Sökresultat:
1496 Uppsatser om Computer self efficacy (CSE) - Sida 58 av 100
Användbarhet ? En fallstudie av ett point-of-sale system
Problem: Our opinion is that it is important to consider about usability in
system development. In this thesis we will focus on usability in point-of-sale
systems. The point-of-sale system we base this thesis on is Extenda Retail. Our
case study is performed on Ica Kvantum in Bromölla, which implemented Extenda
Retail about two years ago.
Purpose: The purpose of this thesis is to figure out what important factors
there are to consider, in usability aspects, when developing point-of-sale
systems, with focus on the cashier. We also wish to find out the cashiers
opinions about the Extenda Retail system.
Method: The information gathered for this thesis consists of literature and
interviews.
Höghus : En alternativ lösning på vår snabba stadsexpansion
Uppsala like many other Swedish cities is affected by heavy housing shortage, in terms of too few existing flats and residents within the city limits. Every semester thousands of new students are facing the same problems of finding themselves adequate accommodation. The waiting lists for flats and student-dorms are getting longer for each year, and the situation is just getting worse. Simultaneously, Uppsala?s ambition is to increase its population and expand as a Swedish metropolitan, according to the Swedish governmental environment goals. This paper investigates and analyses the possibilities of expanding a city?s population by building high-rise buildings.
Fluid Simulation for Visual Effects
This thesis describes a system for dealing with free surface fluid simulations, and the components needed in order to construct such a system. It builds upon recent research, but in a computer graphics context the amount of available literature is limited and difficult to implement. Because of this, the text aims at providing a solid foundation of the mathematics needed, at explaining in greater detail the steps needed to solve the problem, and lastly at improving some aspects of the animation process as it has been described in earlier works. The aim of the system itself is to provide visually plausible renditions of animated fluids in three dimensions in a manner that allows it to be usable in a visual effects production context. The novel features described include a generalized interaction layer providing greater control to artists, a new way of dealing with moving objects that interact with the fluid and a method for adding source and drain capabilities..
Annonser och nyhetskonsumtion : En kvantitativ studie om hur unga vuxna irriteras av annonser på nyhetssidor på PC och iPad
In this paper we have studied how young adults read news on the internet. The purpose was to seehow the consumers of news were irritated by the adverts on news sites depending on whichplatform they used, a computer or an portable reading device of the brand Apple iPad. Observationsand surveys were conducted on ten people. The news sites we used for this study were www.SvD.seand www.expressen.se. The result show that a majority experienced that their news consumptionwere irritated by advertising, mostly on Expressen's news site because it wasn't perceived asforeseeable..
Ett aktivit företag : Undersökning av motivationsfaktorer och barriärer samt underlag till utveckling för fler fysiskt aktiva anställda
Syftet med studien var att undersöka den fysiska aktivitetsnivån hos de anställda samt ta reda på vilka motivationsfaktorer och barriärer de upplevde till fysisk aktivitet. Syftet innefattade även att se om motiv och barriärer skiljde sig beroende på aktivitetsnivå, ålder och kön. En del av syftet var även att undersöka hur aktiviteten kring företagets erbjudande till fysisk aktivitet såg ut. Undersökningen genomfördes genom att deltagarna (n=139) besvarade en omarbetad form av Motivation Till Upprätthållande Av Motionsvanor (MTUAM), en svensk version av Physical Activity Stages Of Change samt några bakgrundsfrågor. Resultatet visade att 55 procent var tillräckligt fysiskt aktiva enligt Folkhälsoinstitutets rekommendationer.
Att navigera med gester : Gestbaserad teknik för framtiden
Technology evolves quickly, with innovative ideas growing everywhere. Still, no technology is anywhere near challenging the mouse and keyboard for navigation of your standard computer. This study focuses on comparing the traditional technologies of mouse and keyboard with the new technology of gestures - in this case Leap Motion - in purpose of finding how the usage differs and what the potential users want from the competing technology. The experiment was executed in a controlled environment, with as few external factors as possible. We found that although the test subjects found Leap Motion fun, the test subjects do not want to surf the web with gestures.
"Ska jag ta de här tabletterna?" : Behandling med statiner från kranskärlspatientens synvinkel, en kvalitativ intervjustudie
Background: Coronary heart disease kills more than 7 million people worldwide each year. High levels of blood fat, cholesterol, contributes significantly to coronary heart disease. Lifestyle changes combined with lipid-lowering drugs, statins, is an effective treatment. But adherence to statins is low, not even a myocardial infarction always contributes to adherence. Adherence requires patient education and good communication between patient and physician.
