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2742 Uppsatser om Video-game industry - Sida 29 av 183
Sustainable Construction in the Transportation Infrastructure Industry? as a vision and in practice
This study has been conducted on behalf of Vectura Consulting AB with the purpose to examine how different actors perceive the dimensions of sustainability and sustainable construction. The purpose is also to provide an understanding of existing barriers and opportunities for sustainable construction within the industry and exemplify with different directions for the actors in order to develop sustainability. The study has approach the research problem by using systems theory, developed by Checkland, to identify the relevant system. Other systems theories has been used as an theoretical framework in order to identify barriers and opportunities, which in this study are based on Hughes?s theory about reverse salients and salients.
HTTP Live Streaming : En studie av strömmande videoprotokoll
Användningen av strömmande video ökar snabbt just nu. Ett populärt konceptär adaptive bitrate streaming som går ut på att en video kodas i flera olikabithastigheter. Dessa videor tas sedan och delas upp i små filer och görstillgänglig via internet. När du vill spela upp en sådan video laddar du först hemen fil som beskriver vart filerna finns och i vilka bithastigheter de är kodade i.Mediaspelaren kan där efter börja ladda hem filerna och spela upp dom. Om defysiska förutsättningarna, som exempelvis nedladdningshastighet eller CPUbelastning,ändras under uppspelningen kan mediaspelaren enkelt byta kvalitépå videon genom att börja ladda filer av en annan bithastighet och slippa attvideon laggar.
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.
Revisionsbranschens relation till massmedia - En studie om hur revisionsbranschen påverkas av massmedias rapportering
Background: Media has for a long time been reporting about the audit industry, often focusing on so-called auditing scandals. Economic journalism has grown stronger, the corporations are given more and more power in society and the public interest is increasing. We intend to examine how mass media affects the expectations gap and how the auditing firms operate strengthening the society?s confidence in the industry after mass medial exploitation. We also want to investigate whether the relatively new phenomenon social media is affecting the auditing firms and industry?s external communication, as well as what consequences negative publicity may have for the individual auditor.Aim: The aim of the study is to create an understanding of the audit industry?s relation to the media as well as to describe and analyze how mass media?s coverage is affecting the audit industry, auditing firms as well as the individual auditor.
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.).
Implementering av "Life Cycle Management" i svensk läkemedelsindustri
It generally takes 10 to 12 years for a new drug to hit the market. The pharmaceutical industry invests huge sums in these early stages of research and development. In spite of the rapidly rising research and development expenditures fewer and fewer blockbuster drugs are being developed. Longer lead times and aggressive generic post-patent competition have narrowed the timeframe for the pharmaceutical companies to profit on their investments.In the face of these threats the pharmaceutical industry has developed a battery of strategies to prolong market exclusivity and to maximize return on investment. These emerging strategies are commonly known as Life cycle management (LCM), which actually is more of a concept than a method.
Responsible sourcing and transparency in the home textile industry : the case of cotton
CSR, Corporate Social Responsibility, has become increasingly important in a globalised world where the responsibilities of companies and governments are somewhat blurry. The textile industry is an industry where long supply chains and raw material production in developing countries are factors adding to the complexity and difficulties of solving ethical issues. Cotton production faces many environmental, social and financial challenges in the value chain. Therefore this case study takes a closer look at five Nordic home textile companies, Ikea, Hemtex, S Group, Moko and Finlayson, and how these companies choose their cotton related CSR tools and communicate their work on this area. These companies are of various sizes and therefore the resources for CSR work are also different, as well as the perceived values for working with CSR.
Artisten och innebörden av det personliga varumärket
The purpose of this study is to understand and get increased knowledge about what it means to see artists as brands. What are the typical assets and what kind of advantages and disadvantages are distinctive when it comes to applying a brand perspective on artists. Brands are an important part of our lives today, and the benefit of seeing a company as a brand has made that not only big companies are interested in building brands. Beyond companies even persons now want to become brands. The new perspective in seeing persons as brands is interesting and something that made us curious to investigate.
Innovating Customer Experience -from a telecom industry perspective
Purpose: The purpose of this thesis is to identify and analyze innovative products and services within the telecom industry, letting these findings constitute possible ways for CSPs to innovate the experience of their customers. Methodology: The research in this thesis was conducted from a qualitative approach and data were collected using primary- (expert interviews) and secondary sources (journals, articles, web sites etcetera). In addition, a research design entailing four sequential steps was created to stipulate and illustrate the logic underpinning the methodological process. Theoretical perspectives: The theories are divided in three groups. Background theories ? these intend to capture the problematic nature of the transforming telecom industry, examples of such theories are; value chain theories and ecosystem theory.
IT-forensisk analys av Windows 8
En fallstudie tillämpades för att undersöka de inbyggda apparna, Internet Explorer 10, den nya utforskaren File Explorer och reparationsverktyget ?Återställ datorn utan att ta bort filer? i Windows 8. Analysen visade att apparna E-post, Kontakter och Meddelanden sparade större delar av användarens Facebook-profil lokalt på datorns hårddisk. När bildfiler öppnades upp med appen Foton sparades miniatyrbilder av originalet på hårddisken. När videofiler spelades upp med appen Video sparades filnamnet i filer.
Kamratkulturer i förskolebarns lek
The research in this thesis attempts to understand what happens when children (3-6 years of age) interact with each other in the context of free play in two pre-school settings when adults are not involved. The aim of the study was to get a closer look at how children create relationships and how they protect and defend their interactional spaces. Data was gathered through ethnographically inspired methodology, using video observation to capture the everyday interactions of the children. Results were analyzed using a phenomenological approach to peer cultures. Previous research suggests that it is very important for children to maintain their interactions with peers and gaining access to play.
Artistvarumärkens nya spelplan : Konkurrensklimatet i den moderna musikindustrin
Purpose and aimThe purpose of this thesis has been to create a deeper understanding about the impact that the digitalization of the music business in the early 2000s and also the latter change, that in this paper is referred to as the sociodigital change, has had on artist brands. We will also analyze the positive and negative effects that this development may have had on the already existing brand environment and lastly also review the true importance of the professional industry?s competence. We have chosen the following research question in relation to the purpose; In what way has the basic conditions for artist brands within the music industry changed since the digitalization of the music industry in the early 2000s? MethodFor this study we initially took an inductive approach as we formed hypotheses based on experiences and previous knowledge which we then corroborated with theories.
Artiststrategier - Där kultur möter kommersialism i den svenska skivbranschen
This thesis aims to explore the process where strategies for music artists are created by record companies. We describe and analyze how decisions regarding signing, distribution, marketing, bookings and co-operations are made. Through our study we find that the strategy process can be described as a pattern according to Mintzberg's definition. The "inside-out" perspective is dominating and the record companies base their strategies on internal core competencies and the artistry and will of the music artist. The underlying causes of this are the uncertainty that characterizes the industry; the focus on social relations; and the importance of cultural legitimacy..