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3128 Uppsatser om Computer technology - Sida 34 av 209
GPS-baserad virtuell geografisk inhägnad för mobil enhet
The aim of this paper is to find an algorithm to establish and maintain a
virtual
enclosure around a mobile unit. The area may take any form and should be
scalable
up to and including national borders. The enclosure is managed on the mobile
unit.
The target system is Android.
Smartphones, tablets and more recently, cameras is examples of mobile units. A
modern mobile unit is part of a computer network.
Ingenjörshandbok
Handbok.
Anpassningsbar musik i spel
Hur musiken fungerar i spelet Mirrrors Edge..
BeAKKta - ett kommunikationshjälpmedel som möter behoven av djupare kommunikation hos personer med autism
A vulnerable group in society is people with ASD (autism spectrum disorders) or
autism. This group seems to increase, mainly due to genetic factors but also
environmental problems. Medical research has accelerated in the U.S. and
Europe. The biggest problem for people with disabilities is the inability to
communicate, both verbally and socially.
Nationell datajournal : - Strategier inom IT-politik
In the society of information that we live in the knowledge of computers and computer system will have a greater influence than we may think. Discrimination is no longer exclusively a term that indicates lesser understanding of different cultures, the discrimina-tion that is at hand will be between ?the have and the have-nots?.This study is about the strategic methods and considerations that is of importance for planning, organizing and finally implement the work with national computer based patient documentation. The strategic planning has been done over a period of time where different actors all had their share of influence. The cost seems to be endless since it has increased after the actual program, in this case, Cosmic from Cambio Healthcare, entered the scene of healthcare.
En conjoint analys av förpackningsattribut.
Abstract Title: A conjoint analysis of packaging attributes. How can the attributes of a product?s packaging best look like to attract the consumer? Authors: Linda Granberg & Helena Niklasson Supervisor: Jan Svanberg Department: School of Management, Blekinge Institute of Technology Course: Bachelor?s thesis in Business Administration, 15 credits Purpose: The purpose is to find out how visual and technical attributes on product packaging affects the consumers tendency to want to buy the product. Method: Conjoint analysis and a quantitative survey. Results: When developing a package for a food product we?ve reached the conclusion that it is most important to have clear product information on it.
Innovationsprocesser i SME-företag : Från idé till kommersialisering
Objective: For a long-term and viable economic development to take place in a country it needs to promote creativity and innovation in enterprises. The study applies the process model to study the process of innovation in innovative companies in Sweden. The study also applies the technology commercialization model to indicate the ability of companies to commercialize the technology to the market.Main purpose: The purpose of this work is to study how companies in Sweden proceed with an idea generation and if they manage to commercialize these ideas.Method: This study used a qualitative approach. Multiple case studies & interviews.Conclusion: The innovative ideas in innovative SME:s in Sweden is emerged from randomly events and from systematic developments. Consumer chock is the trigger who draws focus on the idea.
Naturlig haptisk kraftåterkoppling från volymdata
As the volumes are entering the world of computer graphics the pure volume visualisation becomes a more important tool in for example research and medical applications. But the advance in haptics --- force feedback from the computer --- is behind. In volume haptics no equal to the proxy method so popular in surface haptics has yet emerged. Some implementations of volume haptics even use surfaces as intermediate representations so that surface haptics can be used.The intention of this work was to create natural feeling haptic feedback from volumetric density data using pure volume haptics. The haptic algorithm would be implemented in Reachin API for the Reachin Desktop Display, together with other parts to build up a usable volume visualisation environment.To achieve the feeling of stiffness and friction dependent on tissue type, a proxy based method was developed.
Utvärdering av Microsoft SharePoint 2003
I have been studied Microsoft SharePoint on behalf of Prevas in Karlstad.The purpose of my work was to see if Microsoft SharePoint was what Prevas wanted as a replacement for the existing intranet, which they are not satisfied with today.My work was a kind of foundation for Prevas so they could make a decision in this matter.The work began with installing SharePoint at one single server at Prevas. We used a virtual technology (VMware) at the installation, which can be described as that we created two ?miniservers? in a bigger server, one for SharePoint and the other for storing the information. This kind of technology is strongly advancing. The main work consisted of setting up the structure for the navigation and designing both the portal and the local homepage for Prevas Karlstad.
