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1054 Uppsatser om Video-game reviews - Sida 46 av 71

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.

Queer manga och manhwa på folkbibliotek

We believed that knowledge organisation of manga and manhwa with homosexual (including lesbian) themes might be a challenge for Swedish public libraries. One of the reasons for this is that these themes in manga and manhwa usually occur in genres not directed towards an LGBTQ (lesbian, gay, bisexual, transgender, queer) audience. To see how Swedish public libraries treat such titles and why they treat them as they do, we examined a selection of public libraries, their collections, acquisitions, cataloguing and shelving of relevant titles. The theory used is mainly Grant Campbell?s binarisms, subject access to LGBTQ literature and critical analysis of knowledge organisation.

Automatiserad riggning och tidssparande

Denna uppsats handlar om programmering av autoriggningsverktyg för Maya 2013 som skulle effektivisera animeringsproduktionspipelinen genom att spara tid vid riggningsdelen av animeringspipelinen. Vidare handlar denna uppsats om utvärdering av tiden som man kan spara vid användningen av detta autoriggningsverktyg. Verktyget är flexibelt på det sätt att den stödjer humanoida karaktärer och är användbar för mer än mänskliga karaktärer. Tiden som spenderas att manuellt rigga samma typ av karaktärrigg varierar från person till person och det kan ta väldigt lång tid, därför gjordes en enkät som delades ut till deltagare som är erfarna inom riggningsområdet. Resultaten av denna enkät hjälper vid beräkningen av tiden som kan sparas med autoriggningsverktyg i en animeringspipeline. Resultatet av undersökningen visar att man kan spara tid genom att använda sig ut av ett autoriggningsverktyg istället för att rigga manuellt.

Geodatasamverkan - nyttan för en kommun att delta

The Swedish model for developing the national infrastructure is based on increasing the cooperation between municipalities, government and businesses. The method to establish the infrastructure in Sweden is the geodatastrategin. The effort to implement the geodatastrategin has resulted in an interaction model, Geodatasamverkan. The purpose of this study is to alert municipalities and to investigate the usefulness of their participation in Geodatasamverkan. The study also presents examples of different applications where geodata can be used within a municipality. The report is based on literature reviews, surveys and interviews. Online Surveys were sent to some of Sweden's municipalities to get an overall idea of ??how they make use of geodata and their general attitude towards Geodatasamverkan.

Arbetskraftsförsörjning i offentlig sektor: En studie av strategisk kompetensförsörjning

The study was conducted at a business in the social service. The purpose was to examine how the business works with human resource planning. In order to answer the purpose two questions was formulated, which human resource planning strategy does the business use? And, how do businesses need to act according to the theory of strategic manpower to achieve human resource planning? Survey data collection was done through a qualitative research design, where interviews with five employees in the business took place.The study shows that the business is using a own made strategy in order to achieve human resource planning. The strategy consists of two steps, in step one they do an background analysis and step two a needs analysis where a goal- and responsibility description are designed and then a set of requirements.

Marte meo - "Show me" sade Maria: En kvalitativ studie av Marte meo terapeutens upplevelser och yrkeserfarenheter av metoden inom socialt behandlingsarbete

This thesis puts focus on Maria Aarts method "Marte meo" (on one's own strength). With the video camera as a principal tool, the purpose of the method is to be a practical working tool to support developmental processes on specific target groups, for example parents and their children. The aim of the thesis was to describe Swedish Marte meo Therapists and Marte meo Supervisors personal- and working experiences of the method, which was introduced in Sweden year 1991. Central questions were: How does Marte meo Therapists describe the essence of the method, it's establishment, development, and future in Swedish social services and psychotherapeutic treatment work? Which are Marte meo Therapists opinions of the methods relation to general problems and issues within social services and psychotherapeutic treatment work, such as the anchorage of theory and practice and the general claim for more research in social services interventions? In order to achieve the aim of the thesis a qualitative study was performed containing semi structured interviews with three Marte meo Therapists (two of them also titled Marte meo Supervisors).

Affärsmodeller och Strategier i Apples Appstore

Apple has since their launch of the Iphone series created a billion dollar business with the market place Appstore. Third-party apps have disrupted the mobile industry, attracted a high number of developers and set the standard for the industry. Despite success, this market has yet not been the topic of any academic study, a fact that makes this thesis important. Under the assumption that apps can be regarded as a service, traditional service marketing theories have been applied with the research goal to map existing business models, evaluate revenue potential and understand best practices of marketing techniques. A series of qualitative interviews with representatives from the difference business models, backed by secondary data describing the domain shows how the Appstore has evolved over time and which marketing practices that appear successful.

