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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
251

En utopisk värld? Att designa en spellogotyp utifrån kärnvärdena lekfull, modern och visuell / An utopian world? To design a game logo based on the core values playful, modern and visual

Harrison, Matilda, Löfgren, Malin January 2018 (has links)
Matematikundervisning i grundskolan upplevs idag som svår för många elever och ett stort antal har problem att ta till sig information genom läroböcker. Startup-företaget Visedu står bakom spelet Mathetopia som är ett lärobaserat matematikspel anpassat efter grundskolans läroplan. Spelet skall fungera som ett komplement till traditionella läromedel såsom läroböcker i ämnet matematik. Syftet med denna studie är att undersöka hur en logotyp kan designas till spelet Mathetopia utifrån kärnvärdena​ lekfull​, ​modern​ och ​visuell​. Studien undersöker även hur logotypen kan utformas för att rikta sig till både elever och lärare i grundskolan. Grundläggande fakta om varumärkesdesign presenteras och en förstudie inleds där bakgrundsinformation från ägarna la en grund till designprocessen. Åtta designförslag skapas som sedan värderas av företaget Visedu. Slutgiltigen tas två utvalda logotyper fram som utvärderas av den primära målgruppen elever i årskurserna 4–9 och den sekundära målgruppen matematiklärare genom intervjuer. Av dessa logotyper anpassas den logotyp som stämmer bäst in på den primära målgruppens preferenser och väljs som den slutgiltiga logotypen.
252

Improving image quality in multi-channel printing - multilevel halftoning, color separation and graininess characterization

Žitinski Elías, Paula January 2017 (has links)
Color printing is traditionally achieved by separating an input image into four channels (CMYK) and binarizing them using halftoning algorithms, in order to designate the locations of ink droplet placement. Multi-channel printing means a reproduction that employs additional inks other than these four in order to augment the color gamut (scope of reproducible colors) and reduce undesirable ink droplet visibility, so-called graininess. One aim of this dissertation has been to characterize a print setup in which both the primary inks CMYK and their light versions are used. The presented approach groups the inks, forming subsets, each representing a channel that is reproduced with multiple inks. To halftone the separated channels in the present methodology, a specific multilevel halftoning algorithm is employed, halftoning each channel to multiple levels. This algorithm performs the binarization from the ink subsets to each separate colorant. Consequently, the print characterization complexity remains unaltered when employing the light inks, avoiding the normal increase in computational complexity, the one-to-many mapping problem and the increase in the number of training samples. The results show that the reproduction is visually improved in terms of graininess and detail enhancement. The secondary color inks RGB are added in multi-channel printing to increase the color gamut. Utilizing them, however, potentially increases the perceived graininess. Moreover, employing the primary, secondary and light inks means a color separation from a three-channel CIELAB space into a multi-channel colorant space, resulting in colorimetric redundancy in which multiple ink combinations can reproduce the same target color. To address this, a proposed cost function is incorporated in the color separation approach, weighting selected factors that influence the reproduced image quality, i.e. graininess and color accuracy, in order to select the optimal ink combination. The perceived graininess is modeled by employing S-CIELAB, a spatial low-pass filtering mimicking the human visual system. By applying the filtering to a large dataset, a generalized prediction that quantifies the perceived graininess is carried out and incorporated as a criterion in the color separation. Consequently, the presented research increases the understanding of color reproduction and image quality in multi-channel printing, provides concrete solutions to challenges in the practical implementation, and rises the possibilities to fully utilize the potential in multi-channel printing for superior image quality.
253

Automatisk testning av WebGL på mobil- och desktopenheter / Automatic Testing of Rendering in Mobile and Desktop Web Browsers

Stenbeck, Marcus January 2014 (has links)
WebGL is a standard for drawing graphics in a web browser. Currently it isn’t widely understood how consistently WebGL performs across a majority of the de- vices that support it. Determining if an image looks correct to a human observer is an interesting problem. The solution for this is useful when developing WebGL applications, since a developer could make better informed decisions during de- velopment. The differences in capability between WebGL implementations are studied, and a few factors are selected that likely will contribute to variations in the rendered output. These factors are found by studying the WebGL specification documen- tation, and in the cases where it is ambiguous, further, authorative sources have contributed to the choice of factors studied. A prototype testing system is developed, including a tool for simulating imple- mentation differences. Two image processing algorithms are evaluated for their suitability in an automatic testing system. For testing, four test cases are devel- oped. The testing system is run with the test cases on wide range of devices, both mobile and desktop. The results show that image processing is not suitable alone the source for deter- mining a test success or failure. However, some promise is shown in using image processing as one component in a fully automatic testing system. Furthermore, developing test cases that perform as the test constructor intends is proven to be a challenge in itself.
254

