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2434 Uppsatser om Computer vision - Sida 3 av 163

Idrottslärares syn på friluftslivsundervisningen i skolan

Friluftsliv täcker en stor del av det centrala innehållet i Lgr11 i ämnet idrott och hälsa. Syftet med undersökningen är att få en bild av idrottslärarnas syn på, och vision med friluftsverksamheten i skolan, hur den egentligen ser ut samt vad lärarna anser behövs för att visionerna ska uppfyllas. Frågeställningarna är därför: Hur uppfattar lärarna att friluftsundervisningen ser ut i skolan idag? Vad är lärarnas vision av friluftsundervisningen? Vad behövs enligt lärarna göras för att visionerna ska uppfyllas?Undersökningen har genomförts genom fyra semistrukturerade intervjuer med idrottslärare som arbetar på högstadiet. Dessa har sedan transkriberats och analyserats.

Produktplacering i videospel och dess påverkan på spelarnas attityd, återkallelse samt uppmärksamhet gentemot varumärken.

The gaming market is growing and the number of people, men and women, who play computer games, is also increasing every day. In addition, computer games are also interactive media which leads to the fact that product placement in computer games attracts and is used more frequently by marketers. It is therefore important for marketers and game developers to understand how product placement in computer games affects players' attention and attitude towards the brand or product that is product placed. We therefore examine how product placement in computer games affects players' recall of and attitude towards the brand. The aim is to help companies and game developers to see the effect of product placement in computer games on players and thus product place more efficiently.

EU-patent på datorrelaterade uppfinningar : en rättsekonomisk analys

Computer programs must give a technical effect that goes beyond"normal physical interaction"to be considered to belong to a technical field. The invention shall be be susceptible of industrial application, which means that it should be possible to reproduce or use in any other industrial way. The reqirement that the invention shall be new means that the technique must not be previously known because of patents, published articles, etc. That an invention shall be a contribution to the state of the art in a technical field means that the invention shall not be obvious to invent for a person skilled in the art. Patents do effect the innovation among the inventers, but in most industries most inventions would be invented independent if there was a patent system or not.

Webbdesign för iPhone

Detta kandidatarbete utgår ifrån vilka aspekter som är viktiga att tänka på när man anpassar av en webbsida till en mobil enhet och de problem som uppstår när en webbsida skalas ner till en låg skärmupplösning. Vi har behandlat användarvänlighet, designprinciper, grafiska element och tekniska aspekter för att svara på problemformuleringen. Slutsatsen vi kommit fram till är ett antal punkter inom områdena ovan..

What can change the nature of a grade? : A study of computer games and how they affect English grades.

The purpose of this study is to establish whether or not there is a connection between a highincidence of computer gaming and English proficiency in Swedish 9th-graders. The study also takescomputer game genres into account, attempting to see if there is a link between frequent playing ofcertain genres and high English grades.According to this study, there is a clear correlation between the gaming habits of Swedish 9thgradersand the grades they receive in English, with a higher frequency of gaming corresponding toa higher grade. The study also suggests that the Strategy, MMO (Massively Multiplayer Online) andCRPG (Computer Role-Playing Game) genres have a higher representation amongst students withgood grades in English..

En ledande vision - En kvalitativ fallstudie av hur Helsingborgsfestivalen arbetar inom ramen för city branding.

Uppsatsen behandlar ämnet city branding, där undersökningen har för avsikt att bidra till en djupare förståelse för en mindre del inom denna varumärkesskapande process. Genom att sammanföra befintliga teorier inom ämnet city branding presenterar vi en ny teoretisk modell som framhåller betydelsen av att en stads styrande aktör överför sin uttalade vision, värden och framtidsplaner till dess sub-brands. Detta för att kommunicera ett enat budskap, då sub-brands utgör en del i styrande aktörers varumärkespositionering. Den nya teoretiska modellen tydliggör förhållandet mellan varumärkesidentitet och varumärkespositionering genom det vidgade begreppet ledande vision, som i komplexiteten inom citybrandingprocessen kan fungera som ett styrverktyg. Fallstudien utgår från staden Helsingborg, där vi undersöker hur Helsingborgs Stads kommun som en styrande aktör överför sin ledande vision, innefattande uttalad vision, värden och framtidsplaner, till dess sub-brand Helsingborgsfestivalen.

Vision och Verklighet : I globala organisationer med fokus på operativa enheter

The purpose of this study is to contribute to a better understanding of how visions could be applied in subsidiaries and similar sub organisations of global enterprises. With increasing globalisation it becomes more difficult to work in accordance to same standards and towards a common and unifying interest. The study has a qualitative and deductive approach and is based on interviews with three global subsidiaries with some hundred people employed each.Conclusions are that the subsidiaries visions have to be based on a guiding philosophy issued by their mother entities and it is the responsibility of the sub organisation to develop a tangible image with a local vision, mission and strategy with targets requiring feedback. Sustainable strategies cannot be issued without a vision describing where the organisation want be in the future. Otherwise they will not come very far until they have to make a restart with a new strategy and they will never be a market leader..

