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5514 Uppsatser om Computer science - informatics - Sida 6 av 368
Konstskolan
Abstract
I have made a Website called ?Art school? for Liljevalchs art Gallery, Culture
administration in Stockholm and Culture school in Stockholm.
It is with scholarship from these that this Website has been possible.
The work whit the ?Art school? started in the autumn of 2005 and ended in May
2006 on distance from Stockholm towards Blekinge technology school in Karlshamn.
The Webb place is for the general public, but most for people who have interest
in art and for those how want to learn more painting in different mediums. This
Websites I name: oil, watercolour, acrylic, coal, gouache, and graphite. On
each one of these mediums you?ll get to know about their history, what
technique they have, what sort of material you need, practise and tip.
Hur använder pedagogerna och barnen datorn i förskola och i förskoleklass?
The purpose with my degree project is to investigate the use of computers within the daily activity in three preschools and one preschool class. I have designed a survey that I distributed to the staff. The purpose of my work is to investigate how a number of preschool teachers and children in a few preschools and one preschool class in a medium-sized Swedish town are using the computer in their activities.My study shows that the computer is frequently used, both of the children and teachers, but also together. The children in my study are using the computer to play games, listen to music, and go into the websitewww.youtube.com, but also in order to write and count. The teachers primarily use the computer to document, check their e-mail and listen to music.
Ingenting är sant, allt är tillåtet : En kvalitativ studie om historiska datorspel som Assassin?s Creeds påverkan för det oavsiktliga lärandet och dess pedagogiska möjligheter
The main purpose of this study is to investigate the unintentional learning that happens during the use of computer games. With the use of interviews with students in the ages 13-15 who all have played the game series Assassin?s Creed, and then compared them with students who does not play the game, we have been able to identify that some learning is taking place, but that the student?s attitude towards the subject, and their maturity, also is vital for the learning. Even tough, the students who didn?t really enjoy history as a subject showed better knowledge after playing the game, than the students who hadn?t played at all, which indicates that computer games can be a good source for learning.
Systemutveckling med fokus på kreativa processer och lärande
Med denna uppsats vill vi (författarna) samla ihop 5 år av tankar, teorier och
erfarenheter kring systemutveckling och lärande. Uppsatsen presenterar 8
projekt som är genomförda i Blekinge mellan 1995-1999. Med utgångspunkt i
projekten behandlas en utvecklingsprocess för IT-system som är baserad på
kreativitet och lärande miljöer. Särskilt lyfter uupsatsen fram behovet av att
förändra processen för att möta slutanvändare av program och tjänster..
En undersökning i datasäkerhet för hemanvändare - Är det nödvändigt att använda brandvägg?
The emphasize of this study is to evaluate security issues for home users
having a personal computer connected to the Internet. It focus on the usage of
advantages and disadvantages when using a firewall while connected to the
Internet.
The hypothesis is that it gives a better protection to install and use a
firewall compared not to do so, due to security flaws in the operating system.
The prediction was tested on a home user's personal computer. The testwork was
divided into two major tests, each of them performed with, respectively
without, a firewall. These major tests were divided into five smaller semi
tests. The first semitest without a firewall suffered from a virus or worm
attack resulting in loss of data and log files.
En studie av SSL
Dokumentet är ett resultat av studier gjorda under kursen Kandidatarbete I
Datavetenskap. Arbetet utforskade, genom fallstudie, två egenskaper av
distribuerade informationssystem och relation mellan dessa: säkerhet och
prestanda. Målet med fallstudien har varit att belysa nackdelen med användning
av Secure Socker Layer (SSL) dvs. dess effekt på hastigheten och fördelen med
SSL, dvs. SSL:s roll i informationssäkerhetsarbetet.
Arbetet visar hur prestanda i ett tillämpad distribuerat informationssystem kan
påverkas av en SSL tillämpning.
Affärssystem för Gamersneed Sweden
This degree project deals with the creation of a business system for Gamersneed Sweden.
The system is divided into two parts, one windows appliction and one websolution..
"The Machine Made Me Do It!" : An Exploration of Ascribing Agency and Responsibility to Decision Support Systems
Are agency and responsibility solely ascribable to humans? The advent of artificial intelligence (AI), including the development of so-called ?affective computing,? appears to be chipping away at the traditional building blocks of moral agency and responsibility. Spurred by the realization that fully autonomous, self-aware, even rational and emotionally-intelligent computer systems may emerge in the future, professionals in engineering and computer science have historically been the most vocal to warn of the ways in which such systems may alter our understanding of computer ethics. Despite the increasing attention of many philosophers and ethicists to the development of AI, there continues to exist a fair amount of conceptual muddiness on the conditions for assigning agency and responsibility to such systems, from both an ethical and a legal perspective. Moral and legal philosophies may overlap to a high degree, but are neither interchangeable nor identical.
