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3974 Uppsatser om Two-level game - Sida 17 av 265
Analys av NFL drafting och faktorers inverkan
American football is a well-known sport in America. In addition to the design and rules of the game and the surface it is played on, there are also other differences that are not directly visible. One difference noted in this study is how the teams in the game provide players. Each team has a board of directors together with the team's leadership and they will determine which players are most suitable for the team. These players are recruited to the team after graduating from a U.S.
Simulerad interaktiv arbetsmiljö : Från teori till design och implementering
This is a thesis on D-level. In a previous course, at our program Computer Science, we came up with an idea of how to improve/complement training for new employees who are situated in a stressful workplace at companies who are in a constant need of rehiring. We developed this concept and came up with an idea for a simulator that could train staff as well as relieve stress and tension for new employees. The idea matured and became a Serious Game simulator based on a dual-wield Wii-controlled PC-based simulator with Bluetooth support.The purpose of this paper is to produce a design concept for a simulator as well as conducting research on the topics: mental and physical learning abilities, psychomotor abilities, visual perception, hand-eye coordination, confidence, simulators and Serious Games. The conducted research will be the foundation for the design concept which will be implemented in our co-workers', Henrik Djerf & Daniel Gomez-Ortega, prototype.
Kvinnor, datorspel och identifikation : en genusanalys av två datorspel och två kvinnors datorspelande
This essay covers computer gaming as seen from a perspective of gender theory. The main purpose of the essay is to examine women?s relationship to computer games, and more specifically women?s attitudes to the games they play. The theoretical basis for this essay is sprung from a hermeneutic perspective. The empirical basis for analysis consists of two in depth interviews and game analysis of the two computer games Counter Strike and Final Fantasy XI.
Hur svårt kan det va´? : Från formuleringsnivå via transformeringsnivå till realiseringsnivå i ämnet Dansgestaltning på gymnasiet
This report is a hermeneutic analytical study of a practical pedagogical situation. For three occasions I observed my own practice as a dance teacher and how a moment, choreographic approach in the governing documents for upper secondary school GY11 was executed in a group of dance students. The part is formulated in the course objectives for the courses on the arts program under the topic Dansgestaltning with focus on choreographic approach. The study is based on a socio-cultural thinking but also takes into account the prevailing gender theories and focuses on how the process of formulation level, through the transformation level is portrayed in the realization level of the dance regarding choreographic approach. The study illustrates educational research from both a dance perspective and a school development perspective.
För mig är mobbning rädsla, ensamhet men framför allt osäkerhet : flickor och pojkars syn på mobbning
AimThe aim of this study was to examine the views on bullying in the context of physical education among pupils studying at intermediate level through a gender perspective.The following questions where used in the examination.In what ways does the views on bullying differ between girls and boys?How is bullying manifested during classes in physical education?How do girls and boys experience cross-gender and same-gender bullying?MethodThe study is based upon a survey with questions of both quantitative and qualitative disposition. A total of 210 pupils from areas in and around Stockholm participated in the study, all studying at intermediate level. The participants consisted of 92 girls and 116 boys (two declined). The selection of participating schools where made out of convenience.
PLASTHANTERINGEN I SVERIGE En kvalitativ studie om storstadskommunernas plasthantering utifr?n EU:s Plastdirektiv (EU) 2019/904
The aim of this essay is to examine the handling of plastic waste on a local level in the three
municipalities of Gothenburg, Malm? and Stockholm. This is achieved with the help of
guidance within the theory of Multi-level Governance. By applying the EU directive
2019/904, about disposable plastic, and examining the global plastic problem, the efforts to
promote sustainable use, and recycling of plastic, is analyzed. The method involves a
qualitative content analysis, where the 2022 waste plans of the three municipalities, ?Sveriges
handlingsplan f?r plast? by the Government Office, and the 2019/904 EU directive constitutes
the base of the study.
Är transportbeteende något att spela om? : -En studie om hur gamification kan stödja de transportpolitiska målen i Stockholmsregionen
The aim of this study is to examine the possibilities to use gamification to reach thepolitical goals for the transportation system in the Stockholm region. The study has aninterdisciplinary approach and is based around two main building blocks: gamificationand the transportation system in the Stockholm region. The first part examinesgamification. This includes contemporary use, debate, academic definition and aninvestigation of how gamified applications should be developed. One of the mainfindings is a suggestion that gamification should be seen as a process rather that a setof predefined game mechanics that can be applied to any activity.
