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1367 Uppsatser om Xbox Live Indie Games - Sida 8 av 92

Bakslag och handslag: En fallstudie över Nordirlands process mot provinsregering

This essay is about the Northern Ireland Conflict and the Belfast Agreement. Its focus is on the development in Northern Ireland politics after the implementationof the Agreement which was ratified in a referendum. The essay is a case studywhich analyzes the progress towards an Assembly Government and powersharingbetween the unionists and the nationalists/republicans. The development is analyzed with Robert D. Putnam's theory of Two-Level Games? The essay first analyzes the changes in the unionist society where the opinion towards the agreement has been negative which depends on the concessions made by the unionist.

Conversation clothes: blue elements jacket

I dag kommunicerar vi som aldrig förr. Våra möjligheter till att vara i kontakt med och interaktivt integrera med andra människor världen över bara växer. Sociala medier i form av exempelvis bloggar, Facebook, Twitter, Xbox Live, Youtube är saker som redan är ett moment i vardagen för många. Och ses inte som något konstigt. Vi lever för att kommunicera och utrycka oss och skapar vår egna kommunikativa kultur utifrån de behov vi har.

Live eller Dator? : Ett konstnärligt projekt om liveinspelning i studio.

Syftet med detta projekt har varit att se om det går att efterlikna en modern popproduktion gjord i dator live med ett helt band i studion. Det skriftliga arbetet tar inte upp låtskrivning utan handlar om den tekniska procesen vid inspelning och mixning. Två låtar har arrangerats och spelats in helt och hållet i en dator för att sedan spelas in live med ett helt band i en studio. Dessa olika versioner av låtarna jämförs sedan med hjälp av sex mätpunkter. De olika versionerna är lika varandra, men är inte exakta kopior. Datorinspelningarna är välstädade och exakta medan liveinspelningarna är mindre välstädade och stundvis grötigare. .

Kooperativt spelande : en testdesign till spelet Yellowfield Spacetravels som samarbetsspel

This report is about finding the cooperative elements in games and making a boardgame based on them. I tested different computer games and boardgames to try and get the cooperative elements and then I make a boardgame based on what I found.What I found during testing is that to be a fully cooperative game all players on the same team must win or lose together and one player should not be able to finish the game by herself. There are of course some things that can change this for example what kind of players are playing.My best advice is that you should decide that the game is fully cooperative from the beginning and build the game from that..

Slumpmässigt genererade nivåer

When a videogame is being played it is rarely a static experience. A videogame can consist of various systems that affect each other in an unpredictable manner which makes the player experience unique for every player.Throughout the years developers of games have used random chance in a games programming to affect the user experience. Sometimes it even goes so far as to having entire games based around the idea of the game itself randomly generating content for a player to experience.This paper will examine randomly generated content in videogames. It will take examples from existing ones and describe how they use it, and reason regarding the benefits and drawbacks of having random chance affect the user experience.The paper will step-by-step examine the purpose of various commonly occurring objects and features of a typical dungeon in an adventure videogame. It will reason around their purpose, and figure out ways to use them in a structured  manner so that we can guarantee that there will be no deadlocks that the player can't overcome.This will range from the environments in rooms, the shape of them, to the objects and creatures that inhabit them, such as locked doors, keys, and bosses.

"Hellre en bra story än en dålig" : En kvalitativ studie om framställningen av berättandet i tv-spel

Within the literature and film sciences there are clear models of storytelling and methods of creating a good story. In the game industry it's more difficult because the games are often non-linear, and games are a less established medium than the other two. With this study our purpose was to examine game developers and methods they used when creating a videogame, with focus on storytelling. Four interviews were made with representatives from four different videogame companies in Sweden. The information from the interviews was put in relation to theories regarding the structure of videogames and an established model for creating videogames.

Hur väl skogsägare följer åtgärdsförslagen i skogsbruksplanen : en enkätundersökning

This rapport is about how often private forest owners follow the measures proposed in their forest management plan. The survey is made in cooperation with the forest-owners association Norrskog. The private forest owners are relatively satisfied with the forest management plans and with the measures proposed. There are some differences between those who live on or near their property and those who live many miles away. The forest owners who live on their property are those who follow the proposed measure of precommercial thinning to the largest extent. That group also values precommercially thinned stands higher than thinned stands. The complete opposite is the case for the group that lives far away from their property. Almost all of the respondents thought that the forest management plan would be or had been a good help in the decision making about the forest..

Uttryck och intryck : En studie om skillnaderna mellan avsikt och uppfattning på Windows Live Messenger

Face-to-face communication is always complemented with non-verbal signals that give us clues as to how a message shall be interpreted, but as communication is moved online the possibilities to express oneself becomes more limited.This paper focuses on the instant messaging client Windows Live Messenger and three of the non-verbal functions that it provides (nudges, winks and emotes). The purpose of the paper and its underlying study is to compare the senders' intentions with the receivers' conceptions when it comes to these functions.The study was done as a questionnaire with two different versions of the questions, one looking at the senders' intentions and the other at the receivers' conceptions.The results were then compared in order to look for tendencies. The results showed that the most common intention among the senders was also the most common conception among the receivers, but that the rest of the attitudes didn't match at all. The functions that are supposed to help the conversation flow often create ambiguity instead and lead to vagueness, misconceptions and annoyance..

