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638 Uppsatser om Virtual characters - Sida 22 av 43

Hur ser män på kvinnliga karaktärer i dataspel? : En kvalitativ intervjuundersökning

My choice of topic for this essay is the habits of television and computer gaming among young men; mostly their opinion of male and female objectives. My vision of this, being a woman, I often think of the possibilities men have of choosing games where the female characters, in my opinion, often are exposed in a degrading way. To my help I have earlier works on the topic by media scientist Mary Flanagan as the leading authority. She writes much of the character of Lara Croft, and the way she could be an icon for the computer gaming girls of today, despite she is having a stereotypical body shape. I even want to briefly share my thoughts of the always imminent discussion about media panicking; and whether gaming giving the players positive or negative influences.

Ämnesindexering av spelfilm

The aim of this thesis is to examine possibilities concerning subject access to fiction film, i.e. appropriate ways to describe fiction film for subject retrieval. Problems regarding subject indexing in general, and subject indexing of fiction film in particular, are identified, as well as the uniqueness of fiction film and film genres. Four types of subject aspects are discussed: form and genre, fictitious characters, setting, and general topics. Several guidelines, form- and genre lists, and subject headings lists are examined and treated as potential indexing tools.

Naturlig haptisk kraftåterkoppling från volymdata

As the volumes are entering the world of computer graphics the pure volume visualisation becomes a more important tool in for example research and medical applications. But the advance in haptics --- force feedback from the computer --- is behind. In volume haptics no equal to the proxy method so popular in surface haptics has yet emerged. Some implementations of volume haptics even use surfaces as intermediate representations so that surface haptics can be used.The intention of this work was to create natural feeling haptic feedback from volumetric density data using pure volume haptics. The haptic algorithm would be implemented in Reachin API for the Reachin Desktop Display, together with other parts to build up a usable volume visualisation environment.To achieve the feeling of stiffness and friction dependent on tissue type, a proxy based method was developed.

Mångkultur i litteratur och i skola : Hur arbetar lärare med barn- och ungdomslitteratursom skildrar mångkultur?

Abstract Our society is becoming increasingly multicultural and so are our schools. This study raises the question of how teachers are working to promote multi-culture and how they can create an understanding of the diversity in the classroom. One way is to use the literature. Literature is already well integrated by many teachers and widely used by pupils. By making use of literature related to multi-culture, pupils can get a deeper understanding of our society.

Exkludering och statusroller : Rolleken i förskolan

This study is about exclusion and childrens role-play in Swedish preschools. 8 preschool teachers, in 4 different preschools, have been interviewed about exclusion and low and high rating roles in children's role-play. The interviews was recorded and then analyzed. Relevant research in this study was from Corsaro, Tellgren and Löfdahl amongst others, and the results of the interviews is what this study is based on. The study showed that one of the most common roles in childrens role-play is the role of mother and that the roles children play are based on social norms and values.

"Om jag kunde drömma, skulle jag drömma om dig" : En genusstudie av Stephenie Meyers Twilight-karaktärer

One task of school is to counteract traditional gender patterns. Literature is an actor which can affect people?s perceptions of what is feminine and what is masculine. It can therefore be worth looking at the works of fiction that are available for pupils in school. A book that is popular among children and adolescents is Twilight (2007).

Läsinlärning och läsförståelse : Sju pedagogers erfararenheter i undervisningen med läsinlärning och läsförståelse

This thesis is based on qualitative text analyses of four works of fiction, used as teaching materials in the school subject of Swedish, from a queer theoretic perspective. The purpose of the study is to examine how sexual identities and expressions are being presented, as well as what positions are offered a reader, in relation to the heterosexual norm. Basis for this thesis are the schools fundamental values, which highlights the importance that intolerance be confronted through both knowledge and active measures, and the syllabus, which states that fiction should be viewed as a tool for identity development as well as an understanding of the outside world.The analyses reveals a distinct connection between the generally accepted heterosexual norm and a professed (or taken for granted) heterosexuality which is being carried out by the characters or the books as a whole. Out of the four titles only one disputes this norm, by offering a wide range of sexual identities and expressions. These expressions, however, are being invalidated ? through insufficient ability to relate to the norm ? or made invisible ? through an imagined heterosexuality which, by superiority over other expressions, excludes them..

Ideologier i biblioteksbyggnaden ? en fallstudie av Arlövs bibliotek

Library architecture today is a complicated history. Public libraries are no longer merely a place for book storage, but also a virtual library a social meeting place and a place for study. All these diverse tasks and roles emerge in the democratic designing process of a new library and also transform into the architecture. The underlying process is the evaluation and negotiation of the libraries overall tasks and ideas, ideals and values. Multiple ideologies are incorporated in library architecture.

