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1496 Uppsatser om Computer self efficacy (CSE) - Sida 8 av 100
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.
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.
Arbetslöshet och social kompetens : Finns det ett samband mellan tiden som arbetslös och social kompetens i termerna bas-självkänsla, self efficacy och empati
Arbetslösheten är idag ett av resultaten av den pågående lågkonjunkturen. Att vara arbetslös kan kännas psykiskt påfrestande och i längden hota delar av den sociala kompetensen. Social kompetens kan kortfattat sägas handla om förmågan att möta och kommunicera med andra människor samt anpassa sig till nya miljöer. Syftet med studien var att undersöka om det finns ett samband mellan tiden som arbetslös och sociala kompetens i termerna bas- självkänsla, self-efficacy och empati samt hur situationen för den arbetslöse ser ut ifråga om hjälp och stöd från arbetsförmedlingen. En enkätundersökning genomfördes där 128 arbetslösa deltog.
Webbdesign för iPhone
Detta kandidatarbete utgår ifrån vilka aspekter som är viktiga att tänka på när
man anpassar av en webbsida till en mobil enhet och de problem som uppstår när
en
webbsida skalas ner till en låg skärmupplösning. Vi har behandlat
användarvänlighet, designprinciper, grafiska element och tekniska aspekter för
att svara på problemformuleringen. Slutsatsen vi kommit fram till är ett antal
punkter inom områdena ovan..
Mammors upplevelser i samband med beskedet att det väntade barnet dött i livmodern
Syftet var att beskriva en grupp värmländska ungdomars tobaks- och munhälsovanor samt undersöka möjliga associationer av dessa till ett tobakspreventivt program i skolan och tilltro till egen förmåga (self-efficacy). Urvalet var elever (15-16 år, n=631) som genomgått ett tobakspreventivt program med information och värderingsövningar i klass 5 och 7. Rökning var vanligare bland flickor än bland pojkar (13% resp 8%), med omvänt förhållande avseende snusning (6% resp 15%). Tandborstning <2 gånger/dag var vanligare bland pojkarna (21%) än bland flickorna (12%). Flickorna hade som grupp lägre self-efficacy.
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..
Arbetsmotivation-motivationsfaktorer, self-efficacy och motivationsstrategier inom arbetslivet.
Denna forskning har två syften.Dels att undersöka grad på motivationsfaktorerien arbetsmiljö och eventuellakorrelationermellan motivationsfaktorerna.Enkäten baseradespå frågor från QPSNordic,Lockeoch Lathams (1990) frågeformuläroch occupational self-efficacy scale (OSES).Totalt hundra anställda (n = 100) deltog iundersökningen. Andra delen var att undersökachefers motivationsstrategier somanvänds för att motivera sinaanställda. I detta sammanhanghar anställdes uppfattning av destrategier somanvänds av cheferna också undersökts.Det skapades två struktureradefrågeformulär med öppnafrågor, en för cheferoch en för deanställda. Resultatenfrån enkätstudien visar attflesta motivations-faktorer låg på en medelgrad,utom motivationsfaktorn feedbackoch delfaktorn yttre belöningsom liggerpå en låg grad i denundersökta arbetsmiljön. Resultatet visarflera signifikantakorrelationer mellan motivationsfaktorerna.Frånde struktureradefrågeformulären visar resultatetatt alla chefer motiverar sina anställda ochchefer har både lika och olikamotivationsstrategier i sinarbetsplats.
Ett musikprojekt för socialt utsatta : En intevjustudie om betydelsefulla faktorer
Syftet med studien var att undersöka om och på vilket sätt Västerås Stads-missions musikprojekt för människor i social utsatthet är meningsfullt och vad det är som gör att musikprojektet fungerar. Vi sökte även efter tecken på self-efficacy. Studiens åtta respondenter var musikprojektets bandmedlem-mar, supportrar och personal på Västersås Stadsmission. Vi använde oss av en kvalitativ metod med semistrukturerade intervjuer samt observationer. Den teoretiska referensramen utgörs av teorin om self-efficacy, tron på den egna förmågan.
Språkstöd i distanslaboratoriet på BTH
To study and laborate at distance, its necessary that the coursematerial is
accessible via internet.
Teaching at more languages than swedish bocomes more common,
why the information of courses needs to exist at several languages.
As teacher, you need a way to publish and edit material of a course. It also
has to be easy for the students to find the information. The distance
laboratory have developed an administrative websystem that handles programme,
courses and students, but misses the possibility for teachers to change content
at the webpages and publish new coursematerial on a way..
