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7121 Uppsatser om Computer Aided Design - Sida 8 av 475

AUTOMATISERAD KONSTRUKTION APPLICERAT PÅ GRENSTÄLL

Examensarbetet har utförts på Weland Lagersystem AB i Gislaved som tillverkar och säljer lagersystem. Företaget är en del i Welandkoncernen och ägs därmed av Weland AB. Arbetet handlar om att effektivisera konstruktionsprocessen på Weland Lagersystem AB, för produkten grenställ1. Konstruktionsprocessen består idag av ett flertal moment. Ett av dessa moment, som idag utförs manuellt och är tidskrävande, är skapande av geometriska modeller.

Design och utveckling av IT-verktyg : ger ringar på vattnet i en organisation

This Bachelor Thesis in the area of Computer Science and Work Science describes the process of design and development of an IT-tool between the municipality of Ron-neby and TietoEnator a development and consultancy firm, the Gothenburg office. The thesis focuses mainly on the cooperation between the consultant designer and the local municipal. Through cooperation, the organisation is incorporated into the tool and the tool is incorporated into the organisation. Concepts that are central in this thesis are design, cooperation and tailoring. A question raised is, if distance work and extensive cooperation might be a good way of working in the process of design and development, when the organisation is being incorporated into the tool.

Design av ett grafiskt användargränssnitt-ett befintligt system i förändring för användarnas bästa

Detta kandidatarbetet är utfört på ett bolag som verkar i telekommunikationsbranschen. Operatörerna på kundtjänst arbetar med att ta emot samtal från Telekombolagets kunder, hjälpa dem med att lösa problem och ge tips och råd. En viktig del av arbetet är att operatörerna gör en analys av kunden för att kunna ge bästa möjliga råd. Rapporten behandlar hur en del av ett textbaserat program kan omarbetas till en grafisk applikation. Etnografiska metoder, i form av observationsstudier och intervjuer, och designtekniker, i form av mockup- och prototypmöten, har använts tillsammans med användarna av programmet.

JOBBIS - En ny lekplats på Universeum

I did my degree project together with Universeum AB. The project had the work title: children?s world and the aim were to give children between 3-8 years old a place that was especially made for them. With their interests and needs in mind the area should trigger play but also learning through a well planned pedagogical environment.I did this project because I thought this was an excellent opportunity to really practise my new gained skills I had learned during my two years in CCD (Child Culture Design). It also gave me the opportunity to actually see how well my knowledge was working when it was put to the test, and I did learn a lot from this.Together with a crew of 6 people I developed and designed the area.

FE-modellering av hjullast på sandwichpanel

This bachelor thesis in mechanical engineering was performed during the spring2015 in collaboration with Composite Consulting Group in Laholm. TheComposites Consulting Group works mainly with design and details of differentcomposite projects, their main area is FE-calculations, 3D-modelling andmechanical tests with composite materials.The aim of this bachelor thesis was to simplify the calculation process of solidmechanics for sandwich panels by simulation with computer software. The goalwas to decrease the time for the design and calculation process of the constructionand the cost of the practical tests. Our task was to build a static three dimensionalmodel with the computer software Abaqus, where the result should correspondwith the practical pressure tests in laboratory.The project started with collection of material data from Composites ConsultingGroup and by learning the software Abaqus, simultaneously a specification wasdeveloped in corporation with the company. Later on, a static wheel pressuremodel in the software Abaqus was produced which simulated the behavior of thesandwich panel during static wheel-pressure by a pallet truck.

Datorspel - en lek eller sport? : En studie om hur tre svenska dagstidningar framställer e-sport och datorspel 2000-2013

This essay examines how three big Swedish newspapers depicts e-sports and computer gaming and how the depiction change during 2000-2013. The study will also examine whether e-sports is being portrayed as competitive sport. The purpose is to investigate which attitudes that can be identified towards computer gaming and its culture in major newspapers such as Aftonbladet, Dagens Nyheter and Svenska Dagbladet and how these attitudes eventually changed over time. The sources that will be used in both the quantitative and qualitative analysis are based on web articles, mainly because the paper editions does not provide much, if any, information about computer gaming and e-sports and also because of the convenience of being able to quickly find articles to study. Results indicate that computer gaming is being depicted in a clear negative fashion during 2000-2006, and that the depiction of e-sports is somewhat positive but not as glorifying as for the years 2007-2013. During this period, there is a apparent tendency of e-sports being introduced to readers who are unfamiliar with the gaming culture. As for the attitudes towards computer gaming, the depiction is still somewhat negative, mainly because the debate about computer games and violence was revived because of several acts of violence in shape of school massacres and mass murder.

De autistiska barnens dataprogram - hur bör de vara?

This report presents a study of the basic criteria for computer programmes that may be consideredadequate for aiding children with autism in their education and upbringing. I have based thisstudy on descriptions, opinions and proposals from people who deal with treatment and/orother issues concerning children with autism, as well as relevant literature.The study has been carried out in a major Swedish metropolitan municipality. The intervieweeswere civil servants from this municipality and representing different institutional endeavourson the issue of autism.I used a combination of both quantitative and qualitative techniques, as there was need for bothstandardization and qualitative variation. The main aim of the study was to seek suggestionson how computer programmes should be. That is, if they are to be considered appropriate föraiding children with autism develop their personality.The general conclusion of this study is that computer programmes, that may be consideredappropriate for the above mentioned purpose, should have certain characteristics of whichpedagogic usefulness and user suitability are of primary importance..

