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6453 Uppsatser om Computer science - software engineering - Sida 19 av 431
Att skapa ett enhetligt användargränssnitt : Användargränssnitt baserat på personametoden som koncept istället för empiri
Man's life has changed in many ways since technology made it?s entry for public at large. In response to this change the science of human-machine interaction was invented. It has in turn evolved into human-computer interaction. With this science the focus is on the customization of the system for the actual person who will use it.The thesis has been implemented in a telecom company's development department.
Användbarhet - En studie av BTH:s webbplats
Sammanfattning
Idag finns många interaktiva tjänster, till exempel publika webbtjänster. Dessa
tjänster väljer användaren själv om han/hon vill använda sig av. Detta betyder
att produkten bör vara enkel och behaglig att använda, annars tappar man
användare och eventuella kunder. Det finns ett flertal teorier och guidelines
för hur man gör en webbplats användbar. I denna rapport har vi valt att
behandla de teorier som rör navigering och informationsstruktur och jämför
dessa med Blekinge Tekniska Högskolas webbplats.
What can change the nature of a grade? : A study of computer games and how they affect English grades.
The purpose of this study is to establish whether or not there is a connection between a highincidence of computer gaming and English proficiency in Swedish 9th-graders. The study also takescomputer game genres into account, attempting to see if there is a link between frequent playing ofcertain genres and high English grades.According to this study, there is a clear correlation between the gaming habits of Swedish 9thgradersand the grades they receive in English, with a higher frequency of gaming corresponding toa higher grade. The study also suggests that the Strategy, MMO (Massively Multiplayer Online) andCRPG (Computer Role-Playing Game) genres have a higher representation amongst students withgood grades in English..
Multi-Agent-System till brädspel
För att ta reda på hur väl en Multi-Agent-Systems-bot kan stå sig mot andra,
icke-MAS-bottar, så har vi implementerat en bot till brädspelet Arimaa. Botten
är implementerad i C++ och den kan spela mot andra bottar, eller människor,
genom Arimaas officiella hemsida. Syftet har varit att skapa en fullfjädrad bot
som både klarar av att spela korrekt, och att spela bra. För att ta reda på om
MAS är en bra designfilosofi för Arimaa så har vi utmanat ett antal av de
bottar som andra människor skapat och lagt upp på hemsidan. Alla bottarna har
under tiden de legat uppe blivit rankade genom tävlingar och utmaningar och
flera av dessa har tävlat om stora pengar, vilket betyder att människor har
lagt mycket tid på dem.
Ett plus ett blir två : Introduktion av likhetstecknet i förskoleklass och årskurs 1
Today there is a shortage of skilled IT-technicians in Sweden. It is approximated that Swedish companies can hire 31 000 IT-technicians in 2015 and the need seems to increase in the coming years. One proposed solution to this problem is to make programming more desirable to youths. In this study we attempt to investigate the effects of an introductory course in computer science on youths? (16-17 years old) in a classroom setting.
ELF-EAR, Teknik i Levande Rollspel
Vårt mål är att förhöja deltagarnas upplevelse i levande rollspel (även kallat
lajv). Idag finns det inga möjligheter att visualisera övernaturliga förmågor.
I den här rapporten visar vi ett exempel på hur detta kan realiseras med hjälp
av teknik. Vi har inriktat oss på att simulera alvers övernaturliga hörsel.
Levande rollspel är mycket känsligt för störningar från ?världen utanför?,
exempelvis modern teknik och språk.
Risker i flera dimensioner : Om kopplingen mellan designmönstret MVC och projektrisker
The purpose of this project was to further develop and complete a quadcopter that had been built in an earlier course at KTH, so that it could be used for demonstration and education at the school. The quadcopter was at the beginning of the project completed when it came to hardware, and there was some software functionality implemented but no system for automatic stabilization. The main goal of the project was to implement such a system, and to combine it with the previous functionality to make the quadcopter operable and able to fly. To create a functioning and stable ground multiple basic software features has been implemented, and on top of that additional software to improve the safety, stability and functionality. The most important part is the control system that is responsible for converting sensor and control signals to suitable motor values.
Processdatorsystem för tryckreglering
The task of this project was to build an computer processing system for pressureregulation, in which the pressure loss over the open hydrolicvalve should be kept as low as possible. By using an cross connected proportional directional valve the valve problem could be solved. The control- and regulationproblem for the pressureregulation system was solved by using the DAQ- card NI6035E from National Instruments and the computerprogram Automatic Pressure Control 1.0 which has been software developed and written in Visual Basic. The final result showed that correct processvarible was obtained in 0,5 seconds, when the setpoint was changed in the testarea 0 - 2,5 MPa..
