
Sökresultat:
8458 Uppsatser om Computer Sweden - Sida 12 av 564
IPv6 - Inte längre frågan OM och inte så mycket NÄR utan snarare HUR!
Problemområde:
Idag har Internet blivit var mans egendom. Detta innebär tyvärr en hel del
problem. Det tydligaste vi står inför idag är att IP-adresserna håller på att
ta slut. För att bli av med problemet används olika temporära lösningar
("lappningsteknik") men även en permanent lösning utvecklas, nämligen Ipv6
(Internet Protocol version 6).Det nya protokollet löser adressbristen men har
även många andra funktioner så som säkerhet och bättre routinglösningar. Vi
ställde oss då frågan varför har ingen övergång skett trots dessa fördelar.
Frågeställning:
Var i övergången mellan IPv4 och IPv6 står vi idag? Varför har inte övergången
mellan IPv4 och IPv6 redan skett? Vilka är de största anledningarna och vilka
fler möjliga finns det?
Slutsats:
Arbetet visar att tiden för en övergång ännu inte är inne.
Vilken roll spelar verktyget? : Datorns betydelse för gymnasieelevers skrivande och texter
The aim of my study is to investigate if and in that case how the writing process and texts written by students in the upper secondary school are affected by the writing tool; does it matter if they write their texts on a computer or by longhand? Another objective is to compare such an effect with the findings of previous studies performed on earlier generations of writers. The first part of my study was a survey. It showed that two thirds of the 67 students participating thought that they would have written better texts in the national writing test if they had been able to use computers. In the second part of the study each of the fourteen participants wrote one text on computer and another by hand.
Berättelsens labyrinter : Interaktiv fiktion och dess narrativa aspekter
This essay examines the narrative aspect of interactive fiction. The study uses Janet H. Murrays analysis of the digital environment and the properties of it as procedural, participatory, spatial and encyclopedic. From this, her three characteristic pleasures in digital narratives - immersion, agency and transformation - are examined from the perspective of interactive fiction. The study also examines Nick Montforts analysis of interactive fiction as a potential narrative and a simulated world or environment.
Hela Sveriges folkkyrka : En idéanalys av Sverigedemokraternas syn på kristendomen i Sverige och Svenska kyrkan
The aim of this study is to describe ideas put forward by Sweden Democrats (Swedish: Sverigedemokraterna) about Christianity in Sweden and the Church of Sweden as a Folk Church, a church for a whole people, and how the political party uses Christianity as a part of constructing a Swedish identity. The investigation is based on official documents, newspaper articles, statements and political motions which are analysed using a form of text analysis called idea analysis. The theoretical frame of the investigation is founded on Claire Mitchell?s theory about religious content in ethnic identities and Einar Billing?s and Johan Alfred Eklund?s thoughts about what makes the Church of Sweden a Folk Church.The investigation shows, among other things, that the Sweden Democrats? view of the Church of Sweden is similar to the thoughts of Eklund but they differ in their lack of references to theology. The investigation also shows that Christianity serves as an important marker for the Sweden Democrats in creating a Swedish identity. .
Informationskrigföring - den nya teknikens hot
The new information society has revolutionised almost the entire world. But the
new technique does not only bring good. That which was before only available on
paper may today only be available on a computer system. This makes it possible
to send data electronically. In the wrong hands that information can become a
threat against the security of an individual, a company or even a nation.
The possibility to protect oneself against attacks from the outside becomes
increasingly difficult.
Säkerhet i trådlösa nätverk
Användandet av trådlösa nätverk ökar med rask takt och blir allt vanligare.
Enligt en artikel i Computer Sweden kommer de trådlösa näten att ha 20 miljoner
användare om 4 år.
Analysföretaget Gartner Group har nyligen gjort en undersökning bland företag,
vars syfte var att ta reda på hur stort intresset var för WLAN. Resultatet
visade att 50% av företagen funderar på att köpa och installera WLAN-lösningar
(Planet Wireless september 2001).
Syftet med detta arbete var att beskriva hur den inbyggda krypteringsfunktionen
WEP som för Wired Equivalent Privacy fungerar och hur säker den är, dvs hur
lätt man kan knäcka
krypteringen. Följande frågeställningar har besvarats genom litteraturstudier
och ett praktiskt försök:
Hur är trådlösa nät uppbyggda?
Hur fungerar den inbyggda krypteringen WEP och hur säker är den?
Vad kan man göra förutom att använda sig av WEP för att skydda sig mot
avlyssning/intrång?
Det praktiska försöket bestod av att knäcka WEP-krypterade filer med hjälp av
programmet WEPCrack.
Medicinering inom hemtjänsten
This work has been done by three development engineers and one computer engineer and in some cooperation with the company Phoniro. This report is written for computer science and is mainly oriented on the programming part in the project. The goal has been to develop a program that ensures the quality of the care that the home care organization delivers. The program is developed for cellphones and is supposed to be used in every visit. Several functions have been developed for the reason of reducing mistakes in patient visits, where the focus was on safe medication.
