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9072 Uppsatser om Control Design and Simulation - Sida 42 av 605

Kontroll-lokus och beteende i grupp: en studie om sambandet mellan kontroll-lokus och individers beteende i en arbetsgrupp

The purpose of this study was to investigate the relationship between locus of control and behavior in a work group. The investigation was performed using two methods, self-report and observation, which were used in order to provide a description of how the individuals experienced their own behavior in a group context as well as of how they actually could be observed to behave. The 31 participants were divided into five groups. During the procedure each group received a task, which was to be discussed and solved by the group members together. Observations were carried out using IPA.

Felisolering av hytt- och chassikomponenter på tunga fordon

This master of science thesis is focusing on how the fault handling on hardware connected toa control unit on a Scania vehicle is working. To the hardware counts buttons levers, sensorsand CAN. The work has been concentrated upon how the fault handling is working and if it ispossible to find any new fault modes.The control unit that has been studied is called the Coordinator and is the core in Scanias threenetworks of control units. The Coordinators work is to transmit messages between the threenetworks and to process signals from buttons, levers and sensors. The values is then usedinternally or is sent to other control units on the CAN networks.

C2-monitor : en rapport om utvecklingen av ett mobilt gränssnitt

This report presents the development process of a mobile interface for the C2-monitor. A monitoring tool used to support the operations for the broadcasting services of Ericsson Broadcasting and Media Services (EBMS). With the support of the C2-monitor, operators can monitor hundreds of channels and services produced from EBMS. To enhance a more flexible working environment, the C2-monitor needs to be developed further to support mobile devices with a customized design to take advantage of mobile phones features and functionality. Established and well-recognized design methods and principles have been applied in the development process and user testing have been made iteratively throughout the project.

Eutanasi / Dödshjälp : en litteraturstudie ur patientens synvinkel

 Background: Euthanasia means help to die. Some terminally ill patients wish for euthanasia. Purpose: Illuminating terminally ill patients' desire for voluntary euthanasia. Method: A general literature study. Seven articles were reviewed and analyzed.

Designriktlinjer för övervakningssystem

Design principles are usually used by interaction designers to help creating a user friendly design by making the designer think about the different aspects of the design. These design principles has been further developed since they emerged in the 1990s, and today they're often used in the field of interaction design. By using the design principles, bad design can be avoided and the frustration of the user reduced. Design patterns is described as structural and behavioral characteristics to improve the environment in user interface amongst other areas. These characteristics could make things easier to understand or improve their appearance, they make tools more usable.The purpose with this essay is to identify design guidelinesto be used by developers when designing surveillance systems.

Värmeåtervinning på förskolan Rymdattacken 1 : En jämförelse av värmeväxlare

In the spring of 2014 Sweco Systems AB were commissioned to design a ventilation system for a newly built preschool in Linköping. Terms from the client was that it cost efficiency would cope with the energy demands that are placed on the building. The unit chosen was a cross-flow heat exchanger, and this work is to compare it with two other heat exchangers to see if a more energy and cost efficient could have been chosen. The heat exchangers that was chosen for the comparison was a rotating- and a counterflow heat exchanger. Simulations have been made to the different heat exchangers by the manufacturers.

Maskinrums design och layout : Varför ett maskinrum ser ut som det gör och hur det går till vid planerandet?

This report is founded in lack of knowledge concerning the design and layout procedureduring a new engine room construction.The prime question is how the engine room takes its form from idea to construction and whathappens in between. We want to give the reader a better understanding in how the work isdone and why it is designed the way it is concerning layout, ergonomics and safety. Duringthis report we will enhance the knowledge concerning regulations and rules that are of greatsubstance such as SOLAS, Swedish Sjöfartsverket and IMO.By contacting the parties involved in the process in newly designing a vessel and its engineroom, we will assume their approaches and experiences. We will study the work progressfrom planning to construction of a vessels machinery spaces. We will with the help ofinterviews with interested parties get an idea of the approach and also compare the finishedproduct a bit depending on company size and resources.The investigation resulted in a good basis for how a ship engine room design takes shape andwhich aspects are taken into account, however, we found that the existing rules concerningengine room layout was very vague and was seen as the most recommendations.

