Sök:

Sökresultat:

1371 Uppsatser om Xbox Live Indie Games - Sida 28 av 92

A Green Belt of synergies : a study on the implementation of a contemporary Green Belt

The prevailing urban migration is a worldwide process. This results in growing cities and a diminishing proportion of people living in the countryside. As the urbanization continues a large amount of the world?s population is expected to live in urban settlements of informal character by 2050. Green Belt has for many years been used to control urban growth and to secure the sustention of larger green areas around towns and cities.

Att spegla verkligheten - en studie av simuleringar i geografiundervisning på gymnasienivå

I arbetet görs ett försök att genom litteratur och elevintervjuer närma sig frågan om vilka förutsättningar för lärande som simuleringar i geografi erbjuder och vilka lärandeteorier som då blir relevanta. Intervjuer har därför gjorts med elever efter att de genomfört ett för undersökningen utvalt simuleringsspel. I arbetet ställs också frågan om hur elever uppfattar simuleringen som didaktiskt verktyg och ett antal svarskategorier struktureras. Slutsatserna är att lärandet i simuleringar i första hand tycks vara beroende av den egna praktiska erfarenheten, den sociala interaktionen mellan deltagarna och den emotionella laddningen. Elevernas uppfattningar av lärandeformen stödjer dessa kvalitéer, men tillfogade också betydelsen av variation i undervisningen och det inneboende spelrummets betydelse för kreativiteten..

Att slåss mot en osynlig fiende - Kvinnors upplevelser av postpartumpsykos

AbstractBackground:There are three diffrent postpartum problems a woman can suffer after a childbirth, postpartum blues that is the mildest one that almost everyone are suffering. Postpartum depression that is substantial and above 10-15 % are suffering, the most servere is postpartumpsychosis that 1-2 women per 1000 deliveries are suffering from. Aim: Illustrate womens experience during and after a postpartumpsychosis. Methods: This is a literary review of scientific articel and biographies, they are analysed with latent content analysis. Results: Six themes were found after the literature review; experience of; ?unnatural frame of mind?, loss of controll, loneliness, feeling guilt, living with a label and fear that there will be a recurrence.

LHC - Strävan efter att öka den totala kundupplevelsen

In today's society there are a lot of offers towards consumers, where they actively have to choose the most appealing offer. In order for an offer to be attractive it must add value in line with the customers demand. Also, it requires that the offer provides a sufficient level of attraction so that the customer selects the particular product/service over another. Furthermore, each offer must exceed the expectations of the visitors to an event, so they feel that the event is something "extraordinary". We have chosen to study how LHC (Linkoping Hockey Club) works with marketing in order to improve the overall customer experience.

Platsutveckling genom kultur på landsbygden : En fallstudie av verksamheten Gula Huset i Uddebo

Urbanization and the flight of the creative class drains the countryside when it comes to creativity and talent. Especially the young leave sleepy societies. Richard Florida claims that the city attracts the creative class and enables for economic growth to flourish. Robert Putnam adds to the picture by saying social capital might be equally effective as nourishment for growth. In Uddebo, a rural village in the south of Sweden one combines the two creating a vivid society where creativity flies high and ideas fertilize each other?s.

Alive Festival 09 : Genomförande av festival

I detta examensarbete tar vi upp hur vi gått till väga i genomförandet av Alive Festival -09. Vi har jobbat genom den ideella föreningen KF LIVE (Se definition) som fungerar som arrangörsgrupp i Skövde. Vi tar upp frågor som rör ekonomi, marknadsföring samt det egentliga arbete som krävs under festivaldagen. Under arbetets gång har vi hunnit införskaffa information, reflekterat över den och till sist använt oss av den när vi faktiskt genomfört festivalen. Festivalen som hölls under nio timmar innefattar tre scener med femton lokala som internationella band.

En nutida analys av reseguidehemsidor

In this research our goal is to conclude the aspects of interactivity which can prove to be important during the creation of a website. The focus in this essay is websites functioning as travelingguides, because we live in a time of traveling, experiance and learning. How can an analyzing method of websites be shaped? What can an analyze of interactivity on current travelingguides provide for recommendations by the creation of interactive travelingguides? The analyzingmethod is based on three shapingmethods and a poll that was answered by both national and international people. The analyze gave us quite clear results, if you follow the basics of Use Case, Personas, Usability and design, the website will have a bigger chanse of attracting people than if it doesn't..

