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1242 Uppsatser om Computer graphics - Sida 56 av 83

Multiplayerspel utvecklat i Flash, Slutreflektion för ?Monsters & Masonry?

Flashspel är en väldigt populär form av ledigt spelande, men det finns fortfarande spelformer som är outforskade. Vi bestämde oss för att göra det ingen utvecklare hittills lyckats med, det vill säga att skapa ett så kallat ?Massively Multiplayer Online Flash Game?. Ett spel som konstant är uppkopplat till internet och lever vidare genom spelarna. Problemet ligger i plattformen.

Vem styr mitt arbete? Förändrade arbetsuppgifter vid datorisering av körschema

Abstract This report is our bachelor thesis. Our work has taken place at a galvanising company in Sölvesborg. The company faced major changes, of which one was a computerisation process. The new system could involve changes in work practice and in specific tasks, affecting the workers. If the coming system was to support work, from the production personnel?s perspective, we felt a legitimate participation in the development and design of the future work practice, was a requirement that was not met.

Vi arbetar med kärlek : En undersökning av ton och artighet i Migrationsverkets beslut

I denna kandidatuppsats jämförs läsares och skribenters begrepp bakom sju datatermer från it-tidningen Computer Sweden. Det huvudsakliga syftet med studien är att undersöka om läsare och skribenter har samma begrepp bakom de sju termerna och hur deras begrepp stämmer överens med normkällorna. Ett ytterligare syfte är att undersöka hur etablerade de sju termerna är i såväl en fackspråklig som en allmänspråklig diskurs. Den första delen av studien grundar sig på en enkät där de två olika grupperna fått svara på vilka termer de anser sig förstå för att sedan ge en parafras på termerna. Svaren är analyserade med hjälp av kognitiv lingvistik, ramteori och terminologisk begreppsanalys.

Algoritmer, flödesscheman & logik; kan de lära ut sociala färdigheter till människor med någon form av autism?

Syftet med denna studie var att lokalisera, värdera och sammanfatta befintlig litteratur som besvarar på den centrala frågeställningen. De två centrala frågorna för studien är om tv- och datorspel kan användas för att hjälpa underlätta problematiken som människor med någon form av autism kan uppleva, och hur bra denna metods effektivitet är gentemot mer traditionella metoder som terapi. Den teoretiska tolkningsramen som ligger till grund för denna studie är The Social Model of Disability, en modell som menar att samhället exkluderar människor med funktionsnedsättning via fördomar och okunskap på hur man bör inkludera människor med funktionsnedsättning. Data har samlats in via en form av litteraturstudie som kallas för Scoping Study och har därefter analyserats via analys genom uppräkning och tematisk analys. Resultatet visar på att datorspel kan användas för att lära ut språkliga kunskaper, igenkänning av ansiktsuttryck och emotioner, sociala erfarenheter, samt living skills (levnadsfärdigheter).

Tilltro vid nyttjande av e-tjänster

Background: Trust has been a foundation of commerce since the very beginning. Trust can in the traditional commerce be built by face-to-face meetings, this is not possible at the Internet. Although, trust ought to be important even for the commercial business relation at the Internet and crucial for the consumer to use this communication channel. Purpose: The purpose of this master thesis is, from a consumer point of view, to study and analyse the importance of trust using e-services. Demarcation: The thesis is focusing trust using e-services, from a consumer point of view.

Tillgänglighet för funktionshindrade på ett urval av svenska folkbiblioteks webbplatser ? sett utifrån biblioteksplaner och webbplatsundersökningar

Public libraries have an important roll of making information accessible to all people. This democratic right supports the cultural development in our society. When public libraries build websites offering information and services it can sometimes cause obstacles for impaired users. It is therefore our purpose to evaluate a selection of websites and library plans to examine how the libraries work with accessibility for these users. This thesis is based on theories of cognitive and human computer interaction, and information architecture.

IT som verktyg i behandling inom barn- och ungdomspsykiatrin

Information technology is increasingly used in healthcare. New methods, such as apps and computer programs and Internet-based treatments are introduced to treat various medical diagnoses. Increased demand for help in mental illness means that it is necessary to develop alternative assessment and treatments to traditional treatments that may be offered by primary care and specialist psychiatry. Government and Local Authorities and Regions (SKL) have agreed to support, and treatment on the web is part of that development. The work is all about, and how Child and Adolescent Psychiatry ( Bup ) , use psychological e- services, and apps for the treatment of adolescents and the types of psychological e-treatments for adolescents are available in Sweden today.  Methods used are interviews and literature studies, where I examined the use of computerized psychological treatments in Västernorrland and Stockholm County Council.

