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2405 Uppsatser om Computer aided software engineering - Sida 6 av 161

24-timmarsmyndighetens användbarhet

The communication with government and municipality through Internet has in-creased during the last couple of years. Therefore we have chosen to focus our bachelor thesis in this particularly area and the needs for usable web services for the citizens. In this bachelor thesis we are studying a increasing group users, namely elderly citizens. During the study we have analysed E-governments ser-vices usability through usability tests. The combination of conversations and meetings with individuals, observations of interactions and literature studies give us the opportunity to explore the users needs.

Jämförelse av verklig och modellerad elproduktion från en solcellsanläggning : En utvärdering av två simuleringsverktyg.

This thesis has been carried out in New Zealand in collaboration with the University of Waikato. In association with Dr. Mike Duke the purpose of this work is to investigate whether two different software for modeling of photovoltaic systems are useful in the teaching of solar energy.The next ten years grid-connected photovoltaic systems are assumed to increase and therefore also a rising demand for people with engineering knowledge are to be predicted. For engineer students with a focus on solar energy a more practical teaching with design software´s can be a good method to make the students comprehend more when it comes to large scale photovoltaic systems and be more prepared for working life.The software´s used is called Transient System Simulation (TRNSYS) and Photovoltaic Systems (PVSYST) which are both well used throughout the world. To assess the reliability of the software´s, a reference solar power plant at 16.1 kWp installed capacity are used, which consists of photovoltaic modules from four different manufacturers.

Mätning av besökares ljudtrycksdos under musikfestival

Folkets Hus och Parker gav under våren 2008 en förfrågan om att under sommaren uppmäta den ljudtrycksdos en normal festivaldeltagare tillskansar sig under ett festivalbesök. De mätningar som genomfördes skedde på tre olika festivaler, Hultsfredsfestivalen, Peace & Love och Storsjöyran. Mätningarna skulle ske över hela festivalbesöket och inte endast innefatta mätningar av konserter, för att kunna ge en rättvisare bild av den ljudtrycksdos som en person kan tänkas utsättas för under en festival. De två av Socialstyrelsen uppsatta gränsvärdena som ska följas är att evenemanget ska hålla sig under ett medelvärde på max 100 dB(A)LEQ och dess toppvärde får vara högst 115 dB(A). I överlag kunde vi se att ljudnivåerna hölls relativt bra inom riktvärdena på de tre festivalerna.

Konstruktion av Laborationskort med PIC-processorn

In this report you can get a complete instruction about how to build your own development system for the PIC-processor. This card will be used for laborations for the students at LITH-ITN. With this card you can send new assembler codes (new instructions) down to the microprocessor via the Serialport on your computer. Then the new instructions for the microprocessor will start to execute. We made a solder paste stencil at Campus Norrköping solder paste stencil laboratory.

Piratkopiering: en ekonomisk-teoretisk granskning av marknaden för dataspel

This essay analyzes the market for entertainment software by identifying and explain the products typical properties, in addition i clarifies the behavior of consumers and producers. One of the most important property related to software is the ease with which it can be reproduced. When such reproduction is done illicit it´s called piracy. The software industry often claims that piracy leads to big losses for the companies as well as in welfare, the essay clarifies that this doesn´t has to be the case. On the contrary the possibility to cheap production and distribution may lead to an increased welfare.

Systemutveckling i praktiken - konsten att tillmötesgå den okända användarens krav

ABSTRACT System development has become more and more concentrated on development for the Web and this has resulted in larger target groups. It will most surely continue to be so considering that the Web will be the infrastructure of business and services in the future. A big target group involves that the owner of a system can earn a lot of money from the paying users, but that assumes that the system can meet user needs. If a system on the Web does not satisfy the user?s demands then they will use the competitor?s system instead because it is only a mouse-click away.

Social Engineering : En studie om medvetenhet och förebyggande åtgärder mot Social Engineering på svenska organisationer 

Abstrakt Social Engineering är konsten att manipulera människor, för att på så sätt vinna deras förtroende. Med hjälp av detta förtroende kan attackeraren sedan kringgå säkerhetssystem och få tillgång till organisationers information. Vi har i denna uppsats genomfört elva intervjuer på tre stora organisationer med både IT-chefer och övrig personal. Med dessa intervjuer har vi sedan försökt få en bild av hur medvetenheten ser ut samt vilka åtgärder organisationerna tar för att förhindra Social Engineering. Med denna uppsats vill vi belysa den ovisshet som råder kring Social Engineering, men även farorna och hur effektiv en attack av denna typ kan vara.

