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1054 Uppsatser om Video-game reviews - Sida 3 av 71

Synkroniserad videouppspelning över Internet

The goal with this project was to achieve real-time synchronized video playback over the Internet, or in other words, that multiple clients play the same part of a video at the same time.The result shows how it is possible to build such a protocol, that gives a user experience that the video is synchronized between computers when playing a locally stored file, stream or video delivered using progressive download. This was achieved by designing, then role playing to find weaknesses, and at last implementing the protocols to see how they work in practice. By using such a protocol, it is possible to navigate and discuss around a video in for example a telephone conference, and be sure that everybody is looking on the same picture..

Puzzles combined with horror in digital games

Den här uppsatsen handlar om hur pussel och skr äck kan kombineras i ett och samma digitala spel. Hur man som utvecklare kan f å en j ämn balans mellan skr äcken och pusslen som presenteras f ör spelaren i spelet. Den typ av skr äck som den h ar uppsatsen har fokus på är genren 'Survival-Horror' och anv änder sig av den typ av skr äck som i digital spel kategoriserats som 'Survival-Horror'-spel. Den här uppsatsen visar en analys av 'Survival-Horror', samlar information om pussel och skr äck f or att utforma en hypotes hur dessa kan kombineras. F ör att kontrollera om hypotesen st ämmer utf ördes en intervju innan pussel- och skr äckmomenten implementerades i ett digitalt spel. Efter implementationerna genomf ördes det speltester i tv å omg ångar f ör att analysera resultatet mellan de tv å omg ångarna..

Sagan om Rödluvan och variabeln : En titt på film i matematikundervisningen

Undersökningens syfte är att studera video som inslag på matematiklektioner genom att titta på elevers kunskapsutveckling, åsikter och lärares åsikter.En video om Pythagoras sats har producerats och visats i klassrummet och det har sedan gjorts diagnostiska prov i experiment- och en kontrollgrupper. Det har även gjorts en elevenkät och lärarintervju. Resultatet visade att eleverna var ganska positiva till video men att filmen inte hjälpte något märkbart. Lärarna ansåg det vara svårt att få in video i matematiken eftersom det går så fort. Slutsatsen är att video kan användas som tillsats till undervisningen ibland, men inte som ensam ersättning till annan undervisning..

Frihet i datorspel

A game designer has to consider several aspects when he or she is designing a game. One of those aspects is the perceived freedom in the game by the player. There exist several methods to facilitate this perceived freedom in the design phase of the game. This thesis presents, in a qualitative methodology, a number of these methods a game designer might utilize to give the player a heightened sense of freedom for an improved gaming experience. Included herein are such elements as indirect control, linearity, storytelling and level design..

Strömmande video i trådlösa mesh nätverk : Streaming video in wireless mesh networks

This document?s content is the final report of the master´s dissertation Magnus Hällström did during springtime of year 2013. The dissertation?s subject is 802.11s wireless mesh networks with streaming video as a focus point.  During the dissertation a wireless mesh network was set up with different attached cameras for streaming video. A sun panel solution was also tested with the goal of creating a package with a self-configuring network node streaming video, powered by nothing but solar energy. .

BTJ övertygar: En retorisk analys av lektörsomdömen om barnlitteratur

The aim of this Master?s thesis is to examine how opinions and values are expressed in BTJ?s reviews of children?s literature. According to debates reviewed and interviewed librarians, many consider BTJ to be too directing when it comes to the libraries? purchases of books. Therefore I find it important to study how the reviews are written.

Inledning till spelutveckling för AndroidSpelutveckling för Android med Java och OpenGL ES

This thesis deals with the problems you face as a new game developer for the mobile platform Android when developing a 3D game and presents solutions to these problems. It also explores which optimizations should be made to increase performance and how well suited for game development the Android platform is. A simple 3D game for version 2.2 of Android was developed to examine this. The conclusion was that a good game structure for Android separates logic and rendering by running these separately in different threads. Solutions to rendering and updating of game logic were presented and optimizations were implemented for performance, although fewer optimizations were needed than was anticipated.

