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1464 Uppsatser om Video game violence - Sida 8 av 98
?Att våga ställa frågan, att våga höra svaret?
The purpose of this report is to map the situation for girls residing in women?s refuges because of honour violence. The questions posed are: What forms of abuse have been described to staff working with females in refuges for victims of honour violence? What are the deciding factors that lead to a girl leaving her family and being placed in a refuge? What are the help needs of girls residing in women?s refuges because of honour violence? Five qualitative semi-structured interviews were conducted amongst staff from five different women?s refuges specialising in honour violence. The results were analysed using Foucault?s theories on power, victim vs actor, victim processes along with a victimisation perspective.
??Integrerad video och digital grafik med fokus på postproduktion
I detta examensarbete beskrivs kombinationen av video och digital grafik vid filmproduktion. Jag kommer att förklara filmproduktionens olika stadier med fokus på postproduktionen. Jag behandlar frågor som förklarar vad postproduktion är, hur det går till samt olika tekniker inom den digitala postproduktionen för att kombinera video och digital teknik. Målet med arbetet är att undersöka och beskriva det digitala arbetssättet inom modern filmproduktion genom att förklara metoder och tekniska lösningar generellt samt i ljuset av ett mindre videoprojekt.Nyckelord: examensarbete, postproduktion, redigering, digital postproduktion, keying, keyframing, tracking, mask, matte, färgkorrigering, video..
Flow i fokus : processen att göra ett spel genom research through design
Starting out as a minor form of amusement, the game industry has become one of the most lucrative andsuccessful in the entertainment business competing against giants such as television, movies and music.As the internal competition within the developer community grows companies work hard at discoveringnew ways to attract and keep customers. By having a playcentric approach focusing on user experiencethey hope to achieve that goal. This thesis describes the process of designing a game with focus on theplayer. We apply the concept of flow on game development and investigate through research throughdesign if we are able to create a game that keeps the player in flow.Play tests showed several elements such as control issues and too difficult challenges early in the game,affecting the possibility for players to experience flow while playing. These negative factors came to becalled flowleakers.
"TV-spel är inga konstigheter!": En enkätundersökning om tv-spel på folkbiblioteken
The aim of this bachelor thesis is to investigate the lending of video games at the public libraries in Sweden. The thesis focused around a web survey, which was sent out to all public library directors, as its research material. The results were compared with those found in a master thesis by Olle Berg and Thomas Nyström from 2008. This was done to gain a better understanding of why the libraries provided video games. The other results of the survey were analyzed with a quantitative method.The results indicate that half of the responding libraries provide video games for borrowing.
Brandskydd i bevarandevärda byggnader : Under ombyggnads- och reparationsarbeten
In this study we examine how much latency is required in an RTS-game (Real-Time Strategy) before the player quits the game. In the study latency is simulated in the games Age of Mythology and Starcraft: Brood War with the program WANem, and then the testplayers are asked ?Do you want to quit because of latency??. This data is then gathered and compiled into graphs to show the results. These results show that the limit for when players want to quit differs between the two games and that there are two factors that play into this.
Jobba hårt och var fokuserad : En studie om elevers upplevelse av IUP och skriftliga omdömen
Violence is put in a specific context when the police are the perpetrator of violence rendering violence possibly legitimate through sovereignty. The possibility of legitimization of police violence raises important questions of how such violence is legitimized and how resistance is conceived of and defined. I have interviewed seven people in Sweden from different backgrounds, all of whom share the experience of having been subjugated to police violence, including threats, harassments and physical violence.This paper analyzes the performativity of police violence through the relations between police violence, power, sovereignty, subjectstatus and resistance, in order to understand how police violence is being legitimized and to understand its consequenses with respect to those subjugated to it. I?ve also analyzed if this violence is being politicized and, in that case, how politicization is made possible.
Vilddjuret sliter sig : En studie i etablissemangets och vänsterns attityder kring politiskt våld i en svensk småstad 1925.
In this Bachelor thesis I am going to look at attitudes towards political violence in a small town in Sweden in the 1920s. The town I have picked for this study is Kalmar situated on the east coast of Sweden. This study is a micro historic case study. The specific case is a strike at the city?s water and gas plants for higher salary.
?Interaktiv video ? ett bättre inlärningssätt!?
Uppsatsen handlar om interaktiv video och om det är ett bättre inlärningssätt än traditionell utbildning. Max Hamburgerrestauranger användes i arbetet som ett praktiskt exempel och dom anställda har fått agera som respondentgrupp för testning av sekvenser av interaktiv videoutbildning. Syftet var att undersöka om interaktiv videoutbildning är ett bättre inlärningssätt. Om så är fallet varför? Uppsatsen bygger på kvalitativ metod.
" ...köra lite på intuition" - Sjuksköterskors attityder och kunskaper om intimt partnervåld - en empirisk studie.
