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7988 Uppsatser om Computer science - general - Sida 14 av 533
Ditt Andra Jag
Detta kandidatarbete fokuserar på att undersöka aspekter som kan förstärka en
användares upplevelse inom digitala spel. De aspekter som vi valt att fokusera
på är användandet av Oculus Rift och Motion Capture då de tar upp viktiga
punkter som Virtual Reality, närvaro och inlevelse i spel. Vi valde även att
fokusera vår produktion mot skräckgenren då detta är ett område vi båda har
stor passion för i diverse media. I vårt arbete har vi fått fram en hypotes om
att spel som fokuserar på att lämna karaktären i ett tomt skal (ingen
personlighet), lämnar en större chans för inlevelse hos spelaren då användarens
egna känslor speglas på karaktären. Användandet av Oculus Rift och realistiska
röresler via Motion Capture har en tendens att även stärka detta..
Testverktyg för ett automatiserat system
Most often when developing a new system there is a need get a functioning testtool up and running. Including time, cost and resources the solution isn?t always obvious, developing your own or buy one ?of the shelf?. The purpose of this thesis is to study how a general testtool for executing functional tests should be designed to be reusable, be based on recognized knowledge and be able to fast and simple be customized for different types of systems. Key functions from the litterature is presented and used in the design of a testtool prototype.
Flödeslogistik vid Laponia Hotel
The aim of this report is to analyse the logistics of a medium sized restaurant and give an overall solution for improvements on the restaurant's logistics. The restaurant of interest belongs to Laponia Hotel and is located in Arvidsjaur, Sweden. Investments for over 100.000 Euros are planned for the hotel, which includes a reconstruction of the restaurant. The details on how the restaurant will be reconstructed are not yet known. I therefore chose to analyse the problemin general terms and find a solution that is focused on the logistic system itself rather than its layout.
Friluftslivets inverkan på hälsan : En intervjustudie med friluftsaktiva individer
Lot?s of reasons are showing that outdoor life has a positive influence on the general publics health and studies are confirming this theory. On the other hand there are a few amount of Swedish science project?s regarding outdoor life. The aim of this study was to examine how people feel that their health influences by outdoor life.
Minecraft i klassrummet : En kvalitativ studie om elevers och lärares upplevelser av Minecraft i undervisningen
The purpose of this study was to investigate pupils' and teachers' experiences of using the simulator computer game Minecraft in connection with the Swedish school competition Future City. The study examines how students (ages 14-15) and teachers have experienced the use of Minecraft, what the students have learned in relation to everyday education and the different forms of education during Future City and also examine which patterns that exists in the experiences of the students, with personal interest of and knowledge of Minecraft as a benchmark. The study was conducted through individual semi-structured interviews with both students and teachers. The analysis of the results is based upon a theoretical perspective that includes a socio-cultural view of learning, as well as the lines of reasoning in previous research about computer games and learning. As a general approach towards the study, and in a way, a justification of the chosen research method, a hermeneutic approach was used.
Skräckens politik : Hedersrelaterat våld i den svenska demokratin
The purpose of this paper was to carry out and evaluate a pedagogic ICT-project, where the computer was implemented in art class. Focus was on the consequences of collaboration and also on the students? understanding of their own performance, compared to techniques in traditional art class.The study was qualitative and began with studies in literature. The contents of the literature are the foundation of the discussion, especially theories concerning the learning process, IT and computer-based learning. In the project, three different groups of students from upper secondary school attended and they where given tasks to solve in the image editing program Paint Shop Pro.
Datorspel - en lek eller sport? : En studie om hur tre svenska dagstidningar framställer e-sport och datorspel 2000-2013
This essay examines how three big Swedish newspapers depicts e-sports and computer gaming and how the depiction change during 2000-2013. The study will also examine whether e-sports is being portrayed as competitive sport. The purpose is to investigate which attitudes that can be identified towards computer gaming and its culture in major newspapers such as Aftonbladet, Dagens Nyheter and Svenska Dagbladet and how these attitudes eventually changed over time. The sources that will be used in both the quantitative and qualitative analysis are based on web articles, mainly because the paper editions does not provide much, if any, information about computer gaming and e-sports and also because of the convenience of being able to quickly find articles to study. Results indicate that computer gaming is being depicted in a clear negative fashion during 2000-2006, and that the depiction of e-sports is somewhat positive but not as glorifying as for the years 2007-2013. During this period, there is a apparent tendency of e-sports being introduced to readers who are unfamiliar with the gaming culture. As for the attitudes towards computer gaming, the depiction is still somewhat negative, mainly because the debate about computer games and violence was revived because of several acts of violence in shape of school massacres and mass murder.
