Essays about: "concepts designing"
Showing result 1 - 5 of 240 essays containing the words concepts designing.
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1. Designa genom boendesamverkan och med fokus på biologisk mångfald : ett gestaltningsförslag för Bostadsrättsföreningen Stenmårdens bostadsgård, Malmö
University essay from SLU/Dept. of Landscape Architecture, Planning and Management (from 130101)Abstract : Urbana miljöer står idag inför flera olika utmaningar, där ytorna ska rymma flertalet funktioner och tillgodose en rad olika behov och intressen. Den bostadsnära utemiljön, som bostadsgården utgör, är även den en begränsad yta som står till svars inför flertalet förväntningar. READ MORE
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2. Mellanrum: Towards an Entangled Audiovisual Practice
University essay from Göteborgs universitet/Högskolan för scen och musikAbstract : This artistic research project is a document of an entangled audiovisual practice in progress. With a generative approach and thinking in systems applied to modular synthesizers and procedural computer graphics the aim is to blur the line between the process of generating sounding material and the process of generating visual material. READ MORE
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3. Designing Behavioral Nudges for Increased Participation in Recycling as a Social Movement
University essay from Malmö universitet/Institutionen för konst, kultur och kommunikation (K3)Abstract : This thesis project is exploring and investigates the applications of different methods of reward and nudging strategies and their potential effect on motivating and directing people’s behavior to be more engaged in recycling as a social movement within the society of Saudi Arabia. By creating sustainable behaviors, we contribute to the solutions and help minimize the potential damage of plastic pollution. READ MORE
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4. Exploring procedural generation of planets : Developing a tool to create spherical worlds
University essay from Malmö universitet/Fakulteten för teknik och samhälle (TS)Abstract : If you want procedurally generated content in your games, you often have to rely on your own ability to develop the desired tools. This can be limiting for newer game developers, leading to certain types of gameplay not being considered when designing games. 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