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2666 Uppsatser om World Café - Sida 4 av 178

Bibliotheca Alexandrina: Den fjÀrde Pyramiden?

This is a master thesis about the reconstruction of Bibliotheca Alexandrina. With a hermeutical approach utilizing literature review and interviews it examines how the library have come into existence, and what the Swedish efforts have been to help the project along. Using a mainly structural perspective, the major factors examined are world politics, Egyptian society and library values. The conclusion is that myths about the ancient library of Alexandria, the city of Alexandria itself, world politics, a more stable Egyptian society, improved world and Egyptian economy, an improved Egyptian reverence for reading and writing, less censorship, more freedom of speech and Egyptian national pride all have contributed to new library. Swedish efforts by Sida, the Swedish Institute in Alexandria, FAV and SWEBA have mainly been in the areas of information technology, education of Egyptian library staff and childrens literature..

Empirecraft

I have in my thesis produced a start of a multiplayer, voxel, strategy sandbox game withadvanced AI. The world is made out of voxels in the form of blocks that both the players andother units can affect and change. In a world where every block follows the laws of physicsfor both fluids and physics. The game is designed for several players that fights for controllover land and resources..

Wow! : En studie i identitetsskapande i World of Warcraft

Datorspelet World of Warcraft har vÀxt nÄgot enormt i popularitet sedan det kom 2004. Idag Àr det den största mötesplatsen pÄ nÀtet med anvÀndare över hela vÀrlden. NÀr vi möter anvÀndare pÄ nÀtet Àr det precis som i verkligheten viktigt för oss att framstÀllas pÄ det sÀtt vi helst vill. Vi spelar en roll och bygger en identitet. Spelet erbjuder en alternativ, virtuell vÀrld Ät oss och det som Àr intressant för mig Àr att se pÄ vilket sÀtt detta pÄverkar vÄra möjligheter till detta.

Utopia Trek : utopibegreppets resa genom Star Trek

Humanity has always dreamed about a better world. These dreams has manifested themselves in the vision of Utopia - the good place, but also the non-existing place. Up until World War II man still wrote optimistic descriptions of this ideal world, and spread the idea through literature. In the aftermath of the atomic bomb and under the influence of the cold war, these publications seized to surface in literary surroundings. Despite this utopia did not die - it has only changed.

Ett kommentarsfÀlt blir till : NÀr sociala förestÀllningar sammanflÀtas med digitala material

Many people perceive a division between an online world and the ?real? world outside of the World Wide Web. However, this view often leads to a reduced sense of importance ascribed to what takes place online, even though it affects life in very real ways. In our study we aim to explain the importance of how meaning is built in to sociomaterial compositions. By analyzing comment fields hosted by a Swedish IT-journal we illustrate how what is being said interplays with the technological platform in various ways.

World of Warcraft -spelandets inverkan pÄ individen och det sociala livet

I och med Internets framvÀxt de senaste tio Ären har en ny underhÄllningsmarknad öppnat sig. En ny form av kommunikation och interaktion har möjliggjorts. I denna uppsats behandlar vi nÀtspelsfenomenet World of Warcraft. Dataspel och beroende har blivit ett vanligt Àmne i media den senaste tiden. Det finns dÀrmed misstanke om att detta ökat den senaste tiden i och med Internets framvÀxt.

Gymnasieskolans samverkan med det omgivande samhÀllet : En studie i hur dagens nÀringsliv och gymnasieskolans nÀringslivskontakter Äterspeglas i företagsekonomiundervisningen vid tvÄ gymnasieskolor

Non-compulsory schools in Sweden should make use of the knowledge and experience that is available in society according to the aims and objectives of the Curriculum for the Non-Compulsory School System - Lpf 94. There are however only a few studies which have focused on the contacts between non-compulsory schools and society as represented by the business world in Sweden.The purpose of this study is to examine in what ways and to what extent non-compulsory schools are following the Curriculum by using the knowledge and experience of the business world. The perspectives have been: Which contacts in the business world and which working practices from the business world are implemented in teaching in non-compulsory schools? In what way do these contacts and working practices affect the teaching and learning of business administration? The purpose of this study is also to examine if the teachers in non-compulsory schools use business information and different kinds of business knowledge and experiences in order to keep themselves up-to-date regarding the business world. The perspectives have been: Are the teachers using up-to-date business information or business experience? Are the teachers applying a multicultural perspective in teaching business studies? In what way does this kind of information or first-hand experience affect the teaching and learning of business administration?The method used in this study was to interview seven teachers from two non-compulsory schools in Stockholm.

Samtalande rum - ett socialpsykologiskt perspektiv pÄ individens erfarenheter av onlinerollspelet Word of Warcraft

Den hÀr uppsatsen Àr en teoretisk och empirisk studie över unga vuxnas erfarenheter av onlinedatorspelet World of Warcraft. Perspektivet som anlÀggs pÄ spelet och dess anvÀndare Àr ett socialpsykologiskt perspektiv. Det socialpsykologiska perspektivet utgörs av den symboliska interaktionismen, sociala roller och rum samt Johan Asplunds teori om social responsivitet. I uppsatsen relateras Àven teorier om det medialiserade samhÀllets inverkan pÄ individ och sociala rum. Kunskap om fÀltet har genererats frÀmst genom ostrukturerade intervjuer med anvÀndare, samt genom en kulturanalys av verket.