Tyst kunskap och produktdatasystem vid medicinteknisk tillverkning : Pilotstudie av system för produktdatahantering och kartläggning av den tysta kunskapen vid Nationellt respirationscetrum, NRC

This thesis looks at two sides of the same coin: how to support the production and future development at a specialist medical technology department at Danderyd Hospital. The two sides are; a pilot study of a product management system (PDM) and an interview based study on the characteristics of the silent knowledge of the technicians. The department (National respiratory centre, NRC) is facing retirement of several key employees.The technical study shows that the success of an implementation is largely dependent on the users? prior knowledge and use of a 3D Computer Aided Design system (CAD).The system itself is shown to fulfill the Lifecycle requirement of tracking the products (mostly tracheostomy tubes) but without a CAD centered workflow, some substantial education and preferably some new recruits, an implementation of the PDM system will fail. The author recommends development of the current ?low-tech? system of MS Excel and Access rather than redistribute the dependency from technician towards a complex, commercial software and its vendor.The analysis of the technicians? silent knowledge with the newly developed method, epithet for silent knowledge (ETK), shows that the longer employment time:the more differentiated technicians become in describing their work,practical knowledge are regarded higher andthe social and collective problem solving factors of the work becomes more important.Typically, it is shown that a new employee should preferably enjoy problem solving, being pragmatic and social as well as having some prior education or work experience in a CAD and/or a PDM system..

Pedagogiska datorspel - Designandet av en teoretisk applikationsmodell för pedagogiska spel ämnade för gymnasieskolan, med elevperspektivet i fokus.

In this work we?ve been focusing on how to adjust educational computer games in order to make them suited for the educational context of upper secondary school. Our opinion and entrance to the study is that the related developers of the subject, in some ways, have failed to successfully combine and find the balance between the entertaining and pedagogical aspects in the games. Our main questions is which aspects in the games game developers need to take in consideration to satisfy the pupils, but also what qualities that is needed for them to function in their educational context. In order to do that we had to investigate the people of the target groups own perspective on what technological and social aspects in the computer games they assess as important.

Pensionären och paddan : En studie av pensionärers upplevelser av läsplattor

Portable IT devices such as laptops, smart phones and computer tablets are becoming ever more ubiquitous. At the same time, the population of the Western world is growing older, with aging bringing about changes with regards to individuals' physical and mental capabilities. These facts raises important questions about how well suited these devices are for use by elderly people. This study focuses on the cognitive aspects of the devices' usability, using the concept of mental models to analyze the users' understanding of a computer tablet. It also draws upon theory of graphical user interfaces in its analyses.

Folkbibliotekens webbplatsers grafiska användargränssnitt Kvalitativa intervjuer med webbansvariga

The web sites of Swedish public libraries display a high level of heterogeneity when it comes to design and graphical user interface. The thesis is based on the opinion that the visuals of a public library web site have implications for the user as well as for the library. The design of the graphical user interface influences the attention of the user and his/her ability to absorb information. Furthermore, there is a connection between the visuals and the users opinion about the credibility of the content of the web site, as well as of the organisation itself. The research question is: Which factors may have an impact on the design of the graphical user interfaces of a public library web site? The purpose is to create an understanding for these factors and emphasize them.

Hör upp!!

In this Bachelor thesis I explore sound and room as elements in design of user interfaces, both theoretical and practical in a specific application domain, to identify some of the advantages and disadvantage associated with these elements. As application domain I studied email clients and their usage at home amongst students at Blekinge Institute of Technology. In the study I found an activity, which seems to be highly distributed in the physical room where the user is located. The activity was notification of email and could take place in an arbitrary location of the home. I then augmented this activity with ideas from my theoretical assumption about room and sound. The result was a rule-based agent for notification of email, which primarily uses sound as interaction style..

Är vi artiga mot virtuella agenter?

The CASA-paradigm, Computers Are Social Actors, was introduced in the book "TheMedia Equation" by Reeves and Nass. One of their experiments concluded that we tend to be polite to computers in the same way as we are to people. In this study I have replicated Reeves and Nass experiment but instead of a text-based interface I have used a virtual agentin order to find out if we are polite to the agents, or still to the computer. Two experimental setups was conducted. The two setups had a common first part that was carried out on onecomputer with one agent.

Design och konstruktion av kaross till ögonstyrt arkadspel

Tobii Technology AB is a global leading company in eye tracking. The technology is a part of acomputer screen called an eye tracker. It enables computers to follow eye movement whichfurther make it possible to control the computer by only using your eyes.The mission was to develop an arcade game for eye controlled games that Tobii can use in theirmarketing or as a tool when doing researches about the interest in the technology amongst gamecompanies. The product realization involved designing an innovative, functional and futuristiccase which gathered the existing hardware and software to build the final prototype. In order toattract users it was important to focus on the visual expressions.Initially, the project started off with an information retrieval which contained interviews, fieldstudies, tests and literature studies.

Facebook och ansikte mot ansikte-kommunikation : En undersökning bland 100 ungdomar i Karlstads kommun om deras kommunikativa vanor

This essay deals with the subject of communication through Facebook. In this survey we studied 100 youths from Karlstad and their communication habits and behavior patterns on Facebook. The social network site Facebook has since its start in 2004 made a mark in modern communication. Today in 2010 the site has more than 500 million users. This paper wants to study what happens to other types of communication.

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