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5314 Uppsatser om Computer science - Sida 2 av 355
En laptop till varje elev : en studie om gymnasieskolans satsning på datorer i undervisningen
The aim of this study is to highlight the computer as a learning resource in the education and give us knowledge about how the students uses the computer in year one in a selected High School where one computer per student were introduced in autumn 2011. The aim is also to contribute to the discussion about how the computer can become a natural learning resource for all students in all subjects, including the students in need of special support.How are the High School students using the computer?Are there differences in computer use, whether the student is in academic or vocational program?Are there differences in computer use between boys and girls?Do the student experience that the digital competence is increasing together with if they experience the computer as aid?In what degree do the teachers encourage the students to use the computer?How much do the students use the computer to learn mathematic?The study is based on a survey of all students in year one in a municipal High School.The result of the study is showing that the students first of all use the computer to play music, surf the Internet and to be logged in on social media (eg. Facebook). The students have learned to use the computer for the tasks they need, although the teachers don?t encourage the students to use the computer in any higher means, not in mathematics and not in other subjects.
Basmobilen
Today?s cell phones include more and more functionality, it is no longer
uncommon to be able to connect to the Internet or take photos with the cell
phone. In this thesis the question is if the cell phone users are interested in
this new functionality. Are there people who are interested in a cell phone
that in this thesis is called ?Basmobilen? (the entry level phone), which
include the following functions; phone call, SMS, phone book, calling lists,
clock and the possibility to change the call signal.
Förstår du vad jag menar? - En undersökning om kommunikation med hjälp av bilder mellan användare och systemutvecklare.
Ibland kan det förkomma problem mellan utvecklare och kund/användare då de tar
fram kraven till ett nytt system. En anledning till detta kan vara att
utvecklingsgruppen och användargruppen inte har samma kunskaper och
erfarenheter och talar då inte "samma språk". En lösning till detta problem kan
vara att ta hjälp av en mockup. En mockup är en fysisk och/eller interaktiv
modell av ett gränssnitt. I detta arbete har vi, med hjälp av intervjuer och
observationer, undersökt om detta hjälpmedel underlättar kommunikationen i
verkligheten..
DATORSTÖD FÖR ARBETE - KONSEKVENSER FÖR VAL AV AFFÄRSSYSTEM En studie av en service- och supportavdelning
This report is focusing on problems with introducing standard enterprise
resource planning systems (ERP) in businesses. A study has been carried out on
a service and support department at a Swedish heat metering company, SVM North
Node. The study aims to help the company become a better customer in choice and
customization of a new ERP system. We make a description of the department
studied and the work carried out there, on the basis of learning, knowledge and
cooperation. As a final point we present some ideas on how computer systems
could support their work, hoping that this will result in them making adequate
demands on a new ERP system.
Datalagring - Ett växande problem?
Title:
Information storage - A growing problem?
Authors:
Göran Svanhall
Pär Truedsson
Erik Ponnert
Tutor:
Bengt Carlsson
Problem:
Every day companies, regardless of size, produces new information that needs to
be stored. In the information society of today, the characteristics of the
information changes both in size and complexity. This results in higher demands
on which storage solution that suits the company and their field of business.
New and more innovating storage solutions enters the market, but are they
necessary to smaller companies of development active in the IT society?
Questions to Answer:
Is data storage a growing problem for companies of development active in the IT
society?
How do traditional storage solutions manage the information growth of today?
How urgent is the need of a new storage solution?
Which features are prioritized in the future storage solution?
Method:
By performing a quantitative survey we delivered an inquiry to several
companies, which answers will help us answering our above mentioned questions.
Conclusion:
The consulted companies experience no growing problems what so ever regarding
their existing storage solution..
Virtuella Communities: Sociala faktorer i digitala miljöer
Virtual Communities is an increasingly common phenomenon on the Internet. Most
of the Virtual Communities are operated and maintained on a non-profit basis
with a direction towards entertainment. However, as more state administrated
and commercial services become web-based, we believe that the number of Virtual
Communities with a community-based or commercial direction will increase in a
near future.
In this thesis, we describe our participation in, and studies of, a
number of Virtual Communities with focus on the IRC-channel ?3dfxsweden?. On
the basis of our experiences, we describe the social elements that form the
foundation on which the Virtual Community rely on.
Hör upp!!
In this Bachelor thesis I explore sound and room as elements in design of user
interfaces, both theoretical and practical in a specific application domain, to
identify some of the advantages and disadvantage associated with these elements.
As application domain I studied email clients and their usage at home amongst
students at Blekinge Institute of Technology. In the study I found an activity,
which seems to be highly distributed in the physical room where the user is
located. The activity was notification of email and could take place in an
arbitrary location of the home. I then augmented this activity with ideas from
my theoretical assumption about room and sound.
