera om framförallt AI samt arbeta mera i 3d. Spelet ska mest vara för mig själv, men med lite putsning och mera innehåll eventuellt användas vid jobb ansökningar i framtiden..
Habitus - ett arbete om klass
Why is it that we still live in a society where an individual's social background plays such a big part in their chances of reaching a higher education? Despite the numerous educational policy reforms, especially in Sweden, it still seems that an individual's career choices are pretty much related to what kind of social class they grew up in. Sociologist Pierre Bourdieu claimed that social class is reproduced in the school system, and that students from the lower classes are much less likely to reach a further education than students from the middle or upper classes due to injustice in the school system. One thing that plays a big part in this "Catch-22" situation is the concept that Bourdieu calls habitus. Habitus could be explained as an individual's taste, knowledge, ability to master the spoken language, etc. Your habitus is manifested in the choices you make, the music you listen to, how you dress and the way you speak, and it determines your relation to the education system and life in general. As part of my essay, I wanted to interview students from lower or working class at my school, Konstfack, to see if they have had any negative or positive experiences from their encounter with a higher education. And if so, could they be linked directly to their social background? As a reaction to my own and my interviewees? experiences and frustration, I use the concept of habitus in my practical work.
Kontext, utvärdering och användarupplevelse : En studie om kontextens påverkan på användarnas respons vid utvärdering av användarupplevelse
In this paper we explore the relations between context and feedback generated in three user-centered evaluations of a flash-based game. Whether it?s the social context, the physical context or the degree of intrusion from the evaluator, they all contribute to the quality of the feedback received. The selection of test subjects is a narrow process, which gives the above mentioned factors different meaning. Contextual factors have shown to influence the feedback given within both usability and user-experience.
Ungdomlig ålderdom - hur modeföretag marknadsför sig bättre hos äldre kvinnor
When the competition is getting stronger and companies must work harder to find new markets, new products and create new needs to reach growth, it appears strange that they overlook an obvious target segment right in front of their eyes. For some years ago, marketers of fashion brands feared that older women would wear their clothes, because it gave bad promotion for the young economically viable target group. Today, older women have difficulties finding clothes with right fit, style and personal taste. They would gratefully accept a brand, they felt were aimed for them. The purpose of this study is to give new ideas to companies in the fashion industry, how to reach this target group, but also be a contributing reason for older women to see the market opening for them.
FLYKTEN FR?N VARDAGEN. Om fantasy, eskapism och verklighet
This paper investigates the relations between the fantasy genre and the phenomena of escapism. It also delves into the factors which motivates consumption of various fantasy mediums. This is done through interviews with six different fantasy-consumers, along with two observations; of which one is performed at a science fiction convention and the other at a table-top role playing game. The study resulted in a basic understanding of escapism ? it is not limited to the fantasy genre, and fantasy consumers do not deny that fantasy is a form of escapism.
Utveckling av terräng och partikeleffekter med Lightweight Java Game Library (LWJGL)
Denna rapport är resultatet av ett examensarbete som har utförts vid institutionen för informationsochkommunikationsteknik, Kungliga Tekniska Högskolan (KTH), och omfattar 15 hp. Rapportenpresenterar ett arbete där examensarbetarna har utvecklat en terräng med höjdskillnader ochljussättning, partikeleffekter (CPU-GPU implementering) som liknar ett fyrverkeri, partikeleffekter(GPU implementering) som visar olika mönster samt en kamera för att kunna observera spelvärldenfrån alla möjliga olika vinklar i 3D med API:et Lightweight Java Game Library (LWJGL).LWJGL är ett lågnivå-API som riktar sig mot nybörjare och professionella spelutvecklare iprogramspråket Java. Flera tekniker exponeras istället för att mappa lågnivå-funktioner iobjektorienterad programmeringsparadigm som många javautvecklare är vana vid. LWJGL hanterarsin egen grafik, ljud och styrkontroller enbart för att få en solid grund för moderna spel och enbättre användarupplevelse. Den grafiska renderingen sköts med OpenGL.Syftet med det här examensarbetet var att utvärdera LWJGL om den är kompetent nog att användasi samband med spelutveckling.
