142 research outputs found

    Facebook-pelin suunnittelu ja toteutus

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    Tässä työssä suunniteltiin ja toteutettiin ulkoilun erikoisliikkeelle, Partiovaruste Oy:lle, Facebook-peli nimeltä "Millainen ulkoilija olet?". Pelin tarkoitus oli Partiovaruste Oy:n verkkokaupan, Scandinavian Outdoor Storen, markkinointi. Työssä tarkasteltiin myös Facebookin tarjoamia mahdollisuuksia markkinoinnin näkökulmasta. Peli päätettiin toteuttaa Adobe Flash CS3 Professional -kehitysympäristössä ja ActionScript 3 -ohjelmointikielellä. Ulkoiluteemaan vahvasti nojautuvan pelin ulkoasuvaatimuksina oli pelikokemusta syventävän pelinäkymän luominen. Peliin kehitettiin taustatarina, jonka päähahmona toimii fiktiivinen ulkoilija, Ulgo Ilijatus. Pelissä pelaaja matkaa Totuuden reitin, joka pitää sisällään kymmenen kysymystä. Vastausten perusteella pelaaja luokitellaan oikeaan ulkoilijakategoriaan. Pelin koodi on pohjimmiltaan yksinkertaista. Haastavinta oli rakentaa pelin vastauksia käsittelevä toiminnallisuus. Työssä hyödynnettiin Adobe Flashin lisäksi Adobe Photoshop CS3 -kuvankäsittelyohjelmaa. Peli päätettiin julkaista Facebookissa, koska kyseisen yhteisöpalvelun voimavarat markkinointikanavana ovat kattavat. Projekti oli erityisen opettavainen, koska opinnäytetyön laatijan Adobe Flashiin liittyvät tiedot ja taidot olivat ennen työn aloittamista vajavaisia. Peliä ei julkaistu opinnäytetyön valmistumisen aikana, vaan se tullaan julkaisemaan Partiovaruste Oy:n valitsemana ajankohtana.In this thesis a Facebook game titled ‘What kind of an outdoor person are you?’ was planned and developed for an outdoor store called Partiovaruste Ltd. The goal was to market Scandinavian Outdoor Store which is maintained by Partiovaruste Ltd. In addition this thesis deals with the marketing possibilities of Facebook. The game was created with the help of Adobe Flash CS3 Professional and its programming language ActionScript 3. The request was that the layout of the game would represent the style of airing and would give its own input to the game. The game contains a background story which tells the tale of Ulgo Ilijatus who was an extreme outdoor man. The player has to travel the Route of Truth to find out what his/her true outdoor nature is. The code of this game is quite simple. The hardest part was to make the code which manages the answers of the player. Besides the use of Adobe Flash some parts was made with Adobe Photoshop CS3. The final product was decided to publish on Facebook because the marketing power of this social networking service is unquestionable. This thesis was very educational because the knowledge and skills of the author concerning Adobe Flash were incomplete in the beginning. The game was not published yet when this thesis was finished. Partiovaruste Ltd. will release it in the near future

    Shmup-pelin suunnittelu ja toteutus

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    Tässä opinnäytetyössä tutkitaan eri shmup-pelejä ja kuinka pelejä voidaan määritellä kuuluvaksi shmup-peligenreen. Määrittämisen lisäksi käydään shmup-pelien historia ja kehittymisen vaiheet. Lisäksi tutkitaan erilaisten shmup-pelien rakennetta sekä suunnittelua ja mitä kaikkea pitää ottaa huomioon shmup-peliä tehdessä sekä testatessa. Shmup-pelien tutkimisen jälkeen käydään läpi oman shmup-pelini kehittämisen vaiheet. Omassa projektissani käydään läpi mahdolliset työkalut shmup-pelin tekemiseen, toteutetaan törmäystarkistus eri muotoisille ammuksille sekä käydään läpi yksinkertaisen shmup-pelimoottorin tekemisen vaiheet. Lopuksi käyn läpi pelin kehittämisen eri vaiheet ja pohdin, mitkä asiat onnistuivat hyvin ja mitkä puolestaan huonosti.The objective of this Bachelor’s thesis was to research different shmup-games and how games can be defined to belong in the shmup-genre. In addition to defining shmup-games, the thesis examined the history of the shmup-games and what different phases there were in the development of shmup-genre. The thesis also covered the structure and design of different shmup-games, and all the different things needed to be taken into consideration when making and testing a shmup-game. The practical part of the thesis comprised the phases of developing the author’s shmup-game. First, the thesis analysed all the different tools what can be used to make a shmup-game, how hit detection can be implemented for differently shaped bullets and how to make a simple engine to run a shmup-game. Lastly, the author ponders all the aspects of the project, including what went well and what left room for improvement

