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3120 Uppsatser om Computer technology - Sida 3 av 208

Datormedierad kommunikation upprätthåller kontakten : IT som stöd för internationella studenter och soldater i utlandstjänst vid geografisk distansering

It has become more popular to work abroad and companies have become more global than they used to. A big reason for this is due to globalization and the progress done within the field of technology. Because of this aloofness that occurs, a gap between the expatriates? personal life and his or her working life develops. The cases focused on in this paper includes people who are distanced from their private lives at least a few consecutive months but are all aiming to get back when they are done with their individual errands.

Tensor representation of 3D structures

This is a thesis written for a master's degree at the Computer Vision Laboratory, University of Linköping. An abstract outer product is defined and used as a bridge to reach 2:nd and 4:th order tensors. Some applications of these in geometric analysis of range data are discussed and illustrated. In idealized setups, simple geometric objects, like spheres or polygons, are successfully detected. Finally, the generalization to n:th order tensors for storing and analysing geometric information is discussed..

Smarta Hus: Nya behov och lösningar med participativ design

In this Bachelor Thesis (20 p.), we present the history and development of "Intelligent Houses", and most important- explore some of the future possibilities in this area. The project has been carried out through an interdisciplinary cooperation between three different educations at the Blekinge Institute of Technology. By conducting a dialogue with various actors with different professions, we have been trying to identify needs within the concept of "Intelligent Houses", were the end user is not only the tenant or homeowner. Through Participatory Design methods, such as a Future Workshop, we have brought the users together to discuss their own and each others needs and hindrances in their respective work practice, and how intelligent house technology could improve their work conditions. We have also been testing a highly sophisticated CO/CO2/Moisture/Temperature/Enthalpy multi-sensor & controller, originally developed for regulating indoor climate systems. Based on the needs we have found in our fieldwork, we have been looking at possibilities to make multi user solutions with the sensor..

Det nya verktyget : En undersökning av förskollärares upplevelser med surfplattan

The aim of this thesis is to study preschool-teachers? experiences from using the computertablet as a tool for learning and teaching, in order to gain knowledge of how the integrationalprocess of information and communications technology (ICT) in preschool has progressedsince its instatement. The background that caused interest to make this study was the rapidprogression of the use of ICT-tools in childrens? everyday lives and the troubles that havesurrounded the process of integrating these tools into preschool-practices. The theoreticalbasis for the analysis of the research lies within the socio-cultural perspective.

Utveckling av omrörningsenhet

The use of technology in today's society is frequent and often necessary, but how, when and where are we supposed to learn how to use it? And if it is such a big and important part of our society, then why don?t teachers get more training in how to use the technology? The purpose of this paper is to examine whether teachers attitudes to technology affects their use of technology in their teaching. In school technology can be a complementary to other material, if teachers have the necessary skills to use technology in a pedagogical way. I have chosen to do a qualitative study in form of interviews and observations at a school outside of Stockholm. The results show that both school and teachers must want to work with technology if anyone will be getting something out of it.

TAT Tutorials - En färg-kodande editor och hemsida för ett interaktivt läromedel till de xml-baserade programmeringsspråken Cascades och Kastor.

TAT?s Cascades and Kastor are programming languages used to create graphical user interfaces (GUI) for mobile phones. TAT Tutorials is a dynamic, interactive tutorial site for these xml-based programming languages. An editor will be available for download to enhance the learning process..

Läraren Vs. Tekniken : en undersökning om lärares förhållningssätt till tekniken i undervisningen

The use of technology in today's society is frequent and often necessary, but how, when and where are we supposed to learn how to use it? And if it is such a big and important part of our society, then why don?t teachers get more training in how to use the technology? The purpose of this paper is to examine whether teachers attitudes to technology affects their use of technology in their teaching. In school technology can be a complementary to other material, if teachers have the necessary skills to use technology in a pedagogical way. I have chosen to do a qualitative study in form of interviews and observations at a school outside of Stockholm. The results show that both school and teachers must want to work with technology if anyone will be getting something out of it.