Låt det förflutna tillhöra det förflutna : En studie om datorspel, socialt välbefinnande och kunskapsmässig utveckling
This study investigates the effects that commercial computer games have on young individuals social comfort and learning progress. As a systematic study of literature, scholarly articles have been analysed in order to illuminate the positive as well as negative effects on social comfort and learning progress that may come with playing computer games. The social effects have mainly been discussed with role-playing games, such as World of Warcraft, as starting point, while the learning effects have been coupled with strategy games, such as Civilization IV. The study does not simply declare how these games can be good for these factors, but also in what respect computer games may prevent the development of young individuals socials skills and learning progress. The study showed that in spite of perpetual prejudices against computer games in the technological age, computer games might actually be good to use as a tool in order to authorize the development of young individuals regarding learning and social aspects.
Hälsa och datorkonsumtion bland pojkar i årskurs nio : En komparativ tvärsnittsstudie
The aim of this study is to investigate the prevalence of computer consumption among boys in ninth grade, and to see if there were any differences with regards to physical activity, sleeping habits, breakfast habits and BMI. The study has cross sectional design with a comparative and a quantitative structure and is based on a former study called ?Food & Health 2007?. The respondents were represented by 181 boys in ninth grade, recruited from ten different schools in the county of Uppsala, who were answering questions about media consumption, breakfast habits, physical activity and sleeping habits. Daily computer consumption was reported up to one hour for 12 % of the respondents, one to three hours for 65 % and over three hours for 42 %. The boys who had a high physical activity level were less frequent in computer consumption while those who had a low physical activity level spent more time by the computer.
Datorbaserad examination: En studie om användarhinder och systemacceptans bland lärare
The aim of this thesis is to examine how teachers use computer based assessment in their work and what user barriers they experience while working with computer based assessments. The result of the thesis is meant to provide an understanding of which factors affect the use of computer based assessments and how a company who provide computer based assessments applications can increase the rate of use amongst teachers.To investigate this, the author examined a company in Sweden who provide a computer based assessment application for both universities and high schools. The study was carried out at two different schools, a university and a high school, both located in Stockholm. In total nine teachers were interviewed. The author also conducted observations at the company whose computer based assessment application was examined.The author?s findings suggest that a lack of functions within the application and lack of costumer support from the company all negatively impacted the teacher?s use of the application.
Peer-to-peer som företagslösning
Problemområde:
Idag är användandet av peer-to-peer (P2P) - applikationer såsom KaZaa, ICQ och
Seti@home utbrett bland privatpersoner. Användningen inom företag är dock ännu
i sin linda.
Vi kommer därför i den här uppsatsen utreda om ett eventuellt införande av P2P-
teknik i ett företagsnätverk ger några fördelar jämfört med en klassisk
Client/Server-lösning.
Hypotes:
Arbetet bygger på hypotesen: ?En P2P-lösning ger fördelar för företaget
jämfört med en Client/Server-lösning?
Genomförande:
För jämförelsen mellan P2P och Client/Server definierades och jämfördes fem
områden: Säkerhet, Användbarhet, Tillgänglighet, Bandbredd samt
Utrustningskrav.
Slutsats:
Inom områdena Användbarhet och Tillgänglighet ger en P2P-lösning klara
fördelar, däremot inom områdena Säkerhet och Bandbredd visar Client/Server-
lösningen istället klara fördelar. Området Utrustningskrav är oavgjort då det
inte
finns någon märkbar skillnad på lösningarna.
Säkerhetsproblemen är P2P-teknologins akilleshäl och det problem som är mest
troligt att stoppa stora investeringar i framtiden om det inte löses.
Slutsatsen av vår jämförelse blir sålunda:
För ett företag som redan har ett existerande Client/Server-nätverk är det inte
någon idé att helt byta system, däremot kan det vara av intresse att
introducera en applikation som möjliggör skapandet av så kallade Virtuella
Nätverk.
För ett helt nytt företag kan skapandet av ett P2P-nätverk vara ett väl så
intressant alternativ till Client/Server.
XML som informationsbärare för EDI
Information handling has been a key issue for different companies for a long
time. Electronic Data Interchange (EDI) is used to transfer different business
documents from one company to another. This is done in such way that the
information itself is separated from how this information is stored and handled
in the companies internal systems. As different companies have different
systems there is a need for a standardised format for this exchange.
There is a big difference between EDI-systems based on what kind of
EDI-standard is used. The most common standard in Europe is EDIFACT, but with
increased interest of using the Internet for business communication there is a
need for a standard that is adjusted for use over the Internet.
Minimizing acts of violence through telephone-linked care: an
automated telephone system for outpatients in forensic
psychiatric care
Achievements within the fields of computer- and telecommunication technology have led to a revolution when it comes to managing information. These achievements have made it possible to offer new services in healthcare, especially in telemedicine. New technology has become a complement to traditional care, thus partly compensating for insufficient time and resources. Telephone Linked Care (TLC) is a telecommunication technology that enables automated dialog counselling and monitoring of patients in their homes. During the last two decades numerous randomized controlled studies with TLC have demonstrated improvement among outpatients with chronic and health behaviour disorders.
Kvinnor, datorspel och identifikation : en genusanalys av två datorspel och två kvinnors datorspelande
This essay covers computer gaming as seen from a perspective of gender theory. The main purpose of the essay is to examine women?s relationship to computer games, and more specifically women?s attitudes to the games they play. The theoretical basis for this essay is sprung from a hermeneutic perspective. The empirical basis for analysis consists of two in depth interviews and game analysis of the two computer games Counter Strike and Final Fantasy XI.