    Investigating lyrics in rock music genres, folk music and heavy metal and their effects on society

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    My extended essay deals with lyrics and their effects on the society. Lyrics are highly important in music; they might cause you to feel a special feeling, they can affect you in political means if it is a protest song or they can just entertain you. In my extended essay, I deal with how lyrics vary between specific genres. When doing this, I looked at the meaning behind the lyrics, what is aimed with those lyrics and the group of people that those lyrics appeal to. What I saw was that some songs were written just to entertain, some had lyrics that were part of the marketing of that band; like punk artists which used lyrics to appeal teenagers and sell more records, some were expressing some problems; political or personal; like folk artists which used lyrics to teach people. I also became aware that each lyric I studied was written not only by the author to feel relieved but it had a larger meaning, the lyrics I examined stood for a group of people, which I dealt with in my extended essay. My purpose in studying this topic was to show how effective lyrics are – to sell more records, to stand for an idea or to stand for a group of people – though we are not aware of it most of the time

    Kommunikaatiorajapinnan toteutus pelin ja tietokannan välille

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    TIIVISTELMÄ Tekijä(t): Häkkinen Jani Työn nimi: Kommunikaatiorajapinnan toteutus pelin ja tietokannan välille Tutkintonimike: Insinööri (AMK), tietotekniikka Asiasanat: Tietokanta, Pelit, Kommunikaatiorajapinta, PHP Team Jolly Roger on on suomalainen pelien kehitykseen keskittynyt Kajaanilainen yritys. Sen pääosaamiseen kuuluu Unity sekä HTML5, joiden avulla tehdään omiin immateriaalisiin oikeuksiin pohjautuvia pelejä, mutta sivutoimena yritys on myös mukana alihankkijana erilaisisssa tietotekniikkaprojekteissa. Tämän opinnäytetyön tarkoituksena oli suunnitella toimiva kommunikaatiorajapinta pelin ja tietokannan välille. Peli oli opinnäytetyön kirjoituksen aikaan aktiivisessa kehityksessä oleva Neonwave Riders. Tavoitteena oli kehittää kommunikaatiorajapinta pelin ja tietokannan välille niin, että pelaajien pelisuorituksia voi tallentaa tietokantaan ja hyödyntää muiden pelaajien käytettäväksi. Oikeiden pelisuorituksien käyttäminen pelaajan vastustajina luo tunnetta yhteisöllisyydestä ja kilpailusta pelaajien kesken. Pelistä kerättävän tiedon hyödyntäminen tietoanalyysissa on myös tärkeää pelin jatkokehittämisen kannalta. Työ tehtiin pääasiassa PHP- ja C#-kielillä. Työn lopputuloksena oli Neonwave Riders –pelille tehty kommunikaatiorajapinta, jota voidaan hyödyntää pienillä muutoksilla myös muissa tulevissa peliprojekteissa.ABSTRACT Author(s): Häkkinen Jani Title of the Publication: Communication Interface between Game and Database Degree Title: Bachelor of Engineering, Information Technology Keywords: Database, Games, Communication interface, PHP Team Jolly Roger is a Finnish game development studio located in Kajaani. Studio’s main focuses are Unity and HTML5, which are used to make games based on their own Intellectual property rights, but a sideline activity for the company is also working as a subcontractor on various IT projects. The purpose of this thesis was to design a functional communication interface between the game and the database. The game was at the time of the writing of the thesis in the active development as Neonwave Riders. The aim was to develop a communication interface between the game and the database, so that the player’s performances can be stored in the database and take advantage for the use of other players. Using the right game executions as player’s opponents will create a sense of community, and the feel of competition between the players. Gathering collected information for data-analysis is also important in terms of further development of the game. Development was mainly done with PHP- and C#-languages. The final result was a communication interface for Neonwave Riders game, which can be used with small changes also in the other future game projects

