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6143 Uppsatser om Computer science - networks and communications - Sida 8 av 410
Ensamkommande flickors migration : En komparativ analys av Afghanistan och Somalia
Sweden is the country in Europe that receives most applicants from asylum seeking unaccompanied children. The majority of all unaccompanied children are boys and the two biggest sending countries are Afghanistan and Somalia. There is however a big difference between the proportion of unaccompanied girls between the two countries, Somalia with a big proportion of girls and Afghanistan with a low proportion of girls. Previous research has shown that there is a big knowledge gap about unaccompanied girls? migration.
Elektronisk signering ? Kommer användaracceptansen att påverkas inom 24-timmars myndigheten?
Utvecklingen av medborgare samt företags användande av Internet har ökat
dramatiskt under de senaste fem åren. Det ökande Internetanvändandet ledde till
att statskontoret 1999 fick i uppdrag av regeringen att ta fram olika förslag
samt underlag som skulle ligga till grund för begreppet 24-timmars myndigheten.
Tjänsten är beräknad att tas tillbruk i Sverige år 2005. 24-timmars myndigheten
kommer tillämpa ett antal olika säkerhetslösningar, därav elektronisk
signering. Denna utredning skall belysa hur stort inflytande säkerhetslösningen
elektronisk signering kommer att ha på användaracceptansen av denna tjänst.
Folkbibliotek och TV-spelande ungdomar en studie i bibliotekariers attityder och värderingar när det gäller ett nytt medium på biblioteket
The aim of this Masters thesis is to examine librarians attitudes and values when it comes to the question if a new media, video games, should be introduced at the library or not. Video games are here seen as media primarily for youths. In our study we also wanted to study the discussions of quality and purchase, when computer games were introduced at the library. In order to answer our questions we conducted nine interviews with librarians working with children and youths, in eight libraries. By analysing their statements, using Maj Klassons theory where she defines the librarians role in three different strategies, we could demonstrate how the librarians reason when it comes to video and computer games, youths, quality and purchase.
Inneklimatutreding av Fanan 27
Computational thinking was brought to the forefront in 2006 by Jeannette Wing. Computational thinking is a problem solving method that uses computer science techniques.The thesis is analyzing computational thinking and how it could be applied to graph theory. Characteristics and main fields from computational thinking is being analysed. This analysis is applied to graph theory to see the potential in developing a proposal for how an exercise can look for an introductory course in discrete data types. Only basic knowledge of graphs is required to perform the exercise.
TCP/IP i taktiska ad hoc-nät
TCP (Transmission Control Protocol) is a transport protocol designed for the wired Internet. In wireless networks packet losses occur more frequently due to the unreliability of the physical link. The main problem is that TCP treats all losses as congestion, which leads to a lower throughput. Ad hoc networks are multihop wireless networks of mobile nodes, where each node can allow other packets to pass through it. Topology changes often occur and may lead to packet losses and delays, which TCP misinterprets as congestion.
Dokumentärfilm om Warcraftspelaren 4K FuRy
Warcraft är ett strategidataspel som massor av människor världen över ägnar sig
åt.
Sebastian Pesic (alias 4K FuRy) är en av världens bästa spelare och
dataspelandet har blivit hans jobb.
Dokumentärfilmen handlar om Sebastian Pesic och hans verklighet i Warcraftlaget
4Kings. Sebastian kommer att berätta om sina upplevelser och vi kommer att få
se honom i action. Filmen kommer att ge en inblick i dataspelsvärlden som många
inte ens vet om existerar. Ännu mindre att man kan tjäna stora pengar på att
spela.
Utomlands är uppmärksamheten för Warcraft större.
Om konstruktionen av vetenskap i kriminalserier på TV : En kritisk diskursanalys av CSI och Bones
AbstractTitle: The Construction of Science in Television Crime Shows ? a Critical Discourse Analysis of CSI and Bones (Om konstruktionen av vetenskap i kriminalserier på TV ? en kritisk diskursanalys av CSI och Bones).Number of pages: 45 (50 including enclosures)Author: Lovisa SandbergTutor: Amelie HössjerCourse: Media and Communications Studies DPeriod: Spring 2006University: Division of Media and Communication, Department of Information Science, Uppsala UniversityPurpose/Aim: The aim was to explore the construction of science in the television crime shows CSI and Bones.Material/Method: The method used is critical discourse analysis based on the thoughts of Norman Fairclough. The analysis includes three episodes of CSI and three episodes of Bones,broadcast from between the 10th and 25th of April, in 2006 on Swedish television.Main results: The scientists in CSI and Bones are constructed as rational and calm; they are mainly concerned with finding the truth. On the surface, the truth is objective and reachable, although, in these TV-shows all observations are theory laden.Keywords: CSI, Bones, crime shows, television, science, discourse analysis..
