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7479 Uppsatser om Digital Design - Sida 8 av 499

Att digitalisera skolan : Fördelar respektive nackdelar utifrån ett lärar- och skolpolitiskt perspektiv

The aim of this studie is to describe, analyse and understand the benefits and disadvantages with using digital tools in education. In my qualitative method three primary school teachers were interviewed about how digital tools should be used in educational purposes, also what benefits/disadvantages they could see with the investment of digital tools in their school. I also did observations in two classrooms and interviewed a school politican to get a wider perspective. The collected information identifies that some benefits of using digital tools is the contribution to a more equivalent education, more opportunites for cooperations and that fewer pupils have to struggle with their fine motor skills when producing a text. Some of the disadvantages with using the tools is that they breaks sometimes, it´s easy to get dependent and if something happens (like power outage) it´s unusual that schools have a good an action plan.

De äldres situation i det digitala samhället : Bibliotekets verksamhet för digital delaktighet

This thesis deal with how seniors treat and view the digital world, what their information seeking process looks like and what they perceive as the major obstacles regarding the usage of IKT and the Internet. The experience of the seniors is put in relation to how Uppsala City Library is carrying out the task to increase digital participa-tion. This operation is part of the Digidel network which during the preceding year concluded their campaign Digidel2013 which aimed to render 500 000 new users digitally participant. Following the campaign Digidel published a report on how to further work to increase the digital participation derived from the experience gath-ered from Digidel2013. This report is discussed and put in relation to the proposed measures of Jan A.G.M.

Teknikens roll i en digital valuta : en studie om användarnas förtroende för bitcoin

Bitcoin is a digital currency that is used by people all around the world. The goal of this paper is to give an idea about how much trust there is in bitcoin among its users. This paper has used an online survey aimed at bitcoinusers and a content analysis to collect data about this trust.The conclusions show that there seems to be some trust in bitcoin as a technology and this is based on that the users have a good understanding about how bitcoin works. They also share their knowledge about bitcoin to people around them. The trust between people in the bitcoin network on the contrary doesn?t seem as high because certain technological properties hurt this trust.

Setting the Stage : - 0m att motivera träning med hjälp av SportIT.

The last few years a lot of media air time has been devoted to training, sports, health and weightloss on a more personal level then before. The new media arena is beeing used at its´ maximumto broadcast wievs on how we should eat, look, exercise and live. This thesis is trying to makebetter understanding on what people in general think is important when it comes to physicaltraining and motivation with the aid of digital media and IT systems. The thesis describes aworkshop that was conducted within the frames of Participatory Design and the outcome of thatworkshop. The workshop was conducted with a group of lead users (in this case instructors at avery large fitness center in Umeå, Sweden) and the main question was ?How can IT be used toachive a positive effect on physical exercise if motivation is the focus??.

Katastrofisk design : Ett designförslag för en digital scenarioeditor

Målet med det här arbetet var att skapa en konceptuell designprototyp för en scenarioeditor åt en digital version av utbildningsverktyget Emergo Train System. Rapporten ämnar ta upp och presentera den arbetsprocess som lett fram till designprototypen och dess utvärdering. I rapporten tillkommer även en diskussion kring hur en scenarioeditor bör utformas för att stödja skapandet av ETS-scenarion samt hur ett flexibelt arbetssätt stöds i form av skapandet av scenariorepresentationer.Intervjuer genomfördes med instruktörer och systemansvarige för ETS, samt observationer av iordningställande av ett ETS-scenario. Datainsamlingen analyserades och resulterade i en kravspecifikation för den digitala scenarioeditorn. Den prototyp som utformades gjordes så i pappersformat och utvärderades tillsammans med personal från Katastrofmedicinskt centrum i Linköping. .

Analytics i en post ?mad men? era : En explorativ ansats för att undersöka problematiken vid dataintegration för analytics-system som stöd för flerkanalig digital marknadsföring i större organisationer

Denna uppsats undersöker problematiken runt att integrera datakällor då analytics används för flerkanalig digital marknadsföring i större organisationer. Ansatsen är kritiskt och går emot bilden av analytics som både enkelt att implementera och använda för flerkanalig digital marknadsföring inom större organisationer. Uppsatsen visar på hur strukturer i större organisationer gör övergripande analytics för fler digitala kanaler problematiskt.Uppsatsen bygger på resultat från en observationsstudie som gjordes inom en större multinationell organisation och fokuserar på problematik som återfanns i två huvudsakliga projekt som genomfördes under tiden för studien..

Ökar surfplattor afatikers digitala delaktighet?

In today?s society more and more activities are digitalized. This means that everyone has to be able to use information and communication tools (ICT) in order to take part in the digital world, otherwise they will be left out of the digital community. There is a so called digital gap between for instance elderly and young people, where elderly do not know how to use the tools and there for cannot gain access to the digital society. What happens when people, not only grow old, but also have a communication disorder, such as aphasia? How are they included? The purpose of this study is to investigate whether or not surf pads are good tools for bridging the digital gap for people with aphasia, and which activities and situations that encourages people with aphasia to work with the surf pad.