En studie i röj

This paper presents a study of the computer game ?Minesweeper?. The aim of the game is to search through a rectangular area of mined squares without hitting any mines. By using a strategy based on making every operation as safe as possible, series of the game have been simulated. The size of the playground is four times four squares.

Direktuppspelande video från Umeå kommuns webbplats : En undersökning om Umeå kommuns förutsättningar att sända direktuppspelande video över Internet från en mobil studio

Användningen av strömmande media ökar explosionsartat och är nära knu- tet till utbyggnaden av bredband. Intresset för direktuppspelande video bland kommuner, stat och landsting har ökat på senare år. I dag sänder bl.a. Region Skåne, Uddevalla-, Sigtuna- och Bollnäs kommun direktupp- spelande video från sina kommunfullmäktige.Den här rapporten handlar om Umeå kommuns förutsättningar att sända direktuppspelande video från sin webbplats. Min uppgift blev att undersöka vilka krav kan ställas på en myndighet som sänder video både när det gäller teknik och tillgänglighet.En fördjupning om multicasting görs, då det är en teknik för att drastiskt minska behovet av bandbredd för direktsänd video.

Litteraturrecensioner i Expressen och BLM 1964-2004 : En studie av genreförändringar i två skilda pressorgan

The aim of this study is to describe how reviews of literature in Bonniers litterära magasin and Expressen changed during the period 1964-2004. The investigation is based on 20 reviews of novels and short stories, which are analysed with a method described in Hellspong and Ledin (1997) and inspired by Halliday. The theoretical frame of the investigation is founded on critical discourse analysis (Fairclough 1992 & 2001) and Habermas´social theory of the public sphere.The investigation shows, among other things, that the reviews became shorter and easier to read in both paper during the period. The investigation also shows that the genre´s style, composition and contents are relatively stable, and that current ideologies in society have a tendency to be reflected in the reviewers´evaluation of the books. To generalize, the reviews thus developed from a poetic genre in 1964, to become political in the 1970s, academic in the 1980s, feminist in the 1990s and finally an intermedial genre in 2004..

Det får duga: Game Maker som prototypverktyg, och applicerad speldesign

Rapporten handlar om programmet Game Maker som prototypverktyg, och vänder sig till personer och företag som skulle kunna vara intresserade av detta. Syftet med arbetet var att skapa ett spel i Game Maker, "Ittle Dew", samt skriva om Game Makers egenskaper och egenheter. Spelet färdigställdes i tid, och rapporten tar även upp en mängd designfrågor som dök upp under skapandet av detta. Med hjälp av två brev från personer med erfarenhet av Game Maker som prototypverktyg och för skapandet av färdiga spel, och diskussion av dessa brev, hävdar jag till sist att programmet väl duger för prototyper, så länge användaren känner till de begränsningar som rapporten tar upp..

Art of Balance : In context of complexity

Game balance can be considerd complex - there are many factors that play a role in the perception of balance. This thesis examines complexity, game theory and intution in an effort to disconver more about the perception of balance. The findings are that tactical and strategical choices that are presented for a player need to be interesting, not to complex and not to obvious. The importance lies in the estimation of the result that the player does when making a choice..

Jag kan själv : Spelmanualer för mellanstadiebarn

Todays board game manuals have many shortcomings. One of them is that they are not always adapted to the game's target audience.Adapting the language and shape of a game manual for the the target group children, can save time for both parents and teachers, and give the children a chance to conquer the game by themselves. In addition, playing board games can lead to children developing other important properties such as problem solving and independence.This study found that the game manuals inconsistency, tone and the way they adress the reader makes it difficult for children to grasp the content. Many game manuals do not speak directly to the reader, and often describes gameplay in a passive way, which has been shown by this study.This study has resulted in 12 guidelines for writing game manuals for children. In addition, they have been tested with a sample study.

Fint och fult i film : En studie av finkulturell och populärkulturell diskurs i svenska filmrecensioner

The discussion about high culture and popular culture in our society has been going on for decades. In few places is it as loud as within culture journalism and the critics? society, where the question of what is good taste and what is dumb entertainment constantly gets brought to the surface. Film is a particularly vulnerable area, since it is such a universally appealing and rather young medium. In America and England several studies have been performed of the reviewing society and reveiwers? use of high and low art-discourse in their writing.

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.

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