Estetisk Effektivitet i Digitala Spel - Konsten att skapa starka upplevelser
Den här uppsatsen undersöker varför vissa spel kan ses med ett större estetiskt
värde än andra och
hur detta estetiska fokus kan uppnås samt hur detta påverkar spelen och dess
värde. Syftet är att
beskriva estetisk effektivitet som begrepp och metod för att kunna applicera
dessa kunskaper i
produktioner av digitala spel. För att undersöka problemområdet utfördes en
spelproduktion där
metoder framtagna under undersökningens gång applicerades. Denna produktion
testades sedan mot
respondenter och resultaten sammanställdes med reflektioner kring hur processen
påverkat
slutprodukten. Undersökningen beskriver ett förhållningssätt, komplett med
begrepp, definitioner
och metoder och visar att detta kan användas för att skapa sammanhållna och
starka upplevelser.
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Matregionen Södra Roslagen : en etnologisk studie om lokala beskrivningar av en regions mat
North of the city of Stockholm lies the area called Södra Roslagen composed of several municipalities. The purpose of this essay is to discover how local informants describe the food culture of the region and analyse why some types of food are mentioned and others are excluded. Several people within the food industry of Södra Roslagen were given surveys asking them to describe the food habits of the area, from commodities and certain dishes to traditions. These answers were analysed using the theories regional food, regiocentrism, revitalisation, placeless food and the idea of viewing culture through the long and the short perspective.One informant mentioned that professionals in the food industry of the region tend to follow trends from the rest of the world and another that many producers work with ecological requirements. Södra Roslagen was also defined by some as having a taste of summer as this coastal area sees an influx of visitors during that season.
3D-objekt via metoden kollage
Datortekniken har utvecklats vilket innebär att man kan göra mer högupplösta
3D-objekt (se ordlistan) som ser mer realistiska ut än sina föregångare vilket
har skapat en trend där 3D-objekten ska vara realistiska. Vi vill bryta den
realistiska trenden genom att ta inspiration från det konstnärliga fältet
vilket ledde oss till att undersöka de metoder som surrealisterna kan ha
använt. Surrealismen innebär att konstnären vill fånga sina inre visioner och
drömbilder.
Undersökningen sker med fokus på metoden kollage, utklippta bilder som sätts
ihop till en bild, såsom bland annat Max Ernst utförde det. Vidare testas våra
egna varianter av kollage och därefter diskuteras arbetsflödet i de olika
varianterna.
Möjligheter till uppfödning och utsättning av fasaner och gräsänder på Björnslunds gård :
This study treats the possibility of breeding mallards and pheasants on our own farm,
Björnslund. From the beginning I considered to breed them from eggs to adults but
after visiting several breeders I changed my mind. It seemed to be a lot of work with
no economic profit in comparison with buying already hatched birds and then feed
them to adults. If the business shall be profitable I have to be soll the hunting for the
birds and then sell the dead birds to game purchasers. There are also calculations that
show which price you have to charge for the hunting that will give a positive result.
Another possibility is to own a slaughterhouse and sell the meat to restaurants and
supermarkets.
Datorspel till nytta eller nöje? En intervjuundersökning utifrån folkbibliotekariers perspektiv
This Masters thesis concerns computer games in Swedish public libraries. We have investigated the opinions of public librarians concerning what they think about computer games, and to what extent they believe it should be a part of the public library. The method we have chosen is qualitative interviews. The theory we have used is a pedagogical literature strategy, which we have reformulated so that it fits our investigation. The results show that the interviewed public librarians think that the library should offer computer games for children and youths to use at the library, and that they should offer computer games for lending, to all the library users.