Design och konstruktion av kaross till ögonstyrt arkadspel
Tobii Technology AB is a global leading company in eye tracking. The technology is a part of acomputer screen called an eye tracker. It enables computers to follow eye movement whichfurther make it possible to control the computer by only using your eyes.The mission was to develop an arcade game for eye controlled games that Tobii can use in theirmarketing or as a tool when doing researches about the interest in the technology amongst gamecompanies. The product realization involved designing an innovative, functional and futuristiccase which gathered the existing hardware and software to build the final prototype. In order toattract users it was important to focus on the visual expressions.Initially, the project started off with an information retrieval which contained interviews, fieldstudies, tests and literature studies.
"Det krävs en by för att fostra ett barn" : En undersökning av sex- och samlevnadsundervisningen i mellanstadiet.
The purpose of this paper is to investigate how gender and sexuality are made in the videogames Prince of Persia and Fable II, and more specifically to look at possibilities and limitations for the construction of gender and sexuality in these games. I understand videogames as an interactive media form that differs from other types of media like film and literature. It is a media form that depends on a player to be played. At the same time it is constituted by rules of how it can be played. I have analyzed my material by a method called close-playing.
Kort speltid ? djupt intryck : spel som hyrfilm
SVENSKA: Vårt kandidatarbete gick ut på att ta reda på om det var möjligt att utveckla ett kort spel i hög teknisk kvalitet och ändå skapa ett djupt intryck på spelaren. Under projektets gång utvecklade vi, med hjälp av UDK (Unreal Development Kit), ett skräckspel i 3D till PC vid namn The Horror at MS Aurora. För att erhålla den höga tekniska kvaliteten som vi var ute efter användes metoder som räknas som standard för stora speltitlar på marknaden: Animationer spelades in med Motion Capture och musiken skrevs med en full symfoniorkester i åtanke. Innan produktionsfasen tog vid gick alla gruppmedlemmarna igenom en research-fas, där var och en satte sig in i de områden som skulle komma att vara aktuella under produktionen (d.v.s. hur UDK fungerar, musikteori och orkestrationsteknik, hur man arbetar med Motion Capture-data o.s.v.).
Integrerad Kommunikation för att stärka ett Nation Brand
The aim of this paper is to explain how the European Union?s common strategy for theCommon Foreign- and Security Policy (CFSP) will change with the implementation of the Treaty of Lisbon. A comparative case study and qualitative method is used. On the basis of Smith?s theory of institutionalization we will analyze two member states: France and Denmark.
I skolreformernas kölvatten : Statligt kontrollbehov och synen på skolan som agent
This thesis examines the effects of the Swedish school reforms that took place in the early 1990?s. Theories such as Principal-Agent, Stewardship and Lipsky?s street-level bureaucracy are discussed as well as New Public Management (NPM). These reforms were heavily influenced by NPM, causing an increased level of street-level bureaucracy, and according to Principal-Agent theory some outcomes could have been predicted.
Homestyling: Hur marknadsförs tjänsten och i hur stor utsträckning används den? : En jämförande studie mellan Karlstad och Stockholm
The study has shown that retailers in the mid-price segment differentiate their brand through developing a strong company identity around the brand. The personality involves store atmosphere, merchandise and advertising. Larger companies have chosen to lay the responsibility on management level, which facilitates on store level. By controlling the strategies on a central level the company can make sure that the stores are steered in the direction that the company wants them to be steered in, and also that they follow the positioning-concept. The company can also devote its efforts to working with its core value, which is service.
Hur skattar överviktiga barn och tonåringar sin aktivitetsnivå? : En jämförelse mellan aktivitetsdagbok och accelerometer
Objective:This study aimed to investigate the correlation between physical activity level (PAL), measured with activity diary and accelerometer, among overweight and obese children and adolescents. The aim was also to study differences in PAL between girls and boys.Design:55 children and adolescents, whom been subjected to a physical activity registration with a physical activity diary and accelerometer during three or four days, were included in this study. From the data received from the children?s journal records PAL was calculated and compiled for statistic analysis.Results:The results of the study showed that the children underestimated their physical activity level when measured with activity diary, in comparison with the physical activity level measured with accelerometer. Differences between girl and boys PAL values were not statistically significant, although the girls PAL values from the accelerometer, but not from the activity diary, reached a moderate activity level according to Nordic nutrition recommendation.
Gaming och informationsanvändning : En informationsvetenskaplig studie av tv-spel och gamers
The purpose of this bachelor?s thesis is to examine video games, gamers and gaming from an information science perspective. The purpose of the study is partly to study video games as a type of information system and partly to study gamers information use, information seeking and also the experience of gaming. A selection of five games have been analysed using a topology for video game analysis created by Espen Aarseth. A quantitative investigation has also been made, in the form of a web survey distributed through four Swedish online forums, the result of which was analysed using Carol Collier Kuhlthaus model of the information seeking process.