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431 Uppsatser om The surveillance camera players - Sida 4 av 29

Spelvärlden som informativt grafiskt gränssnitt : En studie om hur spelvärldens visuella uttryck hjälper ovana spelare att förstå mål och regler

The diegetic game world places high demands on how it is designed. It is common that game developers wants to create a deeper player immersion and some developers believe to achieve this by integrating HUD elements into the game world. To find out how digital games can rely on the design of the game world, we performed user studies on beginners who have very limited experience of playing digital games. By observing the beginners, we could discern the visual aspects in the diegesis that helps players understand the game rules and objectives because the beginners won`t make their choices based on previous gaming experiences. If players encounter a variety of difficulties to understand the rules of a game, then it will less likely be a successful game.

Att reglera individers beteende på Internet. En kvalitativ studie om personlig integritet som en viktig aspekt i diskussionen kring övervakning och Internetfiltrering

There has been a sharp increase in high-technology surveillance. Surveillance is almost alwaysproposed as a complete response on a wide variety of safety issues. At the same time, there has beenan increase in criminal activity online. There is therefore a considerable interest in using Internetfiltering to regulate the behavior of individuals on the Internet. In recent years, many countries havechosen to restrict content on the Internet, where child-abusive material is the content that moststates currently block access to.

Demographic Surveillance System Implementation - Low-level structures of the PDA - PC/PDA communication

Demographic Surveillance System Implementation- Low-level structures of the PDA- PC/PDA communicationThis thesis report describes the continuing work to develop a tool for demographic research at CIDS (Centro de Investigación en Demografía y Salud Universidad Nacional Autónoma de Nicaragua), UNAN, Leon/Nicaragua.The report is divided into four parts:? Revision of the existing database as a result of newly found requierments? Implementation of the low-level design on the PDA? Communication between the PC and the PDA? A mid-storage database on the client-PC.

Empirecraft

I have in my thesis produced a start of a multiplayer, voxel, strategy sandbox game withadvanced AI. The world is made out of voxels in the form of blocks that both the players andother units can affect and change. In a world where every block follows the laws of physicsfor both fluids and physics. The game is designed for several players that fights for controllover land and resources..

Kollektiv kollaps i ett handbollslag på elitnivå: en studie med fokus på emotionell smitta

Collective collapse occurs when a majority of players in a team suddenly perform below expected level in a match of great, often decisive, importance in spite of a normal or good start of the match or when a team underperforms right from the start of the match. The aim of this study is to investigate collective collapse, focusing on emotional contagion. The study is a qualitative study based on semistructured interviews with nine handball players in an elite team. The results show six factors presented as themes. These are Preparations, The coach and leadership, Emotional contagion, Communication, Role Acceptance and Incongurence.

Narrativ i visuell media

Denna undersökning omfattar kamerans inverkan på narrativet i visuella medium. Syftet är att få en insikt i hur kunskap om kameratekniker och ?vinklar påverkar hur åskådaren uppfattar vad regissören vill förmedla, och undvika att fokus sätts på element i filmscener som riskerar att förvirra åskådaren. För att undersöka detta problemområde har litteratur om filmhistoria och kamerateknik använts för att sammanfatta kunskap om hur kameran skall användas, för att förmedla relevant information och bygga upp den effekt som regissören strävar efter. Informationen utifrån detta har därefter tjänat som utgångspunkt för att skapa en kort animerad film med rymdtema där kameran eftersträvar att leverera en konkret visuell upplevelse där vinklar används för att understryka vad varje scen vill förmedla.

Narrativ i visuell media

Denna undersökning omfattar kamerans inverkan på narrativet i visuella medium. Syftet är att få en insikt i hur kunskap om kameratekniker och ?vinklar påverkar hur åskådaren uppfattar vad regissören vill förmedla, och undvika att fokus sätts på element i filmscener som riskerar att förvirra åskådaren. För att undersöka detta problemområde har litteratur om filmhistoria och kamerateknik använts för att sammanfatta kunskap om hur kameran skall användas, för att förmedla relevant information och bygga upp den effekt som regissören strävar efter. Informationen utifrån detta har därefter tjänat som utgångspunkt för att skapa en kort animerad film med rymdtema där kameran eftersträvar att leverera en konkret visuell upplevelse där vinklar används för att understryka vad varje scen vill förmedla.

