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1367 Uppsatser om Xbox Live Indie Games - Sida 20 av 92

Gråzonens barn -En studie i gränslandet mellan normalitet och avvikelse, mellan individen och kollektivet

The purpose of this study is to research into the role of the citizen and the educational system in Sweden throughout periods of time based on previous theoretic works, and also to deepen the understanding of students with special needs in Swedish education focusing on the primary school years. This shall be carried out by illustrating the different points of view and choices within the educational system that are at hand for students with concentration difficulties and social difficulties.I will analyze these points through a cultural and social perspective on contemporary society in order to contribute towards today?s discourse on the norm. The result of this empirical investigation presents a dilemma existing in the democratic educational system of today. Nationally and internationally, the educational system has been structured around a normative system containing both rights and duties that effect everyone working within it.

Synen på de hemlösa och deras livssituation : - en kvalitativ studie

AbstractThe intention of our study is to examine how the view of homeless people and their life situation looks according to a selection of persons, which in their work get into contact with homeless people. The study is based on a qualitative method that includes interviews.The result of the study is based on interviews with eight persons working in the social services, volunteer organisations, the police and a security organisation. The majority of the persons that have been interviewed are normalising homeless people; they do not look upon them as different. At the same time they have the opinion that homeless people live a tougher life and that they have to fight more for their living than other people. The persons that we have interviewed share the view that homeless people live under a constant pressure of finding a place to sleep.

"Att leva som andra" - om normalisering och den personliga assistentens roll i den funktionshindrades sexliv

The purpose of this essay was to investigate the view of what kind of role the personal assistant has in disabled people´s life and sexlife and how conceptions of a "normal" life and "to live like others" can be identified related to this. My research questions was: What does the expression "to live like others" mean to the organisations? What is the view in the organisations of the personal assistant´s role in the client´s life? What is the view in the organisations of the personal assistant´s role in the client´s sexlife? What is the view in the organisations of disabled people´s rights to get assisted help with sex? I chose to do semistructured interviews with different organisations related to disability and assistance and I analysed the interviews with theoretical aspects of social constructivism, the principle of normalization and the theory of SRV (Social Role Valorization), autonomy, individualism and models of action. My main conclusion were that the views of disabled people´s sexuality and the personal assistant´s role in disabled people´s sexlife were widely separate. However, almost all of the organisations were pointing out the autonomy of the individual and the importance of setting the limits.

Realisering av en modulär skogsmaskin - En skalmodell

Wood for commercial use is harvested from forests using forest machines like harvesters which folds, branches and cuts trees and forwarders which transports logs to a landing area for further transport to a processing facility. Future forest machines have to be much gentler to the machine operators and forest soil than today's machines. Hence new machine solutions must be developed and tested. A practical way is to develop a physical scale model which can be used as a test-bed to incorporate different types of solutions for suspensions, cabin damping, tires and tracks, crane and overall architecture. The aim of this project was to develop such a 1:5 scale model of a forest machine, named as ?Skogbil.A scaling strategy was employed to arrive at important scale dimensions and specifications ofSkogbil which would be comparable to the full scale model.

The Student Habitat : "a small and interactive community where students can live, interact and socialize."

I?ve chosen a subject that's close to my heart, as a student who has experiences the need of a change in the traditional student living.I've focused my theses on ?nding the key ingredients for improving an individuals time as a student. In a time when students are struggling to ?nd accommodation that ful?lls the need of being close to university, close to social places, adequate size and affordable. This is close to impossible! This is not just a problem in Stockholm but an international dilemma.The heart of my thesis is, how can we create clever ways of student accommodation with emphasis on community and a more sustainable way of living?Only when we start embracing change and by breaking out of our traditional individual living, can we then start to realise and recognise the bene?ts of working, studying and living together.

Brain-Good Games

Några psykologiforskare på Umeå Universitet behövde ett spelliknande program som kunde användas vid vetenskapliga tester av användarnas kognitiva funktioner samt träna upp dessa funktioner, Deras grundidé var ett kärnprogram med ett flertal olika tester som kunde tas bort och läggas till efter behov. De valde ut ett redan existerande ?spel? och bad mig skapa två nya versioner av detta ?spel?, en nästan exakt kopia och en 3D version med rörliga primitiver. Målet med detta arbete var att skapa programmet inom 8 veckor..

En skola för alla? : En undersökning om hur sex olika kommuner arbetar med utbildning för nyanlända elever

 The Swedish school of today reflect the society we live in. We live in a multi cultural society and in our schools there are pupils with different backgrounds, cultures and mother tongue, which make it necessary for every teacher to treat every single pupil?s need and condition. The education in Sweden must be equivalent, according to Skollagen, 1 kap. 2§.

Att lösa sudoku med SAT-lösare

Yahtzee is a popular dice game around the world. The complexity makes the game interesting to play and analyze. This report compares the effectiveness of the mathematically optimal strategy with a strategy that can be used for casual play. The rules used are those of the Nordic variant Yatzy, in which a few but important rules are different from the American Yahtzee. To evaluate the everyday strategy 100,000 games was simulated in a java program written specifically for this purpose.

