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1054 Uppsatser om Video-game reviews - Sida 57 av 71
Utformning av lager : Modell för utformning av lagerfunktion med hänsyn till arbetsmiljö & säkerhet
Companies worldwide strive to reduce costs and capital tied up in stock. At the same time, the need for short delivery times requires efficient logistic flows. In order to meet customer demands an efficient warehouse activity is required.The purpose of this study is to develop a model for designing a warehouse system regarding to working environment and safety. The model is primarily designed and based on literature reviews of scientific articles and books, own knowledge and the authors previous work experience in the industry.The thesis has been done at Sandvik AB, the department Precision strip in Sandviken. Sandvik is a high-technology engineering group with advanced products and a world-leading positions within selected areas.
Data och Tv-spel : Data och tv-spels påverkan på ungdomar
The purpose of this study is to investigate in what extension students experience that computer and videogames affect them. I have chosen to focus on the physical, mental and social affect that this activity might bring them. I have also examined how much time the students spends in front of the computer or the videogame and in which social context they play.The method I have chosen to use is a quantitative opinion poll which I used in three classes of the later junior high and I have also conducted five qualitative interviews.The conclusions I have drawn from this investigation are that computer and videogames affects teenagers both physically and mentally. Physically the affects of playing videogames mostly can be derived to the physical inactivity they expose themselves to. The students themselves did not experienced any positive physical affects from their playing.Amongst the mental affects that stood out the most I recognized the social training that online gaming provided and also the intellectual stimulation that certain games offered the player.
Barns interaktion vid "lärplattan" : Barns positioner ägare, åskådare och deltagare
AbstractThe purpose of this study is to examine how children interact with each other and what social positions they assume when using the learning pad. The social positions reffered to is the Owner, the Participant and the Spectator, defined by Ljung Djärf (2004). According to Ljung Djärf (2004), the Owner is defined as the one in control of the mouse and keyboard. The Owner is expected to be in charge of what is happening on the screen. The Participant is typically found on a chair near the computer.
Elbilen på väg mot 2030 : Handlingsplan för införande av elbilen i Sverige
The aim of this study is to examine possibilities and barriers for an introduction of electric vehicles in Sweden. The study has an interdisciplinary approach and thoroughly examines the essential topics which influence the future of the electric vehicle. The study reaches from answering the question on why electric vehicles lost the game to petrol cars in the early 20th century, to sketch how the difference in total cost of ownership will be between electric vehicles and petrol cars for the coming 20 years. Apart from these subjects the main topics of the study are today?s and tomorrow?s situation regarding technology, charging, fuel, market and economic incentives from an electric vehicle perspective.
Medier på andra språk än svenska: En studie om det mångkulturella biblioteket
The purpose of this master?s thesis is to investigate how librarians approach to the multicultural collection development and which methods they use in providing library materials in minority languages. The questions to be answered are: which methods the libraries use when purchasing library materials in minority languages, how the respondents experience that the minority user groups needs are met in the library and how the multicultural competence of the staff is used in the libraries. For this purpose the qualitative interviews with 6 librarians in Gothenburg are conducted, mainly from the libraries in the immigrant-dense parts of the city, while the study being concentrated on 6 language groups of library users. The study?s theoretical framework is based on theories of multiculturalism, culture, identity and bilingualism.
Jag kanske är lite nörd... : En uppsats om genus, spel och identitet
Denna uppsats har som syfte att, genom kvalitativa intervjuer, belysa fem kvinnors intresse för spel (dator- och tv-spel) och hur dessa kvinnor i sin tur talar om spel som en del av sin identitet. Frågorna som ställs till empirin handlar om vilka erfarenheter informanterna har av spel som intresse och vilka slutsatser om deras spelande man kan dra av detta. Vidare får vi en inblick i hur det normala ser ut inom spelvärlden, utifrån informanternas berättelser. Sist men inte minst så ställs frågan vad föreställningarna om det normala inom spelvärlden får för konsekvenser för informanternas identitet, och därmed vad detta leder till gällande de möjligheter och begränsningar som dessa kvinnor ställs inför, i relation till sitt intresse och den värld som omger det. Uppsatsen visar på att det inte bara finns en norm för hur en kvinna ska vara som Gamer utan det finns också en normativ femininitet som man bör förhålla sig till.
Landskapsarkitektur för folkhälsa : teorier och reflektioner kring utformning
The Swedish healthcare system is characterized by lack of resources and extensive hospital queues. In order to counter these difficulties the Lund University Hospital have introduced Lean Healthcare to the hospital organization.
The purpose of this scientific paper is to study the relationship between the implementation of Lean Healthcare and the experienced motivation among the staff. This essay thereby intends to impart knowledge, which could be used on future implementations of Lean Healthcare at other hospitals.
In order to fulfil the purpose of this essay a case study have been conducted at two wards at the Lund University Hospital in which qualitative research interviews have been the method chosen in order to gather data.
Minderårigt nätpokerspelande : En explorativ studie om minderårigas reflektioner och upplevelser av nätpoker
This study represents seven adolescents? perspective on online poker gambling. The purpose of this study is to analyze and describe adolescents? thoughts and experiences of online poker gambling, thus gaining a deeper knowledge and understanding of how gambling affects youths in their living conditions and in their identity development. This was done by studying the symbolism and meaning that gambling has in these youths every day live and in their identity development.