Tv-spel som kultur? : En kvantitativ studie över tv-spelens kulturella plats på folkbiblioteket.
This study examines the cultural place and status of video and computer games in the Swedish public library. Using works on popular culture and the theories of Pierre Bourdieu, this study employs quantitative methods, as well as textual analysis, to analyze the results of an online questionnaire with 19 questions focusing on selection criteria, shelf placement, perceived competence, as well as reasoning for having or not having these games in the library. 286 out of the 440 libraries contacted is participating in the study, and the libraries consist exclusively of public libraries in Sweden that are found in the database of the Royal Library.The results of this study show that a larger number of libraries than previously indicated have started to provide electronic games to their patrons. At the same time, patterns in the data and comments suggests that these games in many cases still do not enjoy the same level of cultural recognition as other media. Indicative of this is the way most libraries seem to focus on the medium being exclusively for their young patrons, with seem-ingly very little in the way of investment for adults.
Change Lab - Att arbeta med lärande förändring
In order to be able to change, to maintain competitiveness as a company in a
world where rapid changes is part of the daily life, it is crucial to have
knowledge and methods in how to change. One method, originally developed in
Finland, is the Change Laboratory. This method is said to be efficient, not
only concerning change aspects but also learning, since change and learning in
this method is intertwined.
This Master Thesis (20p.) tells about the process of conducting a Change
Laboratory with a Swedish high-tech company and analyses factors in the process
that makes change possible..
Programmering till webben : Vad du ska utveckla din webbplats i för programmeringsspråk och varför?
This work is done to try to solve a scientific computer problem and its basis derived from the web, as there are a variety of ways to program to it. The most common languages used by developers, both private and corporate are PHP, .NET and Ruby. But why do companies or a private developer choose a specific programming language? Is it because it is better and has more features than the others, or because they are forced? This essay uses a questionnaire and through tests sees which is best and which one is the most popular/used. To illustrate the problem, a survey is conducted and sent to several companies and asked them to answer the questions regarding the issue.
Minecraft i klassrummet : En kvalitativ studie om elevers och lärares upplevelser av Minecraft i undervisningen
The purpose of this study was to investigate pupils' and teachers' experiences of using the simulator computer game Minecraft in connection with the Swedish school competition Future City. The study examines how students (ages 14-15) and teachers have experienced the use of Minecraft, what the students have learned in relation to everyday education and the different forms of education during Future City and also examine which patterns that exists in the experiences of the students, with personal interest of and knowledge of Minecraft as a benchmark. The study was conducted through individual semi-structured interviews with both students and teachers. The analysis of the results is based upon a theoretical perspective that includes a socio-cultural view of learning, as well as the lines of reasoning in previous research about computer games and learning. As a general approach towards the study, and in a way, a justification of the chosen research method, a hermeneutic approach was used.
Pamiro
This report describes the work with creating a CMS (Content Manager System). A
CMS is a
web tool so you easy can publish materials on your web page. With a CM Scan you
can
without any knowledge of programming web pages create and maintain a web page.
This
will result in that you and your organisation save time and money. You can also
split the responsibility
for the webpage in different roles, but still keep the control.
We have chosen to create our CMS in a script language called php4 and with the
database
server MySQL, we have also used JavaScript a lot.
Digital kompetens - Äldreomsorgspersonals upplevelser av en digitaliserad arbetsplats
This study highlights the importance of computer technology and its impact on
elder care staff's skills development in the public sector. The government
presents the digital agenda within which information and communication
technology today is considered to have a potential for sustainability, growth
and development. According to the EU Commission, there are several important
elements that should be improved to digitize the workplace. Among these are
digital literacy, collaboration between agencies and increased investments in
research, education and innovation. New technology can be understood in
different ways by individuals, some see the computer as something positive and
exciting, while others may find it hard to see the opportunities for learning
and development.
Uppskärningsmaskin : Underlag till CE-märkning
Abstract (in English)The work that lead to a CE- marking and the creation of a total drawing foundation on an existing machine carried out on the company Polytec Composites Sweden AB in Ljungby. The company have design an machine that exist in six example that runs in the production. To be able to use the machine the company have to work out a CE-marking. The process that summed up all the document that needs for the machine to make a CE-marking. The documentation includes a total drawing over the machine and a risk analysis performed by a group employers on the company.
Kök.Ett i ettor och nollor
Jag har gjort en webbsajt åt företaget Kök.Ett i Älmhult. Kök.Ett är en
köksbutik som bland annat ritar och säljer kök. Jag har byggt upp den allra
största delen av hemsidan i Flash, och kompletterat med PHP och kopplat till en
databas (MySQL). Sidan är komplett med ett eget administrationssystem.
Sidan har en dynamisk känsla som inriktar sig på att inspirera besökaren, och
föra besökaren/kunden ett steg närmare Kök.Ett och dess anställda.
I?ve built a website for the company Kök.Ett in Älmhult, Sweden.