Intimate partner violence (IPV) affects both men and women, in homo- as well as heterosexual relationships. The most recognized form of IPV is violence against women. The proposition "Kvinnofrid" was approved by the Swedish parliament in 1998 and proposed an extensive effort to increase knowledge and awareness of IPV among occupational groups, mainly in the health care system. These professionals are also often directly involved in the care of victims of IPV. The main purpose of this study was to investigate attitudes and level of knowledge among nurses about violence in an intimate relationship.
Förekomst av kvalificerade samtal i en kommuns skolor : En enkätstudie kring det specialpedagogiska samtalsuppdraget
Violence is put in a specific context when the police are the perpetrator of violence rendering violence possibly legitimate through sovereignty. The possibility of legitimization of police violence raises important questions of how such violence is legitimized and how resistance is conceived of and defined. I have interviewed seven people in Sweden from different backgrounds, all of whom share the experience of having been subjugated to police violence, including threats, harassments and physical violence.This paper analyzes the performativity of police violence through the relations between police violence, power, sovereignty, subjectstatus and resistance, in order to understand how police violence is being legitimized and to understand its consequenses with respect to those subjugated to it. I?ve also analyzed if this violence is being politicized and, in that case, how politicization is made possible.
Att ställa frågan om våld i nära relation vid inskrivningssamtalet på en psykiatrisk avdelning : - ett kvalitetssäkringsarbete
Background: Intimate relationship violence is physical, psychological or sexual violence that a person is exposed to in a relationship. There is a strong correlation between intimate relationship violence and mental health problems. A psychiatric ward at a hospital in Sweden, is working with a new routine. According to this routine every new patient should be asked about intmate relationship violence as a part of the admission interview.Objective: The objective of this study was to study how the healthcare personnel is working with the routine, and also to study response rate, interventions and how the work has developed over time.Method: A quantitative study with a retrospective and descriptive studydesign. One hundred and two medical records were reviewed.
Upplevelsen av hot och våld : En kvalitativ studie med personal som arbetar på barn och ungdomspsykiatrisk akutmottagning
The aim of the study was to examine individual staff experience and management of threats and violence in the acute psychiatric department for children and teenagers in Uppsala. Previous research shows that the experience of threats and/or violence is individual, and that it is difficult to distinguish between these concepts. Research shows that it is particularly vulnerable to work in psychiatry when mental illness is a cause when threats and violence occurs. Threats and violence can result in different consequences for the individual. The study is based on qualitative interviews and the material was collected in the autumn of 2012 at Akademiska sjukhuset.
TV-spel och folkbibliotek - nya medier, mediepanik och biblioteksdiskurser
The aim of this master's thesis is to study what attitude public libraries in Sweden show towards video games. By using critical discourse analysis as both theory and method we analyse several texts emerging from a debate mainly discussed in blogs. Main topics in the debate are video games in the library, the purpose of the public library and Library 2.0. Our analysis focus on views expressed concerning the work and purpose of the public library, the librarian and the library user - and to identify the main visible discourses in the discussion.Our findings consist of two discourses representing two different views in the debate. We call these two discourses the general educational discourse and the interactive discourse.
Battle of Life : Spelprojekt till Swedish Game Awards
Vi beskriver i denna rapport hur vi, som två studenter vidÖrebro universitet, utvecklade ett nätverksbaserat action-spel för datorer i Windows-miljösomsedanvarmed ochtävladei nordens största spelutvecklar-tävling, Swedish Game Awards. I spelet,som vi döpt till Battle of Life, tar sig spelaren an en farlig och oförlåtande värld och måste slåss mot andra spelareför att överleva. Vi förklarar i denna rapport hur vi, under tio veckors tid,utvecklar ett spel från grundenoch vilka verktyg och metoder vi använde oss av för att genomföra uppgiften. Vi beskriver projektets mot-och framgångar samt hur vi löste de problem vi komi kontakt med under utveklingens gång.Vi går in djupare på varför vi gjordevissa designbeslut och hur de påverkade vårt slutliga resultat.Avslutningsvis diskuterarviom utveklingsprocessen och spelets eventuella framtid, både från vårt eget perspektivsom utvecklaremen även från ett samhällsenligt perspektiv..
Upplevelsen av hot och våld : En kvalitativ studie med personal som arbetar på barn och ungdomspsykiatrisk akutmottagning
The aim of the study was to examine individual staff experience and management of threats and violence in the acute psychiatric department for children and teenagers in Uppsala. Previous research shows that the experience of threats and/or violence is individual, and that it is difficult to distinguish between these concepts. Research shows that it is particularly vulnerable to work in psychiatry when mental illness is a cause when threats and violence occurs. Threats and violence can result in different consequences for the individual. The study is based on qualitative interviews and the material was collected in the autumn of 2012 at Akademiska sjukhuset.