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373 Uppsatser om Virtual worlds - Sida 5 av 25

?Suveränt för kulturlivet och gemenskapen" - ett nedslag bland Öppna Scener i Göteborg

Dennauppsatsärallmänochoffentlighandling.Författarenharupphovsrättenochuppsatsenfårintebegagnasannatänförenskiltbrukutanförfattarenstillstånd..

Visualisering av augmented reality i byggbranschen

Augmented reality is a technology thatcombines the perception and interaction ofvirtual objects with the real world. Itcan allow a user to visually see computergenerated models and informationinteracting with the real world through ahand held device such as a tabletcomputer. This opens up a range ofpossibilities, especially in theconstruction sector. A construction siteis permanently changing and the need forprecise and updated information iscrucial. The ability to enhance the realworld with virtual objects and informationmay make many plans printed on paperabsolete.This report describes how workers in theconstruction sector would benefit fromusing augmented reality on a tablet innumerous situations and the technologyneeded to achieve AR on a tablet.

En virtuell klädkollektion : En rapport om processen i att designa och illustrera en virtuell klädbutik till Stardoll.com

This is a report that goes through the design process of designing and illustrating a virtual clothing shop with the theme ?Stockholm Streetstyle? for the website ?Stardoll.com?. The purpose of the report is to examine how you can manage to get as close to designing a certain style or theme as possible, and also how the process of designing a clothing line can work, The illustrations were made in Adobe Illustrator and the final result of the project was an illustrated fashion collection with 21 parts, in the total of 6 outfits, and also a background for the shop. .

Bitcoin : En jämförande studie om risk och avkastning på europamarknaden

This study is about the potential advantages as an investment option in a portfolio. The study shows that the incorporation of bitcoins in a portfolio, even to a small degree, gives significant increases of both risk and return. The different studied portfolios sharpe ratio rises, which in turn shows that the risk reducing return increases when bitcoins is used as an investment option.This study is based on Virtual Currency, Tangible Return: Portfolio Diversification with Bitcoins by Brière, Oosterlinck and Szafarz. The authors of this study have compared their own results with the study mentioned and seen its similarities and differences. The study investigated a total of eleven different assets percentage return over 192 weeks ranging from July 2010 to March 2014.

Offentliga rum och utsuddade identitetsbegrepp : en resa mellan det virtuella och det fysisika i tid och otid

Trough a literature study based on both philosophic and objective fact this essay is taking off in the meaning of public space. It investigates how the information society and its virtual world are affecting the idea and use of public space in the city. The city and the actual world have developed from the traditional meeting between people while the virtual world is based on flows of information. The information flow has expanded through the Information and Communication Technique (ICT). ICT covers among others Internet, mobile phones and computers.

I det virtuella utställningsrummet : en fallstudie av 5hus.nu genom dess besökare

Webexhibits is a growing but unexplored, cultural phenomenon that indicates a new use of the Internet for cultural communication. In the essay two quantitative methods, logganalysis and websurveys, have been used to study the visitors in 5hus.nu. The purpose is to generate knowledge about webexhibits as a cultural manifestation and medium by studying the experience and actions of its visitors. To achieve the aim the paper explores the methodological questions of how to study webusers. Theories about the exhibition as a medium and the web as a virtual area of exhibits have been used to understand and interpret the results.

Vad anser du vara en verklighet? : Kan en virtuell värld vara en verklighet?

Contents:The evolution of today?s computer influenced society has taken giant steps towards virtual reality, game addictions and the possibility of not having to meet the people we communicate with. What is a reality today?To give a more concrete image of our question we?ve chosen the online game World of Warcraft as an example and to describe our connection to an alternative reality. We have performed different investigations, interviewed both gamers and non gamers, all this to give us the opportunity to see if the term reality has started to change in a direction that will allow us to call this alternative world a reality, or if it?s just a world wide phenomena of for example gaming addiction.

Att skapa en motkultur : En religionspsykologisk undersökning av Livets Ord som religiös minoritet i en sekulär kulturell kontext

In this textual analysis I have examined the book Att följa Jesus by Ulf Ekman and information from Word of Life's official website. The aim of this study is to see how a religious leader is shaping the identity of the groups members after a certain pattern that differs from the surrounding, secular society. The research focus  of this essay includes several aspects:  how a culture is formed in a religious minority in contrast to the prevailing cultural context; how the material can be explained by Paul Pruyser?s theory on the psychological worlds; how what Ulf Ekman writes about distinguishing themselves from the environment differs from how other religious minority groups distinguish their identity;  and,  how the psychological world, expected behavior, and context of Word of Life can be structured by Valerie DeMarinis? model of assessment. I have placed Word of Life in a realistic illusionistic world developed from Paul Pruyser?s theory of psychological worlds.

