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1870 Uppsatser om Computer trust - Sida 18 av 125

Elektroniska signaturer- säker identifiering?

Problem:I dag finns det ett stort behov av säkra identifierings metoder på Internet. Traditionellt sätt är en handskriven namnteckning en form av identifiering och vad som behövs är en elektronisk motsvarighet. Hypotes: "Elektroniska signaturer leder till ökad integritet och säkerhet vid identifiering på Internet" Syfte: Målet och syftet med denna uppsats är att studera och analysera huruvida elektroniska signaturer kommer att bidra till ökad integritet och säkerhet vid identifiering på Internet. Slutsats:Genom att jämföra praktiska erfarenheter (fallstudie) och teoretiska kriterier kunde vi analysera oss fram till att vår hypotes är sann.

Sara skolkar: Ett mobilt frånvarorapporteringssystem

This bachelor thesis portray a project where the main task were to develop a computer based system prototype for handling of absence report at the upper secondary school af Chapman in Karlskrona. The project has been conducted in cooperation with students from the university programs software engineering and information economy at Blekinge Institute of Technology. Our task as MDA-students have been to survey the process of absence report of today through field studies and give a proposal of a graphical user interface which later were developed by the software engineers. The thesis also handles the cooperation with other students from other university programs..

Hur ofta hälsar du på din granne? : En kvantitativ studie av integration som förklaringskraft beträffande befolkningssammansättning och radikala högerpopulistiska åsikter

A logical cause of migration is of course immigrants which is a topic always creating discussions. When arriving in a new country a process of integration with the goal to adapt to the environment is started. This study will explore the need for integration and seeks to examine the connection between population composition and radical right opinions.To fulfill the aim, a multivariate regression analysis is done on aggregated level in Sweden with statistics concerning the year of 2010. The relation between ethnic composition and voters support for the Swedish radical right party Sverigedemokraterna is studied as well as integration as an explanatory intermediate factor operationalized through unemployment, financial assistance and trust.The results of the study indicate a positive connection between immigrants from EU/EFTA and the voter support for Sverigedemokraterna. A negative relation is identified between trust and the voter support for Sverigedemokraterna.

Från ax till limpa : Verksamhetsprocessen vid framtagande av applikationer till handdatorer på Fazer Bageri AB

Human Computer Interaction (HCI) is a broad discipline that studies different concerns regarding interactive systems? development. One of the major interest points within the discipline is the reasoning behind building specific functionality into computers and the long-term effects that usage of systems will have on humans.Within Human Computer Interaction there are theories and frameworks how to involve a user in the process of developing new systems. In this paper focus is applied to the development process within developing applications for Enterprice Digital Assistants (EDA) and to what extent the end-users are involved in the process. Fazer Bageri AB has been choosen to represent a business corporation that uses handheld computers in their everyday tasks.The method used to gather information for this study has been by performing interviews and observations with key stakeholders at Fazer Bageri AB and MobiOne AB.

Visualisering av augmented reality i byggbranschen

Augmented reality is a technology thatcombines the perception and interaction ofvirtual objects with the real world. Itcan allow a user to visually see computergenerated models and informationinteracting with the real world through ahand held device such as a tabletcomputer. This opens up a range ofpossibilities, especially in theconstruction sector. A construction siteis permanently changing and the need forprecise and updated information iscrucial. The ability to enhance the realworld with virtual objects and informationmay make many plans printed on paperabsolete.This report describes how workers in theconstruction sector would benefit fromusing augmented reality on a tablet innumerous situations and the technologyneeded to achieve AR on a tablet.

Faktorer som påverkar mobilbanksanvändningen

Many companies today are investing in various computer-based tools to support their planning, decision making or communication processes. However, end users are often reluctant to accept the available information systems, which mean that these investments are extremely risky. Understanding why users choose to accept or reject an information system has proved to be one of the most challenging problems in this research area. Previous studies have focused on users' beliefs and attitudes regarding use intentions, but the results have, however, been both mixed and incomplete. In this study, I have used the Swedish youth? s use intention of mobile banking and a quantitative study was performed based on five different hypotheses derived from previous studies.

