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2433 Uppsatser om Computer vision - Sida 2 av 163

Socialarbetares syn på datorspelande ungdomar : En intervjustudie om socialarbetares problematisering av ett nytt fenomen

The purpose of our study is to describe and understand whether, and if so, how social workers in school and in social services construct computer gaming adolescents as a social problem. We chose social workers who encounter adolescents with different problems. We have conducted qualitative interviews with vignettes to capture the social workers' reasoning about computer gaming adolescents and how they handle this in their work. The study shows that all social workers we interviewed had encountered adolescents with troubling computer gaming habits. In the study, all agree that computer gaming becomes a problem when it leads to deviant behaviour such as not going to school, staying up all night and so on.

Förändring = Förbättring? : En studie av hur några användare skattar och upplever förändringar i ett datorstöd

Human-computer interaction is central for computer assisted development. The aim was to investigate the user experience of a new (U2) compared to an old (U1) computer system, within a cognitive psychology frame of reference. Six subjects, frequently using the system, participated in the study. It was shown that the new (U2) compared to the old system (U1) enhanced and supported more the users? system related procedures/tasks.

Webbased Timereport system

Webbaserat Tidrapporteringsystem.

Hur använder pedagogerna och barnen datorn i förskola och i förskoleklass?

The purpose with my degree project is to investigate the use of computers within the daily activity in three preschools and one preschool class. I have designed a survey that I distributed to the staff. The purpose of my work is to investigate how a number of preschool teachers and children in a few preschools and one preschool class in a medium-sized Swedish town are using the computer in their activities.My study shows that the computer is frequently used, both of the children and teachers, but also together. The children in my study are using the computer to play games, listen to music, and go into the websitewww.youtube.com, but also in order to write and count.  The teachers primarily use the computer to document, check their e-mail and listen to music.

Ingenting är sant, allt är tillåtet : En kvalitativ studie om historiska datorspel som Assassin?s Creeds påverkan för det oavsiktliga lärandet och dess pedagogiska möjligheter

The main purpose of this study is to investigate the unintentional learning that happens during the use of computer games. With the use of interviews with students in the ages 13-15 who all have played the game series Assassin?s Creed, and then compared them with students who does not play the game, we have been able to identify that some learning is taking place, but that the student?s attitude towards the subject, and their maturity, also is vital for the learning. Even tough, the students who didn?t really enjoy history as a subject showed better knowledge after playing the game, than the students who hadn?t played at all, which indicates that computer games can be a good source for learning.

Låt det förflutna tillhöra det förflutna : En studie om datorspel, socialt välbefinnande och kunskapsmässig utveckling

This study investigates the effects that commercial computer games have on young individuals social comfort and learning progress. As a systematic study of literature, scholarly articles have been analysed in order to illuminate the positive as well as negative effects on social comfort and learning progress that may come with playing computer games. The social effects have mainly been discussed with role-playing games, such as World of Warcraft, as starting point, while the learning effects have been coupled with strategy games, such as Civilization IV. The study does not simply declare how these games can be good for these factors, but also in what respect computer games may prevent the development of young individuals socials skills and learning progress. The study showed that in spite of perpetual prejudices against computer games in the technological age, computer games might actually be good to use as a tool in order to authorize the development of young individuals regarding learning and social aspects.

Hälsa och datorkonsumtion bland pojkar i årskurs nio : En komparativ tvärsnittsstudie

The aim of this study is to investigate the prevalence of computer consumption among boys in ninth grade, and to see if there were any differences with regards to physical activity, sleeping habits, breakfast habits and BMI. The study has cross sectional design with a comparative and a quantitative structure and is based on a former study called ?Food & Health 2007?.  The respondents were represented by 181 boys in ninth grade, recruited from ten different schools in the county of Uppsala, who were answering questions about media consumption, breakfast habits, physical activity and sleeping habits. Daily computer consumption was reported up to one hour for 12 % of the respondents, one to three hours for 65 % and over three hours for 42 %. The boys who had a high physical activity level were less frequent in computer consumption while those who had a low physical activity level spent more time by the computer.

Datorbaserad examination: En studie om användarhinder och systemacceptans bland lärare

The aim of this thesis is to examine how teachers use computer based assessment in their work and what user barriers they experience while working with computer based assessments. The result of the thesis is meant to provide an understanding of which factors affect the use of computer based assessments and how a company who provide computer based assessments applications can increase the rate of use amongst teachers.To investigate this, the author examined a company in Sweden who provide a computer based assessment application for both universities and high schools. The study was carried out at two different schools, a university and a high school, both located in Stockholm. In total nine teachers were interviewed. The author also conducted observations at the company whose computer based assessment application was examined.The author?s findings suggest that a lack of functions within the application and lack of costumer support from the company all negatively impacted the teacher?s use of the application.