Avståndets blå : En visuell gestaltning av avståndets betydelse i ett erfarenhetsperspektiv

In my degree project, I explore the importance of distance and how our perception of distance is affected by our experiences.During my investigatory work I studied the relation between distance and experiences. Among other things I concluded that distance can refer to several different kinds of distances (for example spatial, temporal or social distances) and that experiences are what you?ve learnt of these distances. The importance of distance can be illustrated by highlighting the effects of the distance, i.e. experiences.My degree project resulted in a pair of interactive binoculars which are used for looking at an virtual world of illustrations in 360°; a world of illustrations where distance and the importance of distance is shown..

Framgång i virtuella team : Hur chefer kan motivera sina medarbetare på distans

The work place is becoming more flexible and an increasing number of employees report to a leader in another location or country. The borders between different countries, work places and cultures are diminished to a greater extent than before. Working from a distance means new opportunities in terms of competence development, flexibility in working hours, tasks and resources, a larger platform for various career opportunities and an expanded network. The purpose with this study is to examine how leaders can create a successful virtual team and motivate remotely. The qualitative study is carried out through interviews with leaders and employees within Nielsen Nordic.

Nätverkets och användarens påverkan på latens i en Virtual Desktop-miljö

I en värld där kraven på flexibilitet, säkerhet och hårdvaruoptimering är nyckelfaktorer när det kommer till att välja IT-miljöer för företag blir virtuella skrivbord mer och mer poulära. Med dessa miljöer finns det också problem när det kommer till användarupplevelsen om nätverket ifråga inte kan uppfylla de krav som ett sådant system ställer. I detta arbete undersöks implikationerna vissa nätverksvariabler kan ha för en Virtual Desktop-infrastruktur, VDI. För att belysa dessa problem har två tester utförts på en VDI miljö. Det första testet gick ut på att mäta latensen då skrivbordsmiljön renderades för klienten från virtualiseringsservern vid olika nätverksdiamterar.

Tillit inom illegal e-handel. En fallstudie av marknadsplatsen Silk Road

Since the beginning of the internet the criminal world has used the medium as a platform for operation.This dark web is a domain where illegal sites are flourishing due to the possibilities offered by newtechnology. Net-based criminal activity is a challenge for society as it uses hard proof technologicalsafety measures to avoid the law. Silk Road is the most prominent example, an online illicitmarketplace where drugs and illegal substances are being traded based on conventional e-commerceconcepts. This paper argues for trust as an important factor for the survival of illicit online trade andapplies existing theories on e-commerce and virtual communities. To identify patterns of trust andcommon trust-based issues among Silk Road users, a netnographic study was conducted on the site?sdiscussion forum.

Statushantering i Virtual Map med ledningssamordning i BIM

For many years, the construction industry in Sweden has not developed much of an integral approach for design across disciplines. The sector?s impact on society, economics and environment is huge. To make the interactions within the construction industry more efficient, a relatively new concept called BIM (Building Information Modeling) has been introduced. The idea with BIM is that the different actors of the construction industry will work through intelligent CAD software, with common file formats and more cooperation between different actors during the various steps of the building and construction process.The technical consultancy company WSP Sweden is working actively to implement BIM within the frame of its activities.

Karaktärsskapandets karaktär : En undersökning om karaktärsskapandets betydelse i MMORPGs

Denna uppsats undersöker vad spelare vill uppleva i sitt karaktärsskapande iolika spel. Syftet med arbetet har varit att få bättre förståelse för vad enanvändare vill ha ut av sin karaktär och sitt karaktärskapande.Frågeställningen i arbetet löd: ?Vad är för en designer viktigast att tänka pånär man designar en karaktärsskapande del i ett spel?? Förhoppningen varatt få en djupare förståelse för karaktärsskapandets karaktär för att bättrekunna designa den karaktärsskapande delen i ett spel. Undersökningengenomfördes med en kvalitativ metod för att belysa frågorna djupare. Förstskapades en kvalitativ intervju, och efter intervjuerna skapades tre nyafrågor som lades ut på två internetforum med inriktning mot MMORPGs.De spelare som verkade vara mest intresserade av karaktärsskapande ochprocessen kring karaktärsskapandet, var de spelare som ibland ägnade sig åtrollspelande.

Toddlarlek : En fenomenologisk studie om 1?2?åringarnas sociala samspel under fri lek

The aim of the study was to investigate peer interaction among toddlers 12 to 30 months of age and the teachers? ways to direct the children?s play in outdoor free play situations in a Swedish preschool. Data was gathered through direct observation, and the phenomenology of Merleau-Ponty in combination with the assumption of children as social actors built the theoretical framework of the study. The results showed that the toddlers used different strategies to invite peers to interaction and made use of strategies in entering ongoing play that previously have been observed among older preschoolers. These strategies, bodily and therefore in accordance with the phenomenological approach, support the assumption of toddlers as social actors that actively engage in and make sense of their life worlds in the preschool.

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