En studie i användbarhet: En kritisk analys av användbarhetsstudier i biblioteks- och informationsvetenskap
Usability studies are not a central field of research in library and information science. Although literature in library and information science treats the importance of usable user interfaces quite extensively, the literature does not significantly treat potential problems in measuring usability. The aim of this master thesis is to investigate, through a critical analysis, the methods used when conducting usability studies in library and information science. The critical analysis is based on potential problems in measuring usability identified through a literature review from the field of studies Human-Computer Interaction, the concept of usabilitys original domain. The material which is to be analysed, is chosen from one library and information science journal Journal of the American Society for Information Science and Technology.
Ungdomars motivation till att lära sig programmering genom introduktionskurser
Today there is a shortage of skilled IT-technicians in Sweden. It is approximated that Swedish companies can hire 31 000 IT-technicians in 2015 and the need seems to increase in the coming years. One proposed solution to this problem is to make programming more desirable to youths. In this study we attempt to investigate the effects of an introductory course in computer science on youths? (16-17 years old) in a classroom setting.
En guide till antivirusprogram - ett hjälpmedel för hemanvändare
Detta arbete handlar om antivirusprogram och vad det finns för hjälpmedel för
hemanvändare utan teknisk bakgrund att finna det antivirusprogram som passar
dem bäst. Målet med arbetet är att producera en guide för hemanvändare som ska
hjälpa dem inför deras val av
antivirusprogram.
I detta arbete har tre olika metoder använts för att besvara de frågor och den
hypotes som ställts. Först gjordes en litteraturstudie där bakgrundsmaterial
inhämtades. Nästa steg var att genomföra intervjuer med experter inom området
för att ta reda på vad guiden skulle innehålla. Som sista steg utfördes en
enkätundersökning som riktade sig till hemanvändare för att ta reda på om den
framtagna guiden besvarade hypotesen.
Navigering, koordinering och översikt
The advantage and the possibility of keeping track of a number of vehicles to make work practice more effective and smooth is today a favorable choice for Visual Units Logistics customers. We?ve been evaluating the software and trying to take it one step further and letting not only the individual user, but maybe, the company as a whole benefit from its advantages. This has been done by using methods like letting ourselves get to know the software, user case studies, workplace studies, interviews and future workshops. This resulted in a prototype introducing a new function designed with all collected data in mind trying to make the software, Visual Units Logistics, even more effective for the every day work practice of the user.
Design och konstruktion av sparkcykel för sommar- och vinteranvändning
This thesis has been carried out in collaboration with the IT Company MPQ consulting AB in Halmstad. The task we were assigned by MPQ concerned the development of a scooter that can be used year round. We have with the companydeveloped the criteria and requirements for the product in which the goal is toproduce a primary solution that meets the set criteria and fall within the project'sboundaries.The project involves a wide range of different design methods for idea generationand idea development. The project also addresses engineering methods such asprinciple and primary engineering. Occurringmethods in the project include FredyOlsson principle and primary engineering in cooperation with SVID's - Swedishindustrial design process, etc.The final solution will be presented in the form of sketches, CAD models withassociated drawings and a rendering from the program Keyshot..
Utvärdering av grafisk utvecklingsmiljö för programmering av signalprocessor
This work aims to evaluate the possibility of using a graphical programming language to develop software for a digital signal processor. A fixed-point digital signal processor called Blackfin BF-537 is used for this. Instead of using conventional programming languages, like C or assembler, for software development the possibilities to use a graphical environment to fill the same purpose are examined. The development environment primarily used is NI LabVIEW, but also the use of Mathworks Matlab Simulink is investigated. A variety of programs consisting of various signal processing operations and utilities are developed using these development environments.
3D-avatarskaparen
This project report shows the work around a mockup to a three-dimensional avatar-making application. An avatar-making application is a computer-based software program in which it is possible to create your own personal virtual character. The possibility to use three-dimensional avatars can in the future be essential for adding extra personal information or characteristics to social communication over the internet or over mobile phones. The problem of transforming a physical form and reconstruct it to a virtual basis has been an important problem to solve for many companies and software developers in the, for instance, virtual worlds area. Methods and ideas over making this transformation is the key throughout this project.