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2708 Uppsatser om Computer vision syndrome - Sida 16 av 181
Utvärdering av digital flygbildstolkning & automatisk beståndsindelning för det praktiska skogsbruket :
To be able to plan different treatments, accurate data is required. The collection of data is often expensive and that?s why the aim is to lower the inventory costs without loosing the accuracy of the data. Holmen Skog has in its strive to lower the costs, decided to evaluate two different methods for forest delineation, computer aided forest delineation and digital stereo view. This study?s purpose is to evaluate these two methods in regard to usability for a beginner and how good the delineation gets.
Öga-nacke/skuldra problem hos en grupp synskadade män och kvinnor i åldrarna 17-92 år : En kvantitativ tvärsnittsstudie
The purpose of this study was to describe the prevalence of self-reported visual and neck/shoulder complaints among individuals with a low vision diagnosis. The study also aimed to examine whether there was an association between the degree of self-rated visual and the neck/shoulder complaints. There was a questionnaire survey that was conducted on patients that visits an eye center in a county in central Sweden. There were a total of 18 people participated in the survey, between 17-92 years old. The questionnaire contained 22 questions and was analyzed with SPSS.
Basmobilen
Today?s cell phones include more and more functionality, it is no longer
uncommon to be able to connect to the Internet or take photos with the cell
phone. In this thesis the question is if the cell phone users are interested in
this new functionality. Are there people who are interested in a cell phone
that in this thesis is called ?Basmobilen? (the entry level phone), which
include the following functions; phone call, SMS, phone book, calling lists,
clock and the possibility to change the call signal.
"Jag kände mig som en pilot" : ??????En studie om interaktionsstilarnas påverkan på spelupplevelsen
Today's technology offers a variety of opportunities to interact with the interactive systems. Human-Computer Interaction in the last decade is the area of research that has contributed the most to this development. But how is this interaction perceived? The user experience is something that is formed by the interaction between human and the computer interactive systems. The objective of this thesis is to investigate how the user experience differs depending on how one interacts with a game.
Undersökning & Utvinning av Smartphones : En djupgående analys av positionsdata
The ordinary phone of today is not the same as it was 10 years ago. We still use them tomake phone calls and to send text messages, but the ordinary phone of today has muchmore uses, it is essentially a computer. To put into context to 10 years ago, it is a verypowerful computer, capable of processing wide array of information and presenting it tothe user. Nearly every single device today has a wireless connection, which makes everyuser connectable and able to use online services and internet at any time and place.This gives the user the possibility to integrate his or hers everyday actions with socialmedia and different search functions. Being able to search the internet for persons,restaurants, public transportation and a lot more is very useful to most.
Surveillance of Geomyces destructans in Swedish bats and Bat Hibernacula
White-Nose Syndrome, WNS, is an emerging fungal disease in the Northern American bat population causing mass mortality in infected hibernacula. Geomyces destructans is a newly discovered psychrophilic fungus causing WNS but the pathogenesis and epidemiology of the disease is not yet fully clarified. Geomyces destructans has been found in Europe but has not been a cause of mass mortality there. This study is the first investigation done to see if G. destructans is present in Sweden.
4M - en förutsättning för framgångsrika förändringsprocesser?
Vårt syfte med uppsatsen är att utreda vilka faktorer som är av vikt för en framgångsrik förändringsprocess samt vilken påverkan ledarskap har på faktorerna. Vi genomförde en kvalitativ undersökning där vi intervjuade tio personer som är yrkesverksamma på två hotell i Sverige. Vi intervjuade respondenterna om den förändringsprocess som ett hotellkedjebyte innebär, och om den ledarstil hotellens general managers anser sig ha och ha haft under bytet. Våra sekundära källor utgörs av teorier inom framför allt service management, change management samt ledarskap/management. Vi har använt en blandning av induktivt och deduktivt arbetssätt.
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.
Reflektion genom interaktion : En analys av förbindelsen mellan spelarens moraliska handlingar och karaktärernas utveckling i tv/datorspelet Dragon Age: Origins.
The aim of this essay is to investigate the function and development of non-player characters (NPC) in the TV/computer game Dragon Age: Origins. The NPCs are analysed in order to see if their development is affected by the player character?s (PC) background and interactions. The game?s ethics is also investigated by studying how the NPCs treat the PC and what significance they give to his background and actions.The results show that the NPCs are affected by the PC?s interactions, and furthermore, that they are round characters, which is unusual in TV/computer games.
