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1876 Uppsatser om Computer trust - Sida 66 av 126

Russinen ur kakan: - uppföljning av kampanjer i byggvaruhandeln

The Swedish do-it-yourself (DIY) market has expanded in recent years and is today a SEK90 billion market. Competition is fierce, however, and the DIY retail chains compete over market share with extensive marketing campaigns. Advances in computer technology have made it possible to acquire and compile huge quantities of point of sale data. However, due to a lack of economic theories and statistical methods, this data cannot be effectively utilized and the effects of the campaigns are not measured in any detail. In this study a new method was used to examine the effects of marketing campaigns in the DIY consumer market.

Annonser i nättidningar ? kvalitet och placering i målorienterad sökning

This study investigated how banner ads, depending on its quality and placement,can capture a user's attention while searching for editorial content in an online newspaper. Furthermore, the user's search strategy was also studied to see whether it varied depending on the placement of an ad. An experiment was conducted where 20 subjects searched for articles in a Swedish online newspaper while their eye ovement was recorded with a headmounted eye?tracker. In each search task the online newspaper contained either a low quality ad or a high quality ad.

Intresse och närvaro : Patienters upplevelser av sjuksköterskans närvaro i vårdandet

Background: Research shows that the nurse?s presence has a great significance for the relationship between patient and nurse. By this, the nurse can gain a greater understanding for the patient?s situation and thus have an opportunity to influence the patient?s health processes.Problem: Today?s focus on the technology and lack of time in healthcare can create a stress which can make it more difficult for the nurse to prove presence to the patient.Aim: To describe patients? experiences of the nurse?s presence in healthcare.Method: A qualitative approach, where Evans descriptive synthesis has been used. Eleven previously published qualitative, caring science, articles has been used in the synthesis.Results: The synthesis revealed two themes.

Testverktyg för ett automatiserat system

Most often when developing a new system there is a need get a functioning testtool up and running. Including time, cost and resources the solution isn?t always obvious, developing your own or buy one ?of the shelf?. The purpose of this thesis is to study how a general testtool for executing functional tests should be designed to be reusable, be based on recognized knowledge and be able to fast and simple be customized for different types of systems. Key functions from the litterature is presented and used in the design of a testtool prototype.

Aktivitetsbaserade kontor : En studie kring hur Vasakronan implementerat det aktivitetsbaserade kontoret och arbetssättet

Partnering is a collaboration method where the contractor and the client work together, based on a mutual trust towards each other and with a common goal for the project. The method originates from the United States where it was early adapted by the U.S. Army Corps of Engineers. It later spread internationally where the United Kingdom and Denmark were early in Europe to see the potential with partnering, to help aid with the issues they were having where construction projects kept running late, going over budget and lacked in quality. By using partnering you can achieve a shorter building time, improved work relationships and enhanced efficiency and cost effectiveness.

Attackanimationer i datorspel : Spelarfrustration över för långa attacker

Målet med denna rapport är att ta reda på hur lång en attackanimation i ett spel kan vara innan spelaren blir frustrerad över att den tar lång tid. Forskningen inom dataspelsutveckling är fortfarande begränsad, men det finns mycket att hämta från området Human-Computer Interaction. Undersökningen genomfördes på 22 personer med spelvana. De fick spela en av två versioner av ett fightingspel som utvecklats speciellt för undersökningen, sedan fick de svara på en enkät om hur de upplevde spelet och attackerna. Deras knapptryckningar under spelandet loggades.

Fondavgiftens inverkan på avkastningen

Syftet med vår uppsats är att undersöka om det har förekommit något samband mellan totalkostnadsandelen (TKA) och avkastningen hos svenska aktiefonder under tidsperioden 1999 till 2003. Vidare är syftet även att undersöka huruvida fondens avgiftsstruktur har påverkat fondens avkastning. Metoden som har använts i uppsatsen är av det kvantitativa slaget, där regressionsanalyser har utförts för att utvärdera huruvida fondavgiften och avgiftsstrukturen har haft någon inverkan på avkastningen. De fonder som ingår i studien är Sverigefonder med kurshistorik på minst 5 år. De data som används har främst inhämtats från databasen SIX Trust, men även från Morningstar och PPM.

Hjärnvågsavläsning i spel : En undersökning om användbarheten av hjärnvågsavläsning som direkt kontrollmetod för spel

BCI (Brain Computer Interface) för användning i spel har börjat dyka upp på konsument-marknaden. Dessa använder ofta EEG för att mäta spelarnas avslappningsnivåer och den spelare som lyckas nå högsta meditativa tillstånd samlar poäng. I detta arbete undersöks huruvida det går att använda BCI för mer direkt kontroll av en specifik spelmekanik i kombination med konventionella spelkontroller. För undersökningen har två versioner av ett spel skapats med avsikten att mäta skillnaden i hjärnaktiviteten hos spelare som bara spelar, jämfört med spelare som aktivt försöker åstadkomma ett specifikt sinnestillstånd för att direkt kontrollera en funktion i spelet. På grund av studiens begränsade omfattning kunde inga definitiva slutsatser dras men det finns indikationer på att MindWave, som var utrustningen som användes i denna studie, inte är lämplig som direkt kontrollmetod tillsammans med andra kontroller.

EUROPEISKA INVESTERINGSBANKEN (EIB) OCH ?TRANSPARENS SOM F?RTROENDETS VALUTA? En studie av policy och praktik inom EIB

This thesis explores how the concept of ?legal corruption? manifests itself within the European Investment Bank with a modern approach to the theoretical understanding of anticorruption efforts. This approach conceptualises the idea of complementing theories based on contextual applicability rather than focusing on their competing qualities. The European Investment Bank (EIB), as the world?s largest multilateral lender, is an underexplored yet vital organ of the European Union, which has recently faced criticism for its alleged lack of transparency and dubious application of policy.

Soundvolume 2.0 - En prototyp för ljuddesign i spel

Efter fyra månader som ljudpraktikant på det svenska spelföretaget Starbreeze i Uppsala, var det dags att ta steget vidare i ytterligare fyra månader. Från ljuddesign till scriptning, idéer och tankar, samt en inblick i hur scriptning fungerar. Detta arbete handlar om framtagandet av en ljuddesign-prototyp åt ett externt företags framtida spelprojekt. En utveckling som från början var tänkt att öka kunskaperna om scriptning, och att skapa ett sammanhängande spelscenario, men som sedan utvecklades till att leda mycket längre. Förklaring: Ljuddesign = Ljudläggning av någon form, i detta fall spel. Scriptning = Enklare programmering, kan vara saker som händer eller saker man kan göra i spelet Nyckelord: Soundvolume 2.0, Starbreeze, ljuddesign, spel, sounddesign, 3D.

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.

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..

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.

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.

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