Sök:

Sökresultat:

2462 Uppsatser om Computer-implemented inventions - Sida 1 av 165

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.

Mer kreativitet med fler patent? En textanalys av förslaget till nytt EU-direktiv Patenterbarhet för datorrelaterade uppfinningar och anslutande dokument.

In February 2002 the European commission put forward a proposal for a new directive on The patentability of Computer-implemented inventions, but which during my work on this essay has not been decided on yet. The directive has divided the decision-makers in the union, the commission and parliament, into two different positions regarding by which range Computer-implemented inventions should be patentable. The parliament has amended the commissions proposal in a substantial way and the legal process has caused a heated debate both within the unions administration and among various interest groups both in favour of and against a patent on Computer-implemented inventions. The loudest protests have come from a group that feels threatened by a possible software patent: Open Source. In this study I examine both the arguments by the decision-makers and by the lobbying for and against the proposal.

Naturlig haptisk kraftåterkoppling från volymdata

As the volumes are entering the world of computer graphics the pure volume visualisation becomes a more important tool in for example research and medical applications. But the advance in haptics --- force feedback from the computer --- is behind. In volume haptics no equal to the proxy method so popular in surface haptics has yet emerged. Some implementations of volume haptics even use surfaces as intermediate representations so that surface haptics can be used.The intention of this work was to create natural feeling haptic feedback from volumetric density data using pure volume haptics. The haptic algorithm would be implemented in Reachin API for the Reachin Desktop Display, together with other parts to build up a usable volume visualisation environment.To achieve the feeling of stiffness and friction dependent on tissue type, a proxy based method was developed.

En laptop till varje elev : en studie om gymnasieskolans satsning på datorer i undervisningen

The aim of this study is to highlight the computer as a learning resource in the education and give us knowledge about how the students uses the computer in year one in a selected High School where one computer per student were introduced in autumn 2011. The aim is also to contribute to the discussion about how the computer can become a natural learning resource for all students in all subjects, including the students in need of special support.How are the High School students using the computer?Are there differences in computer use, whether the student is in academic or vocational program?Are there differences in computer use between boys and girls?Do the student experience that the digital competence is increasing together with if they experience the computer as aid?In what degree do the teachers encourage the students to use the computer?How much do the students use the computer to learn mathematic?The study is based on a survey of all students in year one in a municipal High School.The result of the study is showing that the students first of all use the computer to play music, surf the Internet and to be logged in on social media (eg. Facebook). The students have learned to use the computer for the tasks they need, although the teachers don?t encourage the students to use the computer in any higher means, not in mathematics and not in other subjects.

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.

Ungdomar och datorn : Vilken roll spelar datorn i ungdomars liv?

How does the computer influence teenagers' lives. I interviewed five young people, and gave a questionnaire to another 47, about this.What I found was that they were aware of and handled well the risks with the Internet and the computer, but had problems with the computer taking too much of their time. They wanted more time for their families and outdoor activities. It was mainly the Internet that seemed to have an influence on the teenagers, not the computer as a machine. They told me that there was a rough climate on the Internet, partly because of the possibility of being anonymous.

Datorspel till nytta eller nöje? En intervjuundersökning utifrån folkbibliotekariers perspektiv

This Masters thesis concerns computer games in Swedish public libraries. We have investigated the opinions of public librarians concerning what they think about computer games, and to what extent they believe it should be a part of the public library. The method we have chosen is qualitative interviews. The theory we have used is a pedagogical literature strategy, which we have reformulated so that it fits our investigation. The results show that the interviewed public librarians think that the library should offer computer games for children and youths to use at the library, and that they should offer computer games for lending, to all the library users.

Från DOOM till Krakel Spektakels ABC - Datorspel och lekfulla datorprogram för barn och ungdom på svenska folkbibliotek

This thesis is an attempt to study computer games and playful computer programs for childrenand youth at Swedish public libraries. The main method used, is qualitative interviews.The main reason the libraries in the study offer computer games and playful computer programsto their users, is that every member of the society shall have opportunity to use newtechnology such as computers and computer programs. The users of this media are for themost part boys. The librarians in our study wish to have pedagogical games and programswithout violent themes at their libraries. Lending computer games and computer programs isnot of any priority for the libraries..

Computer Modelling of the Influence of Surface Topography on Water Repellency and a Study on Hydrophobic Paper Surfaces with Partly Controlled Roughness

A computer model based on minimization of the free energy, capable to predict contact angles and spreading transitions between Wenzel and Cassie mode for drops placed on surfaces with different topography were implemented in matlab. Simulations were compared with experiments documented in the literature. These showed that reported transitions between Cassie and Wenzel mode can be explained by minimization of the free energy. In this report, a study on the possibility of constructing water repellent paper surfaces with a combination of treatment with octadecyltrichlorosilane and topography changes, is included..

GPGPU : Bildbehandling på grafikkort

GPGPU is a collective term for research involving general computation on graphics cards. A modern graphics card typically provides more than ten times the computational power of an ordinary PC processor. This is a result of the high demands for speed and image quality in computer games.This thesis investigates the possibility of exploiting this computational power for image processing purposes. Three well known methods where implemented on a graphics card: FFT (Fast Fourier Transform), KLT (Kanade Lucas Tomasi point tracking) and the generation of scale pyramids. All algorithms where successfully implemented and they are tree to ten times faster than correspondning optimized CPU implementation..

Skräckens politik : Hedersrelaterat våld i den svenska demokratin

The purpose of this paper was to carry out and evaluate a pedagogic ICT-project, where the computer was implemented in art class. Focus was on the consequences of collaboration and also on the students? understanding of their own performance, compared to techniques in traditional art class.The study was qualitative and began with studies in literature. The contents of the literature are the foundation of the discussion, especially theories concerning the learning process, IT and computer-based learning. In the project, three different groups of students from upper secondary school attended and they where given tasks to solve in the image editing program Paint Shop Pro.

Datorn i bildundervisning : En studie på tre elevgrupper med fokus på samarbetet

The purpose of this paper was to carry out and evaluate a pedagogic ICT-project, where the computer was implemented in art class. Focus was on the consequences of collaboration and also on the students? understanding of their own performance, compared to techniques in traditional art class.The study was qualitative and began with studies in literature. The contents of the literature are the foundation of the discussion, especially theories concerning the learning process, IT and computer-based learning. In the project, three different groups of students from upper secondary school attended and they where given tasks to solve in the image editing program Paint Shop Pro.

Att skapa ett enhetligt användargränssnitt : Användargränssnitt baserat på personametoden som koncept istället för empiri

Man's life has changed in many ways since technology made it?s entry for public at large. In response to this change the science of human-machine interaction was invented. It has in turn evolved into human-computer interaction. With this science the focus is on the customization of the system for the actual person who will use it.The thesis has been implemented in a telecom company's development department.

Dataspelsarvet - klassiker och kanonisering

This master thesis deals with computer game classics and a possible computer game canon. It looks closer at four computer game genres - adventure, RPG, action and strategy - in order to discern which games are considered classics and what characterizes them. To answer the first question a quantitative research method was used. 675 computer game reviews from 5 Internetsites were examined in order to see which games are mentioned most often in this context and therefore might be considered classics. To answer the second question a qualitative research method was used.

Virtuella skrivbord i kommunal verksamhet

Today it?s common that companies and organizations are facing several challenges and problems when it comes to making their IT-environment more efficient. Some of these are the management of user?s computers and file security. Comput-er users are often tied to their personal computer due to personal programs and files.

1 Nästa sida ->