A world of illustration - Ett utforskande projekt om Illustration som begrepp och koncept, dess gÀllande och möjliga anvÀndningsomrÄden samt utformningen av en arbetsprocess

It is not about the perfect tune or pretty picture.It is always, always about the story. (Is or ought to be)When we release a new album, publish a book or show a brand newcollection of clothes or furniture etc. it is (or ought to be) because we havesomething to say (tell/share). The choice of language, in which we tell our stories,is vital for how they will be perceived.This is where illustration comes in. Illustration is a tool for storytelling, for contributingto the world in the most legible way.Illustration is legibility, it is the italic, the underline, the ?quotation mark?, the exclamation mark!It is not about the pretty picture.I want to talk about this.

NĂŒrnbergsprocessen i svensk press : en studie över tre tidningars ledarsidors rapportering av rĂ€ttegĂ„ngen i NĂŒrnberg

One of the most well-known trials in history is the one in NĂŒrnberg, Germany, soon after the end of World War II. It is understandable that this caused a lot of discussions and that it was a world known trial which set the standards for a lot of similar occasions later on. The aim of this research is to focus on the opinions about this trial from a perspective of well-known Swedish newspapers. The method is to analyse three big papers with different political views and to see what separated them and what maybe united them. By studying the master-pages of the newspapers a picture is given of how the contemporary time had an understanding for the trial reports, which we in our time have established as facts.

Utveckling av kompetenser i MMORPGs : Ur spelares perspektiv

ABSTRAKTUnder de senaste Ären har det slÀppts flera onlinespel inom genren MMORPG och deras popularitet har ökat. Vid vÄr litteraturstudie framgick det att tidigare forskning visar pÄ att spelare av MMORPG spel utvecklar olika kompetenselement genom sitt spelande men tar inte upp spelares uppfattning kring detta. DÀrför har vi undersökt spelares uppfattning kring sin egen kompetensutveckling i ett MMORPG spel samt vilka spelmoment som kan bidra till detta. Vi utförde en netnografisk studie med enkÀt, intervjuer och deltagande observation i World of Warcraft. VÄr slutsats Àr att spelare uppfattar en utveckling av sexton olika kompetenselement.Nyckelord: Onlinespel, MMORPG, Kompetens, Kompetenselement, Kompetensutveckling, World of Warcraft.

SECOND LIFE: SECOND CHANCE - A netnographical study of the online virtual world Second Life as a place of...

Our study illustrates the nature and characteristics of the virtual world Second Life. We have identified that the online community aims to satisfy hedonistic needs through social and conspicuous consumption, for online use only, concentrating on socially accepted identity construction..

"Man mÄste ju typ lÀra sig, annars gÄr det inte" : World of Warcraft och lÀrande av engelska

Det hÀr examensarbetet har sin utgÄngspunkt i elevernas intresse av att spela onlinespelet Word of Warcraft (WoW) vilket har lett fram till en undersökning om spelets eventuella pÄverkan pÄ elevernas fÀrdigheter i engelska, och hur den i sÄ fall ser ut. Eftersom spelet inte finns pÄ svenska Àr de flesta spelarna beroende av sina fÀrdigheter i engelska för att kunna förstÄ och göra sig förstÄdd i spelet. Arbetet utgÄr frÄn tre huvudfrÄgestÀllningar:1. Finns det ett samband mellan elevernas resultat i engelska och deras spelande av World of Warcraft? Om det finns ett samband, hur kan det beskrivas?2.

Prinsessan och halva kungariket : Kronprinsessan Victorias och Daniel Westlings förlovning i fyra svenska dagstidningar

En undersökning av vinnarbilderna i World Press Photo of the Year mellan 1999-2008. World Press Photo Àr vÀrldens största fototÀvling och Àr prestigefylld att vinna för pressfotografer. Syftet var att undersöka vad de senaste Ärens bildjournalistik förmedlar till sina betraktare genom nyhetsbilderna som vunnit World Press Photo of the Year under 2000-talet. Syftet har förgrenat sig i frÄgestÀllningarna:Vilka teman har vinnarbilderna i World Press Photo of the Year mellan 1999-2008?Vad förmedlar innehÄllet i bilderna?Vad finns det för likheter och skillnader mellan bilderna?Studien Àr en kvalitativ undersökning dÀr vi gjort bildanalyser av vinnarbilderna i World Press Photo of the Year mellan 1999-2008.

Spelar kön nÄgon roll? : En studie om kvinnors uppfattning om jÀmstÀlldhet i World of Warcrafts vÀrld

The object with this bachelor thesis is to illustrate if equality is present during the interaction between female and male players in the World of Warcraft with focus on the female players conception. The main question is: How does gender matter in the interaction between female and male players in WoW? This question is particularly interesting because WoW is in its own construction neutral in regards to gender in the aspect that gender does not hinder or benefit your avatar when it comes to the avatars development or possibilities. This bachelor thesis describes the views three of female WoW players and how they perceive the interaction with male players with focus on equality. The informants? personal thoughts and experiences are described.

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