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5318 Uppsatser om Computer science - computersystems - Sida 8 av 355

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.

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

Culture Management Cultural management administration producent KKE management.

En actionberättelse : en analys av de narrativa delarna i actiondatorspelet Halo

This essay is a narrative analyze of the computer game Halo. The purpose of the essay is to see what function the narrative elements have in a computer game of the action genre. The analyze is done with a neo-formalistic approach according to the theory of David Bordwell and Kristin Thompson. The choice of game was based on it's positive reviews mentioning the story. The essay tries to give a picture of research in the field and researchers views on narratives and computer games.

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.

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.

Att vinna eller försvinna när alla får varsin dator : En-till-en-satsningar och dess inverkan på delaktighet, självbild och lärande för gymnasieelever i behov av särskilt stöd

The purpose of this study was to investigate how high school students felt that the computer helped or hindered participation and self-esteem in the learning situation and if the students experienced any differences between when they had been relatively alone in using a computer compared to when everyone had their own computer. The starting point was the national one-to-one projects made to give every student access to a personal computer and how it affected students in special educational needs and previous research. The theoretical approach was based on socioculture/activity theory and theories of self-esteem. Ten high school students in grade one at a senior high school that previously had started up a one-to-one project was interviewed. The results showed that the students primarily used the computer to write and to search the Internet, but even as a alternative or compensatory tool.

Implementation av Network Admission Control

This examination work is about implementation of Cisco Systems Network Admission Control (NAC) within a leading IT-company in region of Jönköping. NAC is a technique that is used for securing the internal network from the inside. NAC can verify that the client who connects to the network has the latest antivirus updates and latest operative system hotfixes. Clients who don?t meet the criteria can be placed in quarantine VLAN where they only have access to the update servers.

Forensic Carving from Unallocated Space

Computer Forensics investigations have become more and more common while investigating IT-related issues. From experience, hard disks, USB thumb, memory sticks contains information that might be useful. Computer Forensics is regulary conducted by Police, Customs, Tax investigators but also within private companies and organisations. However, there are areas within the storage device that are not part of the organisied structure that a file system gives. The reason for that might be that the information has been erased by intention, a virus destroyed the file system and so on.

Produktplacering i videospel och dess påverkan på spelarnas attityd, återkallelse samt uppmärksamhet gentemot varumärken.

The gaming market is growing and the number of people, men and women, who play computer games, is also increasing every day. In addition, computer games are also interactive media which leads to the fact that product placement in computer games attracts and is used more frequently by marketers. It is therefore important for marketers and game developers to understand how product placement in computer games affects players' attention and attitude towards the brand or product that is product placed. We therefore examine how product placement in computer games affects players' recall of and attitude towards the brand. The aim is to help companies and game developers to see the effect of product placement in computer games on players and thus product place more efficiently.

Scientific collaboration kartläggning av ett tvärvetenskapligt forskningsområde inom biblioteks- och informationsvetenskap

The aim of this thesis is to map the research area of scientific collaboration within Library and Information Science LIS. The purpose is to find out who is doing research in this area, who they cite and if they get cited by other scientists outside of LIS. Scientific collaboration is an interdisciplinary research area with researchers from different disciplines such as LIS, human-computer interaction, psychology and sociology. We have concentrated our study to North America, Ireland, Great Britain and Scandinavia. In order to find researchers, we visited the websites of all universities with library and information science faculties in the chosen countries.

Svensk kunskapsorganisationsforskning 1990-2002

The purpose of this study is to characterize the research in the field of Knowledge Organization, during the period of 1990-2002, focusing on the subject and the epistemology of these studies. The result shows that studies concerning representation, e.g. subjects such as classification, indexing and bibliographic description, are the most frequently researched areas throughout the period. Classification was more popular in the beginning of the period, but later bibliographic description, mostly with studies on metadata, became more visible, together with a growing interest in information retrieval. The theoretical discussions in the studies focused primarily on document analysis and the organization of digital documents.

EU-patent på datorrelaterade uppfinningar : en rättsekonomisk analys

Computer programs must give a technical effect that goes beyond"normal physical interaction"to be considered to belong to a technical field. The invention shall be be susceptible of industrial application, which means that it should be possible to reproduce or use in any other industrial way. The reqirement that the invention shall be new means that the technique must not be previously known because of patents, published articles, etc. That an invention shall be a contribution to the state of the art in a technical field means that the invention shall not be obvious to invent for a person skilled in the art. Patents do effect the innovation among the inventers, but in most industries most inventions would be invented independent if there was a patent system or not.

Att skapa ett enhetligt användargränssnitt : Användargränssnitt baserat på personametoden som koncept istället för empiri

Man's life has changed in many ways since technology made it?s entry for public at large. In response to this change the science of human-machine interaction was invented. It has in turn evolved into human-computer interaction. With this science the focus is on the customization of the system for the actual person who will use it.The thesis has been implemented in a telecom company's development department.

Design av ett grafiskt användargränssnitt - Ett befintligt system i förändring för användarnas bästa

Detta kandidatarbetet är utfört på ett bolag som verkar i telekommunikationsbranschen. Operatörerna på kundtjänst arbetar med att ta emot samtal från Telekombolagets kunder, hjälpa dem med att lösa problem och ge tips och råd. En viktig del av arbetet är att operatörerna gör en analys av kunden för att kunna ge bästa möjliga råd. Rapporten behandlar hur en del av ett textbaserat program kan omarbetas till en grafisk applikation. Etnografiska metoder, i form av observationsstudier och intervjuer, och designtekniker, i form av mockup- och prototypmöten, har använts tillsammans med användarna av programmet.

What can change the nature of a grade? : A study of computer games and how they affect English grades.

The purpose of this study is to establish whether or not there is a connection between a highincidence of computer gaming and English proficiency in Swedish 9th-graders. The study also takescomputer game genres into account, attempting to see if there is a link between frequent playing ofcertain genres and high English grades.According to this study, there is a clear correlation between the gaming habits of Swedish 9thgradersand the grades they receive in English, with a higher frequency of gaming corresponding toa higher grade. The study also suggests that the Strategy, MMO (Massively Multiplayer Online) andCRPG (Computer Role-Playing Game) genres have a higher representation amongst students withgood grades in English..

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