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5514 Uppsatser om Computer science - informatics - Sida 7 av 368
Interaktion i klassrummet
I den här rapporten beskrivs hur elever mellan åtta och tolv år upplever
användningen av datorn och Internet i skolan. Genom att studera användningen av
Internet med hjälp av intervjuer, deltagande observationer och informella
samtal har författaren i den här rapporten valt att utifrån elevernas
perspektiv beskriva deras situation. Utifrån den etnografiska studie och de
konstruktionistiska teorier författaren gjort utnyttjas sedan erfarenheter från
utbildningstiden för att försökta skapa ett koncept om hur ett framtida
klassrum skulle kunna komma att se ut.
Undersökningar har gjorts om hur information, kunskaper och erfarenheter utbyts
i klassrummet och vilken betydelse det har för användningen av Internet. Men
även hur elevernas själva utvecklas och skapar sig ett kritiskt tänkande och
att lära sig sortera, för dem, relevant information. Jag har även studerat hur
lärarens roll förändras och hur det påverkar undervisningskulturen.
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.
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.
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.
GPS-baserad virtuell geografisk inhägnad för mobil enhet
The aim of this paper is to find an algorithm to establish and maintain a
virtual
enclosure around a mobile unit. The area may take any form and should be
scalable
up to and including national borders. The enclosure is managed on the mobile
unit.
The target system is Android.
Smartphones, tablets and more recently, cameras is examples of mobile units. A
modern mobile unit is part of a computer network.
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.
Ett gränssnitt blir till, design och implementation av ett grafiskt gränssnitt med inriktning interaktionsdesign och grafik
Gränssnitt finns överallt i vår vardag. Du finner dem i hemmet, i biblioteket,
i affären, på tågstationen och till och med i din ficka. Hur kan utvecklingen
av ett gränssnitt se ut och vad kan göras för att effektivisera utvecklingen?
Ett gränssnitt kan alltid utvecklas och bli bättre. En gräns måste emellertid
sättas för när gränssnittet är redo att komma ut på marknaden.
Riktlinjer för mobil applikationsutveckling
Marknaden för mobila system har utvecklats enormt snabbt de senaste åren. Idag
är det ett område med en allt större omsättning och det har vuxit fram som en
helt ny gren inom Software Engineering. Utvecklare av mobila applikationer står
ständigt inför en utmaning när det gäller att välja vilket mobilt system man
ska satsa på när man utvecklar applikationer. Valet av system kan vara helt
avgörande för om man hittar rätt målgrupp av konsumenter och därmed kan
generera tillräckligt med omsättning för att driva lönsam utveckling av
applikationer. Det räcker inte att enbart kolla på vilket system som har mest
användare eller vilket system som genererar mest omsättning, utan man bör
noggrant överväga de förhållande som gäller för just den applikation som ska
utvecklas.
Genom att följa denna guiden och överväga de olika faktorer som vi har
sammanställt så kan man som utvecklare göra ett val som är baserat på aktuella
marknadsundersökningar.
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.
Från whiteboard till pekskärm : En studie av universitetslärares upplevelser av interaktiva klassrum
Information technology (IT) have for several decades been used in university education. An increasing number of classrooms today are built around a concept which uses IT in collaboration with the room itself. However, little is known about the experience of university teachers when working in such classrooms. This study examines the views and opinions of teachers at a Swedish university regarding using and interacting with these classrooms. Furthermore, we identify possible underlying factors that influence these views.