Gamification in a sales context : Designing for motivation and commitment

Länge har utvecklare kämpat för att genom kreativa implementationer av gryende teknologi, särskilja och sprida sina applikationer och tjänster i konkurrensen av ett ständigt växande utbud. En av de senaste trenderna för att framkalla ett ökat engagemang och förbättrade prestationer bland användarna är gamification. Detta innebär processen att införa spelliknande moment i applikationer för att öka deras interaktionförmåga och på så sätt möjliggöra för motivation att uppstå inom användaren. Lyckade exempel på gamifierade applikationer har snabbt sprungit om sina konkurrenter både vad gäller användarlojalitet och popularitet vilket får många att fundera på nya användningsområden för tekniken. I detta arbete vill vi besvara frågor kring hur gamification kan användas för att öka engagemang, kunskap och prestation hos användarna i ett av dessa nya områden, försäljning.

3D-skrivarens intåg i immaterialrätten : - Om 3D-bilder, 49 § URL och vikten av lämpliga avtalslicenser

The current study aimed to test the public self-consciousness impact on creative performance. An experimental design was used in which 40 participants were randomly assigned to two groups, one of which was the experimental group and the other was the control group. A mirror was used in the experimental group to induce public self-consciousness among the participants while they performed creativity tests. A consequence test was used where the participant had to give suggestions for the given scenario "What would happen if everyone became blind?" which was then measured in the number of proposals (fluency).

Crossmedia & Storytelling i Marknadsföringssyfte

This paper contains a study where we apply cross media and storytelling into the design process of a practical commercial campaign. The purpose is to learn more and deeper by using cross media and the ideal of storytelling practical. We applied a qualitative method for research of the project to provide a high-quality empirical work. The result shows that by using well-structured story early in the design process you will easily succeed with your cross media design..

Bättre användarupplevelse med responsiv webbdesign

The use of mobile devices has increased dramatically in recent years and the development of newtechnologies has made it difficult for developers to know what screen size and device the visitor isusing. This has resulted in the fact that today there is a problem with the interface for web pages onmobile devices. They are not adapted to the flexibility required for the interfaces to be recognizedon various mobile devices. Instead of developing two separate web pages, where one is designed formobile devices and one for desktop and keep them both continously updated, responsive webdesign simplifies the work process. Responsive web design is a flexible and dynamic interface thatadapts to mobile device and screen sizes.

SH Karriär : Framtagning av designförslag till visningsvy för karriärforum

Denna rapport redogör produktionsprocessen för en re- design av ett karriärforum vid namn SH Karriär som funnits sedan hösten 2011. I dagsläget upplever SH Karriär att studenterna på Södertörns högskola inte återkommer till karriärforumet, därför inleddes produktionsprocessen med en användarstudie för att tangera problemet. Målet var att producera ett designförslag som presenterar karriärforumet på ett representativt sätt. Re- designen ska möjliggöra att användarna får en klarare överblick kring de innehåll som presenteras på karriärforumet och även skapa ett intresse som får dem att återkomma efter att ha registrerat sig på SH Karriär. Rapporten beskriver mitt tillvägagångssätt genom en enkätundersökning och användartester.

Touching reality: Exploring how to immerse the user in a virtual reality using a touch device

This paper explores the field of virtual reality and how immersion and presences can be increased when it comes to navigation and interaction with Virtual Environments. The availability of VR technology has sparked a trend, especially in game development. Old ways of designing for interactive environments have to be revised. This is done by exploring the massive body of work done on VR, exploring its underlying concepts, using tested design techniques and ways of evaluating interaction for VR. A design suggestion in the form of utilizing a tablet device as the main input device is derived.

Planering av vegeterat tak -växtlista samt utformningsförslag för förrådstak vid trädgårdsmästeriet i Universitetsparken, Mariestad

Uppsats för avläggande av filosofie kandidatexamen i Kulturvård, Trädgårdens hantverk och design, 15 hp, 2015.

CMS och UX : tekniker för hur man utformar en god användarupplevelse

The purpouse of this study is to find out how and if a Content Managment System (CMS) can benefit from applied User Experience Design (UX). A work project has been executed where a client wanted the students to create a user friendly CMS for adding content to a global hotel review site. A prototype of a CMS was created based on literature studies about UX and CMS. The prototype of the user friendly CMS was then tested through user tests and interviews with key users. After input from the key users the prototype was changed until the users were satisfied with it..

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