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1202 Uppsatser om Computer forensics - Sida 17 av 81

Analytisk mekanik med datoralgebra

In this project we have used the theory of analytical mechanics to derive equations of motion for complex mechanical systems in order to study their behaviour over time. Even if the theory provides powerful tools to tackle tough problems which would be very hard to solve by methods of Newtonian mechanics, you are still relatively limited without running any computer simulations. One realises that in a faster rate it will be an incredibly difficult task to find an analytical solution when the degrees of freedom increases. Even if one would succeed to derive the equations, one still has to solve them to get the information of the systems behavior. Of experience one knows that the equations in general are nonlinear and hence must be integrated numericaly.

Studenters mobilanvändning under föreläsningar : En studie om hur studenters koncentrationsförmåga påverkas av mobilanvändning under föreläsningar

In Sweden there is a long ongoing discussion about computer and cellphone usage during lectures in school. The discussion has mainly covered elementary school up to college students, but this topic is at least as relevant for university students. Today cellphones are so advanced; you can do everything with one that you previously only could do with a computer, the difference is that everyone is carrying one with them all the time. This study shows how concentration during lectures is affected by the cellphone accessibility and usage. With this study we want to find out how university students perceive cellphone usage affects their own concentration during lectures.

Den Moderna Webben: Kan HTML5 konkurrera med traditionell programvara?

Vi ser en förändring i hur vi använder applikationer. Från att tidigare varit associerat till en dator och begränsat till ett par operativsystem finns de numera överallt. Fler plattformar innebär att man måste utveckla en applikation till var och en av dessa. Detta gör att utvecklingstiden och kostnaderna ökar och efterfrågan av crossplattformlösningar i form av webbapplikationer har därför ökat. Vi tittar närmare på hur det går att använda sig av HTML5, och övriga tekniker som en modern webbläsare har integrerat stöd för, för att utveckla webbaserade applikationer. Vi tar reda på om det finns några hinder eller begränsningar i detta och om det finns några fördelar i att använda webben som plattform. Resultatet indikerar att med de nya tekniker som är på ingång kan man utveckla webbbaserade applikationer med prestanda motsvarande Java eller C#.

Analys av off-design prestanda för ett absorptionskylsystem

This master thesis project at KTH is performed in the Mechanical and Aerospace Engineeringdepartment at University of Florida (UF). The thesis is a small part of a gas turbine researchproject where a vapour absorption refrigeration system (VARS) and a high pressure regenerativeturbine engine (HPRTE) are integrated together. The main objective is to build a computermodel of the VARS. The computer model is supposed to be used to analyse the off-designperformance of the VARS and should also be easy to integrate as a subroutine in a more complexsystem model. To model the VARS some knowledge of the absorbent/refrigerant mixture had tobe well known, in this case a mixture of ammonia and water.

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.

Dom kallar det Lean? En studie om Lean i sjukvården och dess påverkan på den professionelle läkarens medicinska beslutsfattande

The purpose of this media scientific study is to contribute to a better understanding about how blind people?s empowerment and participation may affect their role in the digital society.Earlier international studies in this area have shown that blind people not only need more knowledge then the seeing population about the computer, but also about the technology behind their tools for using Internet. The results from these studies have also shown that Internet increases the blind people?s independents and that those who use Internet feel more involved in the society.A qualitative method was chosen to study the three most common categories from the earlier studies: knowledge of technology, empowerment and participation. Are there differences in the results compared to our study in Sweden 2014?Interviews with eight blind, experienced computer users have shown that knowledge of technology is essential for their use of Internet and that the Internet increases their empowerment and their participation.

"Got Skills...?" : En kvalitativ studie om kompetensutveckling baserat pa? StarCraft II

The use of computer games has grown exponentially in the past few years and StarCraft II is one of the most popular e-sports today, played by millions of people worldwide. This study investigates the game?s effect on skills, as perceived by the players of StarCraft II.The study was conducted by using an empirical survey and interviews. The skills being investigated were both physical and mental in their nature. The conclusion was that the majority of players perceived that their skills regarding reaction speed, multitasking, APM, analysis and strategy were increased the most, while there was a smaller change in social skills and language skills.

Hur förankras en policy? : En studie av Stockholms stads informationssäkerhet

Culture Management Cultural management administration producent KKE management.


Editing, Streaming and Playing of MPEG-4 Facial Animations

Computer animated faces have found their way into a wide variety of areas. Starting from entertainment like computer games, through television and films to user interfaces using ?talking heads?. Animated faces are also becoming popular in web applications in form of human-like assistants or newsreaders. This thesis presents a few aspects of dealing with human face animations, namely: editing, playing and transmitting such animations.

Shopping Cart Support

This is a product development project which has developed a prototype in order to facilitate for people using mobility devices when they want to buy a larger quantity of groceries. The prototype is a shopping cart composed with the upper part of a walker.Today there are many different types of mobility devices used by elderly and people with physical impairment. According to Myndigheten för samhällsskydd och beredskap (MSB) are accidental falls the most common cause of accidents in Sweden.This project has been using Computer Aided Design (CAD) as a tool to create a visual image of the prototype. The advantage of this is to modify the functionality and performance of the prototype on the computer before the modification takes place in the real model. Using human manikins, the CAD model was rendered in natural surroundings to get as true a picture as possible.

The Purchase Decision Process Revisited: The Role of the Internet on Swedish Consumer Behaviour

The aim of the thesis was to provide further understanding on how Swedish consumers use the Internet as an information source in their purchase decision process. The subject was investigated from different perspectives: gender, product type and information type. The authors used a quantitative approach, and a survey (n=120) was conducted. It was concluded that men and women are equally influenced by traditional word-of-mouth, but more men than women search for product information online and they are more likely to let their purchase decision to be influenced by it. Women tend more to trust commercial sources.

Utvärdering av datoranvändning i primärvården med särskilt fokus på remisshantering

The aim of the thesis is to present a study of what works well and what does not work so well in today?s use of computers in primary care with a special focus on the use of computers in the management of referrals for consultation. In May 2009 a module for electronic consultation referrals was introduced in the computer system Cosmic at the University Hospital in Uppsala. Previously, the primary care units had to use two different systems for management of referrals. Referrals sent internally within primary care have been sent electronically while referrals to the University Hospital or other external units were sent on paper.

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.

Användning av förstapersonsspel vid militär simulering av strid i bebyggelse

The goal of this master thesis is to show the benefit of using computer games of the type First Person Shooter, FPS in the field of military simulations. The main focus in this is around a couple of topics. Creating the AI that controls the behaviour of the computer-controlled characters, the bots. Create an environment where it is possible to supervise the bots and also design a framework that enables cooperation between a group of bots, a squad. The result is Total Unreal Studio, TUS, a program where it is possible to add bots to a squad, connect them to a game server and inspect what the bots are doing.

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