Light or Voice ? make your choice! : Plocktekniker för tillverkningsföretag
Companies constantly strive for the perfect order which enables them to satisfy and retain their customers. This is a difficult process that can be facilitated by using different picking technologies. In this study, a research of the picking technologies Pick-to-Light and Pick-to-Voice have been made to investigate when each technology is suited.In order to collect relevant information and data to be able to answer the question formulation, a qualitative study with interviews have been made. The purpose of this essay was to investigate Pick-to-Light and Pick-to-Voice to see when each technology is best suited and to see what the differences between the technologies are. With our essay we wanted to help manufacturing companies to make the right decisions when implementing a picking technology.The results showed that those picking technologies give companies a higher picking quality and an increased work efficiency since the order picking is faster to perform, and that picking errors are reduced.
Risksäkra liv : i skuggan av systemkollaps
The thesis is based on a case study of a Swedish discussion forum where survivalism and prepping is the main focus. The awareness of an abrupt and immanent breakdown together with a full and thorough preparation for any conceivable threat posed by that breakdown is what legitimizes survivalism and prepping. This preparation, or risk-proofing is 1) grounded in an isolation of the body and its predispositions from perceived risks, and 2) actualized through artefacts, theoretical and practical knowledge and awareness. Stories of the embodied survivalist are also stories of masculine and heterosexual subjects and ?the others?.
Gamification av digitalt lärande : En studie av attityder om spelelement i lärplattformar
Society today is characterized by the transforming effect IT has had, the majority of the activities we perform on a daily basis involves one way or another digital technology. One area which has not yet seen the positive effects of IT is education. Despite the progress of technology, the school education has barely changed since it first saw the light of day. Our goal with this study is to investigate the possibility of implementing Gamification elements in educational environments and examine whether it could increase our young students learning motivation. We believe that this kind of implementation will have a positive effect for these young people since they have been interacting with games since they were small and are familiar with the driving force of a reward system.With this study we want to examine the opportunities and challenges that Gamification implementation brings out in a learning environment and therefore encourage and motivate our young ones to study even harder..
En studie av hur matematiklärare på gymnasiet upplever sin kunskapsnivå i Technological Pedagogical Content Knowledge (TPACK)
Den digitala utvecklingen både i samhället i stort och inom utbildning accelererar som aldrig förr. Många ungdomar idag har tillgång till digitala verktyg så som dator, mobiltelefon, surfplatta mm. Detta ställer nya krav på utbildning och därmed också nya krav på lärarna. Ett urval av matematiklärare på gymnasienivå fick i en webb-survey rangordna vilken kunskapsnivå de anser sig ha med avseende tre huvudområdena som beskrivs av ramverket Technological Pedagogical Content Knowledge (TPACK): teknik, pedagogik, ämnesinnehåll och kombinationer av dessa. Resultaten visar att lärarna anser sig ha en hög kunskapsnivå med avseende på pedagogik och ämnesinnehåll samt kombinationen av dessa men att kunskapsnivån ligger lägre när det gäller teknik och då framförallt den rent tekniska biten (t.ex.
Hur man kan skapa uppmärksamhet för tidningen Guinness World Records Magazine genom en digital artefakt
This project practise methods used in the interaction design discipline to develop a concept related to the Swedish Guinness World Records Magazine.
This project is a challenge to accommodate both the users? and client?s needs. We focus on interaction and the experience, which is acquired through the use itself, and how to connect it to a theme from a client. The aim of this project is to create a meeting place for children where they can interact with technology.
Alternativa verktyg, tillgänglighet och måluppfyllelse för elever i läs- och skrivsvårigheter : En fallstudie i årskurs 8 och 9
This study investigates how assistive technology tools are used in the classroom by students in reading and writing disabilities in the school years immediately prior to moving to gymnasium. Through observations and interviews with two students and two teachers this study also considers if the use of these tools can lead to increased accessibility and goal fulfilment, and whether these elements are prerequisites for success. The result shows that the students use laptops in the classroom, primarily for writing longer texts, and that in order to be successful, an early start, equipment, time and positive attitudes towards the tools are important. The students use the tools in the classroom, but they have very different feelings about how included they are in the class. The participants see a clear link between the use of assistive technology tools and increased goal fulfilment. .