Spelroll "At Heart" : Spelrollers inverkan på erfarna spelares problemlösningsförmåga i vardagen / Role "At Heart" : Roles' impact on experienced gamers' problem-solving skills in real life

Besara, Sheyno, Barbäck, Zanna January 2014 (has links)
Games offer a safe and motivational environment that allows and encourages trial and error. A gamer can act in the game without any real consequences in real life. Thereby a gamer is offered the opportunity to develop a broad set of skills. Games have earlier been proven to develop gamer’s problem-solving skills. Roles, as an important part of a game’s structure, contribute to a deepened and more certain development of a diversity of skills – problem solving as one of them. In this paper we examine the relation between roles and gamer’s development of their problem-solving skills in real life – whether it exits and if so, to what extent. We’ve found that roles encourage a creative form of problem solving and that gamers develop their problem-solving skills in real life differently depending on which role they play as. Each role posses a unique set of skills, thereby their performance differs depending on the situation. Gamers develop their problem- solving skills to different extents since the roles require different actions to solve problems in the game.
255

Motivation och ledarskap : En studie i motivation och motivationsfrämjande ledarskap inom kreativa projektteam / Motivavation and leadership : A study in motivation and motivational leadership within creative teams

Johansson, Matilda January 2016 (has links)
Människor som är motiverade i sitt arbete trivs och presterar i regel bättre än de som saknar motivation. En viktig egenskap hos en ledare är därför att skapa premisser för de anställda att kunna utveckla motivation till sitt arbete och de arbetsuppgifter som det innebär. En stor framgångsfaktor i dagens föränderliga och konkurrenskraftiga arbetsliv är företagens förmåga att bevara och utveckla medarbetarnas vilja att förbättras och ständigt prestera. En fallstudie har genomförts på digitalbyrån Dohi Agency för att undersöka vilka de främsta motivationsfaktorer är hos kreativa team och hur en ledare i sin tur kan främja dessa. En digitalbyrås vardag innebär att arbeta med flera olika uppdrag i varierade storlekar och varierande tidslängd. Projektgruppen har ständigt en tuff utmaning att överträffa sig själva och kundens önskemål för att slå igenom marknaden samt nå ut till konsumenten. På dagens byråer ligger det stor konkurrenskraft i kreativitet och innovation, det är ett sätt att differentiera sig från sina konkurrenter och attrahera kunder. Studier hävdar att den enskilt viktigaste faktorn för en individs kreativa process är dess motivation för uppgiften Genom kvalitativa och kvantitativa studier i form av enkäter samt semistrukturerade djupintervjuer har de anställda på Dohi Agencies perceptioner på temat motivation undersökts. Detta för att i sin tur kunna svara på frågeställningarna; ▪  Vilka är de främsta motivationsfaktorerna bland medarbetarna? ▪  Hur kan man som ledare stimulera arbetsmotivationen bland sina medarbetare? ▪  Hur kan Dohi Agency konkret jobba med motivation inom de olika projektgrupperna och inom organisationen? Genom att sedan analysera det utfall som de kvalitativa och kvantitativa metoderna gav i jämförelse med befintliga teorier inom ämnet har slutsatser och rekommendationer kunnat dras. / It is proven that people who are motivated in their work find the job more enjoyable and therefor also achieve a better result. Hence, an important leadership quality today is to create conditions for its empoyees to evolve motivation to their work and their work tasks. The companies ability to protect and encourage their staffs will to constantly improve and perform is an important element in todays elaburating and competetive working life. A study has been carried through at the digital agency Dohi Agency, to look at what the creative teams prime motivational factors are, and how a leader can help to foster these. Every day digital agencies have to work on several projects that vary in size and timescales. The teams constantly have to challenge themselves to be able to better meet the market and the customers needs. There is a great competitiveness in creativity and innovation, it is a way to differentiate oneself from competiters and to attract customers. The study had been conducted through qualitative and quantitative methods in the shape of surveys and interviews. The reason is to look into the staff members perceptions of motivation, and through that be able to answer the questions; ▪  What are the top motivational factors among the empoyees? ▪  How can a leader create the best conditions for its employees to increase their motivation? ▪  How can Dohi Agency work hands-on with motivational routines? By analysing the result from the interviews and surveys in comparison with existing theories in the subject implications and recommendations have been concluded.
256