    Android-pelin tuottaminen ja julkaisu Google Play -kaupassa

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    Opinnäytetyö on tehty Android-pelin julkaisusta. Opinnäytetyössä käytetty peli on opinnäytetyön tekijän kehittämä. Opinnäytetyössä käydään lävitse pelin kehityksen prosessia, pelin julkaisua Google Play -kauppaan ja julkaisun jälkeisen pelaajista saadun datan analysointia. Opinnäytetyön tavoitteena on näyttää Android -pelien julkaisemisesta Google Play -kauppaan esimerkki. Kehittä-jät, jotka ajattelevat mobiilipelin tekemistä tai julkaisua, saavat opinnäytetyöstä tukea mobiilipelin julkaisuun tai sen suunnitteluun. Google Play -kauppaan julkaistun pelin käyttäjädataa on analysoitu opinnäytetyössä markkinoin-nin ja pelisuunnittelun kannalta. Analyysissä vastataan sovellusten asennusmääriin ja poistomää-riin liittyviin kysymyksiin. Analyyseissä on kaavioita asennuksien määristä, jotka on saatu Google Play -kaupan ohjauspaneelista, ja esimerkki Excel-ohjelmalla muodostetusta kaaviosta, mikä sisältää tietoa pelaajien saavutuksista pelissä.This thesis uses a game made by the author, as an example for publishing a mobile game to the Google Play store. The thesis deals with the process of developing a mobile game, publishing a game in the Google Play store, and analyzing user data from the Google Play developer console. The aim of the thesis is to give an example of releasing an Android game in the Google Play store. Developers who are thinking about making or publishing a mobile game can get support from the thesis for the release or for the design of mobile games. The user data found in the Google Play developer console is analyzed while keeping marketing and game design in mind. The analysis answers questions about install and uninstall counts. To support the analysis, graphs found from the developer console control panel are presented to describe the variables. Additionally, a graph made in Excel is included that shows data about the achievements that users have completed

    Vertailu kaksiulotteisen pelin kehitämisestä Unity- ja Unreal Engine-pelimoottoreilla

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    Työn tavoiteena oli tutkia Unity- ja Unreal Engine -pelimoottoreiden eroavaisuuksia kaksiulotteisen pelin kehityksessä. Työn aihe on itse keksitty, toimeksiantajaa opinnäytetyössä ei ole. Opinnäytetyössä tehtiin eri pelimoottoreilla kaksi identtistä peliä PC-alustalle ja vertailtiin pelimoottoreiden ominaisuuksia. Pelimoottoreiden vertailusta on hyötyä esimerkiksi aloittelevalle peliohjelmoijalle, joka haluaa tietää minkä pelimoottorin opetteluun kannattaa keskittyä kaksiulotteisessa pelinkehityksessä. Pelimoottorin vertailussa keskitytään pelimoottorin käyttöön, ei niinkään teknisiin ominaisuuksiin. Vertailtavia ominaisuuksia ovat yhteensopivuus eri käyttöjärjestelmien kanssa, dokumentointi, käyttöliittymän käytettävyys, pelimoottorin lisenssin hinta, ohjelmointiominaisuudet, spritejen eli kuvien käsittely, törmäysten käsittely, animointi ja yhteensopivuus Subversion-versionhallintasovelluksen kanssa. Tekijällä on taustallaan opiskeluaikana käydyt Unity-pelinkehityskurssit ja vuoden työkokemus Unity-pelinkehityksestä, mutta Unreal Enginen käytöstä ei ole kokemuksia. Unity-pelin toiminnot tehtiin C#-skripteillä ja Unreal Enginen toiminnot tehtiin Blueprint-kaavioita käyttäen. Kummatkin pelimoottorit soveltuvat hyvin kaksiulotteisen pelin kehitykseen ja molempien pelimoottoreiden kehittäjät tukevat kaksiulotteista pelinkehitystä. Pelien valmistuttua tutkittiin pelimoottoreiden tärkeimpiä käytettävyyteen liittyviä ominaisuuksia kyseisten pelien tekemisessä, lisäksi tutkittiin muiden näkemyksiä pelimoottoreiden eroista. Pelejä ei ole julkaistu missään, sillä niiden kehitys jäi demo-tasolle.Goal of this bachelor thesis is to study the differences between Unity and Unreal Engine in 2D game development. Two identical games were PC developed for this purpose with different game engines and then the game engines’ features were compared. Comparing of game engines is helpful for beginner game programmers who want to know which game engine they should be learning when focusing in 2D game development. Subject of the thesis was self created and it was not commissioned by anyone. The comparison of game engines focused on the use of the game engine, not on technical features. Compared features included compatibility with different operation systems, documentation, usability of the user interface, license price of the game engine, programming features, sprite handling, collision handling, animation, and compatibility with Subversion source control software. Author has background studies in Unity game development and one year work experience in Unity game development but no previous studies or experience in Unreal Engine game development. Features of the Unity game were made with C# scripts and features of the Unreal Engine game were made with Blueprint-graphs. Both game engines were suitable for 2D game development and developers of both game engines support 2D game development. After finishing the games their most important usability features of the game engines were studied in the development of the games. In addition studies were done on other people concerning their views of the differences between the game engines. Finished games were not released anywhere since their developed ended in demo-level

    Female Agency in Pelin Esmer Films: The Play (2005) and Queen Lear (2019)

