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2287 Uppsatser om Computer Network Attack - Sida 19 av 153

Datormodellering av en värmelagrande betongväggs inverkan på det termiska klimatet i ett växthus

This report describes the building of a computer model that makes it possible to simulate the thermal climate in a greenhouse. The computer model is built on the physical theory of heat exchange that occur in a greenhouse, such as radiation and convective heat exchange. The model also includes the heat storage that is active in a greenhouse.The computer model is used to simulate the thermal climate in a greenhouse under three periods, winter, spring and summer. It also investigates which effect a concrete wall has on the thermal climate in a greenhouse. The purpose of putting a concrete wall in the greenhouse model is to investigate the possibility to store heat during the day and then use this heat when the temperature drops during the night.The result from the simulations shows that a concrete wall levels the big difference in temperature that normally occurs under a day in a greenhouse.

Vem kliar min rygg? : En studie av företagares uppfattning om personliga nätverk

AbstractPeople and organizations that network with one another have during the past decades, at a larger extent than before, replaced classical hierarchies. These networks have become increasingly important, as the globalisation has amplified the pressure for focused and flexibleorganizations. There is a risk of restraining the inventiveness of the firm and force customers and suppliers into cooperation by a too great commitment and dedication to the network. There are two sides to every penny, positive and negative aspects of networking.Concerning the negative approach to networking, there is relatively little theory present. The theory is regarded an emerging theory.

Digital Narrativitet: En analys av Zeldas utveckling som berättande medietext

For many people, a good game is synonymous with good graphics. One thing that is often forgotten, is that the graphics only makes up one part of the games. An aspect of the games that is far to often forgotten, is the game?s content and ability to tell stories. Through analyses of the games of the Zelda series, the development of content and storytelling aspects of computer- and video games, since the later half of the 1980:s and up till today, are examined..

Sociala nätverkets betydelse för vägen ur hemlöshet : En narrativ studie

The aim of this study was to use stories from three people who previously lived in homelessness to increase the knowledge of the social network's impact on the process of exiting homelessness. In order to answer our questions, whether the social network facilitated or hindered the way out of homelessness, we have used a narrative method to take advantage of these person's life stories. As a theoretical perspective, we used the ecology of human development, based on the idea that human development occurs in interaction with their environment at different levels. Results showed those interviewees' networks had a significant impact on their path out of homelessness and that these relationships both facilitated and hindered this process. At the same time, these relationships affected our interviewees in different ways and were found in various areas of life, which indicates that there is more than one way out of homelessness.

Den användarskapade elden Risker och möjligheter med kriskommunikation i sociala online-nätverk

Title The User Created Fire ? Risks and Opportunities with Crisis Communication in Social Network SitesAuthor Charbel SaderCourse Master Thesis in Media? and Communication Studies, Department of Journalism and Communication, University of GothenburgSemester Spring semester of 2013Tutor Nicklas HåkanssonNumberof pages 75Purpose To find a deeper understanding of the digital media?s role in Swedish society in relation to crisis communication.Method Qualitative approach using focus group interviewsMaterial Semi structured focus group interviews with a total of 18 participants in five groups. The focus group sessions were made during February, March and April 2012.Main results The main findings in this study are that users expect the communication flow in social network sites (SNS) during a crisis is to be a shortcut to information without a detour through organizations or traditional media. Although we find personal gratification, like interpersonal communication, quick information and sharing feelings and experience with others by using SNS during a crisis, users also tend to be hesitant about the credibility of the shared information. Alongside the user created content, we look to professional media experts and organizations as a guarantee for the veracity of the shared information.

Integration av PLM och CAD i komplex produktutveckling : En utredning av Scanias framtida systemmiljö för produktdatahantering

In today's producing companies, there is a high demand on early integrated productdevelopment. One way to facilitate communication between departments and collaborationbetween people and thereby enable early sharing of product information within the companyis to use PLM, Product Lifecycle Management.The CAD environment at Scania is at the moment being upgraded from Catia v4 to Catiav5. In this stage it is important that also the interacting computer systems in Scania?s PLMenvironment are adjusted and in the future join the development. Scania has an idea of howthese systems will be developed as the transition from Catia v4 to Catia v5 is being carriedout.

Utvärdering av digital flygbildstolkning & automatisk beståndsindelning för det praktiska skogsbruket :

To be able to plan different treatments, accurate data is required. The collection of data is often expensive and that?s why the aim is to lower the inventory costs without loosing the accuracy of the data. Holmen Skog has in its strive to lower the costs, decided to evaluate two different methods for forest delineation, computer aided forest delineation and digital stereo view. This study?s purpose is to evaluate these two methods in regard to usability for a beginner and how good the delineation gets.