"Fenomenalt" eller "De borde kunna mer om datorer" : En undersökning om datorhjälpen på högskolebibliotek
"Outstanding" or "They ought to know more about computers" : A study on computer support at university libraries.The main purpose of this study is to investigate the support computer users are given at university libraries. Further, the aim is to find out if the users thought they received the support that they needed. The study is carried out at two different university libraries. The data is obtained through interviews with the librarians, observations of the daily work at the information counters and questionnaires handled out to the users.The study indicates that variables such as knowledge, time and equipment play a central role in making the computer support successive. To a great extent the computer support is synonymous with information search, but it also deals with word processing and technical support connected with computer errors.
Vän eller Vänskaplig : Ett dilemma i rollen som chef
Motivation för ledarskap styrs av värderingar, personlighet och tro på sin förmåga. Forskning har genererat tre motivationskategorier för ledarskap, affektiv-identitet ledarmotivation, icke-kalkylerande ledarmotivation och social-normativ ledarmotivation. Studien undersökte dessa tre motivationskategoriernas inbördes rangordning och skillnader mellan utbildningsinriktning och kön samt samband med generell self-efficacy och personlighetsegenskaper enligt femfaktormodellen. 192 studenter deltog från en mellansvensk högskola, därav 54 män, 90 från socionomprogrammen, 72 från det internationella businessprogrammet och 30 från två ingenjörsprogram. De besvarade en enkät bestående av Chan och Drasgows Motivation to lead scale, Chen, Gully och Edens General self- efficacy scale och Shafers femfaktormodell Big Five Marker. Resultatet visar att det finns skillnader mellan motivationskategorier och utbildningsinriktning.
Karakterisering av bioslam för modellering av biogasproduktion
The report aims to investigate how well a certain type of affordable embedded single board computer can hold up against today's more expensive computers in a computer system by doing various tests on a system with the specified requirements. The system has a Raspberry Pi as the single board computer which task is to control a camera based on coordinates obtained from a server as well as capture and stream a video signal on a network.The researches were conducted to check how much network traffic a single-chip computer sent in different video formats and how much CPU utilization was required. Studies were also made to ensure the accuracy of the camera control. The researches have been experimental, where several tests have been performed and analyzed.The results show that a sufficiently good accuracy can be obtained from the camera steering unit, in which two different servos have been investigated. When the video format MJPEG and H.264 are used, the single-chip computer is able to transmit a video signal up to 1280x720 at 15 fps.
Kommunikation i multiagentsystem
Communication is an important part of any multi-agent system. There are
different ways of communicating and they have different effects on a
multi-agent system. This project describes and evaluates two different ways of
communication, implicit and explicit. To compare the two methods, two
experiments have been executed. The result of the experiments have been
compared and discussed.
Total hälseneruptur: Resultat efter operativ respektive konservativ behandling.
ABSTRACTBackground: On behalf of the Orthopedic clinic, Västerås, a study has been conducted with focus on comparing the results after conservative and surgical treatment due to complete achillestendon rupture.Aim: To compare results when testing the active and passive range of motion, calf muscle endurance, estimation of pain related to the achillestendon and self-efficacy to be physically active for individuals who have undergone conservative or surgical treatment after complete achillestendon rupture.Method: 14 individuals afflicted by complete achillestendon rupture in 2010 were recruited as a purposive sample. Examination were conducted of: Ankle range of motion with a goniometer, calf muscle endurance through a toe-raise test, estimation of pain intensity related to the achillestendon by VAS and self-efficacy to be physically active through ?Exercise self-efficacy scale?. P-value and the median were calculated.Result: The results of ankle range of motion and calf muscle endurance were based on the difference between the injured and the healthy side. When testing active plantarflexion the conservative group had a median of 4 ? and the surgical group had a median of 10 ?.
Dataspel, en naturlig del av folkbibliotek? ? En fallstudie på Helsingborgs stadsbibliotek
This paper aims to investigate how Helsingborg?s city library?s visi-tors feel about computer games being available for lending and in which way computer gamers see Helsingborg?s city library as a resource. This was examined first with a study of 100 of the library?s visitors and then with five interviews with computer gamers and an interview with the librarian responsible for purchasing games.The study showed that most visitors were neutral to having games at the library and of the ones that were not neutral many more were positive than negative. Of the five gamers who were inter-viewed, there were several who had borrowed games in the past.