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1242 Uppsatser om Computer graphics - Sida 45 av 83

Användbarhet ? En fallstudie av ett point-of-sale system

Problem: Our opinion is that it is important to consider about usability in system development. In this thesis we will focus on usability in point-of-sale systems. The point-of-sale system we base this thesis on is Extenda Retail. Our case study is performed on Ica Kvantum in Bromölla, which implemented Extenda Retail about two years ago. Purpose: The purpose of this thesis is to figure out what important factors there are to consider, in usability aspects, when developing point-of-sale systems, with focus on the cashier. We also wish to find out the cashiers opinions about the Extenda Retail system. Method: The information gathered for this thesis consists of literature and interviews.

Annonser och nyhetskonsumtion : En kvantitativ studie om hur unga vuxna irriteras av annonser på nyhetssidor på PC och iPad

In this paper we have studied how young adults read news on the internet. The purpose was to seehow the consumers of news were irritated by the adverts on news sites depending on whichplatform they used, a computer or an portable reading device of the brand Apple iPad. Observationsand surveys were conducted on ten people. The news sites we used for this study were www.SvD.seand www.expressen.se. The result show that a majority experienced that their news consumptionwere irritated by advertising, mostly on Expressen's news site because it wasn't perceived asforeseeable..

Att navigera med gester : Gestbaserad teknik för framtiden

Technology evolves quickly, with innovative ideas growing everywhere. Still, no technology is anywhere near challenging the mouse and keyboard for navigation of your standard computer. This study focuses on comparing the traditional technologies of mouse and keyboard with the new technology of gestures - in this case Leap Motion - in purpose of finding how the usage differs and what the potential users want from the competing technology. The experiment was executed in a controlled environment, with as few external factors as possible. We found that although the test subjects found Leap Motion fun, the test subjects do not want to surf the web with gestures.

EN HANDLEDNING I DESIGN- OCH STRUKTURUTVECKLINGSFASEN AV EN WEBBPLATS : Med fokusering på användbarhet

There are a huge number of books and articles written in the field of usability and about the art of giving the user the opportunity to find the information he is trying to reach while browsing the website. The writers of these books are handling guidelines that are recommended to be followed, as well as describing their own views, ideas and theories of the subject. We found an interest to research the different possibilities, if any, to develop a website optimal for the user from a usability point of view. Another thing we noticed was that a need of a substantial guidance existed in website development aimed for recently started companies.New theories and rules regarding usability, which are seen as superior to the old ones and therefore replaces them, is not created that often. This is different from other IT related subjects.

Användarundervisning på webben design för lättillgänglighet och användbarhet

The aim of this thesis was twofold, on the one hand to compile a set of usability and accessibility guidelines in order to establish the characteristics of a user friendly website, and on the other to test these guidelines on eight library webcourses with user education to see how well they adhered to the guidelines. The methods used were literature survey and source studies. The guidelines found in the literature survey were divided into four different categories: document properties, structure and navigability, visual characteristics and accessibility. In order to establish the adequacy of the guidelines, I examined reference sources, mostly on the web. To a certain extent this examination has been based on HCI Human-Computer interaction theories.

Brandväggar för hemmakontor

Firewalls protect network traffic and decide witch traffic to send further and witch traffic will be blocked. All this depends on the rules in the firewall. The firewall is installed between the internal network and the Internet. It is difficult to find a firewall that can protect us against different threats. Firewalls have both advantages and disadvantages and all this make them vulnerable.

"Jag vill spela Pettson och Findus!" : En studie om hur barn i femårsåldern interagerar med ett datorspel

Studien grundar sig i ett intresse för hur barn interagerar med datorspel. Datorer och datorspel blir mer och mer vanliga i barnens omvärld. Syftet med studien är att belysa och beskriva hur barn i fem års åldern gör när de spelar ett datorspel och hur de interagerar med det. Vi belyser bland annat hur barnen tolkar ikoner, hur de förstår den auditiva informationen i kombination med bilderna, och vilka strategier de använder för att ta sig vidare i spelet. Vi studerar också vad de minns när de spelar spelet för andra gången.

Att skriva sig till läsning via datorn : Lärarens val?

The purpose of my study is to examine why five primary school teachers chose to start using the method ?Learning reading by writing on computer? in their teaching. How do they perceive that the method works in their classroom and do they perceive that the method affect the children?s literacy?The study consists of a qualitative method in form of interviews with five primary school teachers and also some observations made by me in the classrooms. I will use the findings I made during the interviews and observations and contrast these to relevant literature and research that I have collected.The result of my study shows that all of the interviewed teachers had a self-interest in working with the method ?Learning reading by writing on computers? and that they also worked closely with colleagues.