TV-spel i nöjesjournalistiken : En undersökning om tv-spel och recensioner utifrån ett genusperspektiv

This study is about how videogamecompanies and Swedish newspapers represent masculinity and femininity in the covers of the games Assassins Creed 3, Grand Theft Auto 5, Bayonetta and Tomb Raider along with the reviews being done in conjunction with the game. The reviews has been published in the following newspapers: Aftonbladet, Svenska Dagbladet, Expressen and Göteborgsposten. The image that is formed in our society about how a man and a woman should be and behave will be the basics of this study. The covers of the games often represent what the game itself is about and what it contains and the reviews also conveys what the consumer who buys the game gets. The video game industry has grown in recent years to become one of the largest entertainmentindustries, but despite this, there has not been many studies on how this media represents masculinity and femininity.

Event som Marknadskommunikation - Din Guide till Eventgalaxen: En kvantitativ studie som testar hur ansträngningsgrad påverkar uppkomsten av kommunikationseffekter

Event marketing's ability to create strong communication effects is a well-known fact and a contributing factor to its popularity in the world of marketing today. But while we know that it is the interaction between consumers and the brand within the scope of live marketing that gives rise to loyalty and purchase intention, we have no knowledge in how the company's efforts affect the outcome. As the investments in event marketing are growing at a comparatively high pace, it is urgent to obtain a deeper understanding and a sense of direction of the elements infuencing its success.In this study we investigate in what way and to what extent the amount of effort that a company puts into the making of an event is used as a signal of manufactor credibility, ability (i.e., expertise) and consumer care. And in what way and to what extent the perceived effort influence purchase intent, attitude and word-of-mouth. We also analyze marketing events in terms of the theory of equitable exchange and "desperation", a subject matter thus far only touched upon.As we identify two different types of events on the market today, we include both in our study: the in-store promotion related event and the party event, which is held in an external venue.

?He made you look desirable!? : En komparativ studie av maktförhållanden i The Hunger Games och Divergent

Den här rapporten tittar på innehållet i de läroplaner som funnits i den svenska grundskolan, från den första som kom 1962 till dagens som infördes 2011.Den behandlar också ämnet geografi, hur ämnets innehåll sett ut och förändrats över den här tiden samt intervjuer med verksamma lärare.Man kan se att läroplanerna inte förändras direkt mycket i sin allmänna del, men att kursplanen förändrats en hel del med förskjutning från kartografi och fokus på närmiljön till en mer teknisk undervisning med fokus på samspel mellan människa natur, vilket även framkommer i de svaren lärarna ger..

Implementation av en renderare för Agency9

The visual complexity in real-time applications, like computer games, is increasing with customer demands on vissual apperance. This trend is supported by even better graphics cards from the hardvare industry. This must be taken into consideration when the architecture of a new graphics engine is to be designed. The engines renderer is responsible of generating a picture of scene data. The renderer must cope with increasingly more complex scenes, and must be able to render them depending on available hardvare capasity.

Passivhuset i ett ekologiskt moderniseringsperspektiv

 AbstractThis study is performed by studying seven livestock businesses in the agricultural sector. The focus of the essay has been put on the structures that limit and enable the lives of the farmers in this study. One of these major structures that affect everyday life is the gender structure and to this day the housewife role exists where the women are responsible for the home, family and domestic pets while the men are responsible for the production, machinery and the heavier tasks on the farm. This is grounded in the history and the development that agriculture has gone through, but also in the strong patriarchal power structure that exists in this industry. In this essay I also show how the life form analysis of Liselotte Jakobsen and the independent life form can not be fully applied to the farmer as he is not completely independent in his work.

Överviktiga barns fysiska aktivitetsnivå

Throughout the history, the theories which have shaped our cities have varied from time to time. We have gone from a city development characterized by spontaneousness, where commerce and people side by side shared the space, into a function-based planning where people and functions are being increasingly separated. Regardless the forms of planning the city design causes implications for those who live there when the physical environment controls were we live, work and meet. In today's society where `sustainability ' has become a watchword the current community planning needs to be questioned so we, in the best possible way, can meet future changes. Searching for new planning strategies is part of this and in this essay the term `mixed-use´ will be investigated and analyzed in terms of its social aspects.

The Orb

Allteftersom forskningen inom Human Computer interaction (HCI) fortskrider konstrueras det allt fler innovativa sätt att interagera med spelkonsoller. Då fler sätt att interagera med spelkonsoller utvecklas förbättras även förutsättningarna för spelbranschen att öka interaktionen i spelen. Den senaste generationen av spelkonsoller har kommit fram med egna lösningar och innovativa sätt att öka spelupplevelsen och interaktionen. Nintendo Wii har t.ex. en rörelsesensor som reagerar på rörelserna av handkontrollen, och Xbox Kinect reagerar med hjälp av en kamera som läser av kroppens rörelser och Playstation Move reagerar på en kombination av en kamera och en kontroll med sensorer.

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