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831 Uppsatser om Video-games - Sida 41 av 56

Säg att du är min syster : En narrativ analys med feministisk kritik av berättelserna i Genesis 12, 20 och 26 och av den utsatta kvinnan som motiv.

This essay examines how three big Swedish newspapers depicts e-sports and computer gaming and how the depiction change during 2000-2013. The study will also examine whether e-sports is being portrayed as competitive sport. The purpose is to investigate which attitudes that can be identified towards computer gaming and its culture in major newspapers such as Aftonbladet, Dagens Nyheter and Svenska Dagbladet and how these attitudes eventually changed over time. The sources that will be used in both the quantitative and qualitative analysis are based on web articles, mainly because the paper editions does not provide much, if any, information about computer gaming and e-sports and also because of the convenience of being able to quickly find articles to study. Results indicate that computer gaming is being depicted in a clear negative fashion during 2000-2006, and that the depiction of e-sports is somewhat positive but not as glorifying as for the years 2007-2013. During this period, there is a apparent tendency of e-sports being introduced to readers who are unfamiliar with the gaming culture. As for the attitudes towards computer gaming, the depiction is still somewhat negative, mainly because the debate about computer games and violence was revived because of several acts of violence in shape of school massacres and mass murder.

Ett kommunikationssystem för fiberoptisk överföring av bilddata förvärvad av en miniatyriserad undervattensfarkost

This report describes the development and implementation of a system for transmitting digital information at high speeds from a miniaturized submersible developed by the Ångström Space Technology Centre at Uppsala University. For instance, the vehicle shall transmit image data ? even stream live video - through an optical fibre to a monitor in a ground station. Hence, the system shall be used both to convert the image data to make it transmittable, and to recreate it at the receiver.The work includes a pre-study of the programming language and the technology used. A concept for the solution is presented together with main components later broken down into internal functions.

Kickstarting a Kickstarter : Kommunikativa komponenter i lyckade & misslyckade crowdfundingkampanjer

Crowdfunding is described as a facilitator for creative entrepreneurs in their gathering of funds for projects. This bachelor?s thesis  aims at finding differences in communication components found between successful and unsuccessful crowdfunding campaigns on one of the most popular platforms, Kickstarter. Through a quantitative content analysis and a rhetorical analysis of literary topoi this study suggests that there are apparent differences in usage of titles, text, visual expressions, rewards and in themes of preparation, humility as well as quality. The findings we present conclude that a campaign with a title consisting of eight words and one punctuation are more likely to succeed than other.

Folkbiblioteket och föräldrarollen: En studie om småbarnsföräldrars användning av och uppfattning om folkbibliotek samt bibliotekets funktioner

The purpose of this thesis is to investigate what functions the public library has for parents of small children. If and how they make use of the library and what their opinion is about it. The research questions are: Which functions does the public library have for parents of small children? How do parents of small children use the library and what opinion do they have about it? Which factors have an impact on the parents of small children and how do they influence their use of and opinion about the public library and the functions of the library? The theoretical approach is based on Henrik Jochumsen and Casper Hvenegaard Rasmussen?s model of the social room and the lifestyles and Marianne Andersson and Dorte Skot-Hansen?s model of the public library?s functions. To answer our research questions we have made seven qualitative interviews with parents of small children.

Streamingtjänster av film och dess framtida utveckling som substitut för illegal nedladdning : Konsumenternas syn på digitala tjänster och de förbättringar som krävs för ett hållbart paradigmskifte

In this paper we aim to delve deeper into the film industry and how their approach to streaming services such as Netflix might be the solution to the problems with piracy (people downloading illegally instead of paying for the products) - but before they can change the mindset of people, they have to overcome some issues that might make it hard for the film industry to adapt a fully functionable streaming sollution in the veins of Spotify. To come up with some conclusions regarding this matter, we focused our study on the consumers rather than the industry in order to get a better understanding about what the consumers think about the streaming services of film that are offered today. We used both surveys and interviews in order to gather information regarding the consumers thoughts on how the landscape of film distribution has evolved to a point where Video-on-Demand offers the opportunity to watch movies and TV-series whereever and whenever they want. Our research shows that the majority of consumers are willing to pay for streaming services of film and hold the new technology in high regard. However, the concensus among the consumers that were involved in our study shows that the streaming services offered today have to evolve even further in the future before it can fully work as a substitute for illegal downloading.

Spelifiering ? ett nytt sätt att motivera

To have motivated employees is important for companies so that they are able to keep valuable competence within the organization. This report treats a relatively new concept for increasing the motivation of employees. It is however, a concept that gets more and more attention. It is called gamification.Gamification is defined as ?using game design elements in non-gaming contexts?, i.e.

Effekt av gameplay på lärande

Syftet med uppsatsen är att försöka determinera vilken effekt mer avancerade gameplaymoment i serious games har på inlärning. Bakgrunden går igenom nyckelbegreppen gameplay och varför mer avancerat gameplay kan leda till mer effektiva lärospel tack vare förbättrat flow. Skriftspråket kanji förklaras kort och de problem som människor som försöker lära sig det ofta stöter på.En studie har utförts med hjälp av fyra olika spel med syftet att lära ut kanji. Tre av dessa spel har designats så att de endast skiljer sig i hur avancerat deras gameplay är. Dessa spel har testats mot varandra för att se om de var olika effektiva på att lära ut kanji.