IT för att bygga nätverk : Att komplettera personliga relationer med IT

Globalization has lead to evolvement of teamwork between companies and their customers. One reason for this change is the growth of the IT community and the propagation of the Internet. This in turn has lead to faster communication within business networks and also a higher degree of integration between companies.The purpose of this thesis is to describe IT can be used to develop and support networks formed around IT corporations. IT also aim at describing what impact usage of IT within personal networks has on usage of IT within business networks. The thesis is limited to IT-companies using IT artifacts, not only for communication within its organization, but also communicating with its customers and other IT-companies.

Digital Materia

Med tankar från pedagogen Montessori och filosoferna Platon och Baudrillard har detta arbete behandlat frågor om datorn och dess betydelse för en grafiker. Frågeställningen formulerades efter hand och lydde tillslut: ?Hur kan materia te sig i digital form?? Forskningen resulterade i en hypotes för hur digital materia skulle födas i datorn: genom att blanda två uppsättningar av data, såsom två genuppsättningar tillsammans skapar en ny organism. Under produktionen utvecklades därmed en metod för hur en grafiker ska kunna skapa tillsammans med en dator. Syftet är att ge andra grafiker ett nytt sätt att se på digital grafik.

När spelen blev farliga: konstruktionen av dataspel som ett socialt problem i svensk press 2000-2006

This essay focuses on the construction of so called "computer game addiction" or "computer game abuse" in the Swedish press during 2000-2006. During this period computer game addiction went from an obscure phenomenon to a legit reason for the involuntary commitment of a fourteen-year-old.The study's theory is based on several social constructionist ideas. Kitsuse and Spector's theories about constructing social problems as claims-making activities are used for understanding the actions of the individual and groups involved. Hewitt and Hall's article about quasi-theory is used to explain the construction of explainations for the new social phenomenon. Blumer's five-stage model is used for categorizing the construction of the new social problem.

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..

World of Warcraft : En virtuellt social värld

In today?s modern society with high-speed connections covering the globe people are more than ever finding themselves gazing into the cold lights of the computer screen. On the other side a strange and exciting world yet to be explored awaits. Many are those who spend hour after hour running over green hills swimming in vast blue oceans in the lands of Azeroth, the playfield in the MMORPG game World of Warcraft. In media we often read and hear alarming reports on players stuck in this virtual world, ceasing to play a part in the real world.

Persona : En metod att utveckla och införa persona i en organisation

AbstractIn this thesis we aim to extend the current theories about a concept called persona. A persona is a model of a user, mostly based on qualitative research and made with such accuracy that it to some extent can be used as a replacement of a real user in a development process and as a communicative tool. We will present a way of constructing this persona without meeting the actual users and follow up with interviews from the organization using them. This will lead to a model over the process of introducing personas as a concept in an organization,previously not familiar with the concept. The model is adapted to also work for projects and organizations where the concept is already known..

Persuasiva spel: Ett medium med spännande möjligheter : Procedurell retorik i två svenska opinionsbildande datorspel

This essay is about the principles and rules that control persuasive computer games. The term persuasive games mean computer games, video games and other similar artifacts that are produced to shape opinion. The rhetorical scholar Ian Bogost at Georgia Tech claims that this kind of games mainly get their persuasive power by using procedural rhetoric and that games as a medium gives special conditions for procedurality.  By procedural rhetoric Bogost means an argumentation that is based on rules and choices, as opposed to texts, movies and images. (Bogost 2007). Bogost describes these procedures as quite specific for games and claims that they differ qualitatively from ?ordinary? rhetorical arguments even if they just as other arguments work by establishing enthymems.

Säkerhet och integritet i närfältskommunikation

Context. In today?s society we use smart cards in many areas, NFC is a smart card technology that allows contactless interaction between a reader and the tag, the tag is often in the form of a card. NFC can be used for various payment methods or as access card to a building which makes life easier. In previous studies, the technique has proven to be weak to attacks using an NFC reader connected to a computer.

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