EN HANDLEDNING I DESIGN- OCH STRUKTURUTVECKLINGSFASEN AV EN WEBBPLATS : Med fokusering på användbarhet
There are a huge number of books and articles written in the field of usability and about the art of giving the user the opportunity to find the information he is trying to reach while browsing the website. The writers of these books are handling guidelines that are recommended to be followed, as well as describing their own views, ideas and theories of the subject. We found an interest to research the different possibilities, if any, to develop a website optimal for the user from a usability point of view. Another thing we noticed was that a need of a substantial guidance existed in website development aimed for recently started companies.New theories and rules regarding usability, which are seen as superior to the old ones and therefore replaces them, is not created that often. This is different from other IT related subjects.
Användarundervisning på webben design för lättillgänglighet och användbarhet
The aim of this thesis was twofold, on the one hand to compile a set of usability and accessibility guidelines in order to establish the characteristics of a user friendly website, and on the other to test these guidelines on eight library webcourses with user education to see how well they adhered to the guidelines. The methods used were literature survey and source studies. The guidelines found in the literature survey were divided into four different categories: document properties, structure and navigability, visual characteristics and accessibility. In order to establish the adequacy of the guidelines, I examined reference sources, mostly on the web. To a certain extent this examination has been based on HCI Human-Computer interaction theories.
Brandväggar för hemmakontor
Firewalls protect network traffic and decide witch traffic to send further and witch traffic will be blocked. All this depends on the rules in the firewall. The firewall is installed between the internal network and the Internet. It is difficult to find a firewall that can protect us against different threats. Firewalls have both advantages and disadvantages and all this make them vulnerable.
"Jag vill spela Pettson och Findus!" : En studie om hur barn i femårsåldern interagerar med ett datorspel
Studien grundar sig i ett intresse för hur barn interagerar med datorspel. Datorer och datorspel blir mer och mer vanliga i barnens omvärld. Syftet med studien är att belysa och beskriva hur barn i fem års åldern gör när de spelar ett datorspel och hur de interagerar med det. Vi belyser bland annat hur barnen tolkar ikoner, hur de förstår den auditiva informationen i kombination med bilderna, och vilka strategier de använder för att ta sig vidare i spelet. Vi studerar också vad de minns när de spelar spelet för andra gången.
Fallrelaterad self-efficacy bland äldre hemmaboende personer med hemtjänst
Det här examensarbetet är det avslutande momentet i en kandidatexamen inom Industriell ekonomi med inriktning mot Industriell Logistik vid Luleå Tekniska Universitet. Ämnesområdet för arbetet är logistik och behandlar ruttplanering (vilket fordon skall köra på vilken väg) för halkbekämpning vid vinterväghållning. Examensarbetet har gjorts åt Företag C. Examensarbetets syfte är att kartlägga flödet av halkbekämpningsmedel från täkt till vägnät och se över val av transportsätt samt fordonstyp för halkbekämpning. Vid varje pådrag behövs 22,3 ton halkbekämpningsmedel på de två områden som inom ramarna för examensarbetet valts att studera närmare och en genomsnittsvinter beräknas motsvara 18 pådrag.
Att skriva sig till läsning via datorn : Lärarens val?
The purpose of my study is to examine why five primary school teachers chose to start using the method ?Learning reading by writing on computer? in their teaching. How do they perceive that the method works in their classroom and do they perceive that the method affect the children?s literacy?The study consists of a qualitative method in form of interviews with five primary school teachers and also some observations made by me in the classrooms. I will use the findings I made during the interviews and observations and contrast these to relevant literature and research that I have collected.The result of my study shows that all of the interviewed teachers had a self-interest in working with the method ?Learning reading by writing on computers? and that they also worked closely with colleagues.
"Snigeln på en flaggstång" : Laborativ matematik för elever med svenska som andraspråk
This essay follows a Media Teacher in her work as a coordinator and an artistic leader for a European project called Legalopoli concerning laws and ethics in a senior level school for 13-16 year-olds in Mora, Sweden. The students write film stories about how their characters have to make choices in ethical dilemma situations. Then the learners create interactive computer games together through practical film work. At the same time we can see how the educator also gets into difficult ethical situations, when she is working with the students. This forces her to self-reflection.
Utprovning av SWITCH, ett svenskt förståelighetstest för barn
SWITCH- Swedish Intelligibility test for children, is a test thatmeasures intelligibility of children's speech through repetition of singlewords. The test is computer generated and consists of 1000 word listsrandomly selected for each assessment. The purpose of this study was toexamine the equivalence, reliability and validity in the word lists. Word listswere tested on ten children with typical language development (N group)and ten children with speech deviation (T group). The children were audiorecorded when they repeated two lists.