
Sökresultat:
3974 Uppsatser om Two-level game - Sida 12 av 265
EMC problematik och el-kvalitet i elkraftnät
The dissertation deals with an account of actual problem, which can arise within EMC and power quality. The cause of power interruption and what can be done to minimise the power interruption is discussed. It also includes a definition of planning levels and which factors one needs to have control over to carry out a possible planning strategy and how the local distributions net could be more secure. The electrical net could be secure but no system can be free from interruption.The dissertation examines two distribution transformers: GLA40T1 (Glansås) and T399 in Tranås Energy which don?t have regulators.
Utbildningsnivå i riksdagen : utbildningsnivå hos riksdagens ledamöter 1971-2006
In the past decades the level of education of the Swedish population has steadily risen. This paper asks questions about the level of education level among members of the Swedish parliament, Riksdagen. The answers are found by studying biographic data over members of parliament between 1971 and 2006. In 1971 a new riksdag, enkammarriksdagen which consists of one ?House?, was founded.
"Ya know, I don't mind being labeled a crackhead." : En semiotisk analys av hur tv-spelet Grand Theft Auto V skildrar hudfärg, klass och kön
The purpose of this thesis is to examine the representation of race, social class and gender in the 2013 video game Grand Theft Auto V. Postcolonial theory, including terms such as cultural hegemony, whiteness and Michel Foucaults definition of power, has served as the basis for the analysis. The postcolonial theory has been combined with class theory and gender theory for an intersectional analysis. Semiotic analysis has been used as the method in the thesis, and a total of nine story missions ? three for each protagonist in the game ? have constituted the material.
Från ?hög och fin? till ?se upp på Gerrard? : En kvalitativ textanalys med fokus på förändring i TV-fotbollsgenren
Abstract Our intent with this study was to find out what changes have been made during the last 30 years in the way that the media reports from certain events. We choose to study the world of football and specially the Swedish national team and it?s relationship to the Swedish television medium in the World Cup of 1974 and the World Cup of 2006. The study mainly focuses on the differences in commentary and in the production from both of the championships. We used Keith Selby and Ron Cowdery?s book How to study television and Mats Ekström and Lars-Åke Larsson?s book Metoder i kommunikationsvetenskap as tools to analyze the games we watched. The result showed that there?s been a lot of changes media wise between the two championships.
Genreblandning i digitala spel
Genreblandning har de senaste fem åren blivit en allt större del i hur datorspel designas. Den här uppsatsen är en studie i hur genreblandning kan appliceras i en spelproduktion och hur denna produktion och dess genreblandning uppfattas av en grupp utomstående som sedan spelar spelet. Den blandning som studeras är den mellan genrerna role-playing game, dual-joystick shooter och minigolf. Resultaten från den enkät denna grupp sedan svarar på visar att genreblandning mellan de valda genrerna fungerar trots deras olikheter sinsemellan, men att det är mycket viktigt att spelets övriga element inte försummas till förmån för genreblandningen. Det framgår även att den grad till vilken de tre genrerna blandas i spelet respondenterna testar inte är den maximala..
Vikten av kunskap för återvinning : En analys av Gästrike Återvinnares attitydundersökning
This study is intended to increase the understanding of the impact of knowledge on recycling levels. The investigation will furthermore look for other factors in the inquiry that influence the recycling level. I?m also going to try and develop a model for what influences the recycling level according to the basis of the investigation..
Nivådiagnos med sensorfusion : Utveckling av koncept för nivåmätning i lutande tankar
Today?s system to measure the volume in a tank consists of a vertically placed sensor. When a vehicle is tilted the level of the fluid might change and if the volume is calculated based only on the information from the sensor it could result in a incorrect value.This thesis exams a new method to calculate the volume in tanks by using sensor fusion to crosscheck the i formation from the level sensors when the vehicle is tilted. The information is then used to see if it is possible to identify the grade of tilt by the change of fluid level. If the grade of tilt can be measured then the volume can be calculated in a more accurate way.
Roligt eller lärorikt? : En studie om barns attityder till spel i skola och hemmiljö
This report investigates digital games with focus on differences and similarities between children?s point of view when it comes to games focusing on learning compared to those focusing on entertainment. The approached group was children, 7 years old. The study contains investigations and analysis of how these children used games in both school and home environment. The most used theory ?8 theories of fun? by Marc LeBlanc (2004) raises the most important parts making a game fun.
IKT i mellanstadiet : En kvalitativ studie av skolledares syn på sin roll i integrering av IKT i undervisningen
The overall purpose of this essay is to come to a deeper understanding about videos in the Youtube beauty community by using a mixture of qualitative and quantitative methods. By answering the main questions of the essay which are; What quantitatively measurable components are there in the videos that can be seen as contributing factors leading to the fact that some generate more views that others?; Is there a set mold for success containing certain aspects that a video must have to stand out?; What correlations can be found between the two categories of analysis and how do these potential correlations affect the popularity of the video? and What effects do specific components on the level of popularity of the video?, we?ve been able to distinguish differences as well as similarities on both qualitative and quantitative levels. We have also seen that using the two methods together have enabled us to reach more profound results. The main result that we have found on a quantitative level is that there are obvious correlations between a high level of popularity and a good visual quality.