Det magiska biblioteket: Rollspelares uppfattning om bibliotek

The aim of this thesis was to examine how role players experiences libraries and if the libraries are or can be an arena for activities that involves role play. A public library exists for everyone, but could nevertheless be viewed as a female sphere where women both borrow more books and visit the libraries program activities to a larger extent, compared to men. I asked the question whether men?s reason for choosing a different venue for information and culture was related to the libraries not being able to satisfy their needs. The theory of the thesis was Dorte Skot-Hansen, Casper Rasmussen Hvenegaard and Henrik Jochumsens model that states that the libraries can have four different functions and act as a venue for meetings, knowledge, inspiration and experiences.

Bilden av kvinnliga och manliga elitfotbollspelare i Aftonbladet och Dagens Nyheter : ? en kvantitativ och diskursiv analys av fotbollsVM 2002 och 2003

Author: Camilla AnderssonTitle: The depiction of female and male elite soccer players in Aftonbladet and Dagens Nyheter ?  A quantitative and discursive analysis of the World Cup 2002 and 2003Level of education: CSubject: Media and Communication Studies Umeå University: Department of Culture and Media Studies Term: Spring 2004 Pages: 70 The purpose of this essay is that from a gender theoretical and critical discourse analysis perspective  study how the image of the Swedish football national teams and players in the 2002 World Cup (men) and 2003 (women) were constructed in the media coverage. I analyze articles published in Dagens Nyheter, Swedens biggest morningpaper and Aftonbladet, biggest eveningpaper. The method is based on a quantitative content analysis, and critical discourse analysis in which I use van Dijk's analytical approach. Issues :1. What constructed the World Cup in 2002 and 2003  players and teams, from a gender theoretical perspective in the mediatexts?2.

Vi lämnar spår på Internet : Integritet i relation till loggning på UpUnet

This study focuses on the integrity of students at Uppsala University that has used the university?s network, UpUnet. We?ve studied their opinions with the use of questionnaires that cover questions related to privacy and awareness about logging of data traffic.The results showed that more students than our hypothesis suggested were unaware of the surveillance on the network, and the majority of these also had a negative opinion towards logging of data traffic. However, we found that there were several relations between how the students responded on our questionnaire, and we?ve presented these in the analysis chapter towards the end of the essay..

Illusion av val i spel

Vad är val? Är de val vi har våra egna? Spelutvecklare idag kämpar med spelares fria vilja då detta kan orsaka problem. Till exempel när spelare gör val som spelutvecklare inte har räknat med, vilket som följd kan skapa frustration hos båda parter. Problemet med spelares oförutsägbarhet i sina val är något som spelutvecklare ständigt har försökt lösa. Idag finns det flera tekniker som syftar till att diskret manipulera möjligheten till val inom spel och samtidigt låta spelare vara ovetande om detta.

Visualisering av marknadsstatistik

The purpose of this master thesis was to explore and develop prototypes for visualization of trade statistics in a market surveilance application. In such an anapplication a large amount of information is processed. This information is then summarized and presented to the market surveillance staff. The practical part of this thesis was done at Scila AB in Stockholm. Three prototypes were developed based on modern visualization methods.

Aktivering av trafiksäkerhetskameror : En studie av kameraaktiveringens effekter på fordonshastigheter i Sverige

During 2006 an estimated number of 150 persons are supposed to have been killed in road accidents caused by speed limit violations. Through Automatic traffic security control (ATK) the Swedish road administration (Vägverket) is working towards lowering the number of speed related accidents. By placing the speed cameras on roads they've managed to lower the average speed at those places. The enlargement of the number of speed cameras is based upon knowledge about for example how high the risk is for speed related accidents on the roads. The speed cameras always measure the speed in which every vehicle passes, but aren't constantly activated to register speed violations.

Illusion av val i spel

Vad är val? Är de val vi har våra egna? Spelutvecklare idag kämpar med spelares fria vilja då detta kan orsaka problem. Till exempel när spelare gör val som spelutvecklare inte har räknat med, vilket som följd kan skapa frustration hos båda parter. Problemet med spelares oförutsägbarhet i sina val är något som spelutvecklare ständigt har försökt lösa. Idag finns det flera tekniker som syftar till att diskret manipulera möjligheten till val inom spel och samtidigt låta spelare vara ovetande om detta.

Spelarupplevelser i Azeroth : Immersion och Presence i World of Warcraft

This study examines the players experience, environments and objects in the videogame World of Warcraft. The purpose of this study is to get more knowledge about the players experience in the game with the focus on factors contributing to some form of immersion or/and presence. The data for this study were gathered using interviews as method and then analyzed with relevant literature in the chosen field. A game content analysis and a group of questions are tested with the results of the study which is presented at the end in with an analytic discussion. .

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