The result was a rule-based agent for notification of
email, which primarily uses sound as interaction style..
Requirement Specification for Information Security to Health Systems, Case Study - IMIS
During 2001-2002 a prototype, IMIS (Integrated Mobile Information System) was
developed at BTH (Blekinge University of Technology) to demonstrate how mobile
IT-systems can be used in healthcare. The prototype was based on the activity
theory of Engeström.
An ongoing project started in spring 2003. The purpose of the project is
further development of IMIS with special focus in the diabetes healthcare.
Participants in the project are scientists and students at BTH, ALMI
Företagspartner, Blekinge FoU-enhet, Barndiabetesförbundet Blekinge, Blekinge
Diabetesförening, Vårdcentralen Ronneby and Vårdcentralen Sölvesborg.
Vår utvecklingsprocess - designaspekter på ett befintligt webbsystem
Den här rapporten är ett resultat av ett kandidatarbete på 20-poäng. Projektet
som rapporten handlar om, beskriver hur utvecklingen av ett webbutikssystem åt
ett flertal företag gått till. De har i sin tur köpt webbsystemet från
företaget Opti Use som givit oss uppgiften. I rapporten diskuteras hur
utvecklingsprocessen gått till och hur ett arbete med ett befintligt system
upplevts. Rapporten beskriver även hur lösningen på uppgiften har tagit form
och hur utvecklingsprocessen påverkat den.
Dokumenthantering i en kommunal organisation.
Examensarbetet berör frågor kring arkivering och dokumenthantering på
stads-byggnadsförvaltningen i Trollhättans kommun. Problem som kommunen har är
dagslägets hantering av digitala filer..
Spelutveckling, problem och utmaningar
Detta arbete ämnar undersöka problem och utmaningar relaterade till design- och
produktion av ett tävlingsinriktat spel för gratis utgivning samt utforska
potentiella lösningar och designfilosofier genom att påbörja utveckling av ett
spel. Problem som uppstår, lösningar som tillämpas och val som görs
dokumenteras varpå resultat analyseras.
Undersökningen tar upp design av både spelmekaniska och grafiska element samt
produktionen av spelet och dess resurser, saker som är viktiga att tänka på och
några saker som kan gå fel..
Ungdomar och datorn : Vilken roll spelar datorn i ungdomars liv?
How does the computer influence teenagers' lives. I interviewed five young people, and gave a questionnaire to another 47, about this.What I found was that they were aware of and handled well the risks with the Internet and the computer, but had problems with the computer taking too much of their time. They wanted more time for their families and outdoor activities. It was mainly the Internet that seemed to have an influence on the teenagers, not the computer as a machine. They told me that there was a rough climate on the Internet, partly because of the possibility of being anonymous.
IPv6 - Inte längre frågan OM och inte så mycket NÄR utan snarare HUR!
Problemområde:
Idag har Internet blivit var mans egendom. Detta innebär tyvärr en hel del
problem. Det tydligaste vi står inför idag är att IP-adresserna håller på att
ta slut. För att bli av med problemet används olika temporära lösningar
("lappningsteknik") men även en permanent lösning utvecklas, nämligen Ipv6
(Internet Protocol version 6).Det nya protokollet löser adressbristen men har
även många andra funktioner så som säkerhet och bättre routinglösningar. Vi
ställde oss då frågan varför har ingen övergång skett trots dessa fördelar.
Frågeställning:
Var i övergången mellan IPv4 och IPv6 står vi idag? Varför har inte övergången
mellan IPv4 och IPv6 redan skett? Vilka är de största anledningarna och vilka
fler möjliga finns det?
Slutsats:
Arbetet visar att tiden för en övergång ännu inte är inne.
LJUDETS NATUR, Ämnesövergripande undervisning i musik, NO, teknik, data och svenska på mellanstadiet.
This paper discusses sound education within school subjects such as music, science, engineering, Computer science, and Swedish to classes at the intermediate stage..
Från DOOM till Krakel Spektakels ABC - Datorspel och lekfulla datorprogram för barn och ungdom på svenska folkbibliotek
This thesis is an attempt to study computer games and playful computer programs for childrenand youth at Swedish public libraries. The main method used, is qualitative interviews.The main reason the libraries in the study offer computer games and playful computer programsto their users, is that every member of the society shall have opportunity to use newtechnology such as computers and computer programs. The users of this media are for themost part boys. The librarians in our study wish to have pedagogical games and programswithout violent themes at their libraries. Lending computer games and computer programs isnot of any priority for the libraries..