Institutioners inverkan på entreprenörsaktiviteter : En empirisk analys av relationen mellan institutioner och entreprenörskap

Entrepreneurship as playing a important role for economic growth has been discussed by a number of theorists such as Joseph Schumpeter and Israel M. Kirzner. William J. Baumol developed these theories as he considered that all entrepreneurship doesn?t lead to economic growth, some entrepreneurial activities may even lead to stagnation.

Multiplayerspel utvecklat i Flash, Slutreflektion för ?Monsters & Masonry?

Flashspel är en väldigt populär form av ledigt spelande, men det finns fortfarande spelformer som är outforskade. Vi bestämde oss för att göra det ingen utvecklare hittills lyckats med, det vill säga att skapa ett så kallat ?Massively Multiplayer Online Flash Game?. Ett spel som konstant är uppkopplat till internet och lever vidare genom spelarna. Problemet ligger i plattformen.

Dokumentärfilm om Warcraftspelaren 4K FuRy

Warcraft är ett strategidataspel som massor av människor världen över ägnar sig åt. Sebastian Pesic (alias 4K FuRy) är en av världens bästa spelare och dataspelandet har blivit hans jobb. Dokumentärfilmen handlar om Sebastian Pesic och hans verklighet i Warcraftlaget 4Kings. Sebastian kommer att berätta om sina upplevelser och vi kommer att få se honom i action. Filmen kommer att ge en inblick i dataspelsvärlden som många inte ens vet om existerar.

Musikalisk gestaltning av Trudvang

Syftet med kandidatarbetet är att skapa musik till en folkgrupp som saknar en etablerad musikkultur. För att göra detta valdes folkgrupper ut ur den fiktiva spelvärlden Drakar och Demoner: Trudvang. Fornnordisk kultur var en inspiration till Trudvang och detta studerades för att påvisa likheter till folkgrupperna i Trudvang. Parallellerna mellan de olika kulturerna blev uppsatsens förundersökning. Uppsatsens förundersökning resulterade i att det finns en efterfråga på musik i spelet varpå två folkgrupper från Trudvang valdes ut för gestaltning med musik, alferna och virannerna. Baserat på instrument som samerna och anglosaxarna kunde tänkas använda producerade vi musik till den andra delen av forskningen. Musiken undersöktes genom att dela ut en enkät till erfarna spelare på spelets forum för att bestämma huruvida gestaltningen av alferna och virannerna var lyckad. Resultaten visade att det lämpar sig att gestalta dessa folkgrupper med den producerade musiken och som ett resultat ge dem en musikkultur..

Förbättring av Egenvärmehus : En fallstudie av ett flerbostadshus, Kv. Fyrtornet

Energy efficiency has become a very topical issue that has been discussed throughout the European Union for preventing negative environmental impacts that have been associated with the consumption of energy. In the residential sector have mainly municipalities set strict requirements for the reduction of energy consumption while the renewable energy has been asked. Different concepts of low-energy buildings have been developed to reduce the cost of operation and maintenance in existing buildings such as in new ones.This thesis has aimed to minimize the energy cost of a large building which has had low energy consumption features originally. Energy reviews has been initiated in order to be able for showing how the house electricity could be carried out even more efficiently.The work was initiated through a literature study to clearly increase the reliability on the energy subject. Different concepts of low-energy buildings have been treated in connection with its specifications, afterward those have been compared with the obtained results.

Rätt Kvalitet : En studie om att kommunicera mjuk produktkvalitet

This examination paper concerns how a organization can reach right quality. In this case the focus is on the communication of the soft product quality within an organization to achieve right quality. To fulfill the aim of this study a case company has been used to be able to show the absence in the topic. The questions of the study are: How have the customer?s needs been communicated within the organization? What absences are there today concerning the communication of the customer?s needs within the organization? How can the communication of the customer?s needs within the organization improve?The aim of this study is to describe and analyse how the transmitting of the customer?s needs concerning soft product quality is made today in the case company and to reach any improving suggestions.

Tvångsvård på grund av problematiskt datorspelande : En rättsvetenskaplig studie av annat socialt nedbrytande beteende i 3 § LVU

This paper has focused on specific aspects of the law concerning the 3rd paragraph of The Care of Young Persons Act (1990:52), LVU. The purpose of this study was to examine the prerequisite other social destructive behaviour in four cases where youths has been under compulsory institutional care because of their computer gaming. The study was composed on a legal dogmatic method and a legal sociologist perspective. The legal dogmatic method implies to examine the law and its elaboration, the legal sociologist perspective focus on the consequences and causes of the court of law. The study shows that problematic computer gaming is an increasing problem in society and that other social destructive behaviour is a wide prerequisite that need new amendment in order to ensure citizens certainty..

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.

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