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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.
1

Xboxen som dator

Ernebro, Samuel, Bernhardsson, Lars January 2006 (has links)
Examensarbetet utfördes för Easygamer i Skoghall vilket är ett företag som bl.a. sysslar med modifiering av de flesta av dagens spelkonsoler samt försäljning av olika datorprodukter. Företaget ville att vi skulle göra om en Xbox till en ”studentdator” som de kallade det. Detta för att man ska kunna få en ganska kraftfull dator för inte så mycket pengar. Med en sådan dator skulle man sedan kunna använda ordbehandlingsprogram, lyssna på musik, surfa på Internet m.m. men självklart också kunna använda Xboxen som en vanlig spelkonsol, om så önskas. / The Degree Project was performed at Easygamer in Skoghall which is a company that among other things modifies most of today’s gaming consoles and sells computer products. They wanted us to transform an Xbox to a “student computer”. You will be able to get a quite powerful computer for not that much money. With this kind of computer you will be able to use “office applications”, listen to music, use the internet etc. But of course, also use the Xbox as a gaming console, if you want to.
2

Xboxen som dator

Ernebro, Samuel, Bernhardsson, Lars January 2006 (has links)
<p>Examensarbetet utfördes för Easygamer i Skoghall vilket är ett företag som bl.a. sysslar med modifiering av de flesta av dagens spelkonsoler samt försäljning av olika datorprodukter. Företaget ville att vi skulle göra om en Xbox till en ”studentdator” som de kallade det. Detta för att man ska kunna få en ganska kraftfull dator för inte så mycket pengar. Med en sådan dator skulle man sedan kunna använda ordbehandlingsprogram, lyssna på musik, surfa på Internet m.m. men självklart också kunna använda Xboxen som en vanlig spelkonsol, om så önskas.</p> / <p>The Degree Project was performed at Easygamer in Skoghall which is a company that among other things modifies most of today’s gaming consoles and sells computer products. They wanted us to transform an Xbox to a “student computer”. You will be able to get a quite powerful computer for not that much money. With this kind of computer you will be able to use “office applications”, listen to music, use the internet etc. But of course, also use the Xbox as a gaming console, if you want to.</p>
3

3D Object Reconstruction Using XBOX Kinect V2.0

Varanasi, Srikanth, Devu, Vinay Kanth January 2016 (has links)
Three dimensional image processing and analysis, particularly, the imaging and reconstruction of an environment in three dimensions  has received significant attention, interest and concern  during the recent years. In the light of this background, this research study intends to provide an efficient way to reconstruct an irregular surfaced object, for example "the sole of a shoe", with good precision at a low cost using XBOX Kinect V2.0 sensor. Three dimensional reconstruction can be achieved either by using active or passive methods. Active methods make use of light source such as lasers or infra-red emitters for scanning a given environment and measuring the depth, to create a depth map. In contrast, in passive methods, colour images of the environment in different perspectives are used to create a three dimensional model of the environment. In this study, an active method using a set of depth maps of the object of interest is implemented, where the object of interest is represented by a sole of a shoe. Firstly, a set of depth maps of the object of interest are acquired in different perspectives. The acquired depth maps are first pre-processed for removing any outliers in the data acquired and are then enhanced. Enhanced depth maps are converted into 3D point clouds using the intrinsic parameters of the Kinect sensor. These obtained point clouds are subsequently registered into a single position using the Iterative Closest Point(ICP) algorithm. Aligned point clouds of the object of interest are then merged to form a single dense point cloud of the object of interest. Analysis of the generated single dense point cloud has shown that accurate 3D reconstruction of the real object of the interest has been achieved.
4

If You Live in a Nuclear Submarine : En diskursanalys av Xbox One i Time &amp; Forbes

