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5514 Uppsatser om Computer science - informatics - Sida 30 av 368
Annonser i nättidningar ? kvalitet och placering i målorienterad sökning
This study investigated how banner ads, depending on its quality and placement,can capture a user's attention while searching for editorial content in an online newspaper. Furthermore, the user's search strategy was also studied to see whether it varied depending on the placement of an ad. An experiment was conducted where 20 subjects searched for articles in a Swedish online newspaper while their eye ovement was recorded with a headmounted eye?tracker. In each search task the online newspaper contained either a low quality ad or a high quality ad.
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.
ATTITYDER, VÄRDERINGAR och INSTÄLLNING till FRAMTIDA ARBETSLIV : ?En kvalitativ studie med sex unga kvinnliga beteendevetarstudenter?
The purpose of this paper was to investigate what young behavioral science students, born in the 1980s, think is important in their future work life. The purpose has also been to investigate what attitudes the behavioral science students have towards their future work life, and what place work has in the young behavioral science students lives. After clarification of above, the aim has also been to compare the results with former research. Thereafter the purpose has been to investigate whether traditional work motivation and job satisfaction theories are applicable for young people today. The empirical material is based on interviews with six women who study behavioral science at various levels.
Soundvolume 2.0 - En prototyp för ljuddesign i spel
Efter fyra månader som ljudpraktikant på det svenska spelföretaget Starbreeze i
Uppsala, var det dags att ta steget vidare i ytterligare fyra månader. Från
ljuddesign till scriptning, idéer och tankar, samt en inblick i hur scriptning
fungerar.
Detta arbete handlar om framtagandet av en ljuddesign-prototyp åt ett externt
företags framtida spelprojekt. En utveckling som från början var tänkt att öka
kunskaperna om scriptning, och att skapa ett sammanhängande spelscenario,
men som sedan utvecklades till att leda mycket längre.
Förklaring: Ljuddesign = Ljudläggning av någon form, i detta fall
spel.
Scriptning = Enklare programmering, kan vara saker som
händer eller saker man kan göra i spelet
Nyckelord: Soundvolume 2.0, Starbreeze, ljuddesign, spel, sounddesign, 3D.
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.
Beskattning av hybridinstrument-en jämförande studie
Uppsatsen behandlar beskattning av hybridinstrument som är sammansättningar av mer än en typ av finansiellt instrument. Beskattning av hybridinstrument gör det särskilt svårt att särskilja ränta från kapitalvinst..
Det digitala folkbiblioteket : vision och verklighet
Today, "the digital library" is the common way of describing a managed collection of information, with associated services, stored in digital formats and accessible over a network. Digital libraries have mainly been developed at research libraries, but during the last few years public libraries have started to offer similar services.The aim of this Master's thesis is to study how the Swedish public libraries plan to develop their digital libraries according to their mission statements, and in what way they have implemented them at their web sites. 21 public libraries, the largest in each Swedish county, were investigated.The library mission statements are investigated to find out in what terms the digital libraries are described and to what extent. The library websites are examined with respect to what kind of digital services are offered, to what extent they supplement or replace the physical library, and if there are new digital services not found in the physical library.In most mission statements the digital library is referred to in sweeping terms like "IT activities" and "new media". However, a few of the libraries clearly regard the digital library as an important part of the future operations, speaking of it in well defined and extensive terms.The public library websites are relatively homogeneous when it comes to services supplementing physical library activities, like web access to the library catalogue and links to other library catalogues.
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.
Vetenskapskommunikation till barn och ungdomar genom textskyltar på Universeum
Universeum är ett upplevelsecentrum för naturvetenskap och teknik, ett så kallat Science Centre.I vårt arbete undersöker vi hur vetenskap bäst kommuniceras till barn och ungdomar via textskyltar på ett Science Centre. Vi analyserar vilket språk som bör användas och hur skyltarnas layout ska utformas för att väcka intresse, ge information och lust att lära mer inomnaturvetenskap och teknik. Baserat på denna analys ger vi även förslag på skylttexter och skyltlayout till Universeums avdelning Explora..
Datorn som komplement i undervisningen : En studie om datorer som ett led i läs- och skrivinlärningen
The school is a place of work where teachers, with different tools, are supposed to teach their students for the future. In the study the teachers? opinions will be lifted when it comes to use of computers as a tool to teach the students how to read and write. The interpretation is that the use of computers is reflecting the development of society and the intention is to find out if computers will be used in a didactic purpose in teaching. We focused on getting knowledge about which different opinions there are among teachers in grade 1-3 when it comes to the use of computers as a tool in teaching how to read and write.
När en patient flyttar : Patientens upplevelser inför förflyttning från högsäkerhetsenhet till annan vårdenhet
The aim of this essay is to create an understanding, of how teachers comprehend knowledge, grades and tests in a school context. It is important to get a grip of the different parts of the teacher?s reality. The test, the grades and knowledge are deeply connected as a part of a whole. The teachers view on knowledge can not be understood without asking about the practical parts of their work and understand how the different parts are dependent on each other.The main material consists of interviews with four teachers that work in a public mandatory school in the south suburbs of Stockholm.
Nature of science i skolans tidigare år - Intervjuer med lärare som integrerat Linnés 300-årsjubileum
För att alla elever ska kunna uppnå scientific literacy bör man utgå från barnens erfarenheter där naturorienterade ämnen, NO, knyts till ett sammanhang ? en kontext. I kontexten synliggörs naturvetenskapens mänskliga sida, och därmed visa att NO är mer än fakta. Elever behöver lära om naturvetenskapen, vilket kallas nature of science, NOS. Vårt syfte är att ta reda på hur lärare aktualiserar nature of science genom ett Linné-tema.
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.
Datorn - vän eller fiende? : En jämförande studie mellan elevers datoranvändning utanför skoltid och betyg i engelska
Barn och ungdomar ägnar idag en betydande del av sin fritid till datoranvändning. I denna uppsats har vi valt att undersöka datoranvändningens eventuella effekter på ungdomarnas betyg i språk. Uppsatsens syfte är att undersöka om man kan se samband mellan, dvs. positiva eller negativa effekter på, betygen i engelska hos elever i år 9 och deras datoranvändning utanför skoltid. Utifrån detta har vi även undersökt vilken typ av datoranvändning som har dessa effekter, hur lång tid framför datorn som motsvarar dessa resultat, samt om det finns skillnader mellan flickors och pojkars datoranvändning och deras mätbara språkkunskaper.
Jämförelse mellan neurala nätverk baserad AI och state-of-the-art AI i racing spel
Denna rapport jämför prestandan mellan state-of-the-art AI-botar i racing
spelet TORCS och en AI-bot
som kör med hjälp av ett artificiellt neuralt nätverk (ANN-bot). ANN-boten, som
implementerades som
en del av arbetet, använder en feedforward arkitektur och backpropagation för
inlärning. Ett separat
program som användes för att träna det neurala nätverket med träningdata som
spelats in från TORCS
implementerades också. Som state-of-the-art AI-botar användes AI-botar som har
använts i en tävling.
De fyra AI-botarna testades på åtta olika banor och data om hur lång tid varje
varv tog och hur snabbt
AI-botarna körde sparades och sammanställdes. Resultaten visar att på banorna
som ANN-boten klarar
av att köra runt så är ANN-boten snabbare än en den långsamaste
state-of-the-art boten, men ANNboten
klara inte av majoriteten av banorna som den testades på.