Grafisk design med kreativitet som främsta resurs : Reflektioner över en designprocess
Denna rapport beskriver vårt projektarbete på ComOpt i Helsingborg. Uppgiften
har
varit att göra presentationer av företagets produkter. Det centrala i arbetet
har varit
grafisk design, i det här fallet gränssnittsdesign till de presentationer vi
har gjort. I vår
rapport reflekterar vi över den designprocess vi har genomgått och ställer
frågor som:
Vad gör en designer till en bra designer? Och: Var får vi kreativitet och
inspiration
ifrån? Det vi har kommit fram till är att en bra designer kännetecknas av
förmågan att
kunna prestera bra trots bristande resurser.
Datorn i bildundervisning : En studie på tre elevgrupper med fokus på samarbetet
The purpose of this paper was to carry out and evaluate a pedagogic ICT-project, where the computer was implemented in art class. Focus was on the consequences of collaboration and also on the students? understanding of their own performance, compared to techniques in traditional art class.The study was qualitative and began with studies in literature. The contents of the literature are the foundation of the discussion, especially theories concerning the learning process, IT and computer-based learning. In the project, three different groups of students from upper secondary school attended and they where given tasks to solve in the image editing program Paint Shop Pro.
Med minskad komplexitet får ett system ökad användbarhet Fallstudie av användbarhet i ett affärssystem
One of our reasons is that we think the subject usability is interesting, is
that we think it is an important. Usability is maybe the most important element
when you develop or choose a system because it can save money for the companies
and give the users a more delightful and better work environment. The aim of
the investigation is to find out if the implementation of a web portal is a
direction to reach higher usability in a complex system that consists of
several different interacting applications.
The objective of our investigation is to show if the implementation of a web
portal is a direction to reach higher usability in a complex system that
consists of several different interacting applications. In our case we will try
to see if Karlshamns AB:s recently implemented web portal is more useful than
their previous application (Movex with interacting programs)
One thought with the report is to give the system developers a perspective of
how the usability can be in-house made applications versus standard
applications. Also companies that not have any computer- or department for
development and which are thinking of get hold of, change, replace or
complement their system and applications, may have some interest in our thesis.
We have used a qualitative investigation method in our study to answer our
hypothesis.
Entreprenörskapscenter eller takeaway pasta? : Bilden av Science Park Jönköping bland studenter
Aim: The aim of this essay is to study the external communication of Science Park Jönköping, how they want students in Jönköping to perceive them. Further we would like to compare thatinformation with how students in Jönköping actually perceive Science Park Jönköping. Do the both pictures agree?Method/Material: Together with literature studies, a qualitive method has been used.Two interviews with the managers of Science Park, and five focusgroups with students havebeen conducted.Main Results: The main result from the focusgroup interviews shows that the students perceived image of Science Park correlates in many ways with Science Parks profile. But the study also shows that Science Park do not apply many of the relevant theories that would benefit their marketing..
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.
Katalogisering och presentation av film på bibliotek
The aim of this thesis is to discuss selected parts of cataloguing both from a practical and a theoretical viewpoint. It presents the basic grounds for cataloguing of printed as well as non-printed materials. The focus lies on the main entry heading and its author/title problem concerning film. The thesis theoretical part consists of an analysis of central documents dealing with the author concept from both a library- and information science perspective and a film science perspective. The practical part consists of interviews from two Swedish public libraries, which have different approaches on presenting films.
Vägen till en levande lanthandel
AbstractA general store is a grocery store that is located in the countryside. In today's modern society, it is difficult for general stores to compete with the supermarkets and discounters in terms of price and supply. The purpose of this thesis is to create an understanding of both the rural merchants and its customers? perspective on a well-?functioning general store. We have conducted a case study of three general stores where we interviewed the merchants about how they do to please their customers? needs and identify key elements of a well-?functioning general store.
BarnABC
This project is a learning CD-ROM production aimed at first-time parents. It is
using both sound and images, moving as well as non-moving. The purpose of the
production is to be an interesting alternative to traditional books. We have
been looking at similar productions like drivers license educational CD-ROMs
and encyclopedias for inspiration and ideas on how to proceed. In order to give
the content some dynamics, we've also added the element of 3D-animated
sequences.
The application is supposed to be run as a simple executable file with flash
embedded.