Pedagogiska datorspel - Designandet av en teoretisk applikationsmodell för pedagogiska spel ämnade för gymnasieskolan, med elevperspektivet i fokus.
In this work we?ve been focusing on how to adjust educational computer games in order to make them suited for the educational context of upper secondary school. Our opinion and entrance to the study is that the related developers of the subject, in some ways, have failed to successfully combine and find the balance between the entertaining and pedagogical aspects in the games. Our main questions is which aspects in the games game developers need to take in consideration to satisfy the pupils, but also what qualities that is needed for them to function in their educational context. In order to do that we had to investigate the people of the target groups own perspective on what technological and social aspects in the computer games they assess as important.
Tvångsvård på grund av problematiskt datorspelande : En rättsvetenskaplig studie av annat socialt nedbrytande beteende i 3 § LVU
This paper has focused on specific aspects of the law concerning the 3rd paragraph of The Care of Young Persons Act (1990:52), LVU. The purpose of this study was to examine the prerequisite other social destructive behaviour in four cases where youths has been under compulsory institutional care because of their computer gaming. The study was composed on a legal dogmatic method and a legal sociologist perspective. The legal dogmatic method implies to examine the law and its elaboration, the legal sociologist perspective focus on the consequences and causes of the court of law. The study shows that problematic computer gaming is an increasing problem in society and that other social destructive behaviour is a wide prerequisite that need new amendment in order to ensure citizens certainty..
Lean för kortare väntetid till strålbehandling : Förbättringsarbete och enkätstudie hur det påverkar arbetsmiljön
The aim of the study was to explore the methods used in horticultural therapy gardens in rehabilitating people suffering from fatigue syndrome. Nine horticultural therapy gardens were contacted of wich three chose to participate. Using case study as method e-mail interviews was carried out with the participants about their establishment and what kind of theories they based their methods upon. The material collected from the interviews was complemented with additional data from the establishments web pages and information pamphlets. Collected data was processed trough content analysis and then formed as background for the development of a program theory for horticultural therapy.
Vision-koppling till och betydelse för strategiarbete
Syftet med uppsatsen är att studera visionens koppling till, och betydelse för, företagens strategiarbete samt undersöka om det finns andra mekanismer som stödjer strategiarbetet istället för visionen. Vi har gjort en kvalitativ fallstudie, omfattande tre företag, där semistrukturerade intervjuer utgjort grunden för insamlandet av primärdata. Sekundärdata har samlats in från litteratur och artiklar. Jämförelser har gjorts mellan företagen och paralleller har dragits till vedertagna teorier. Arbetets slutsatser visar att i två av fallföretagen kommer visionen på ett naturligt sätt in i strategiarbetet genom de modeller de arbetar efter.
Ursäkta, var är toaletten? Patienters upplevelse av att få en tillfällig loop-ileostomi nedlagd efter rektalcancerbehandling
Introduction: Reversal of a temporary loop-ileostomy is the final step after a long treatment for rectalcancer, an event that the patient has been looking forward to for a long time. Studies have shown that patients often have a significant impact on the bowel function after reversal of the stoma.Aim: To describe how the patient experienced the first time at home after reversal of a temporary loop-ileostomy due to rectalcancer. Method: Qualitative semi-structured interviews, with 15-20 patients who have undergone reversal of a temporary loop-ileostomy due to rectal cancer, will be conducted. The interviewes will be analysed using qualitative content analysis according to Graneheim & Lundman (2004). The patients will be recruited from the colorectal unit at Sahlgrenska University hospital/Östra and from the surgical unit at Kungälvs hospital.
Data och Tv-spel : Data och tv-spels påverkan på ungdomar
The purpose of this study is to investigate in what extension students experience that computer and videogames affect them. I have chosen to focus on the physical, mental and social affect that this activity might bring them. I have also examined how much time the students spends in front of the computer or the videogame and in which social context they play.The method I have chosen to use is a quantitative opinion poll which I used in three classes of the later junior high and I have also conducted five qualitative interviews.The conclusions I have drawn from this investigation are that computer and videogames affects teenagers both physically and mentally. Physically the affects of playing videogames mostly can be derived to the physical inactivity they expose themselves to. The students themselves did not experienced any positive physical affects from their playing.Amongst the mental affects that stood out the most I recognized the social training that online gaming provided and also the intellectual stimulation that certain games offered the player.