Sök:

Sökresultat:

1371 Uppsatser om Xbox Live Indie Games - Sida 26 av 92

World of Warcraft : En virtuellt social värld

In today?s modern society with high-speed connections covering the globe people are more than ever finding themselves gazing into the cold lights of the computer screen. On the other side a strange and exciting world yet to be explored awaits. Many are those who spend hour after hour running over green hills swimming in vast blue oceans in the lands of Azeroth, the playfield in the MMORPG game World of Warcraft. In media we often read and hear alarming reports on players stuck in this virtual world, ceasing to play a part in the real world.

Speloist

This thesis aims to examine the phenomenon of gambling and consequences that may result from having a gambling problem. The thesis also intends to investigate opportunities for support and a few explanatory- and treatment models. Games are taking on new shapes and access to gambling for money is on the rise. Studies on gambling have primarily been focusing on epidemiological factors rather than factors increasing or decreasing the risk of developing gambling-related problems. The empirical material is based on eight qualitative semi-structured interviews.

En iPad-baserad ritningsbehandlare

In today?s society, it becomes more common with tablets, that makes us interact with computers in a whole new way. For example these are used to read and write e-mails, surf the web and playing games. Another manner of use of these tablets is to read and edit PDF documents. PDF handling is often meant to be used in books and inregular text documents, but it could also be used in the management of drawings.An industry that would benefit greatly from the use of tablets for this purpose is the con- struction industry.

Proffs eller no?rdar : En kvalitativ studie om samha?llets syn pa? e-sport

Despite the vast research on the effects of gaming, little is know how the phenomenon of e-sports and it?s followers is portrayed. While media can have significant impact on what and how e-sport is portrayed, no studies have been done in a Swedish context. This thesis aims at filling that gap with investigations of the two major Swedish newspapers. Six articles was analyzed with critical discourse analysis with a theoretical base of journalism.The result of which indicated that between the period of 2005 and 2012 e-sport and players was considered to be professional, committed and more in a sense that reminded much of the view on more traditional sport such as soccer and hockey.

?Ni på sittplats, är ni klara?? : Ett arbete om musikens påverkan på en ishockeypublik

The question formulation for this work has been "is an ice-hockey audience influenced by music during time-outs in a game?". The method was to observe one period with Färjestads BK and Mora IK, but a recording was also made, together with a conversation with the arena DJ. From the recording, the audience reactions were graded from a given scale. The grades were compilated to a diagram that shows the audience reactions in relation to the time, from the first face-off to the final whistle.

Fridykcenter - Ett sammarbetsprojekt

What is creativity? Why is it important? How can you stimulate pupils to becomemore creative? These are some of the questions that are studied in this thesis.The discussion is focused on programming as the medium of creativity and theresult is a setup for a course book that teaches programming at the same time asit makes the reader more creative. The results are based on literature study aswell as observations and interviews with teachers and pupils from three differentschools in Stockholm, Sweden. The study shows that gets more important everyday as more and more jobs are replaced by computers and we live in an age ofabundance. The teachers would like the pupils to be more creative but don?tknow how achieve that at the same time as they have to teach them everythingthat they are supposed to know when the course ends..

Föräldradelaktighet i förskolan ur föräldrars och pedagogers synvinkel

AbstractThis act is about how five children with dyslexia consider and understands their diagnosis. It is also about their self-image, future sights and about how their school life is compared with before they got their diagnosis. The study is implemented autumn 2011 on a medium-sized school in central Sweden. The survey was implemented through interviews with the five children, of which four was girls and one was a boy. The study shows that the children understand their dyslexia relatively well, but that they experience that it is bothersome to live with dyslexia.

Design och konstruktion av strandspel

This project was conducted during the spring semester 2013 at mechanical engineering program at University Halmstad. The project was conducted in collaboration with MPQ Consulting in Halmstad. MPQ Consulting is a newly established company looking to take step into the product development world. The company has already had ideas and existing products. One of the ideas is to construct and design a form of beach games whose rules are based on the volleyball rules.

Concept art and texturing for games

Min uppgift vad att under åtta veckor framställa förlagor för samt texturer till en del av en spelbana, samt i mån om tid framställa färdiga texturer av dessa. Till min hjälp har jag haft tidigare koncept på andra delar av spelet, samt andra, redan färdigställda banor. I mitt arbete är det viktigt att ha kontakt med projektets level samt. Från AD får jag konstnärlig feedback och åsikter om vad som fungerar bättre eller sämre med den konstnärliga visionen, men jag måste även hålla mig till de begränsningar som banans utformning och krav på spelbarhet innebär. Det finns många frågor att ställa kring konceptframställning för texturering, men de som jag har valt att centrera mitt examensarbete kring är: - Vilken slags konstnärlig information är värdefull för en leveltexturerare? - Hur kan man effektivisera leveltexturerarnas arbete med hjälp av koncept konst?.