En ny metod för intraoral röntgenundersökning på häst :

A method for equine intra oral radiology has been tested. In the study, both a digital system with an intraoral sensor connected to a laptop and a system utilizing image plates and digital developing was tested, initially on cadaver sculls and finally on sedated horses. The digital sensor was not considered viable for this purpose, while the system with image plates and digital developing worked very well. Two different techniques, i.e. parallel and bisectris, are suggested for the best visualization of different parts of the teeth. Intra carious injections of Mixobar oesophaghus contrast fluid was found useful when evaluating the extent of carious lesions. Compared to extra oral radiology, the new method had several advantages and can be used both in clinic and field practices..

Berättande i datorbaserade rollspel - en empirisk och teoretisk designstudie om datorspel

VD:n för spelindustrins intresseorganisation (Interactive Digital Software Association) förutspår i den årliga State of the Industry rapporten för åren 2000 ? 2001, att spelindustrin snart kan nå 70 procent av världens hushåll, vilket gör spelmaskinen, näst intill, lika vanlig som videon. I denna dag börjar många spelutbildningar växa fram i hela landet, så som i Karlshamn, Visby och Kramfors. Trots denna tillväxt finns det nästan ingen akademisk forskning i ämnet speldesign. Detta gör att hjulet i många fall tvingas återuppfinnas om och om igen. I detta kandidatarbete är huvuddiskussionen hur man designar ett spel innehållande både spelfrihet och en färdig berättelse, vilket är en konflikt i sig. Vi försöker identifiera kärnan av ett spels design genom att samarbeta med både användare och designers av digital underhållning och sätta detta i relation till de studier av spel vi gjort.

Från 2D till 3D: Att skapa en digital karaktär

I den här uppsatsen diskuteras processen att utveckla digitala karaktärer för film, från att ta fram en design i 2D, till att översätta den på ett logiskt och effektivt sätt till en 3Dmodell..

Sånger från graven: En kartläggning av krafterna som hämnar den digitala revolutionen inom svensk musikdistribution

Songs from the Crypt: Mapping the Forces that Hinder the Digital Revolution of Music Distribution This paper seeks an explanation to the low market share growth of the commercial digital music distribution in Sweden. The analysis identifies a spectrum of obstacles that hinder the digital distribution technology from becoming the main form of music distribution in Sweden. These obstacles make the digital music distribution less favourable in comparison with physical distribution from the consumer?s point of view. The authors suggest that in order for the digital distribution of music to become competitive the digital product would either have to be developed further to offer more customer value or the so called a là carte retail model would have to be replaced by a subscription-based distribution model.

Den interaktiva djurparken / The interactive zoo

The purpose of this thesis project is to develop a set of interactive digital solutions designed to enhance the interest and knowledge intake of visitors at Skånes Djurpark (Zoo of Scania) in Höör. The project was carried out in collaboration with Skånes Djurpark and representatives from its visitors. Our thesis is based on academic works in the fields of interaction design, exhibit design and contextual learning. Ethnographical field studies have been conducted at Skånes Djurpark with additional field studies at Tropikariet in Helsingborg, Copenhagen Zoo and Regionmuseet Kristianstad. Existing information signs in Skånes Djurpark are primarily image- and textbased, forcing visitors to divert their attention from the different species of Nordic animals that inhabit the zoological park.

Retrospel: En studie i hur retrotrenden påverkat digitala spel

I det här arbetet undersöker vi hur retrotrenden påverkat digitala spel. Vi undersöker hur retro blivit en erkänd stil och varför den har blivit det. Vi undersöker dess koppling med nostalgi, hur nostalgi fungerar och varför man kan tänkas vilja använda sig av det när man ska utveckla ett digitalt spel. Retro är inte ett fenomen som är medie exklusivt till digitala spel, vi undersöker hur retro verkar i andra medier och hur medierna blandar retroelement med varandra. Det är inte ovanligt att samtida digitala spel influeras av retrospel eller rent av utvecklas i syfte att bli ett nyproducerat retrospel, detta är något som vi gestaltar i vår produktion av ett digitalt spel.

Inlandskommunens digitala klyfta : En kvalitativ studie om hur Vilhelmina kommun kan nå alla invånare

This surveys hypothesis is based on the notion that all citizens have the right to access information of the municipality they live in. The aim of the study is to examine how residents of Vilhelmina municipality take note of the current information, and also how they would proceed to access information in the future. In order to conceptualise the results these following theories were used: digital divide, digital immigrants, digital native, uses and gratification theory, social capital, communications strategies and two-way communication. The survey is conducted with four focus group interviews and one separate interview with a person working at the municipal office. The focus groups were divided into age categories in order to see the similarities and differences between the groups' media habits and preferences of future communications.

Analog-to-Digital Converter Design for Non-Uniform Quantization

The thesis demonstrates a low-cost, low-bandwidth and low-resolution Analog-to- Digital Converter(ADC) in 0.35 um CMOS Process. A second-order Sigma-Delta modulator is used as the basis of the A/D Converter. A Semi-Uniform quantizer is used with the modulator to take advantage of input distributions that are dominated by smaller-amplitude signals e.g. Audio, Voice and Image-sensor signals. A Single-bit feedback topology is used with a multi-bit quantizer in the modulator.

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