Mäklarkontorets geografiska placering : Och dess påverkan på kundens val av mäklarbyrå

Technology evolves quickly, with innovative ideas growing everywhere. Still, no technology is anywhere near challenging the mouse and keyboard for navigation of your standard computer. This study focuses on comparing the traditional technologies of mouse and keyboard with the new technology of gestures - in this case Leap Motion - in purpose of finding how the usage differs and what the potential users want from the competing technology. The experiment was executed in a controlled environment, with as few external factors as possible. We found that although the test subjects found Leap Motion fun, the test subjects do not want to surf the web with gestures.

Scenografi, min käre Watson! : En studie i scenografiska teknikers påverkan på spelare

This study explores Environmental Storytelling techniques and whether these can beused in combination with each other to lead a player through a game scene in aspecific pattern, affect the player?s narrative and exploratory view and explorewhether Self-paced Exploration can be combined with these techniques.It is a qualitative study conducted by six gaming sessions with accompanyinginterviews in which six people get to play one of three versions of the same gamescene. The only differences between the scenes are the different guidance techniquesused. The informants' movement patterns are identified and interviews recorded byaudio, as well as screen recording. The results shows that Environmental Storytellingtechniques can very well be used to control the player's exploration patterns, bothnarratively and navigation purposes and Self-paced Exploration can be utilized to agreater efficiency in combination with these..

Internetanvändning och dess påverkan i våra liv : Hur man kan förbättra sin användarupplevelse

The usage of internet is growing significantly every year in today?s society and whether you like or not, the internet has an influence in your life. It is therefore important to find out how people are affected by its use. We have through our study interviewed a number of people that uses internet on a day to day basis, who have agreed to live without internet access for a period of time. We started out by interviewing these people about their internet usage and what it means to them, then proceeded with their non-internet access period.

Att få sätta spår : om medbestämmande och platstagande på gymnasieskolgården

Every place is a stage where people interact. The nature of the stage and its scenography to some extent shapes the interaction. Considered as a place, the school ground gives rise to many varying expectations. Lower school pupils often have clear ideas of how they are expected to behave and how they are expected to use the place. But as the pupils age, the purpose of the school ground grows less obvious.

Ett ständigt pågående samtal ? ett konstruktivt perspektiv på läroplanernas värdegrund

This study examines the possibilities of interpreting the moral values and ethics presented in the current curriculums in a way that makes them inclusive and constructive. The study also reveals how the liberal democratic ideal, presented in the curriculums as a hyper-ideology, is not at all easy to define or live up to in the pluralistic school of today.By close-reading and criticizing the curriculum for the Swedish senior high school (Gy11)and by looking at it from two different points of views, as rules or norms and as a process, Ishow how the curriculum can be interpreted as a basis or starting point for a communicationabout values. I also discuss wether the aim of this communication should be consensus or anongoing process..

"Menniskan, icke naturisk eller djurisk i vanlig låg mening, utan såsom ofvan bildningens strider född till natur och enhet med sig sjelf i himmelsk mening" : Djur som aktörer och bildspråk i Carl Jonas Love Almqvists epik och lyrik

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.

Valet av Renegade och Paragon i Mass Effect : Undersökning av möjliga aspekter på valet att spela som ond eller god med fokus på spelarens subjektiva upplevelse

The purpose of the study was to examine possible aspects concerning the choice to play as good or evil with a focus on the players´ subjective experience. A form was constructed and the material was interpreted according to Interpretative Phenomenological Analysis (IPA). The games Mass Effect I and II were used as an example of the choice to play as good or evil since the choice between Renegade (evil) and Paragon (good) is present. The sample consisted of individuals who had played Mass Effect I and/or Mass Effect II and were over 18 years old. The end result concerning who played a Renegade or a Paragon came to be very uneven (15 out of 16 participants played a Paragon) which means that the result mostly relates to possible aspects concerning the choice to play a Paragon.

Processuell generering av oändliga spelvärldar : Praktiska problem och optimering

Enligt oss så är det största problemet med att processuellt generera en pseudo-oändlig spelvärld i realtid är att få genereringen att ske så sömlöst som möjligt samtidigt som världen upplevs som konsekvent. För att finna lösningar på detta problem så analyserar vi andra studier och spel som utnyttjar processuell generering. Vi använder sedan de metoder och tekniker vi funnit för skapandet av en egen applikation för att få en djupare förståelse för hur dessa fungerar i praktiken och hur mycket varje metod påverkar prestandan. I vår slutsats beskriver vi de problem vi fann, deras orsak och ger förslag på lösningar. På grund av studiens tekniska karaktär så riktar den sig främst till programmerare.

<- Föregående sida 28 Nästa sida ->