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    This chapter focuses on two films of Pelin Esmer, The Play (2005) and Queen Lear (2019), which show how theater transforms the lives of a group of women from the countryside over fourteen years. The subjective experience of Esmer is also set forth by an in-depth interview covering her story from her first visit with a hand-held digital camera to a village in southern Turkey, initiated by a news item in 2003. Arendt's concept of plurality, as rejuvenated at the turn of the century by Kristeva, highlights the transformative power of storytelling with the premise "life is a narrative." The main argument of this chapter revolves around this premise, claiming that digitality and plurality increase female agency both on screen and behind the camera. © The Author(s) 2020

    Higher-order Traits and Happiness in the Workplace: The Importance of Occupational Project Scale for the Evaluation of Characteristic Adaptations

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    Buruk, Pelin ( Arel Graduate Student), Şimşek, Ömer Faruk (Arel Author)This study attempts to explain the relationship between job satisfaction and the Big Two, Stability and Plasticity, which are the higher-order traits of Big Five. Occupational Project, a narrative construct, was considered a mediator variable in this relationship. Occupational Project consists of affective and cognitive evaluations of an individual's work life as a project in terms of the completed (past), the ongoing (present) and the prospective (future) parts. The survey method was applied to a sample of 253 participants. The results supported the proposed model, in which Occupational Project mediated the relationship between the Big Two and both job satisfaction and affect in workplace. Discussion is focused on applying Occupational Project as a practical tool for management. Consideration of an employee's Occupational Project could provide management with a means to question, understand, intervene with and redefine the narrative quality of his/her occupational project that influences job satisfaction

    Reflections upon the Interaction between Domestic and European Personal Data Protection Legislation

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    This paper assesses whether the European legislative reform on the protection of personal data, in conjunction with national law, responds in a satisfactory manner to the challenges posed by technological evolution and widespread use of Internet. In recent years, the question of State regulation of the processing of personal data by private companies has become urgent as allegations of unauthorized access to personal data have been hotly debated in the European press. Thus, the paper shall first analyse, the appropriateness of European and States' legislation to properly regulate the effective protection of personal data, in particular of obligations applicable to companies storing and processing personal data on European soil. Does the proposed European legislation in the context of the EU's international agreements with the US provide sufficient legal safeguards to ensure the effective protection of personal data in the post-Snowden era? Specific subparts are devoted to the European reform of companies' criminal liability in cases of cyber-attack (a) and of specific obligations imposed on providers of cloud computing services (b). In the second part, I comment on the interpretation of the European data-protection legislation, provided by the Court of Justice, regarding the obligations imposed upon 'intermediaries' that process personal data, such as the Internet service providers (a) and Internet search engines (b). The Court of Justice has interpreted the European legislation in a manner that allows courts and national authorities to impose on companies a set of safeguards to protect individuals against the infringement of copyright and privacy rights

    Basic design education: A course outline proposal

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    Sarıoğlu Erdoğdu, Gülsün Pelin (Dogus Author)Türkiye ve Dünyada birçok Mimarlık ve Planlama okulunun ilk senesinde zorunlu Temel Tasarım dersi verilmektedir. 2 ve 3 boyutlu soyut temsil yöntemlerinin öğretildiği bu derste genelde Bauhaus okulunun algı psikolojisinden uyarladığı Gestalt tasarım prensipleri uygulanır ancak bu bağlantı her zaman çok açık değildir. Dersin stüdyo ortamında verilmesi, kritik alma süreci ve jüri değerlendirmesi öğrencilere yabancı gelmektedir. Sezgisel öğretme metodları kullanıldığı için üniversite eğitiminin ilk döneminde öğrencilerin en zorlandığı derslerden biridir. Bu makalede öncelikle Temel Tasarım dersinin yapısı ve işleyisi anlatılmaktadır. Sonra, Bauhaus okulunun yansıması olarak yaygın biçimde devam eden Temel Tasarım dersindeki farklı yaklaşımlar incelenmiştir. Gestalt prensipleri ve ilgili Temel Tasarım terim ve kavramları tartışılmıştır. Etkili bir temel tasarım dersi icin bir ders planı örneği verilmiştir.At many architecture and planning schools, in the first year there is a compulsory course on basic design in which Fundamentals of abstract representation of reality in 2D and 3D are taught. In general, the basic design course introduces Gestalt theory and its principles of design. Although this is a basic introductory course, the content is usually not properly organized. Links to the theory are generally weak, and it is frequently offered intuitively, leaving students confused in most cases. This article first explores different approaches used in basic design education at a number of universities. Second, the learning process and studio environment are discussed. Finally, an attempt is made to provide a coherent framework for basic design course
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