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The massive effect of NPCs : How the Mass Effect series creates likable NPCsLegnefur, Emelie, Abasahl, Shervin January 2023 (has links)
Many video games use non-playable characters (NPCs) as important plot devices and for supplying the players with a meaningful playing experience. The Mass Effect series is known to have many likeable NPCs in its story, and even though emotional attachment and believable traits of NPCs has been defined, it is not entirely known what likeable NPCs excel in. Therefore, six participants were interviewed to talk about their favourite and least liked NPC and most memorable moment from the series. The results show that well developed AI, an unique personality, character development and free choice to avoid the NPC made them likeable.
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Design för snabbcykelvägar : Ett designkoncept för snabbcykelvägar i Stockholmsregionen / Design for fast cycling routes : A design concept for fast cycling routes in the region of StockholmGradin, Emma January 2016 (has links)
From 2010 to 2014, regional and state organizations in the region of Stockholm have developed an EU-finnanced project named SATSA II - regional cykelstrategi (regional bicycling strategy). The strategy aims to increase the number of citizens commuting by bicycle in the region and develop a new intermunicipal infrastructure for fast bicycling. By providing a network of fast cycling routes on a regional scale, called “snabbcykelvägar”, the strategy promotes a shift towards more sustainable transport for the citizens of Stockholm county. The new regional network of bicycle routes have strategically been placed to pass by local centres, transport nodes, larger working areas and universities. The purpose of this master thesis is to develop a design concept for fast cycling routes (snabbcyelvägar) in the region of Stockholm. The design concept have been developed through the vision of the ‘good bicycling experience’. To define what it is that provides a ‘good bicycling experience’, physical, environmental and spatial aspects have been studied through empirical research and through relevant theories found in the research field of environemnetal psycology and semiotics. The aspects that provides a ‘good bicycling environment’ has been structured into three criterias. The criterias are: safety, continuity and likeability (attractivity). The three criterias has further been transformed in to designprincipals which are presented in a toolbox. The toolbox is the result of the study and can be used by planners and architects to design a regional network of cycling routes that provides a good expereince for the present and future bicycle commuters in the region of Stockholm (see Toolbox 2, p. 65). / Snabbcykelvägar är benämningen för de regionala cykelstråk som från 2014planeras skapa ett regionalt nätverk för snabb transport på cykel i Stockholmslän med fokus på pendlingscyklister. Detta examensarbete syfte och mål är attutveckla ett designkoncept för snabbcykelvägar i Stockholms län.Visionen om ‘den goda cykelupplevelsen’ har legat till grund för att utveckladesignkonceptet. Forskningsteorier inom miljöpsykologi och semiotik hartillsammans med empiriska studier resulterat i ett antal kriterier som kan antasskapa en ‘god cykelupplevelse’. Kriterierna är trygghet, kontinuitet och attraktivitet.Från kriterierna har sedan ett antal design- och gestaltningsprinciperutvecklats som delats in i följande kategorier: Form, Utsikt, Upplevelseoch Ordning. De fyra kategorierna med dess design- och gestaltningsprinciperhar sammanställts i en “toolbox” (verktygslåda) som kan användas avplanerare och arktiekter för gestaltning och utbyggnad av regionala snabbcykelvägarnaoch utgör resultatet för studien (se Toolbox 2, sida 65).
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