?Man får uppskattning om man skriver kreativt men inte om man stavar kreativt? : en litteraturstudie om fenomenet dyslexi

The aim of the study was to study the phenomenon of dyslexia on the basis of a literature study. I did a thorough exposition of what dyslexia is and its history and previous research in the area. Further I assumed two questions at issue which were What testimonies are there from the literature of how it is to live with dyslexia? and What learning styles are there for people with dyslexia? I have taken part of testimonies that are to be found about how it is to live with dyslexia according to the people themselves that live with it. In the second question at issue I move on to present a couple of learning styles that are used.

En plats - En identitet

We live in a society where we are not bound to one place. We are encouraged to be mobile and constantly moving between different locations. The life in a convent is a contrast to this; nuns live at a specific place they are bounded to by vows and can not leave. The sisters in the convent of St. Birgitta, Pax Mariae have promised to stay at the same place and live by the rules of the convent.

Neuromuskulär återhämtning efter matchspel hos professionella fotbollsspelare

During football games neuromuscular fatigue occuring following eccentric movements such as sprint, jump and run that occur during games. To avoid injury, overtraining and performance decreases, it is important to know when players are recovered. The aim of the pilotstudy was to investigate physiological changes that occur during football matches and if they affect the recovery pattern after several games in professional football players. The method was divided into two sub-studies in which 12 professional footballers, in substudy 1 performed counter movement jump (CMJ) and drop jump (DJ) from 40 cm and fill out a recovery form for muscle soreness 36 hours before, 12-16 and 60-64 hours after 11 different competetive games. Blood samples were taken on the players in connection with one match to examine the activity of muscle enzyme creatine kinase (CK) and lactate dehydrogenase (LDH) of the players.

Serious Games, körsimulatorer och lärande : En studie om strukturerande verktyg - som stöd vid återkoppling

Uppsatsen fokuserar på hur körinstruktörer använder IKT som en strukturerande resurs vid sin undervisning och hur de uppfattar ett datorbaserat utvärderingsverktyg kopplat till ett dataspel i en körsimulator. Syftet med studien har varit att förstå hur externa verktyg (artefakter) används pedagogiskt för att överföra kunskap och om individen kan bli oberoende av dessa verktyg. Studien genomfördes genom intervjuer som kopplades till testkörningar i en körsimulator. Körsimulatorn ingick i en större studie (Spel och trafiksäkerhet) där ett dataspel (serious games) utgjorde testpersonens upplevelse av bilkörning i en virtuell värld. Svaret blev att körinstruktörer har externa verktyg såsom leksaksbilar, penna och papper för att underlätta kommunikationen vid utvärdering av elevernas körning och att användandet av dessa verktyg som metod är likartad med användningen av metoden med körsimulatorns utvärderingsverktyg, samt att individen till sist automatiserar metoden och då blir oberoende av de pedagogiska verktygen och kan använda sina kunskaper när den kör bil..

Sannolikhetsbaseraddimensionering av geotekniskbärförmåga för pålar i grupp : En jämförelse mellan gällande normer och ensannolikhetsbaserad metod

The purpose of this thesis was to examine if users of digital music games may acquire skills from the games that may be of use in learning to play a real instrument, that is a non-digitally simulated instrument like an acoustic piano. We have used Gee?s theory regarding a possible interconnection between different semiotic domains, and how this connection may enable a transfer of skills between related domains. In this thesis we examine possible skill transfer between the domains ?digital games? and ?non-digital instruments?. To examine our question formulation we chose to conduct a pilot study from which we collected both quantitative and qualitative data.

"Got Skills...?" : En kvalitativ studie om kompetensutveckling baserat pa? StarCraft II

The use of computer games has grown exponentially in the past few years and StarCraft II is one of the most popular e-sports today, played by millions of people worldwide. This study investigates the game?s effect on skills, as perceived by the players of StarCraft II.The study was conducted by using an empirical survey and interviews. The skills being investigated were both physical and mental in their nature. The conclusion was that the majority of players perceived that their skills regarding reaction speed, multitasking, APM, analysis and strategy were increased the most, while there was a smaller change in social skills and language skills.

Prognostisering av sättning frånhög uppfyllnad i Högbytorp : Numerisk?analytisk jäföelse samt uppmäta sätningar

The purpose of this thesis was to examine if users of digital music games may acquire skills from the games that may be of use in learning to play a real instrument, that is a non-digitally simulated instrument like an acoustic piano. We have used Gee?s theory regarding a possible interconnection between different semiotic domains, and how this connection may enable a transfer of skills between related domains. In this thesis we examine possible skill transfer between the domains ?digital games? and ?non-digital instruments?. To examine our question formulation we chose to conduct a pilot study from which we collected both quantitative and qualitative data.

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