Sökning: "video gaming"

Visar resultat 11 - 15 av 21 avhandlingar innehållade orden video gaming.

  1. 11. Evaluating and Reducing Multipath Transport Latency

    Författare :Kiran Yedugundla; Anna Brunström; Per Hurtig; Mats Björkman; Karlstads universitet; []
    Nyckelord :NATURVETENSKAP; NATURAL SCIENCES; Computer Science; Datavetenskap;

    Sammanfattning : Access to the Internet is a very significant part of everyday life with increasing online services such as news delivery, banking, gaming, audio and high quality movies. Applications require different transport guarantees with some requiring higher bandwidth and others low latency. LÄS MER

  2. 12. Spela leka eller låta bli : Guitar Hero som kommunikativ praktik för unga musiker

    Författare :Jens Ideland; Tore West; Luleå tekniska universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Musikpedagogik; Music Education;

    Sammanfattning : Since 2005, the music related console game Guitar Hero has been sold in huge numbers and widely spread. Young people who study and/or play music often have experienced both gaming and music through taking on the game. LÄS MER

  3. 13. Perspective Correct Hand-held Augmented Reality for Improved Graphics and Interaction

    Författare :Ali Samini; Karljohan Lundin Palmerius; Lucio Tommaso De Paolis; Linköpings universitet; []
    Nyckelord :TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; NATURVETENSKAP; NATURAL SCIENCES; NATURVETENSKAP; NATURAL SCIENCES; TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; NATURVETENSKAP; NATURAL SCIENCES;

    Sammanfattning : With Augmented Reality, also termed AR, a view of the real world is augmented by superimposing computer-generated graphics, thereby enriching or enhancing the perception of the reality. Today, lots of applications benefit from AR in different areas, such as education, medicine, navigation, construction, gaming, and multiple other areas, using primarily head-mounted AR displays and AR on hand-held smart devices. LÄS MER

  4. 14. Barns medierade värld : syskonsamspel, lek och konsumtion

    Författare :Ylva Ågren; Karin Aronsson; Karin Helander; Anna Sparrman; Stockholms universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; social interaction; meaning making; positionings; siblings; age; generation; mediatization; media; computer games; play practices; consumption; communities of practice; cultural capital; taste; negotiations; child-hood studies; barnkultur; aktörskap; social interaktion; meningsskapande; positioneringar; syskonskap; åldersordning; medialisering; medier; datorspel; lek; musik; TV; konsumtion; praktikgemenskap; kulturellt kapital; smak; förhandlingar; Child and Youth Science; barn- och ungdomsvetenskap;

    Sammanfattning : This thesis focuses on sibling interaction and children’s everyday media practices in their homes. Ten sibling pairs, aged four to nine years, have been followed in their homes during a six-month period with media ethnographic methods. The data mainly consist of video recorded sibling interactions. LÄS MER

  5. 15. Is it all about the money? The effects of low and high cost simulator training scenarios in surgical training

    Författare :Ninos Oussi; Karolinska Institutet; Karolinska Institutet; []
    Nyckelord :;

    Sammanfattning : Background: The learning process is complex and dependent on several factors such as for instance, the environment to learn, prior knowledge and distinct abilities, motivation, goal-orientation as well as the effects of instructor feedback. Medical education, in particular within surgical domains is imperative due to its influence on patient safety. LÄS MER