Mer värde i mobilen och mindre i plånboken - En fallstudie av mobila betalningslösningars genomslag i Sverige

This thesis presents the question of a possible breakthrough for mobile payment solutions in Sweden. The way payments are made and the way cash is being used in the society is changing. To be accepted as an alternative method, if cash isn't king anymore, the new technology will have to acquire user acceptance. In this thesis a case study of Swish, a mobile payment solution for P2P-payments, is presented. The focus of the study is customer value and technology acceptance of the service.

Basmobilen

Today?s cell phones include more and more functionality, it is no longer uncommon to be able to connect to the Internet or take photos with the cell phone. In this thesis the question is if the cell phone users are interested in this new functionality. Are there people who are interested in a cell phone that in this thesis is called ?Basmobilen? (the entry level phone), which include the following functions; phone call, SMS, phone book, calling lists, clock and the possibility to change the call signal.

User Interface Design for Analysis of Sensor Systems

In the future network-based Swedish Defence (NBD), attaining information superiority will be of great importance. This will be achieved by a network of networks where decision-makers, information- and weapon-systems are linked together. As a part of the development of NBD, we have performed a study of user interface design for a future network-based tool package for analysis of sensor systems, referred to as the C2SR-system. This thesis was performed at Ericsson Microwave Systems AB, Sensor and Information Networks, during the autumn 2002. A pre-study concerning the requirements of usability, trustworthiness and functionality of a user interface for the C2SR-system was performed.

"Jag kände mig som en pilot" : ??????En studie om interaktionsstilarnas påverkan på spelupplevelsen

Today's technology offers a variety of opportunities to interact with the interactive systems. Human-Computer Interaction in the last decade is the area of research that has contributed the most to this development. But how is this interaction perceived? The user experience is something that is formed by the interaction between human and the computer interactive systems. The objective of this thesis is to investigate how the user experience differs depending on how one interacts with a game.

Undersökning & Utvinning av Smartphones : En djupgående analys av positionsdata

The ordinary phone of today is not the same as it was 10 years ago. We still use them tomake phone calls and to send text messages, but the ordinary phone of today has muchmore uses, it is essentially a computer. To put into context to 10 years ago, it is a verypowerful computer, capable of processing wide array of information and presenting it tothe user. Nearly every single device today has a wireless connection, which makes everyuser connectable and able to use online services and internet at any time and place.This gives the user the possibility to integrate his or hers everyday actions with socialmedia and different search functions. Being able to search the internet for persons,restaurants, public transportation and a lot more is very useful to most.

Jämförelse mellan neurala nätverk baserad AI och state-of-the-art AI i racing spel

Denna rapport jämför prestandan mellan state-of-the-art AI-botar i racing spelet TORCS och en AI-bot som kör med hjälp av ett artificiellt neuralt nätverk (ANN-bot). ANN-boten, som implementerades som en del av arbetet, använder en feedforward arkitektur och backpropagation för inlärning. Ett separat program som användes för att träna det neurala nätverket med träningdata som spelats in från TORCS implementerades också. Som state-of-the-art AI-botar användes AI-botar som har använts i en tävling. De fyra AI-botarna testades på åtta olika banor och data om hur lång tid varje varv tog och hur snabbt AI-botarna körde sparades och sammanställdes. Resultaten visar att på banorna som ANN-boten klarar av att köra runt så är ANN-boten snabbare än en den långsamaste state-of-the-art boten, men ANNboten klara inte av majoriteten av banorna som den testades på.

Dokumentärfilm om Warcraftspelaren 4K FuRy

Warcraft är ett strategidataspel som massor av människor världen över ägnar sig åt. Sebastian Pesic (alias 4K FuRy) är en av världens bästa spelare och dataspelandet har blivit hans jobb. Dokumentärfilmen handlar om Sebastian Pesic och hans verklighet i Warcraftlaget 4Kings. Sebastian kommer att berätta om sina upplevelser och vi kommer att få se honom i action. Filmen kommer att ge en inblick i dataspelsvärlden som många inte ens vet om existerar.

Reflektion genom interaktion : En analys av förbindelsen mellan spelarens moraliska handlingar och karaktärernas utveckling i tv/datorspelet Dragon Age: Origins.

The aim of this essay is to investigate the function and development of non-player characters (NPC) in the TV/computer game Dragon Age: Origins. The NPCs are analysed in order to see if their development is affected by the player character?s (PC) background and interactions. The game?s ethics is also investigated by studying how the NPCs treat the PC and what significance they give to his background and actions.The results show that the NPCs are affected by the PC?s interactions, and furthermore, that they are round characters, which is unusual in TV/computer games.

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