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5850 Uppsatser om Computer science - distributed computing - Sida 42 av 390

3D-visualisering till Eve

Vi har under tio veckor producerat en del av Peter Martinssons film Eve. Vi har stått bakom en stor del av den tekniska biten. Vi har inte deltagit något i idéarbetet och idén bakom filmen, däremot har vi påverkat det visuella resultatet genom att göra stora delar av bakgrundsmaterialet. På så sätt har våra idéer och vår konst fått en stor del i filmen. Genom detta arbete har vi velat utveckla våra kunskaper främst i programmet AliasWavefront Maya, men även rent estetiskt. Målet med arbetet var inte att bli klara med filmen, utan att lära oss av produktionsprocessen. Vi har varit tvungna att anpassa oss i vårt arbete till det speciella utseendet som filmen har.

Olikheter på arbetsplatsen. En studie om prioriteringar och marginaliseringar i svenska organisationers mångfaldsarbeten

Facilitated by the breakthrough of the internet, new ways of organizing internet-based projects that harness the power of the crowds are becoming increasingly common. Today there are ways of using the crowd as paid labour, as funders of your new project ventures and even for helping scientists doing science. Staying true to its traditional principles of objectivity and trustworthiness while asking the crowd to contribute, crowd generated ?Citizen Science? does not provide even the slightest amount of pay in exchange for the time and effort put in by their contributors. Surely there can not be many people willing to do such a thing voluntarily? Actually, practice is showing the exact opposite with contributions counted in their millions among the more popular Citizen Science projects.

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.

Omvärldsbevakning : Hur långt räcker utbildningen i biblioteks- och informationsvetenskap?

The information market is constantly changing. With new and improved information technology more people get access to more information faster. However, the number of people educated to handle information also increases. Business intelligence has for a long time been a well-known tool for companies to be competitive. Because of the increased access to information the competition between companies has intensified and more people have become aware of the advantages of business intelligence and how it can help them compete.

Gester för navigation i användargränssnitt på mobiltelefoner

Användandet av mobiltelefoner har blivit en del av vår vardag i dagens samhälle. Mobiltelefonindustrin är en miljard industri med stora företag som Motorola, Nokia och Sony Eriksson. De senaste åren har det även kommit in nya aktörer på marknaden som Apple med sin iPhone och Google med sitt mobiltelefons?operativsystem Android. Dessa aktörer har kommit ut med flera nya mobiltelefonmodeller som använder sig ut av pekskärmar.

Utopia Trek : utopibegreppets resa genom Star Trek

Humanity has always dreamed about a better world. These dreams has manifested themselves in the vision of Utopia - the good place, but also the non-existing place. Up until World War II man still wrote optimistic descriptions of this ideal world, and spread the idea through literature. In the aftermath of the atomic bomb and under the influence of the cold war, these publications seized to surface in literary surroundings. Despite this utopia did not die - it has only changed.

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.

Cupsystemet - En kvalitativ fallstudie av en mobil webbtjänst

The thesis describes the following main question: Will the administrative labour during football tournaments be made easier with the help from a mobile web service or will it convey to unnecessary extra work? To be able to give a good and qualified answer to this question, the thesis will in the beginning describe how the technique for such a system might look like and also describe the existing administrative moments during a football tournament, this is too give the reader a deeper understanding for further reading. The thesis then goes on to describe a concrete system which is tested on three football tournaments. On the basis of the tests, interviews and through analysis of these the thesis will be able to answer our questions. The result which we present in the thesis have unfolded through testing of the system on three chosen football tournaments. The differences in way of labour pre and post the system have been analyzed and through interviews the value of these changes have been assessed. The results achieved in the thesis are as follows, the presented mobile web service does not only decrease the total work effort made by the tournament officials it also speeds up their work.

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.

Automatiserad unit testning

Dagens utveckling av mjukvara går snabbare och snabbare samtidigt som mjukvaran blir allt mer komplex. Att under dessa omständigheter kunna bibehålla en lika om inte högre kodkvalité är en utmaning. På UIQ bestämde de sig för att undersöka om ett automatiserat unit test kunde hjälpa dem. Metoderna för att komma fram till resultaten i denna rapport har varit intervjuer, en enkät, intern information och litteratur så som forskningsartiklar m.m. Denna rapport är en utredning av automatiserade test, vad man bör tänka på, vilka fördelarna är, vilka testfall som är möjliga att automatisera med mera. Rapporten kommer även att presentera grunderna i testning av mjukvara, en introduktion till eXtreme Programming och Test-Driven Development samt hur testningen utförs på UIQ idag. Då jag kom fram till att ett automatiserat unit test skulle passa sig bra på UIQ kommer jag i slutet av denna rapport presentera ett implementerings förslag. Man bör även införa en test driven utvecklings metodik för att säkerhetsställa att det kommer att utvecklas automatiserade testfall..

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.

Flickor och elektroniska spel: Fokusgruppintervjuer med flickor om deras syn på och användning av elektroniska spel

The aim of this Masters thesis is to examine what part and importance electronic games play in the life of girls, how the girls use electronic games and what the girls think and say about their use of electronic games. We also intend to examine what girls have to say about electronic games at the public library. Our attempt is to illuminate and bring knowledge to those who work within the library with the selection, purchase and conveyance of electronic games. Method used in the survey is focusgroup-interviews with girls in the age between 12-14 years in three different schools. The findings are related to four different perspectives, theory of child development, from a gender perspective, theories of understanding how young people use computer games and theories to understand the purpose of public libraries.

En jämförande prestandastudie mellan JSON och XML

När man utvecklar en ny produkt eller tjänst står man ofta inför valet av dataformat. De mest använda idag är JSON och XML. Formaten ser väldigt olika ut, erbjuder olika funktioner, men används inte sällan till samma sak. Vilket som egentligen är snabbast finns det mycket åsikter om, men inte lika mycket testresultat. Den luckan skall detta arbete täcka. Programmeringsspråken som används är Python och JavaScript, vilka båda är populära på webben. Genom experiment testas hur snabbt JSON och XML kan kodas och avkodas.

Design comparison between HiperLAN/2 and IEEE802.11a services

This paper is a study and comparison between the two Wireless LAN (WLAN) standards HiperLAN/2 and IEEE 802.11a. WLANs are used instead or together with ordinary LANs to increase mobility in for example an office. HiperLAN/2 is an European standard developed by ETSI and the IEEEs standard is American. A WLAN-card consists roughly of a Medium Access Control (MAC), Physichal layer (PHY) and an antenna. The antenna is the same for the different standards.

"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.

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