Puzzles combined with horror in digital games

Den här uppsatsen handlar om hur pussel och skr äck kan kombineras i ett och samma digitala spel. Hur man som utvecklare kan f å en j ämn balans mellan skr äcken och pusslen som presenteras f ör spelaren i spelet. Den typ av skr äck som den h ar uppsatsen har fokus på är genren 'Survival-Horror' och anv änder sig av den typ av skr äck som i digital spel kategoriserats som 'Survival-Horror'-spel. Den här uppsatsen visar en analys av 'Survival-Horror', samlar information om pussel och skr äck f or att utforma en hypotes hur dessa kan kombineras. F ör att kontrollera om hypotesen st ämmer utf ördes en intervju innan pussel- och skr äckmomenten implementerades i ett digitalt spel. Efter implementationerna genomf ördes det speltester i tv å omg ångar f ör att analysera resultatet mellan de tv å omg ångarna..

Lek- och lärspel - en studie av hur IT kan stödja integration av lek och lärande

Syftet med denna uppsats var att undersöka hur lek och lärande kan integreras i ett lek- ochlärspel för att skapa motiverande och engagerande övningar. I studien användes konkretaövningsexempel från ett modernt lek- och lärspel som presenterades och undersöktes medhjälp av elever i årskurs fem. Det som specifikt analyserades i övningarna var hur elevernalyckades interagera med systemet och hur inslag av motiverande faktorer för lek kan skapa enunderhållande användarupplevelse, samt om de lyckades lära sig något av denämnesrelaterade kunskapen. Krav på teknikvana, ämnesrelaterad kunskapsnivå samt enförståelse och lärande av den specifika uppgiften var det som satte gränser för hur väl delyckades engagera och lära sig något i övningarna. Med hjälp av observation samt intervjueridentifierade vi ett underlag som kan vara utvecklare, lärare, föräldrar och användare till hjälpför att reflektera över design och användande av lek- och lärspel..

Hegemoniska och icke-hegemoniska maskuliniteter - En kritisk diskursanalys av politiska texters och unga m?ns perspektiv p? v?ld i utsatta omr?den

There is a lack of consensus within politics on how to deal with the so-called youth problem that exists in vulnerable areas. The politicians' positions are communicated in speech and writing and influence the majority society's attitude to children in vulnerable areas. Children are at the same time a vulnerable group in society. They are dependent on adults and need their guidance and support throughout their upbringing. In vulnerable areas live children whose health is affected by social and economic vulnerability and discrimination from the outside world. By looking into how hegemonic masculinity as norms are formulated in Swedish political documents, in relation to experiences of stigmatization and violence among children from vulnerable areas, this study wishes to examine if children?s right to a life without violence is being respected in vulnerable areas.

"Du ska se oss på idrotten" : En studie i hur flickor och pojkar tar plats i idrotts- och svenskundervisning

In this paper an upper level compulsory school is examined from a gender perspective. The purpose of the paper is to analyse how girls and boys acquire space in the classroom (during a Swedish lesson) and in the sports hall (during a lesson in physical education). To fullfil the purpose of this paper a seventh grade class was observed during a lesson in Swedish as well as in sports. In addition to this on pupil was interviewed. In this paper the results are compared to and measured against results from earlier research in the field. Used as a theoretical basis are Simone de Beauvoir?s theories on gender.The results attained indicate that girls and boys claims space in different ways during time in the classroom as well as in the sports hall.

Soundvolume 2.0 : En prototyp för ljuddesign i spel

Efter fyra månader som ljudpraktikant på det svenska spelföretaget Starbreeze i Uppsala, var det dags att ta steget vidare i ytterligare fyra månader. Från ljuddesign till scriptning, idéer och tankar, samt en inblick i hur scriptning fungerar. Detta arbete handlar om framtagandet av en ljuddesign-prototyp åt ett externt företags framtida spelprojekt. En utveckling som från början var tänkt att öka kunskaperna om scriptning, och att skapa ett sammanhängande spelscenario, men som sedan utvecklades till att leda mycket längre. Förklaring: Ljuddesign = Ljudläggning av någon form, i detta fall spel.

Rangordningens inverkan på beteendet hos nötkreatur (Bos taurus) och dess konsekvenser för djurtillsynen :

Extensively kept animals for meat production have the right to live in a good environment. Cattle (Bos Taurus) as social animals live in small herds in the wild. When holding animals extensively new problems have arisen regarding human ? animal interactions. One welfare problem is to be able to come close enough to the animals to investigate their health condition.

<- Föregående sida 26 Nästa sida ->