Hur en entreprenör kommunicerar sin vision : En kvalitativ studie genomförd inom privat förskoleverksamhet

The purpose of this thesis is to describe how an entrepreneur and leader, transmits a vision through communication. Furthermore what kind of feedback the leader finds that he/she acquire. We want to study how entrepreneurship and leadership appears at a private preschool and how the entrepreneur and leader use it to communicate his/her vision.This thesis is based on qualitative method using one in-depth interview with CEO at Helianthus AB, documents and one observation at a parental meeting. The theories of which this study is based on consist of entrepreneurship, transformational and transactional leadership, vision and communication. The theories used in this thesis regard entrepreneurship, transformational and transactional leadership, vision and communication.Our study strengthened the assumption that our respondent is an entrepreneur and leader according to chosen theories.

Kvinnor, datorspel och identifikation : en genusanalys av två datorspel och två kvinnors datorspelande

This essay covers computer gaming as seen from a perspective of gender theory. The main purpose of the essay is to examine women?s relationship to computer games, and more specifically women?s attitudes to the games they play. The theoretical basis for this essay is sprung from a hermeneutic perspective. The empirical basis for analysis consists of two in depth interviews and game analysis of the two computer games Counter Strike and Final Fantasy XI.

En actionberättelse : en analys av de narrativa delarna i actiondatorspelet Halo

This essay is a narrative analyze of the computer game Halo. The purpose of the essay is to see what function the narrative elements have in a computer game of the action genre. The analyze is done with a neo-formalistic approach according to the theory of David Bordwell and Kristin Thompson. The choice of game was based on it's positive reviews mentioning the story. The essay tries to give a picture of research in the field and researchers views on narratives and computer games.

Signal- och bildbehandling på moderna grafikprocessorer

En modern grafikprocessor är oerhört kraftfull och har en prestanda som potentiellt sett är många gånger högre än för en modern mikroprocessor. I takt med att grafikprocessorn blivit alltmer programmerbar har det blivit möjligt att använda den för beräkningstunga tillämpningar utanför dess normala användningsområde. Inom det här arbetet utreds vilka möjligheter och begränsningar som uppstår vid användandet av grafikprocessorer för generell programmering. Arbetet inriktas främst mot signal- och bildbehandlingstillämpningar men mycket av principerna är tillämpliga även inom andra områden.Ett ramverk för bildbehandling implementeras och några algoritmer inom bildanalys realiseras och utvärderas, bland annat stereoseende och beräkning av optiskt flöde. Resultaten visar på att vissa tillämpningar kan uppvisa en avsevärd prestandaökning i en grafikprocessor jämfört med i en mikroprocessor men att andra tillämpningar kan vara ineffektiva eller mycket svåra att implementera..

Att vinna eller försvinna när alla får varsin dator : En-till-en-satsningar och dess inverkan på delaktighet, självbild och lärande för gymnasieelever i behov av särskilt stöd

The purpose of this study was to investigate how high school students felt that the computer helped or hindered participation and self-esteem in the learning situation and if the students experienced any differences between when they had been relatively alone in using a computer compared to when everyone had their own computer. The starting point was the national one-to-one projects made to give every student access to a personal computer and how it affected students in special educational needs and previous research. The theoretical approach was based on socioculture/activity theory and theories of self-esteem. Ten high school students in grade one at a senior high school that previously had started up a one-to-one project was interviewed. The results showed that the students primarily used the computer to write and to search the Internet, but even as a alternative or compensatory tool.

"Se mig för här är jag..." : Pedagogers syn på synsinnets betydelse för barns utveckling och lärande i förskolan.

AbstractThe signification of the eyesight for children?s development and learning- how do pedagogues support and stimulate children with defective vision in their development and learning in pre-school?These issues are based on my purpose of the field survey investigations, where I have interviewed three pedagogues and also performed an observation.My main conclusion and results describe that the vision is the high-powered engine in children?s development and learning. It also tells us that those around the children are very important for optimum development and learning, especially when it comes to supporting and stimulating children with defective vision in their necessities. Our other senses are a compensation to make it easier for children with defective visions in their lives. But all our senses are equally important for children with defective vision as they are for seeing children in their development and learning with their whole body in pre-school.Keywords:Eyesight, children with defective vision, development and learning in pre-school, pedagogues, pedagogical support and stimulation.

Implementation av Network Admission Control

This examination work is about implementation of Cisco Systems Network Admission Control (NAC) within a leading IT-company in region of Jönköping. NAC is a technique that is used for securing the internal network from the inside. NAC can verify that the client who connects to the network has the latest antivirus updates and latest operative system hotfixes. Clients who don?t meet the criteria can be placed in quarantine VLAN where they only have access to the update servers.

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