Essays about: "Flow experience"
Showing result 1 - 5 of 262 essays containing the words Flow experience.
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1. Onboarding New Users for Initial Creation of Photo Book in Mobile Application
University essay from Umeå universitet/Institutionen för tillämpad fysik och elektronikAbstract : Photography holds great significance by capturing memories and sharing stories. Today, the average user has around 2,000 photos on their smartphone, many of which go unnoticed. Once Upon is a mobile application launched in 2017, where users can create photo books to collect their memories in a physical book. READ MORE
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2. 3D/VR - Data flow visualization
University essay from Uppsala universitet/Institutionen för informationsteknologiAbstract : This thesis delves into the realm of Virtual Reality (VR) to explore its potential for visualizing data flows in intricate systems. Focused on the transition from conventional 2D representations to immersive 3D experiences, the study employs Unity and Oculus Quest 2 for prototyping. READ MORE
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3. An inventory optimization toolbox in SMEs
University essay from Göteborgs universitet/Graduate SchoolAbstract : Introduction - The globalization of e-commerce and the emergence of supply chains have allowed SMEs to join in shaping the global economy. Although SMEs contribute a lot to global development, they usually experience a number of challenges in their daily operations affecting their profitability and performance. READ MORE
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4. Self-determined motivation in Brazilian Jiu Jitsu practitioners: gender, age and competition experience differences
University essay from Linnéuniversitetet/Institutionen för idrottsvetenskap (ID)Abstract : Martial arts (MA) and combat sports (CS) demand significant physical, mental, and emotional engagement in both training and competition. Brazilian Jiu Jitsu (BJJ), known for its intricate mastery requirements, operates within a performance-oriented climate where unmet goals can lead to diminished interest. READ MORE
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5. Improving player experience using Flow in Tower Defense game Daidala : A case study on improving Flow according to Sweetser & Wyeth's GameFlow criteria
University essay from Uppsala universitet/Institutionen för speldesignAbstract : Using a Research through Design approach, this research aims to utilize the criteria of Flow outlined by Csikszentmihályi in Flow: The Psychology of Optimal Experience (2014) and later adapted to videogames by Sweetser & Wyeth in GameFlow: a model for evaluating player enjoyment in games (2005) to improve the Tower Defense game Daidala by increasing players’ time spent in a state of Flow. This serves to provide future game designers with an example of how this model and these concepts can be applied when designing and developing a game. READ MORE