En analys av steg och konsekvenser vid införande av MVC

Abstract The purpose of this essay is to find difficulties and risks in the re-engineering process when restructuring to Model-View-Controller (MVC). A thoroughly theory study has been conducted to be able to understand the important steps in the re-engineering process. The methods and concepts of this essay are re-engineering, UML, system development life cycle, design patterns and MVC. The science approach used is design science where the artifact being developed are a set of models.In the analysis phase of the process the system is analyzed. The result of the analysis is notes of difficulties found and models showing the structure of the system.

Framtagande av kravspecifikation för standardsystem

There are several methods and models within the areas of software engineering on how to proceed during a software development process. For each of these methods and models there are benefits and drawbacks, depending on how you choose to look at them. A difference of principle between the different models is that they either advocate iterative development or not. In parts of software engineering one makes use of different methods depending on which is most fitting in a specific situation. There are several methods on how to recieve more qualitative data from the end-users during the requirement collection, but the reappearing pattern is still user centric participation, which means that the user participates more actively in part of or the entire development process.

Ledarskap inom ramen för ett systemutvecklingsprojekt - fokus på en arbetsprocess med stöd i Vattenfallsmodellen

Many research reports mention the fact that a huge number of all system development projects never reach a successful ending; with other words never fulfil formulated goals. By identifying and forming success factors (and in some aspect risk factors) that the project manager in practice can use, this study may be seen as a step in the direction towards minimising the high number of failed system development projects. The purpose of this research report is to investigate how a system development project, where the development process is based on a specific development or process model (in this case the Waterfall model), can and should be driven. I aim to clarify what is demanded of a project leader for the specific development process and give an account for which eventual leadership qualities that can be well suited for given situation in relation to the need for technical competence. Among other things the project manager should inspire confidence, drive, be a decision maker, engage and own some form of basic knowledge in the field of system development.

Datoriserat lärande. Ett pedagogiskt perspektiv på datorprogram för barn.

Aspects of computerized learning in terms of educational situations in kindergarten andschools where the teachers use software either made for children or for adults, is thesubject of this paper.The market for software produced in Sweden and intended for educatilonal situationswith small children is discussed and analysed by qualitative method. The software, theusers, the producers and other related groups are looked upon from an educationalperspective and a mode1 of this process is presented in the paper.The software is categorized and discussed according to area of use and underlying educationalperspectives. The educational situations in which the users are a part are discussedfrom an educational perspective and examples from use of software in kindergartenand schools are given. The images of their target group which the producers haveare categorized according to phenomenographical method. A proposal of a classificationsystem for software used in educational situations is made..

Ungdomar och datorn : Vilken roll spelar datorn i ungdomars liv?

How does the computer influence teenagers' lives. I interviewed five young people, and gave a questionnaire to another 47, about this.What I found was that they were aware of and handled well the risks with the Internet and the computer, but had problems with the computer taking too much of their time. They wanted more time for their families and outdoor activities. It was mainly the Internet that seemed to have an influence on the teenagers, not the computer as a machine. They told me that there was a rough climate on the Internet, partly because of the possibility of being anonymous.

Digitalisera loggboken : En analys av utmaningarna med att utveckla IT-stöd för kunskapsintensiva verksamheter

Failed system development projects are a common sight within the IT-industry. During the last ten years we have seen several more or less disastrous high profile projects being reported in the news. One aspect that might hold some of the responsibility for these failures is the fact that more organisations are knowledge intensive which makes their work processes difficult to capture in computer systems. How requirements engineering is handled becomes even more important in these cases, where processes are unpredictable and rely on individual judgement and knowledge. In this study we have examined the challenges of developing systems for knowledge intensive businesses through a method of qualitative case study of a university laboratory.

Datorspel till nytta eller nöje? En intervjuundersökning utifrån folkbibliotekariers perspektiv

This Masters thesis concerns computer games in Swedish public libraries. We have investigated the opinions of public librarians concerning what they think about computer games, and to what extent they believe it should be a part of the public library. The method we have chosen is qualitative interviews. The theory we have used is a pedagogical literature strategy, which we have reformulated so that it fits our investigation. The results show that the interviewed public librarians think that the library should offer computer games for children and youths to use at the library, and that they should offer computer games for lending, to all the library users.

Tillgänglighet och verksamhet för dyslektiker på folkbibliotek i Södermanland

The aim of this thesis was to investigate the accessibility and activities for dyslectic adults in public libraries in the Swedish county of Södermanland. The questions that were to be answered were four; to what extent do the libraries provide book material and special computer software? To what extent do activities occur? Does the library staff have awareness and knowledge of dyslexia and of activities for dyslectics? What are the obstacles for good service for dyslectic library users? Two methods were used. As a first step, a questionnaire was sent to thirty public libraries. The questionnaire elicited a low level of response, but gave in spite of this an overview of the situation for dyslectics in the libraries of the county.

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