"Snigeln på en flaggstång" : Laborativ matematik för elever med svenska som andraspråk

This essay follows a Media Teacher in her work as a coordinator and an artistic leader for a European project called Legalopoli concerning laws and ethics in a senior level school for 13-16 year-olds in Mora, Sweden. The students write film stories about how their characters have to make choices in ethical dilemma situations. Then the learners create interactive computer games together through practical film work. At the same time we can see how the educator also gets into difficult ethical situations, when she is working with the students. This forces her to self-reflection.

Utprovning av SWITCH, ett svenskt förståelighetstest för barn

SWITCH- Swedish Intelligibility test for children, is a test thatmeasures intelligibility of children's speech through repetition of singlewords. The test is computer generated and consists of 1000 word listsrandomly selected for each assessment. The purpose of this study was toexamine the equivalence, reliability and validity in the word lists. Word listswere tested on ten children with typical language development (N group)and ten children with speech deviation (T group). The children were audiorecorded when they repeated two lists.

Framkomlighetsanalys med hjälp av en digital terrängmodell och kartdata

Driveability analysis of terrain data offers an important technique for decision support for all kinds of movements in the terrain. The work described in this report uses a high resolution digital terrain model generated from the laser radar data and further processed by the Category Viewer program, and information from the Real Estate Map. Properties of features found in a filtering process are calculated and compared with a set of rules in a knowledge base to get a driveability cost. This cost is then visualized in a graphical user interface. An evaluation of what driveability is and what it is affected by is performed, and a general cost function is developed, which can be used even if not all relevant information is available.

Artificiell insemination av får

AbstractThe purpose of this bachelor thesis is to describe the use of artificial insemination (AI) in sheep and discuss the possibilities for AI in Sweden. Male and female fertility, heat detection, semen handling and insemination techniques in sheep are described. Advantages and disadvantages of AI are discussed. In order to achieve genetic progress it is important with well planned and implemented breeding programs. The Swedish Sheep Recording Scheme and computer software from Elitlamm are the basis for sheep breeding in Sweden.

Svensk förpackningsdesign. : Vem/Vad/Vilka påverkar?

Package design constitutes an important marketing and differentiation tool in an increasingly competitive food market, particularly in the category of daily consumer goods where the turnover rate is high and the purchases are based on self-service (Hine, 1997; Spethmann, 1994; Underwood, 1999). Media fragmentation undermines the traditional marketing tools and the demands for packaging are bigger than ever. A package must not only sell a product, but also tell, through design, how the product is used and express the values that the trademark owner wishes to convey to the end customer (Underwood, 1998). The understanding of the role of packaging as a marketing tool has increased, but the initiators inside the packaging industry in Sweden still think that the Swedish packaging industry is developing slowly. They often describe Swedish packages as homogeneous and unimaginative.

SPEL OCH DESS NARRATIV : Berättelser i digitala offline-rollspel

Det är uppenbart att narrativ används i spel, inte minst i offline-RPG:n (ORPG:n), där berättelserna är vad som står i centrum. Samtidigt som dessa är ett välkomnatfenomen har de också en tendens att passivisera spelaren och påverka känslan avfrihet. I hur hög grad de gör detta är till viss del subjektivt och därför är det av viktvad som motiverar ORPG-spelaren till spelandet. Denna studie har utvecklat tvåspelprototyper som baseras på motivationerna immersion respektive prestation föratt påvisa motivationsgruppernas preferenser. Studien har fokuserat på att ta reda påhur stor vikt de båda grupperna lägger på känslan av frihet, och haft som hypotes attkravet är högre hos prestationsmotiverade spelare.

Förbättring av det grafiska användargränssnittet i Autodesk Maya i relation till måttriktig 3D-modellering

Inom 3D-grafik, visualiseringar, spel och VR finns ett behov av måttriktig modellering. Traditionellt så används CAD-program för att uppnå ett exakt eller precist resultat. Men då CAD-program inte utmatar polygonal geometri så fungerar det inte att använda resultatet direkt i tidigare nämnda kategorier. Denna studie ämnar att underlätta måttriktig polygonal modellering i Autodesk Maya genom ett tillägg i form av ett grafiskt användargränssnitt. Effektiviteten av detta mäts genom tidtagning på modellering av CAD-ritningar i polygoner hos en testgrupp både med och utan tillägget samt en kvalitetskontroll där resultatet jämförs med specifikationen.

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