Språkstöd i distanslaboratoriet på BTH

To study and laborate at distance, its necessary that the coursematerial is accessible via internet. Teaching at more languages than swedish bocomes more common, why the information of courses needs to exist at several languages. As teacher, you need a way to publish and edit material of a course. It also has to be easy for the students to find the information. The distance laboratory have developed an administrative websystem that handles programme, courses and students, but misses the possibility for teachers to change content at the webpages and publish new coursematerial on a way..

"Fenomenalt" eller "De borde kunna mer om datorer" : En undersökning om datorhjälpen på högskolebibliotek

"Outstanding" or "They ought to know more about computers" : A study on computer support at university libraries.The main purpose of this study is to investigate the support computer users are given at university libraries. Further, the aim is to find out if the users thought they received the support that they needed. The study is carried out at two different university libraries. The data is obtained through interviews with the librarians, observations of the daily work at the information counters and questionnaires handled out to the users.The study indicates that variables such as knowledge, time and equipment play a central role in making the computer support successive. To a great extent the computer support is synonymous with information search, but it also deals with word processing and technical support connected with computer errors.

Karakterisering av bioslam för modellering av biogasproduktion

The report aims to investigate how well a certain type of affordable embedded single board computer can hold up against today's more expensive computers in a computer system by doing various tests on a system with the specified requirements. The system has a Raspberry Pi as the single board computer which task is to control a camera based on coordinates obtained from a server as well as capture and stream a video signal on a network.The researches were conducted to check how much network traffic a single-chip computer sent in different video formats and how much CPU utilization was required. Studies were also made to ensure the accuracy of the camera control. The researches have been experimental, where several tests have been performed and analyzed.The results show that a sufficiently good accuracy can be obtained from the camera steering unit, in which two different servos have been investigated. When the video format MJPEG and H.264 are used, the single-chip computer is able to transmit a video signal up to 1280x720 at 15 fps.

Kommunikation i multiagentsystem

Communication is an important part of any multi-agent system. There are different ways of communicating and they have different effects on a multi-agent system. This project describes and evaluates two different ways of communication, implicit and explicit. To compare the two methods, two experiments have been executed. The result of the experiments have been compared and discussed.

Aurora - Technology made to make things easier

Det började faktiskt redan hösten 2004, när jag satt och arbetade med ett av de otaliga projekt man gör under sin skolgång. Projektet gick ut på att skapa en hemsida med en digital katalog, och voilá, där föddes idén. Sedan fortsatte jag att fundera, vända och vrida på idén, ett system för att skapa digitala kataloger och mindre presentationer som vemsomhelst skulle kunna använda. Just detta att inte exkludera de som inte kan ?Flash? från de som skall kunna redigera systemet har varit en av mina stora grundpelare, ett slags digital demokratitanke. För att skapa systemet har jag använt ?Macromedia Flash MX? och dess inbyggda programmeringsspråk ?ActionScript?. Programmeringsspråket är inte ursprungligen tänkt att användas för att göra system, men jag tycker personligen att jag lyckats bevisa att det fungerar även för det ändamålet.

Dataspel, en naturlig del av folkbibliotek? ? En fallstudie på Helsingborgs stadsbibliotek

This paper aims to investigate how Helsingborg?s city library?s visi-tors feel about computer games being available for lending and in which way computer gamers see Helsingborg?s city library as a resource. This was examined first with a study of 100 of the library?s visitors and then with five interviews with computer gamers and an interview with the librarian responsible for purchasing games.The study showed that most visitors were neutral to having games at the library and of the ones that were not neutral many more were positive than negative. Of the five gamers who were inter-viewed, there were several who had borrowed games in the past.

Digitalisera loggboken : En analys av utmaningarna med att utveckla IT-stöd för kunskapsintensiva verksamheter

Failed system development projects are a common sight within the IT-industry. During the last ten years we have seen several more or less disastrous high profile projects being reported in the news. One aspect that might hold some of the responsibility for these failures is the fact that more organisations are knowledge intensive which makes their work processes difficult to capture in computer systems. How requirements engineering is handled becomes even more important in these cases, where processes are unpredictable and rely on individual judgement and knowledge. In this study we have examined the challenges of developing systems for knowledge intensive businesses through a method of qualitative case study of a university laboratory.

Datorspel - en lek eller sport? : En studie om hur tre svenska dagstidningar framställer e-sport och datorspel 2000-2013

This essay examines how three big Swedish newspapers depicts e-sports and computer gaming and how the depiction change during 2000-2013. The study will also examine whether e-sports is being portrayed as competitive sport. The purpose is to investigate which attitudes that can be identified towards computer gaming and its culture in major newspapers such as Aftonbladet, Dagens Nyheter and Svenska Dagbladet and how these attitudes eventually changed over time. The sources that will be used in both the quantitative and qualitative analysis are based on web articles, mainly because the paper editions does not provide much, if any, information about computer gaming and e-sports and also because of the convenience of being able to quickly find articles to study. Results indicate that computer gaming is being depicted in a clear negative fashion during 2000-2006, and that the depiction of e-sports is somewhat positive but not as glorifying as for the years 2007-2013. During this period, there is a apparent tendency of e-sports being introduced to readers who are unfamiliar with the gaming culture. As for the attitudes towards computer gaming, the depiction is still somewhat negative, mainly because the debate about computer games and violence was revived because of several acts of violence in shape of school massacres and mass murder.

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