Infraljud i Skräckspel / Infrasound in Horror Games

Nordborg, Joakim January 2016 (has links)
Följande studie undersöker effekterna av infraljud utav den specifika våglängden 19 Hz när en person spelar skräckspel för att avgöra vilka effekter detta har på kroppen och sinnet.Studien består av tre primära delar. En litteraturöversikt över tidigare forskning, en metodbeskrivning och en analys utav resultatet som studien frambringade.Resultatet är inte slutgiltigt utan lämnar rum för tolkning och efterkommande forskning då den data som samlats in inte var tillräckliga för att avgöra ifall frågeställning var korrekt.
257

Vad är drivkraften bakom användningen av tredjepartstjänster till spel? : A case of Pokémon Go

Gustavsson, Erik, Hidesten, Daniel January 2017 (has links)
In addition to the rise of digital games in all their forms, users often engages in existing services or even develops new external services. These external services often comes in forms of forums, mobile applications developed with a certain function in focus and applications dedicated to provide users with certain information. These external services provides the user with a different medium then the game itself, and they therefore work as a complement to the game. This study examines if the use of external services for games is related to lack of information/functions in the game. The study focuses on the case of the recent mobile game Pokémon GO and the external environment surrounding the game. As an example the study focused on the game Pokémon GO and did a case study about this game to try the thesis.
258

Face detection for selective polygon reduction of humanoid meshes

Henriksson, Johan January 2015 (has links)
Automatic mesh optimization algorithms suffer from the problem that humans are not uniformly sensitive to changes on different parts of the body. This is a problem because when a mesh optimization algorithm typically measures errors caused by triangle reductions, the errors are strictly geometrical, and an error of a certain magnitude on the thigh of a 3D model will be perceived by a human as less of an error than one of equal geometrical significance introduced on the face. The partial solution to this problem proposed in this paper consists of detecting the faces of the 3D assets to be optimized using conventional, existing 2D face detection algorithms, and then using this information to selectively and automatically preserve the faces of 3D assets that are to be optimized, leading to a smaller perceived error in the optimized model, albeit not necessarily a smaller geometrical error. This is done by generating a set of per-vertex weights that are used to scale the errors measured by the reduction algorithm, hence preserving areas with higher weights. The final optimized meshes produced by using this method is found to be subjectively closer to the original 3D asset than their non-weighed counterparts, and if the input meshes conform to certain criteria this method is well suited for inclusion in a fully automatic mesh decimation pipeline
259

Realtidsrendering av försimulerade partiklar / Real-Time Rendering of Pre-Simulated Particles

Ek, Nathalie January 2014 (has links)
This master thesis presents a method for real-time streaming of pre-simulated particle systems. The particle systems are simulated offline in any software and then saved as an Alembic file. This Alembic file is then imported into Frostbite and can be loaded at run-time. The result of this master the- sis work is the implementation of a streaming and rendering framework for pre-simulated particles. The implementation contains only basic shad- ing and lighting due to the time constraints of the work but the streaming part features an advanced solution to get predictable and manageable CPU and memory overhead. The implentation performs well and works satisfac- tory.
260

Tablet application GUI usability checklist : Creation of a user interface usability checklist for tablet applications / GUI-användbarhets-checklista för applikationer på surfplattor : Användbarhetschecklista för utvärdering av surfplatts-applikationsgränsnitt

Xu, Henrik January 2013 (has links)
Since the beginning of the 21st century, the world has seen a changing trend in computing power thanks to advancements in technology. One peculiar platform in the field of usability is the tablet. Due to its recent introduction, it has had a relatively short life span with few established methodologies. The tablet is gaining market share at a tremendous speed and thus there has been a big demand of the appropriate evaluation methods. This comprehensive study intention is to; through a literature survey and transformation of collected material identify what usability requisites there are when developing a user interface for a tablet application. Existing user interface guidelines from various companies involving the development of tablet software are examined and paired up with usability principles in the creation of the usability checklist. The usability checklist practical effectiveness is tested on various tablet applications and the results are compared to the results of a usability user test  valuation. The majority of the usability problems found by the user test evaluation are codiscovered, in addition, there were a greater number of undiscovered usability problems that was identified with the checklist evaluation.

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