Sjöberg, Magnus, Stabell Jebsen, Carl Axel January 2014 (has links)
Xbox One är en spelkonsol från företaget Microsoft och en uppföljare till Xbox 360. Konsolen presenterades officiellt vid en presskonferens den 21 maj 2013 och före presentationen så fanns det ett av många rykten om ett krav på att vara ständigt uppkopplad mot internet som rapporterades i media. Syftet med uppsatsen har varit att i utifrån efterförloppet av Microsofts premiärlansering av spelkonsolen Xbox One undersöka den diskursiva bild som nyhetsmedierna Forbes och Time använder för att skildra och rama in Xbox One under den första månaden efter produktens lansering. Vår frågeställning har varit: – Hur framställer Time och Forbes information om Xbox One, och ramar in detta under tidsperioden 21 maj – 21 juni 2013? Denna uppsats har utgått från teori om mediekonvergens som beskriver att konvergens förändrar relationen mellan existerande teknologier, industrier, marknader och publiker. För att nå ett resultat så har en diskursiv analys gjorts i nämnda nyhetsmedier utifrån Teun A. van Dijk och hans makro- och mikroperspektiv på en strukturell nivå inom den kritiska diskursanalysen.I resultatet framkom sju stycken huvudteman som vi valt att kalla mediesystem, DRM, övervakning/privacy, Xbox One som marknadsföringsverktyg, ekonomi, PR och policyförändring. Studiens resultat pekar i en riktning där begrepp som ägandeskap, övervakning, digitalisering av upphovsrättsligt material, konvergens, makt och kultur som en kommersiell vara existerar, och berör områden inom medie- och kommunikationsvetenskap där en digital konvergens skett som gjort spelkonsoler till ett multimedialt medium. I en överblick över samtliga artiklar analyserade utifrån ett framingperspektiv, och utifrån problemdefinitionen, så framkommer det att de två största inramade problemen är kring kommunikation och internet och de övergripande moraliska utvärderingarna under temat internet är att konsumenterna drabbas negativt av Microsofts policy kring Xbox Ones uppkopplingskrav mot internet.
5

Modelling the Xbox 360 Kinect for visual servo control applications

Chung, Yin-Han January 2016 (has links)
A research report submitted to the faculty of Engineering and the built environment, University of the Witwatersrand, Johannesburg, in partial fulfilment of the requirements for the degree of Master of Science in Engineering. Johannesburg, August 2016 / There has been much interest in using the Microsoft Xbox 360 Kinect cameras for visual servo control applications. It is a relatively cheap device with expected shortcomings. This work contributes to the practical considerations of using the Kinect for visual servo control applications. A comprehensive characterisation of the Kinect is synthesised from existing literature and results from a nonlinear calibration procedure. The Kinect reduces computational overhead on image processing stages, such as pose estimation or depth estimation. It is limited by its 0.8m to 3.5m practical depth range and quadratic depth resolution of 1.8mm to 35mm, respectively. Since the Kinect uses an infra-red (IR) projector, a class one laser, it should not be used outdoors, due to IR saturation, and objects belonging to classes of non- IR-friendly surfaces should be avoided, due to IR refraction, absorption, or specular reflection. Problems of task stability due to invalid depth measurements in Kinect depth maps and practical depth range limitations can be reduced by using depth map preprocessing and activating classical visual servoing techniques when Kinect-based approaches are near task failure. / MT2017
6

En actionberättelse : en analys av de narrativa delarna i actiondatorspelet Halo

Rönnberg, Alexander, Svensson, Martin January 2003 (has links)
<p>This essay is a narrative analyze of the computer game Halo. The purpose of the essay is to see what function the narrative elements have in a computer game of the action genre. The analyze is done with a neo-formalistic approach according to the theory of David Bordwell and Kristin Thompson. The choice of game was based on it's positive reviews mentioning the story. The essay tries to give a picture of research in the field and researchers views on narratives and computer games. </p><p>The conclusion is that this particular game uses the narrative to motivate progress through the game and give the player a goal to play towards. It's also been used to enhance the players experience. </p> / <p>Uppsatsen gör en analys av de narrativa delarna i datorspelet Halo. Syftet med uppsatsen är att se vilken funktion de narrativa elementen fyller i ett datorspel i actiongenren. Analysen har gjort utifrån neoformalistisk teori enligt David Bordwell och Kristin Thompson. Valet av spel gjordes utifrån de positiva recensioner spelet fått som nämner historien i spelet. Uppsatsen försöker ge en bild av dagens forskning inom datorspel och narrativ och den bild framstående forskare har. </p><p>Slutsatsen är att spelet har använt narrativ för att fungera som drivkraft genom spelet och att ge spelaren det mål som man ska spela mot för att vinna. Det har också använts för att förhöja spelarens upplevelse. </p>
7