Global uppvärmning : gymnasieelevers oro och kunskap
Global warming is generally recognized as one of the major environmental challenges we have to face in the near future. The students in school today are the ones that will have to deal with the consequences of it tomorrow. That is why education about it is so important. Previous research shows that students believe that environmental issues in general are important problems to be solved. I this study I tested students in grade twelve, in four different schools in order to find out what their level of knowledge about global warming is, how worried they are about it and if there are any correlation between their knowledge and their level of worry.
Celltal som mått på mjölkens kvalitet med avseende på mjölkens sammansättning
Mastitis, an inflammation of the udder mainly caused by a bacterial infection, induces an increase in the somatic cell count (SCC) in milk and is consequently one of several factors affecting SCC in milk. In this literature review it is investigated whether SCC; on udder quarter, cow composite or bulk tank milk level, can be used as a quality marker with focus on milk composition in terms of the content of fat, lactose, total protein, casein and whey protein. According to this literature review the relation between SCC and milk composition is not reliable either on udder quarter, cow composite or bulk tank milk level. SCC was related to lactose, casein and whey protein on udder quarter level; lactose and whey protein on cow composite level and lactose on bulk tank milk level.
Inlevelse genom narrativ i spel
Detta kandidatarbete undersöker problemet med konvergeringen av narrativ och interaktion och varför en konvergering mellan dessa hämmar deltagarens inlevelse i ett spel. Utifrån spelet Traverser redovisas i detta kandidatarbete processen och resultatet av hur ett interaktivt narrativ kan väcka inlevelse hos deltagaren genom att låta berättandet ske subtilt och icke-linjärt, där spelaren uppmanas till att vilja utforska narrativet på egen hand i form av en miljö i Traverser. This bachelor?s thesis discusses the problem of converging narrative and interaction and why the convergence between the two tends to arrest the participants immersion within a game. Through an interactive narrative by letting the narration take place subtly and nonlinearly, this bachelor?s thesis reports the process and result of how an interactive narrative could provoke immersion within the game Traverser, where the actor is urged to explore the narrative independently in the shape of an environment..
"GODNATTSAGAN - Vart tog den vägen?" : En undersökning av småbarnsföräldrars aktiviteter tillsammans med sina barn.
The overall purpose of this essay is to come to a deeper understanding about videos in the Youtube beauty community by using a mixture of qualitative and quantitative methods. By answering the main questions of the essay which are; What quantitatively measurable components are there in the videos that can be seen as contributing factors leading to the fact that some generate more views that others?; Is there a set mold for success containing certain aspects that a video must have to stand out?; What correlations can be found between the two categories of analysis and how do these potential correlations affect the popularity of the video? and What effects do specific components on the level of popularity of the video?, we?ve been able to distinguish differences as well as similarities on both qualitative and quantitative levels. We have also seen that using the two methods together have enabled us to reach more profound results. The main result that we have found on a quantitative level is that there are obvious correlations between a high level of popularity and a good visual quality.
Universe-defining rules
Abstrakt
I detta arbete undersöks hur konceptet lek går att applicera på digitala spel
och hur man presenterar ett fiktivt universum och de regler som definierar det
universumet. Syftet med denna undersökning är att öka kvaliteten på digitala
spel för spelare genom att öka förståelsen för hur sådana regler introduceras.
Frågeställningen som ämnas att besvaras är ?hur kan man introducera
realistiska, semi-realistiska och fiktiva regler i ett spel??. Undersökningen
baseras delvis på analyser kring varför vissa introduktioner av regler ofta
accepteras och andra inte, dels på utvärdering av en gestaltning och dels på
tidigare forskning.
Denna undersökning är indelad i två delar; en researchdel och en
produktionsdel.
Does it matter?
Swedish:
Det här kandidatarbetet undersöker om karaktärer med icke-normativ sexualitet
finns representerade i digitala spel och hur dessa framställs. Arbetet har även
fokus på de reaktioner samhället har visat i samband med att spel som behandlar
ämnet icke-normativ sexualitet kommit ut på marknaden. Syftet är att
uppmärksamma och ge insikt om icke-normativ sexualitet som ämne och hur
diskussionen av detta kan leda till en utveckling inom spelmediet.
Informationen som användes för att undersöka ämnet och dess reaktioner finns
sammanställt under ett forskningsmomentet, vilket sedan utvecklas till flera
noveller. Dessa noveller har sedan användes i en undersökning som genomfördes
av 11 stycken deltagare.
English:
This bachelor thesis investigates if characters with non-normative sexuality
are represented in digital games and how these are portrayed.