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1890 Uppsatser om Digital Sound - Sida 65 av 126
Roadmate re:design : Design- och utvecklingsprocessen vid redesign av en digital tjänst
This report describes the initial work intended for updating the car sharing service Roadmate. Roadmate is one of the services received by the car rental company Hertz First Rent a Car. The goal was to present the client with design- and structure proposals for a car sharing service that includes high usability and at the same time remains aesthetically pleasing.The work is based on an initial study with data collection, mapping the target user group and its needs. Subsequent structural and design proposals for Roadmates company carpooling service are based on the facts surrounding the target group's needs. The result are well developed and tested design sketches with accompanying visual identity and sitemaps that can be the basis for the further work on the development of the service..
Att skapa grunden tillkassasystemsapplikationer för Android : Undersökande arbete samtimplementation
This paper was made together withTechPay AB, by their request.The dissertation has been divided into two separate parts; one of which is fully theoretical, with the focus on the security requirements of a digital cash register, and how to meet these requirements.The second part covers the implementation of anAndroid-oriented Java-library,created with help from the security requirements found in the first part. The purpose of this library is to make it easier to develop a cash register that uses payment terminals from TechPay.This paper also covers different communication protocols, encryption techniques and recommendations from authorities, banks and Android. This paper also contains a small review of how users are validated in applications on the current market that handles money transactions..
Verktyg för mätning av tjänstekvalitet på bredbandsnät
Operators and Internet service providers invest in broadband to be able to deliver new services that require higher data transmission rate. A way to make this possible is to use ADSL, Asymmetric Digital Subscriber Line, as the access technology. To be able to handle this technology, the service providers should do a pre-qualification. Methods and tools are needed to analyze the local copper lines and decide if these qualify for ADSL with respect to service availability and possible bandwidth through the lines. This report brings up some methods for pre-qualification of ADSL, the important quality parameters and how to gather them from the available services today.
Sketching a set of multi-touch design principles
Today multi-touch technology is the basis for many new techniques designed to improve
interactions with computers and mobile devices. It seems that multi-touch screen interface
makes the user handling very natural in the sense that there is no need for a manual in how to
interact with the object on the screen.
The aim with this paper is to establish a fundamental set of design principles intended
specifically for large multi-touch interfaces. To reach this goal we have implemented a couple
of sub-goals beforehand:
It was essential that we acquired a good understanding of the current state of the multi-touch
interface and the different implementations that exist today. To make this possible we
constructed a multi-touch display, "Rosie". Knowing how the hardware is produced today will
help us understand the limitations and also the possibilities of the design implementations
today and in the future.
We also needed to devise a sound interaction design process that conveys the modern
designers work.
Designing the Militarization 2.0 research tool
Research is a time-consuming endeavor which requires appropriate tools to manage often vast amounts of information. Militarization 2.0 is a research project aiming to explore Militarization in social media. The aim of this project is to design a user interface for supporting researchers in projects involving large amounts of data in qualitative studies. The project will follow the design process of the first version of the Militarization 2.0 research database interface. The design process involves user studies, interviews and design and testing of paper and digital prototypes.
Matematik för spelutveckling
Matematiska kunskaper är en central del inom digital spelutveckling. Metoderna hur man lär ut matematik och dess innehåll har dock inte utvecklats i samma takt som hur lär ut hur man utvecklar spel. Jag vill med den här uppsatsen och mitt kandidatarbete utveckla ett unikt kursupplägg av tillämpad matematik for spelutveckling i 2-D. Detta upplägg baseras på analys av tidigare erfarenheter av matematikstudier och samtal med övriga kursansvariga. Den be?ntliga kurslitteraturen som används på tekniska högskolor är väldigt avancerad i sin forklaring av teori.
Digitalt vs. analogt : en jämförande studie av dikteringsprocessen på två medicinavdelningar
Allt större och större andel företag väljer att presentera och förmedla varor och tjänster via e-handel. En viktig aspekt vid e-handel är att kunden känner förtroende för e-handelsapplikationen och företaget. Denna rapport redogör för vilken inverkan multimediala inslag har för förtroendet av en e-handelsapplikation, vid initialt användande. En undersökning har genomförts med hjälp av en kooperativ utvärdering av fyra e-handelsapplikationer vilka innehåller olika typer av multimediala inslag har.Resultatet av undersökningen visar att multimediala inslag inverkar positivt på förtroendet för e-handelsapplikationer. Däremot finns indikationer på att för hög grad av multimedialt inslag inverkar negativt på förtroendet för e-handelsapplikationer..
Lärares erfarenheter av att använda sociala medier i undervisning
This study aims to investigate how and why teachers use social media to reach their students, and how they handle different levels of computer literacy among students.The purpose of this study is to investigate the experience of teachers using social media in their teaching. I have done interviews with two teachers, who use social media in different ways. One of the teachers makes her students publish their work on the Internet on wiki-spaces, and the other one use Facebook for discussions and teamwork. This report uses the pedagogy theories laid forth by Vygotskij as a vantage point to analyze the answers from the teachers. I have also looked at some of the published student texts on the Internet.This study concludes there are students who don?t have access to computers and Internet at home.