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.

Dataspelsarvet - klassiker och kanonisering

This master thesis deals with computer game classics and a possible computer game canon. It looks closer at four computer game genres - adventure, RPG, action and strategy - in order to discern which games are considered classics and what characterizes them. To answer the first question a quantitative research method was used. 675 computer game reviews from 5 Internetsites were examined in order to see which games are mentioned most often in this context and therefore might be considered classics. To answer the second question a qualitative research method was used.

Teknik i bilderböcker

AbstractThe purpose of this study is to see how technology is presented in different fictional picture books that are available in preschool. Six fictional picture books that have connection to technology in picture and text have been analysed. In order to show how technology can be made visible in fictional picture books, the relation between picture and text has been analysed through a technology perspective. Furthermore, the pictures and the texts have been analysed separately in order to show what they show respectively in terms of technology. The fictional picture book has a potential to be a basis for making technology visible in preschool, which is a step in a new direction.

Sjukvårdsrådgivningen i Karlshamn, Blekinge Län, - Från utredning till verklighet, om processen att införskaffa ett system

This Batchelor?s Thesis concerns 20 points at the MDA-program (People, Computers and Work) at Blekinge Institute of Technology in Ronneby, Sweden. 10 points concerns Computer Science and 10 points Human Work Science. The thesis is about the process of starting a new department of Blekingesjukhuset [Blekinge Hospital] in Karlshamn, Blekinge called Sjukvårdsrådgivningen [Health Care Advice Bureau]. The thesis starts with a description of the ethnographical methods used, followed by the process of establishing the department. In this new department, the nurses are using a computer based system called Teleråd, developed by TietoEnator. The thesis takes up the issues of how the department uses this system today and concerns what ?user-friendliness? is.

Datoranvändning inom förskolan : Ett lärtillfälle eller tidsfördriv?

AbstractThe purpose of this study is to see how technology is presented in different fictional picture books that are available in preschool. Six fictional picture books that have connection to technology in picture and text have been analysed. In order to show how technology can be made visible in fictional picture books, the relation between picture and text has been analysed through a technology perspective. Furthermore, the pictures and the texts have been analysed separately in order to show what they show respectively in terms of technology. The fictional picture book has a potential to be a basis for making technology visible in preschool, which is a step in a new direction.

Automatisk segmentering och maskering av implantat i mammografibilder

A report on my thesis developing an algorithm to automatically classify a mammogram image as containing an implant or not and segmenting and masking any present breast implant in the image..

"The Machine Made Me Do It!" : An Exploration of Ascribing Agency and Responsibility to Decision Support Systems

Are agency and responsibility solely ascribable to humans? The advent of artificial intelligence (AI), including the development of so-called ?affective computing,? appears to be chipping away at the traditional building blocks of moral agency and responsibility. Spurred by the realization that fully autonomous, self-aware, even rational and emotionally-intelligent computer systems may emerge in the future, professionals in engineering and computer science have historically been the most vocal to warn of the ways in which such systems may alter our understanding of computer ethics. Despite the increasing attention of many philosophers and ethicists to the development of AI, there continues to exist a fair amount of conceptual muddiness on the conditions for assigning agency and responsibility to such systems, from both an ethical and a legal perspective. Moral and legal philosophies may overlap to a high degree, but are neither interchangeable nor identical.

Verktyg för utveckling av terrängparker inom skidanläggningar. : Shaper

Today we can create digital 3D models which can be realised almost instantly through production methods such as 3D printing and computer controlled milling.What if this same technology could be applied to the development and construction of terrain parks?With snow as the material tools could be developed using similar principles to design and sculpt the surface, only on a larger scale.How would terrain park designers adapt their process to use this new technology? In this Industrial design thesis I explore how the ideas of the terrain park designer can be expressed through such a system with focus on the designers knowledge and skill without the need to learn complicated 3D programs.Sketch, create, ride. .

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