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1196 Uppsatser om Computer - Sida 41 av 80
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.
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.
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.
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.
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.
Användarundervisning på webben design för lättillgänglighet och användbarhet
The aim of this thesis was twofold, on the one hand to compile a set of usability and accessibility guidelines in order to establish the characteristics of a user friendly website, and on the other to test these guidelines on eight library webcourses with user education to see how well they adhered to the guidelines. The methods used were literature survey and source studies. The guidelines found in the literature survey were divided into four different categories: document properties, structure and navigability, visual characteristics and accessibility. In order to establish the adequacy of the guidelines, I examined reference sources, mostly on the web. To a certain extent this examination has been based on HCI Human-Computer interaction theories.
Brandväggar för hemmakontor
Firewalls protect network traffic and decide witch traffic to send further and witch traffic will be blocked. All this depends on the rules in the firewall. The firewall is installed between the internal network and the Internet. It is difficult to find a firewall that can protect us against different threats. Firewalls have both advantages and disadvantages and all this make them vulnerable.
"Jag vill spela Pettson och Findus!" : En studie om hur barn i femårsåldern interagerar med ett datorspel
Studien grundar sig i ett intresse för hur barn interagerar med datorspel. Datorer och datorspel blir mer och mer vanliga i barnens omvärld. Syftet med studien är att belysa och beskriva hur barn i fem års åldern gör när de spelar ett datorspel och hur de interagerar med det. Vi belyser bland annat hur barnen tolkar ikoner, hur de förstår den auditiva informationen i kombination med bilderna, och vilka strategier de använder för att ta sig vidare i spelet. Vi studerar också vad de minns när de spelar spelet för andra gången.
Att skriva sig till läsning via datorn : Lärarens val?
The purpose of my study is to examine why five primary school teachers chose to start using the method ?Learning reading by writing on Computer? in their teaching. How do they perceive that the method works in their classroom and do they perceive that the method affect the children?s literacy?The study consists of a qualitative method in form of interviews with five primary school teachers and also some observations made by me in the classrooms. I will use the findings I made during the interviews and observations and contrast these to relevant literature and research that I have collected.The result of my study shows that all of the interviewed teachers had a self-interest in working with the method ?Learning reading by writing on Computers? and that they also worked closely with colleagues.