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1371 Uppsatser om Xbox Live Indie Games - Sida 25 av 92

RAM-minnets kontaminering vid tillämpning av forensiska verktyg

Denna rapport behandlar ett specifikt område inom IT-forensik och informationssäkerhet. Då en berörd part behöver agera i ett skarpt läge, kan kunskaperna om volatilt minne vara avgörande. I takt med att IT-brott har ökat dramatiskt, har det också bidragit till en enorm utveckling inom de forensiska ramarna. IT-forensikerns handlingar är av avgörande karaktär då minnet förändras kontinuerligt, därför eftersträvas minimala förändringar på systemet.Ett datorsystem är utrustat med ett fysiskt minne vars syfte är att temporärt lagra information då det är aktivt. Detta minne kan vara en rik informationskälla ur ett forensiskt perspektiv.

?MMORPG? - en studie av dataspelsberoende

En problematik kring dataspelsberoende växer fram allt mer i media och i denna uppsats utforskas fenomenet MMORPG (massive-multiplayer-online-roleplaying-games). Syftet är att undersöka MMORPG i förhållande till beroende. Den empiriska datan utgörs av intervjuer med fyra personer som själva anser sig vara beroende av MMORPG. Resultatet visade att MMORPG är utformade både i spelmekanik och i spelkultur till att bidra till en ökad konsumtion, dvs. ett ökat spelande.

Ungdomars berättelser om Hovsjö : En kvalitativ studie om hur sex ungdomar i åldrarna 21-26 ser på sitt bostadsområde

Background and problems: All that is stated in social media might not always sometimes be right, which has consequences for the individual's view of the described phenomena. The individual interprets and takes in mass media messages, which can lead to that the wrong information makes believed to be is correct one. The news media?s photo illustrations might pictures result in bad images of the suburbs. Hovsjö, residential area in the city of Södertälje, occurs in the media depicted as is a bad place to live due to the high rate of crime there.Purpose and Issues: My main research question is: How do young people view their residential area Hovsjö in comparison with the image they believe consider is given in that the news media gives the area? Further questions of the study are: How do the young people of the district describe their residential area? How do the youth's react to the news media images of Hovsjö? Has the neighborhood helped to form their identity?Method: In my data collection I have chosen a qualitative approach with observation and semistructured interviews.

Småbarnslitteratur sedd ur ett genusperspektiv

The purpose of this Masters thesis is to investigate if gender stereotypes are mediated to children between 0-3 years through books suitable for their age. This thesis concerns books that are available in public libraries. The content will be analysed by using a combination of methods, both content analysis of all the books in our study and a qualitative analysis of a smaller number of these books. With inspiration from both Robert Connell and Yvonne Hirdman and their theories of gender and gender stereotypes, this material was read and we wanted to examine if books for very young children might establish stereotypes. Our analysis showed that many known stereotypes are common in these books.

"Det Vackra Våldet" : slagsmålskoreografi i animerad film

My purpose with this thesis has been to find out how to choreograph a fight sequence in ananimated movie. With the help of professional stuntmen and dancers, I have tried to findmethods and techniques used on stage and in live-action film and apply those to animatedfilms. To successfully identify the techniques used, I conducted a number of interviews andanalyzed literature that deals with the subject of fight choreography. By the analysis of themethods provided by the choreographers and selected parts of the literature, I have compiled anumber of steps I recommend 3D animators should to take in their efforts to create their ownfight choreography..

Visualisering för spelbaserat lärande

Denna underso?kande designstudie utforskar hur visuellt material till en simulator kan komma att se ut och hur va?gen fram till det fa?rdiga designen kan se ut. Simulatorn som sta?r i centrum fo?r just denna studie kallas fo?r Simulerade Provokationer (SimProv) och har la?rarstudenter som huvudsaklig ma?lgrupp. I SimProv kan la?rarstudenten som anva?ndare va?lja mellan fyra olika handlingar i en klassrumssituation.

What can change the nature of a grade? : A study of computer games and how they affect English grades.

The purpose of this study is to establish whether or not there is a connection between a highincidence of computer gaming and English proficiency in Swedish 9th-graders. The study also takescomputer game genres into account, attempting to see if there is a link between frequent playing ofcertain genres and high English grades.According to this study, there is a clear correlation between the gaming habits of Swedish 9thgradersand the grades they receive in English, with a higher frequency of gaming corresponding toa higher grade. The study also suggests that the Strategy, MMO (Massively Multiplayer Online) andCRPG (Computer Role-Playing Game) genres have a higher representation amongst students withgood grades in English..

Pitch Correction - ett måste? En intervjuundersökning om åsikter kring användning av pitch correction i dagens musikskapande.