Det hade jag inte en aaaning om: det vidgade textbegreppet i
undervisningen

Denna studie handlar om det vidgade textbegreppet, som innebär att tillägna sig och bearbeta texter inte alltid behöver betyda läsning utan kan ske även genom avlyssning, drama, rollspel, film, video och bildstudium. I studien undersöks i vilken utsträckning pedagogerna använder sig av ett vidgat textbegrepp i sin undervisning. Arbetet inleds med en teoretisk del där författarna kommer att avgränsa själva begreppet och förklara vad en vidgning av textbegreppet innebär. Mycket av den forskning som bedrivits pekar på att det vidgade textbegreppet ännu inte implementerats i undervisningen i den grad som är önskvärt. I samband med detta tas även andra viktiga uttryck upp som har en relation till det vidgade textbegreppet, såsom hypertext, multimedia och intermedialitet etc.

Från idé till verklighet - En klubblokal

Enköping?s Rugby Club has long lacked a bigger hall to gather their members in, where they can meet and socializes outside trainings and games. Thanks to Enköping?s municipality, The Swedish Inheritance Fund, Swedish Sports Confederation, sponsors and club members the clubhouse will be built out with additional 100 square meters.The project is planned in two phases of which phase one is the buildup of the new clubhouse and phase two is the renovation of the existing part. Phase one started with the first groundbreaking in December 2006 and was finished for the season 2007.

Interventioner som reducerar oro inför och under anestesi hos vuxna patienter

BackgroundResearch shows that the majority of patients feel anxiety before and during anesthesia. It has been shown in several studies that preoperative anxiety may cause adverse effects in the postoperative course. Nurse anesthetists have a key role in creating a safe environment and the opportunity to use different interventions to reduce the degree of anxiety.AimThe aim of the study was to examine which interventions may reduce anxiety in adult patients before and during both general, local and regional anesthesia.DesignSystematic literature review with a quantitative approach.ResultsSeveral studies indicate that gabapentin and pregabalin can reduce anxiety before and during anesthesia. The anxiety reducing effect appeared to be dose dependent. The naturopathic drugs Citrus aurantium blossom and Passiflora incarnata Linneaus were found to reduce anxiety before anesthesia.

Teori i musikklassrummet : En studie om musiklärares arbetssätt vid teoretiska moment

I denna studie presenteras tre lärare och deras arbetssätt när de arbetar med de teoretiska delarna i musikundervisningen. Studien skildrar hur musiklärare kan undervisa teoretiskt i ett klassrum där eleverna är vana vid att arbeta praktiskt-estetiskt. Den visar också kreativa exempel på hur den teoretiska undervisningen kan bedrivas för att väcka intresset för teoretiskt arbete hos eleverna. Perspektivet på studien är utifrån ett lärarperspektiv där musiklärare under olika lektioner i olika årskurser har observerats och lärarna har sedan intervjuats. Empirin är analyserad utifrån ett fenomenografiskt och didaktiskt perspektiv.

Chokladtäckt broccoli och jakten på en utsökt morot : Reflexiv rapport om att utforma ett lärande datorspel om riskhantering för körskolor

Uppsatsen är en reflektiv rapport om ett verk som behandlats inom ramen för examensarbete i medier vid Högskolan i Skövde. Verket består av ett designdokument för ett bilspel om riskhantering för körskolor. Innehållet i denna rapport behandlar från ett reflexivt perspektiv arbetet med att utforma ett lärande bilspel (serious game) för körskolor med fokus på riskhantering. Rapporten beskriver inledningsvis rapporten, verkets och spelets syfte och mål, samt fokus och problemställning. Därefter redogörs arbetsprocessen som tillämpats i skapandet av verket och sedan en reflekterande analys kring hur spelets designriktlinjer översatts till- och påverkat spelinnehåll.

Märken i morgonljuset En kvantitativ studie av varumärkesexponeringen i Tv4:s Nyhetsmorgon

AbstractAuthors: Agnes Källén & Amanda RedinTitle:Level: Bachelor of JournalismLocation: University of GothenburgLanguage: SwedishNumber of Pages: 39With this study we aimed to answer the following questions: has the amount of brand exposure on the Tv4 show ?Nyhetsmorgon? increased between the years 2008 and 2013? And if so, how can the increase be explained by well-recognized research in the field?The media industry is changing toward an increasingly commercial content. In television, this change is mainly caused by the growth in shows watched on the web and through time shift, which is the act of watching something on a digital video recorder, or DVR. This gives the viewer the possibility to fast forward through the commercial breaks, and therefore forces the networks as well as the advertizer to find new ways to reach consumers. Hence the plausible growth in product placement and brand exposure.

Energieffektivitet Hos Dubbelskalsfasader

Today multi-touch technology is the basis for many new techniques designed to improve interactions with computers and mobile devices. It seems that multi-touch screen interface makes the user handling very natural in the sense that there is no need for a manual in how to interact with the object on the screen. The aim with this paper is to establish a fundamental set of design principles intended specifically for large multi-touch interfaces. To reach this goal we have implemented a couple of sub-goals beforehand: It was essential that we acquired a good understanding of the current state of the multi-touch interface and the different implementations that exist today. To make this possible we constructed a multi-touch display, "Rosie". Knowing how the hardware is produced today will help us understand the limitations and also the possibilities of the design implementations today and in the future. We also needed to devise a sound interaction design process that conveys the modern designers work.

The Communicating Home - Definition, Evaluation and Business Opportunities for TeliaSonera in a 3-5 years perspective

The communicating home concept has been defined byidentifying the dominating communication technologiesto/from and in the homes, the most important customerbehavior and user needs, the dominating products and thedominating actors of the industry.The evaluation of the communicating home industry has beenperformed with a five forces framework analysis and theoriesregarding value migration and value structures of industries. Ithas been concluded that actors of communication technologies,goods and access services will compete fiercely. The barriersof entry will however be high. When it comes to contentservices the situation is completely different. These actors will,to the largest extent, meet lower competition and low barriersof entry.

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