Att kunna det som andra kan : Knowledge management i ett kunskapsföretag
The capability to know what knowledge there is and where it resides within an organization is becoming increasingly important in the new knowledge-based economy. This paper takes on a practise-based view of knowledge in order to decide on a course of action for how to successfully implement knowledge management within a knowledge-based company. By considering all knowledge as more or less contextual and socially constructed, knowledge is divided into three dimensions depending on the degree to which it is tacit, namely: information, knowledge and skills. The paper then discusses inhibitors and enablers for transferring knowledge via these three dimensions respectively. The empirical findings are based upon a case study of Faveo. It is shown that Faveo, like most organizations, has til now focused on the collection of codified knowledge, i.e.
SPELA MERA : ?vidareutveckling av design och funktion på Interaktiva VideoTerminaler
This Master of Science thesis is conducted at the faculty Integrated Product Development at theRoyal Institute of Technology and in cooperation with EssNet Interactive AB, both situated inStockholm. In the report the final results and the road to get there is described as well as thedesign process and how the process is used to obtain the goal of this thesis.The author of this thesis has developed the design and the function of an interactive videoterminal (IVT) and by using semantics created an encouraging gaming design. The projectspurpose was to change the anonymous withheld shape and produce an experience of gamingmachine that has been absent. The work was aimed to answer the question: How does oneproceed to develop the IVT and by using semantics creating an understanding of gamingmachine?In general the author wants to show that small changes, with the help of design and its signals,can completely change the overall picture of a product.
Den svenska regeringens förvirrade klimatarbete
The aim of this study is to clarify the Swedish government?s purpose of participating in theEuropean Union Emission Trading Scheme. Taking as its departure point state-centricinternational political economy this study presents three plausible hypotheses on what thepurpose might be. Either it is to promote consumers interests, or to promote the Swedishnational climate goal ?Reduced impact on climate?, or to promote the profit of Swedishcompanies.
Creating a Video Resumé - With the Aid of Theories of Self-representation and Narratology
Följande undersökning behandlar uppbyggnaden av en CV-film med utgångspunkt i
sociologen Erving Goffmans teori om identitet och självrepresentation samt
filmteoretikern David Bordwells teori om narratologi. Goffmans teori har använts för
att ta reda på vad som ska framställas i filmen medan Bordwells teori applicerats på
frågan om hur filmen ska framställas. Inom det teoretiska ramverket finns även Stuart
Halls teori om representation för att kunna belysa teorierna av Goffman och Bordwell
utifrån ett gemensamt perspektiv. Fokusgruppmetoden har använts för att kvalitativt
samla information om vad en CV-film bör kommunicera till skillnad från ett skriftligt
CV. Samt hur den bör utformas för att vara så användbar som möjligt.
Resultatet visade att filmen inte bör vara längre än 2-3 minuter för att behålla
publikens intresse.
Erfarenhetsåterföring för mark- och anläggningsarbeten inom Skanska BoKlok
En fungerade erfarenhetsåterföring leder till effektivare och lönsammare processer. Det är isynnerhet viktigt för Skanska och Ikeas industrialiserade bostadskoncept BoKlok, där sammatyp av arbeten ständigt upprepar sig. Skanska har ett verktyg för erfarenhetsåterföring somde kallar Normallägen och beskriver olika arbetsmoment i text och video. Arbetet pågårmed att utvidga innehållet för Normallägen och i dagsläget finns inga för markarbeten inomBoKlok.Syftet är att undersöka hur erfarenhetsåterföringen fungerar idag och vad som fungerarmindre bra i projekten. Finns det erfarenheter som kan användas som underlag till framtidaNormallägen.Arbetet bygger på intervjuer, litteraturstudier och information från Skanska och BoKloksintranät.Resultaten visar att den erfarenhetsåterföring som sker idag oftast är muntlig mellanarbetsledningen på olika projekt och där kunskapen är personrelaterad.
Transparens inom PR-verksamhet : En studie om PR-företagens förhållanden till öppenhet
AbstractTitle: Transparency within Public Relations ? A study about PR-companies understanding of opennessPages: 71Authors: Olof EhrsTutor: Virginia MeliánCourse: Media and Communication Studies, Bachelor Degree.Period: Autumn 2011.University: The Department of Journalism, Media and Communication, JMK,at Stockholm University.Background and aim: The PR-industry is continuing to grow in Sweden. The increase of working consultancies has made it more difficult to define what PR-activities really are in Sweden today. This exam reviews the presence and lack of transparency within the PR labour. The aim of the essay is to inspect the PR-companies relation to transparency and non-transparency.
Den svenska sällskapsspelsmarknaden : En studie om en bransch i utveckling från 1970 till idag
This essay is about the history of the Swedish board game-industry from the 1970?s to today. The essay focuses on the companies in the business and how they change during this period and about the causes of this change. This essay aims both at accurately describing the development of the industry as well as asking the question of what influence factors from outside of the industry have upon the change during this period of time. The material used in this essay is mainly extracts from interviews with people who have been working in the industry during the period, as well as literature on the subject and product-catalogues from certain years in the time-frame.From this material I have outlined the basic history of the industry.