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8716 Uppsatser om World order - Sida 9 av 582

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..

Project Inti : Produktutveckling av en solugn

In this report the two authors, and project contributors alike, describe their work withdeveloping a solar cooker intended for usage in the developing countries of the world.Specifically, the work aims at developing a new, solar heat driven cooking device, possiblybased upon the current product. This should, in comparison to the current product, be lighter,easier to transport and to produce. Also, the new product?s production mustn?t be more costlythan today and the included materials and components must be obtainable from within theBolivian national borders where the product is currently produced. During the project, certainadvantages with a more efficient, and, above all, a more moderately priced product, werediscovered.

Wow! : En studie i identitetsskapande i World of Warcraft

Datorspelet World of Warcraft har växt något enormt i popularitet sedan det kom 2004. Idag är det den största mötesplatsen på nätet med användare över hela världen. När vi möter användare på nätet är det precis som i verkligheten viktigt för oss att framställas på det sätt vi helst vill. Vi spelar en roll och bygger en identitet. Spelet erbjuder en alternativ, virtuell värld åt oss och det som är intressant för mig är att se på vilket sätt detta påverkar våra möjligheter till detta.

Ett halvt steg ut i arbetslivet: - En studie om internships som interaktionsform mellan akademi och näringsliv

Internship is a new form of interaction between the academic world and the market and a phenomena increasingly popular among elite universities in Europe. The educational system has traditionally kept an academic approach where the institutions for higher education have acted isolated without extensive influence from the market. Today pressure from the market has led to intensified interaction between the universities and companies among many European elite universities. We have carried out a situational analysis concerning interaction between the academic institutions and companies in Europe. More specifically, we looked at the potential for Stockholm School of Economics (SSE) to strengthen its position on the educational market by adjusting its strategies and implement internships as a part of the education.

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.

Smart konsumtion : unga vuxnas attityd till miljö- och rättvisemärkta produkter

We are more aware than ever about our impact on the common environment and the world's population. Consumption awareness can be one way to take social and environmental responsibility. This study aims to examine young adults' (19-30 years) attitudes toward consumption awareness in Sweden. Consumption awareness is treated in this study as the consumption of environmental and fair-trade labeled products that have been certified of a third party. The study is limited to everyday commodities, which in this case is groceries, household consumables and clothing.

Ett kommentarsfält blir till : När sociala föreställningar sammanflätas 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 på individen och det sociala livet

I och med Internets framväxt de senaste tio åren har en ny underhållningsmarknad öppnat sig. En ny form av kommunikation och interaktion har möjliggjorts. I denna uppsats behandlar vi nätspelsfenomenet World of Warcraft. Dataspel och beroende har blivit ett vanligt ämne i media den senaste tiden. Det finns därmed misstanke om att detta ökat den senaste tiden i och med Internets framväxt.

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

Den här uppsatsen är en teoretisk och empirisk studie över unga vuxnas erfarenheter av onlinedatorspelet World of Warcraft. Perspektivet som anläggs på spelet och dess användare är 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 även teorier om det medialiserade samhällets inverkan på individ och sociala rum. Kunskap om fältet har genererats främst genom ostrukturerade intervjuer med användare, samt genom en kulturanalys av verket.

A world of illustration - Ett utforskande projekt om Illustration som begrepp och koncept, dess gällande och möjliga användningsområden 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.

Nürnbergsprocessen i svensk press : en studie över tre tidningars ledarsidors rapportering av rättegången i Nürnberg

One of the most well-known trials in history is the one in Nürnberg, 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 åren har det släppts flera onlinespel inom genren MMORPG och deras popularitet har ökat. Vid vår litteraturstudie framgick det att tidigare forskning visar på att spelare av MMORPG spel utvecklar olika kompetenselement genom sitt spelande men tar inte upp spelares uppfattning kring detta. Därför 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 enkät, intervjuer och deltagande observation i World of Warcraft. Vår slutsats är att spelare uppfattar en utveckling av sexton olika kompetenselement.Nyckelord: Onlinespel, MMORPG, Kompetens, Kompetenselement, Kompetensutveckling, World of Warcraft.

Reading the Common Foreign and Security Policy of the European Union in terms of the issue of Terrorism : An analysis on the evolution of the CFSP of the EU under the issue of Terrorism

In the post Cold-War era, world politics was transforming itself through its emerging complex issues such as terrorism and influential and interdependent actors such as the European Union. In this new era, the European Union was developing its Common Foreign and Security Policy pillar both to present a coherent and unified EU policy and to prove its political potent in order to become an influential actor on world politics. On the other side, security environment was also transforming its content through emerging actors and issues. As one of the most prominent actors of the world politics, the EU was influenced by the transformation of security environment, whose economic ?soft power? proved necessary but insufficient for being a global power in this emerging security environment.

Äldres individuella behov borde ligga till grund : En studie om dagstidningars framställning av äldre med omsorgsbehov

This bachelor´s thesis wants to look closer at librarians´ experiences of comics, manga and graphic novels. In order to bring these experiences forward qualitative interviews and the method of phenomenography was used. The material was then examend againstna theory of previous research, revealing that the problems librarians in Sweden face with these media are largely the same as the problems faced by librarians in other parts of the world. It also became clear that the participating librarians held a positive attitude to the presence of comics, manga and graphic novles in their libraries..

Mellan digitala och fysiska världar : En utredning av immersionens och realismens retorik i kommersiella datorspel

This master thesis examines commercial video games and their relation to the concept of immersion and realism. Games as a communicative medium is quite a new area of interest within rhetorical research in Sweden. Most of the research conducted has, however, been focused on gaming and formation on opinion ? games that explicitly tries to persuade the player, unlike commercial games that focus on entertainment, that is. But that does not mean that commercial games cannot influence us.

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