Pitch Correction - is it a must? An interview inquiry about opinions concerning pitch correction in music making today. This work intends to find out what music producers, singers and those with a great interest in music really think about the use of pitch correction programs, both in the studio and live. The thoughts concerning this came when I began to work with these programs in a studio, mostly for vocal use. I realized that the thoughts and opinions about the use of pitch correction varies a lot.

Gamification och Gameplay : Att höja motivationen med hjälp av gameplay

Denna studie har undersökt hur en användares motivation att samla mynt i ett serious game påverkas av att dessa är sammankopplade med spelets gameplay. För att undersöka detta har två versioner av ett serious game skapats, ett där mynt endast kan användas för att köpa kosmetiska uppgraderingar och ett där uppgraderingarna som kan köpas, utöver kosmetiska förändringar, även påverkar spelets gameplay. 12 personer har deltagit i testet och värderat hur mycket motivation de känt då de spelat spelen. Resultatet tyder på att det inte existerar någon markant skillnad mellan hur mycket motivation testdeltagarna kände inför att samla mynt i de båda versionerna. Undersökningen skulle kunna utvecklas genom att fler tester utförs på flera olika typer av mjukvaror..

Pedagogisk lek i förskolan : En samtalsanalytisk studie av pedagogens roll i olika lekaktiviteter

Play is an important part of children´s everyday life, it is through play children develop. Play occurs a lot in kindergarten and in this study, the aim is to examine how play activities play is used in preschool teaching and the role of the teacher´s in the play. Video recordings of play activities done and qualitative methods (conversation analysis) has been used to analyze the video recordings. The results of this study show that play are widely used as a pedagogical tool in preschool. It is through play children develop.

Digital ljudkvalitetsoptimering för hörlurar.

Detta examensarbete har utförts hos Dirac Research AB i Uppsala. Dirac Research är en världsledande programvaruspecialist inom ljudoptimering, rumskorrigering och ljudfältssyntes.Dirac har nu velat utreda hur man på bästa sätt kan använda deras programvara Dirac Live för att förbättra ljudet hos hörlurar. I examensarbetet ingick en teoretisk del om örat, hörlurar, mätmetoder och hur en frekvenskurva bör se ut. Det ingick också att mäta impulssvaret för några olika hörlurar. Impulssvaret användes sedan till att förbättra ljudet hos hörlurarna genom att designa digitala filter som användes genom programvaran Dirac Live.

Förskolans estetik : Pedagogers syn på estetik i förskolan

This examination paper defines how educators work with esthetic, and esthetic learning in pre-school. I have done research by interviewing four pedagogues. The result shows that the pedagogues does work with esthetic and practice esthetic learning processes, but their work shift. Some pedagoues practice strong esthetic and some practice more modest esthetic. Some of the pedagogues are more aware than other of the esthetics influens of the childrens life long learning.

Den riktiga jakten : ett livslångt lärande

This thesis in social anthropology is based on interviews with four hunters from the middle of Sweden. It is about how the hunters get their traditional knowledge and how important it is to grow up and live in rural areas for the knowledge and understanding of hunting. The essay is also about the difference between the hunters from rural areas and the hunters from urban areas. It also examines how the rural hunters speak about the true and real hunter..

Förebyggande arbete mot depression bland äldre personer : En kvalitativ studie om hur enhetschefer för särskilda boenden ser på förebyggande arbete mot depression bland äldre personer.

Studies show that 10-15 percent of Sweden's population, 65 years or older are estimated to have depression or depression symptoms. The symptoms of depression among elderly people are less than symptoms of young people. This could cause that elderly people with depression are not always discovered. Studies show that elderly people who live in residential homes show more signs of depression than elderly people living at home. If elderly people live in a supporting environment, can it prevent that a depression developed.The prevention of depression among elderly people is a topic that is not discussed among previously research.

Experimentell spelmekanik - Realtidsaction m oter turbaserad strategi

In the gaming industry, it has long been popular to combine genres with the aim ofcreating games that bring together the best of several worlds. However, there are stillmany unexplored combinations with good potential.This report addresses the planning and development of a game prototype that combinestwo game genres, turn-based and real-time strategy. In addition to presenting the results,the report also discusses the di culties that were encountered and how they were handled.The prototype contains a working combat system and a basic AI. The prototype ismodular, which means that it is easy for an end user to extend the game with extra content.Most elements that were considered important from the two genres were implemented, butthere is still room for improvement and further development.The result is evaluated by means of quality assurance, a process that is commonly usedin the gaming industry. The response has been generally positive, which indicates thatthe combination has potential and should be explored further..

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