Optimera för användarmedverkan - Designlösningar med spelmekanik för interaktiva funktioner. Optimize for User Participation - Design Solutions with Game Mechanics for Interactive Functions

I denna uppsats underso?ker vi hur principer fo?r spelmekanik pa?verkar anva?ndares bena?genhet att bidra med inneha?ll pa? interaktiva webbplatser. Genom en empirisk studie av kvalitativ art ja?mfo?r vi tva? versioner av en testsajt, med spelmekanik implementerat i den ena versionen. Vi kommer fram till att spelmekanik fo?r att motivera anva?ndare att skapa inneha?ll kan designas utefter tre huvudsakliga delar; regler/struktur, ma?l och delma?l samt vinster. Regler och struktur a?r vad som a?r mo?jligt eller tilla?tet att producera samt kvalitetskrav pa? inneha?llet.

Att leva i en aktiv värld - svenska och danska barns umgänge med pedagoger i en virtuell värld

In my study I have participated at the Fifth Dimension / Active Worlds site in Villa Gymnastiken in Ronneby, where I have worked both as an assistant to the project leader and as a researcher, but also as a participant together with the children. The children are working in a virtual world called Femtedim, created in a internet-based program named Active Worlds Education Universe. The Femtedim-world are bridging together two physical worlds in Ronneby and Copenhagen. My main focus is on an intervention that occurred in the 12th of March when the research-team in Copenhagen, which runs the project in Denmark, decided to create a new challenge for the children since some of them started to get bored. They added gravitation to the Femtedim-world, which lead to a few different reactions among the children. Most of the children didn´t like it and were very hostile towards the idea that they would not be able to fly around freely in the Femtedim-world.

Passiva flickor och aktiva pojkar?: en jämförande studie av genusstereotyper i bilderboken

The aim of this bachelor thesis is to investigate how gender stereotypes appear in Swedish picture books. The investigation consists of literature studies and the method used is a text ?and picture analysis. By using this method, it allows us to interpret both text and pictures in the books. It is carried through by consultation of Yvonne Hirdmans theory of how men and women are two different things and that man in this relation constitutes the norm.

Avatarens många skepnader : En digital representation för bättre självkänsla

Avatarer är vanligt förekommande i datorspel och används för nöjes skull men avatarer används även i seriösa spel. Rapporten undersöker hur en persons självkänsla och body image kan stärkas med hjälp av en avatar och vilka egenskaper avataren behöver ha. Undersökningen genomförs som en litteraturstudie. Slutsatsen är att det troligen går att skapa en avatar för detta ändamål, men att det är många aspekter att ta hänsyn till och att det inte är helt självklart vilka val som behöver göras. Viktigt verkar dock att användaren själv får välja sin avatar, att till exempel typen av klädsel påverkar liksom avatarens längd.

Samarbete i nätverk : En studie om hur främjande av samarbete realiseras i ett orkestrerande affärsnätverk

The network with its virtual business structure challenge the established vertical business structure. Part of the network theory that has developed focuses on relationships that forms B2Bnetworks. One way to create a B2B-network is for independent businesses to form a organization promoting co-operation. For co-operation to be successful it requires well thought-out actions, but a lack of how these actions are implemented have been noticed. This study explores how encouragement of co-operation can be done practically.

"I chose not to choose life, I chose something else" : Film och droger: en tematisk fallstudie av spelfilmer med ett historiskt och psykoanalytiskt perspektiv

Ever since the birth of the film medium, stories about drugs and addiction have been produced. There is a fascination with the lifestyle, the effects of drugs and the ways in which it can be portrayed on the screen. The thesis starts off by giving an historical context, ranging from the late 19th Century and up until today, describing how the society and the public have treated the subject and how the narrative mirrors these attitudes. The purpose of the thesis is to take a closer look at this recurrent theme. Eleven fictional films produced between the 1980?s and 2000?s have been chosen and psychoanalytical film theory is used to analyze the ways in which the addict is represented; how filmic disgust and the abject makes the characters tread over physical and social boundaries and how the effect of the drug have the character tread over mental boundaries through dreams and hallucinations..

Nätmobbning : Skolkuratorernas kunskaper och handlingsutrymme gällande nätmobbning

The purpose of this study is to understand the knowledge of the school counselor and their room for manoeuvre regarding cyberbullying among students. We have used a qualitative method, which consists of eight semi-structured interviews with six middle school student counselors and two high school student counselors, in a middle-sized municipality in Sweden. Our study showed that the school counselors have limited knowledge about cyberbullying due to the fast development of the internet, and limited time in their work. The limited knowledge affects the school counselor?s way of work, and how they use their room for manoeuvre on cyberbullying.

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