Ella Matematik - Internetbaserat läromedel för grundskolans matematikundervisning

Ella Mathematics is a web portal that will completely replace the printed math text book in the Swedish elementary school. When the math education is moved in to the digital world the flexibility and adaptability will increase.In 2011 the Swedish government revised the Swedish school system, which contained a whole new curriculum for the elementary school math education. This has been the foundation for the development of Ella Mathematics and the design of the three different users; student, teacher and parent. The development has been done with Dynamic Product Development methods from the project start in September 2011 until the final exam in May 2012.Ella Mathematics has been developed with the pupil?s math knowledge in focus.

Biovetare, bibliotek och bioinformatiska resurser

Bioinformatics is an interdisciplinary scientific subject which connects biology, biomedicine and information science. Bioinformatics generates new biological knowledge by using computer methods and biological databases and can thereby play an important role for the understanding of diseases and be used for development of new medicines. The appearance of bioinformatics has thereby had a big impact on biomedical research.In this study, I have examined bioscientists' use of bibliographical databases, bioinformatic databases/web sites and bioinformatic tools and their needs of support concerning these resources. I have also examined which support the scientific libraries offer their users concerning bibliographical databases, bioinformatic databases/web sites and bioinformatic tools and have compared it with the needs the libraries think that the users have and the needs the users state that they have.The results from the study show that there is a wish for library support concerning bibliographical databases, bioinformatic databases/web sites and bioinformatic tools. The wishes of the respondents are in contrast to the libraries' view about bioscientists interest concerning bioinformatic databases/web sites and bioinformatic tools.

En skola för alla : Pedagogers syn på integrering och inkludering av särskoleelever i grundskolan

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.

Hur söker användare kinesiskt material i LIBRIS: ?????

The purpose with this thesis is to research what function the National Library Catalogue of Sweden (LIBRIS) has as an information resource for Chinese language material. How is LIBRIS used as an information resource seen from the point of view of a users specific language need. This will be exemplified through an empirical survey of three user groups with different prerequisites concerning their knowledge in Chinese. Group A were beginners and had studied Chinese for one year. Group B were advanced students who were studying their third year of Chinese.

Optimering av spjällhus för dragracing

Detta examensarbete utreder en ny typ av spjällhus som optimerats för dragracing. Spjällhuset styr luftflödet till förbränningsmotorn och regleras av gashandtaget. Konceptet är utvecklat av Emtes Ingenjörsbyrå och i examensarbetet ingår att konstruera ett spjällhus med det nya konceptet för motorcykelmodellen Suzuki Hayabusa. Det standardmonterade spjällhuset är anpassat för gatubruk och ett brett effektregister. För dragracing är den maximala effekten avgörande och det standard monterade spjällhuset är en flaskhals vid WOT (Wide Open Throttle).För konceptet saknas dock fullständiga lösningar för diverse funktioner.

Från a till b via d h och ö : Det ickelinjära berättandet i modern tid

How do we perceive literature? In our times computer games and Internet have made us grow more comfortable to the usage of non linear storylines. But how does this apply to printed literature?In this essay, called ?From a to b through d h and o. Non linear storytelling in our time? I have focused on nonlinear literature from different time periods and I have studied novels such as James Joyce?s Ulysses as well as works by William S.

Spelifierings påverkan på motivation för fysisk aktivitet med utgångspunkt från Bartles taxonomi

To encourage and increase the motivation to physical activity by using new information and communication technology, in order to change our behaviours into a more healthy lifestyle, could be one approach to promote public health. In our study we examine how gamification, which is about implementing classical game design elements from the computer world in a non-gaming context, can be a tool to increase the motivation for physical activity. Since similar studies already have been done we chose to focus on analyzing how different player types from Bartle?s taxonomy can be affected by the usage of a gamification application. A group of students were therefore picked and during a two weeks? period they used the application Fitocracy where they logged their daily excercise.

Mer än bara en leksak : En kvalitativ studie om surfplattan som ett verktyg för att stödja barns språkutveckling och sociala samspel

The purpose with the examination is to examine a preschool head and three teachers experiences and opinions of whether the tablet can be used to support childrens linguistic development and social interactions in preschool. To answer the purpose we will use these questions of issue:What is the purpose with tablets and how are they used in preschool activity?What pros and cons do the teachers see with tablets?How do the teachers resonate about the use of tablets to develop childrens language skill and social interactions?What type of social interaction occurs when children use the tablet?We have used interviews and observations as our methods. We interviewed three teachers and one preschool head in the capital city of Sweden. They all have a positive attitude towards the use of tablets in preschool.

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