Application of GEANT4 toolkit for simulations of high gradient phenomena

Persson, Daniel January 2018 (has links)
To study electron emissions and dark currents in the accelerating structures in particle colliders, a test facility with a spectrometer has been constructed at CERN. This spectrometer has been simulated in the C++ toolkit GEANT4 and in this project the simulation has been improved to handle new realistic input data of the emitted electrons. The goal was to find relations between where the electrons are emitted inside the accelerating structure and the energy or position of the particles measured by the spectrometer. The result was that there is a linear relation between the initial position of the electrons and the width in the positions of the particles measured by the spectrometer. It also appears to be a relations between energy the emitted electrons get in the accelerating structure, which is related to the position, and the energy they deposit in the spectrometer. Further studies where the simulations are compared with real measurement data are required to determine whether these relations are true or not, find better reliability in the relations and get a better understanding of the phenomena.
8

En actionberättelse : en analys av de narrativa delarna i actiondatorspelet Halo

Rönnberg, Alexander, Svensson, Martin January 2003 (has links)
This essay is a narrative analyze of the computer game Halo. The purpose of the essay is to see what function the narrative elements have in a computer game of the action genre. The analyze is done with a neo-formalistic approach according to the theory of David Bordwell and Kristin Thompson. The choice of game was based on it's positive reviews mentioning the story. The essay tries to give a picture of research in the field and researchers views on narratives and computer games. The conclusion is that this particular game uses the narrative to motivate progress through the game and give the player a goal to play towards. It's also been used to enhance the players experience. / Uppsatsen gör en analys av de narrativa delarna i datorspelet Halo. Syftet med uppsatsen är att se vilken funktion de narrativa elementen fyller i ett datorspel i actiongenren. Analysen har gjort utifrån neoformalistisk teori enligt David Bordwell och Kristin Thompson. Valet av spel gjordes utifrån de positiva recensioner spelet fått som nämner historien i spelet. Uppsatsen försöker ge en bild av dagens forskning inom datorspel och narrativ och den bild framstående forskare har. Slutsatsen är att spelet har använt narrativ för att fungera som drivkraft genom spelet och att ge spelaren det mål som man ska spela mot för att vinna. Det har också använts för att förhöja spelarens upplevelse.
9

Keeping Secrets in Hardware: the Microsoft Xbox(TM) Case Study

Huang, Andrew "bunnie" 26 May 2002 (has links)
This paper discusses the hardware foundations of the cryptosystem employed by the Xbox(TM) video game console from Microsoft. A secret boot block overlay is buried within a system ASIC. This secret boot block decrypts and verifies portions of an external FLASH-type ROM. The presence of the secret boot block is camouflaged by a decoy boot block in the external ROM. The code contained within the secret boot block is transferred to the CPU in the clear over a set of high-speed busses where it can be extracted using simple custom hardware. The paper concludes with recommendations for improving the Xbox security system. One lesson of this study is that the use of a high-performance bus alone is not a sufficient security measure, given the advent of inexpensive, fast rapid prototyping services and high-performance FPGAs.
10

Deviant Bodies Resisting Online: Examining the Intersecting Realities of Women of Color in Xbox Live

January 2011 (has links)
abstract: Employing qualitative methods and drawing from an intersectional framework which focuses on the multiple identities we all embody, this dissertation focuses on oppressions and resistance strategies employed by women of color in Xbox live, an online gaming community. Ethnographic observations and narrative interviewing reveal that women of color, as deviants within the space, face intersecting oppressions in gaming as in life outside the gaming world. They are linguistically profiled within the space based off of how they sound. They have responded with various strategies to combat the discrimination they experience. Some segregate themselves from the larger gaming population and many refuse to purchase games that depict women in a hyper-sexualized manner or that present people of color stereotypically. For others, the solution is to "sit-in" on games and disrupt game flow by 'player-killing' or engage in other 'griefing' activities. I analyze this behavior in the context of Black feminist consciousness and resistance and uncover that these methods are similar to women who employ resistance strategies for survival within the real world. / Dissertation/Thesis / Ph.D. Justice Studies 2011

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