Komprimering av eBooks enligt Open eBook Publication Structure
I denna rapport undersöks hur elektroniska böcker (eBooks) enligt standarden Open eBook Publication Structure kan komprimeras på ett effektivt sätt. Anledningen till att området valts är att en välanvänd standard för eBooks inte finns för tillfället. Standarden är relativt ny och senaste versionen av specifikationen har kommit ut under 2002. Med i utvecklingen av standarden finns många stora företag som exempelvis Adobe Systems Inc. och Palm Digital Media.
Musik i Film : The Sound of Movies
The purpose of this study is to generate a greater understanding of the different ways in which music can be used to build an identity and create image within movies, and also to explain the different impacts this can have on the parties involved. Through the history of movies music has been used as a tool for enhancement and for expression of emotions. Through music the audience relates to personal memories or emotional states and the experience is given a deeper impact, helping to create memorable movie scenes. Certain directors have created a unique identity through the use of music in their movies, and also artists have been brought forward by starring in a soundtrack. What we find interesting, and what is also the discussion in this study, is in what ways this collaboration/artistic expression can be done and what impact it has on the parties involved.
Vad hände sen? : Medieelevers syn på arbete efter gymnasiet
I have in my thesis performed a survey that builds on interviews of five former students at Mediepedagogiskt Center (Mpc) that is located at Sundsta-Älvkullegymnasiet in Karlstad which is incorporated into Karlstads-Hammarö comprehensive upper secondary school. The sample group of students all has various withdrawal years between 1997 - 2004. The aim of the survey is to evaluate any direct qualities that these students have had that helped them to get a occupation within the media industry after the completion of their education at Mpc. This survey also tries to evaluate whether the orientation of their particular style of education is a factor for achieving employment. Before 1998 the course was divided into three A and B-level courses within the directions, photography, graphic design, text communication, sound production and film/television. After 1998 these are now divided into one A, B and C level courses, and one another level courses on A and B-level. The result shows that something more than? just? a good schooling with high grades is needed to succeed into getting a occupation within the media sector.
Interaktiva radiotjänster : - en applikation för mobila Androidenheter
The increase in sales of the so called smart phones has meant that there has also been a requirement to determine new applications for which they are suitable. One of the largest platforms for smart phones is Android and the task of this thesis is to develop an application for a company that wishes to create interactive radio for the Internet. In addition to ordinary radio features, the company would like the application to be able to present images and a small web page called Canvas. The overall aim ,of this thesis, is to build a fully functional media player that is compatible with the majority of the commonly used Android based mobile units. To fulfill the overall aim, nine explicit goals were targeted.
Gamification av digitalt lärande : En studie av attityder om spelelement i lärplattformar
Society today is characterized by the transforming effect IT has had, the majority of the activities we perform on a daily basis involves one way or another digital technology. One area which has not yet seen the positive effects of IT is education. Despite the progress of technology, the school education has barely changed since it first saw the light of day. Our goal with this study is to investigate the possibility of implementing Gamification elements in educational environments and examine whether it could increase our young students learning motivation. We believe that this kind of implementation will have a positive effect for these young people since they have been interacting with games since they were small and are familiar with the driving force of a reward system.With this study we want to examine the opportunities and challenges that Gamification implementation brings out in a learning environment and therefore encourage and motivate our young ones to study even harder..
Den andra arbetsplatsen : möbler för möten i offentliga miljöer
Idag väljer många att sitta på caféer och andra offentliga platser för att arbeta eller ha möten, men få caféer är anpassade för detta. I mitt examensarbete jobbar jag med möbler för dessa platser och behov.Denna rapport som är en del av examensarbetet beskriver våra nya arbetsvanor och varför de har uppkommit. Det handlar om förändringar i arbetsorganisation, digital utveckling och olika faktorer som gör att många dras till platser mellan jobb och fritid.Ett designprojekt genomfördes i samarbete med arkitektbyrån Code Concept Development riktat mot restaurangen Urban Deli och deras utökade verksamhet på Sveavägen 44 i Stockholm. Resultatet blir ett förslag med bord och stolar som bygger på flexibilitet och möjlighet till förändring på en plats där många aktiviteter pågår..
Lever 80-talister som de lär - en studie av 80-talistchefer på Swedbank
Few generations have gotten as much media attention as Generation Y. Growing up in the digital age Generation Y has become very different from previous generations. An interesting topic is if this is reflected in the way Generation Y act as leaders. The purpose of this study is to describe what kind of leadership Generation Y prefers, to explore how individuals belonging to Generation Y act as leaders and finally to investigate if there is a discrepancy between these two perspectives and if so try to understand it. By reviewing existing research and conducting depth interviews with employees and managers at a Swedish bank we recognize preferences in a number of categories, which Generation Y require from leaders.