Vetenskapsteoretiska och metodologiska perspektiv på tidsgeografiska visualiseringsmodeller. -En fallstudie i samhällsvetenskaplig visualisering
In the history of scientific visualization techniques there is a lack of social science practices and methodologies. The advent of modern computer graphics brought the use of visualizations into a whole new era, but even though the tools by which such modern visualizations are created become easier to access and use, the lack of social science researchers harvesting the benefits of such tools still remain. This ease of use, increase in power and accessibility plus the ever growing need within the natural sciences to augment the human senses has further complicated the relationship between scientific methodologies, validity, reliability and the use of visualization techniques. This relationship must be explored, demystified and understood in order to fully grasp the impact of visualization practices when incorporated into any given scientific method. Within the social sciences there is one example of a tradition that has since its conception carried within it a graphical notion and a visualization practice.
Design och utveckling av IT-verktyg - ger ringar på vattnet i en organisation
This Bachelor Thesis in the area of Computer Science and Work Science describes
the process of design and development of an IT-tool between the municipality of
Ron-neby and TietoEnator a development and consultancy firm, the Gothenburg
office.
The thesis focuses mainly on the cooperation between the consultant designer
and the local municipal. Through cooperation, the organisation is incorporated
into the tool and the tool is incorporated into the organisation. Concepts that
are central in this thesis are design, cooperation and tailoring. A question
raised is, if distance work and extensive cooperation might be a good way of
working in the process of design and development, when the organisation is
being incorporated into the tool. Advan-tages and disadvantages of this way of
working are discussed.
Our studies show that distance work is a good complement for personal meet-ings
between designer and co-developer.
Internationalisering av ett svenskt franchisesystem : ? en studie om O?Learys utlandsexpansion
AbstractTitle: The first thing I do when I wake up is to log on to Facebook. A study regarding how users of Social Networks experiences the User Generated production. (Det första jag gör när jag vaknar är att logga in på Facebook. En studie om hur användare av de sociala nätverken upplever den användargenererande produktionen.)Number of pages: 37 (39 including enclosures) Author: Per MagnussonTutor: Christian ChristensenCourse: Media and Communication Studies CPeriod: Fall semester 2010University: Division of Media and Communication, Department of Information Science, Uppsala UniversityAim: The ambition with this essay is to examine how the online users of social networks experience the development of the Internet towards Web 2.0, and the enormous User Generated Content emerging from it. How do we receive User Generated Content from other people, and particularly what do we think about our own production.Material/Method: In order to obtain a deeper understanding of the attitudes and perceptions amongst people regarding this subject I used qualitative interviews with 9 people.
Socialarbetares syn på datorspelande ungdomar : En intervjustudie om socialarbetares problematisering av ett nytt fenomen
The purpose of our study is to describe and understand whether, and if so, how social workers in school and in social services construct computer gaming adolescents as a social problem. We chose social workers who encounter adolescents with different problems. We have conducted qualitative interviews with vignettes to capture the social workers' reasoning about computer gaming adolescents and how they handle this in their work. The study shows that all social workers we interviewed had encountered adolescents with troubling computer gaming habits. In the study, all agree that computer gaming becomes a problem when it leads to deviant behaviour such as not going to school, staying up all night and so on.
Digitala kommunikationer mellan VIDA och deras leverantörer
The Swedish forest industry has put a lot of resources in the development of digital communications in hopes of improving collaboration with suppliers. The purpose of this study was to investigate whether VIDA would benefit from using digital communication with suppliers.
The survey was conducted as a questionnaire study among the company?s staff and its suppliers. The result indicated needs and interests to use digital communications in both groups. Young suppliers and suppliers on a distance showed the most interest in using digital communication.
In terms of using these digital communications, the staffs and suppliers were most interested in information regarding transaction and forestmanagement plans.
Förändring = Förbättring? : En studie av hur några användare skattar och upplever förändringar i ett datorstöd
Human-computer interaction is central for computer assisted development. The aim was to investigate the user experience of a new (U2) compared to an old (U1) computer system, within a cognitive psychology frame of reference. Six subjects, frequently using the system, participated in the study. It was shown that the new (U2) compared to the old system (U1) enhanced and supported more the users? system related procedures/tasks.
Den enda likheten mellan könsblandade och kvinnliga nätverk är att det serveras bulle och kaffe : En studie om betydelsen av kvinnors relationer till professionella nätverk
Our society has faced monumental changes and therefore our working life has changed as well. We are now in the twentieth first century and still our labor market is gender-segregated. Today networking is an important part of working life and one cannot emphasize enough the importance of having good connections in your network. Networking is now seen as an important tool when it comes to your career. In the past networking has been the men?s arena and it has almost been seen as a male institution.
Riskanalys inom intrångsäkerhet på webbplatser
Attacker och intrång på webbservrar är idag vanligt förekommande. Webben gör
det lätt för hackare, knäckare och andra inkräktare att hitta sårbara servrar,
och det finns gott om tips att hämta för den som vill lära sig hur man gör
intrång. Det finns ett flertal olika intrångsmetoder som utnyttjar olika typer
av svagheter i datorsystemen. Denna uppsats inriktar sig på svagheter i
webbplatsernas serverskriptsystem, dess skriptkod och konfiguration. Syftet är
att undersöka huruvida intrång kan göras med endast en webbläsare via
webbplatsens offentliga webbsidor.
Genom att kombinera tre olika metoder - litteraturundersökning, en enkät och
ett experiment - undersöker uppsatsen hur serverskriptintrång fungerar.