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3332 Uppsatser om Digital construction - Sida 14 av 223
Digital Storytelling
The purpose of this paper is to analyze and map out the cyber culture of the Internet and its all users, identity, design theories and services. How people communicate and how they build up their identities are some of the baselines. I will also discuss the important aspects of Interaction design and how this can be used in a Community for digital storytelling.
The Internet, or new media, was founded in the 60?s by some great philosophers (McLuhan, Rheingold, Lambert and more). With influence from their books I will discuss and analyze what kind of media the Internet is and how it can be seen as extensions to our senses, as McLuhan claims.
Sannolikhetsbaseraddimensionering av geotekniskbärförmåga för pålar i grupp : En jämförelse mellan gällande normer och ensannolikhetsbaserad metod
The purpose of this thesis was to examine if users of digital music games may acquire skills from the games that may be of use in learning to play a real instrument, that is a non-digitally simulated instrument like an acoustic piano. We have used Gee?s theory regarding a possible interconnection between different semiotic domains, and how this connection may enable a transfer of skills between related domains. In this thesis we examine possible skill transfer between the domains ?digital games? and ?non-digital instruments?. To examine our question formulation we chose to conduct a pilot study from which we collected both quantitative and qualitative data.
3-D handlingar, GPS-styrning och VA-moduler- En ny metod för framtida anläggningsprojekt
Ground construction has to a large extent been dominated by traditional meth-ods during the last 50 years. Although the construction has been changed meanwhile innovations are not accepted. In collaboration with NCC Ltd Region South, I have examined a modern con-struction methodology that has been developed by NCC for future large pro-jects. The method is divided into two central phases. Phase 1 is? Single Pro-duction? which is a preliminary period for ground constructions to come.
Prognostisering av sättning frånhög uppfyllnad i Högbytorp : Numerisk?analytisk jäföelse samt uppmäta sätningar
The purpose of this thesis was to examine if users of digital music games may acquire skills from the games that may be of use in learning to play a real instrument, that is a non-digitally simulated instrument like an acoustic piano. We have used Gee?s theory regarding a possible interconnection between different semiotic domains, and how this connection may enable a transfer of skills between related domains. In this thesis we examine possible skill transfer between the domains ?digital games? and ?non-digital instruments?. To examine our question formulation we chose to conduct a pilot study from which we collected both quantitative and qualitative data.
Att delta eller inte delta i sociala medier. : En kvalitativ studie om hur journalister på P4 Kalmar tänker kring publikinteraktion, sociala medier och den digitala klyftan.
The purpose of this study is to discuss how journalists think about the interaction with the audience in social media and the fact that it can make the traditional audience feel excluded. The study shows how journalists on P4 Kalmar is experiencing audience interaction in social media and describes how aware the journalists are about the digital divide. The results show that all of our interviewed journalists think that the interaction with the audience through social media works well and that there is awareness among journalists about the digital divide. The results also show that many of the interviewed journalists had not reflected on that parts of the audience can feel excluded by the interaction taking place in social media, but some of them could understand if parts of the audience felt that way. We consider our study as part of a research field on journalist?s interactivity with the audience through different types of media, but also as source of inspiration for future research on how the digital media becomes one with the community..
"Jag skulle vilja köpa 1 öra och 1 par lungor" : En innehållsanalys av uppgifterna i ett digitalt pedagogiskt matematikspel.
In this thesis, the four types of math problems that occur in the digital educational math game Zcooly Affären 2 have been analyzed. Focus has been aimed at how the problems mediate instructions and mathematical concepts to players, and how the mathematical content is supported by the context within the game. The result shows both positive and negative aspects of the math problems, based on the theories for math education used in this thesis. Apart from the analysis of the game, this thesis also presents earlier research regarding what possibilities digital games possess as tools for learning. Researchers have partly different views on how digital games should be designed to enhance learning, and whether or not games are efficient to use for learning purposes..
DIGITALT KOMPETENTA LÄRARSTUDENTER GENOM UTBILDNINGSVETENSKAPLIGKÄRNA?
Syftet med examensarbetet är att undersöka erfarenheterna av IKT i Utbildningsvetenskaplig kärna1 (UVK-1) hos lärarstudenterna som läser den nya lärarutbildningen som lanserades 2011. För attuppnå detta syfte ämnar jag att besvara frågan:? I vilken grad har undervisningen i Utbildningsvetenskap-1 (UVK-1) bidragit till att utvecklalärarstudenternas digitala kompetens?Som metod används en hypotetisk deduktiv ansats. Min hypotes är att genomtänkta ochgenomgående inslag av digital kompetens saknas i lärarutbildningen. Hypotesen prövas genom enanalys av resultatet från en enkätundersökning, där lärarstudenterna är informanter.
Att göra det digitala till det normala : En studie av svenska skivbolags samarbete med iTunes MusicStore och Spotify på den digitala musikförsäljningsarenan
Purpose/Aim: The purpose of this thesis is to define and analyse how Swedish record companies work with digital musical content distributors. A more narrow aim is to show how the record companies and with the digital musical content distributors iTunes Music Store and Spotify create incentives for consumer?s to use legal digital music channels through the Internet. To further circle the core of the problem following questions have been asked: How does the record companies provide iTunes Music Store and Spotify with digital content and what is done by the record companies to retain control over the material? How do the record companies view digital musical sales and what incentives are given to consumers to buy music digitally? Finally, What position of power do iTunes Music Store and Spotify have on the digital content arena?Material/Method: The data collected for this thesis is retrieved through personal interviews with representatives from three of the four major record companies Universal Music, Warner Music and EMI and their Swedish branches.Main results: The consumer?s access to digital content through iTunes Music Store and Spotify is of the utmost importance and is a prerequisite.
Förbättring av högtalares prestanda genom digital signalbehandling
Högtalare består idag ofta av flera högtalarelement, avsedda för olika frekvensområden. Signalen som driver dessa måste delas upp genom att oönskade frekvenskomponenter filtreras bort ur respektive utgående signal. Normalt görs detta med passiva komponenter i högtalarlådan. I denna rapport beskrivs arbetet med att ta fram ett digitalt system för att ersätta dessa passiva filter. Teoridelen tar metodiskt läsaren till en relevant kravspecifikation för systemet.
Upprättande av mall för fuktsäkerhetsbeskrivning : Genom granskning av projekt ur fuktsäkerhetssynpunkt
During the 1990?s a large number of building projects were revealed where lack of moistsafety precautions during the construction process had led to extensive moisture damage. Alsoresent implemented studies have shown that the problems with moisture damages have ratherincreased than decreased during the past few years. Moist is considered to be one of the mainfactors to cause unhealth due to deficiencies in the indoor-environment and does also causeunnecessary expenses and a reduction of the confidence in the construction industry.In this Bachelor of Science thesis three projects have been reviewed to examine how moistsafetyhas been observed during the construction process. Main focus has been to identify thebuilding components that are the most exposed to moist, and to examine how they have beentaken into account during the period of design and construction.
Verktyg för utveckling av terrängparker inom skidanläggningar. : Shaper
Today we can create digital 3D models which can be realised almost instantly through production methods such as 3D printing and computer controlled milling.What if this same technology could be applied to the development and construction of terrain parks?With snow as the material tools could be developed using similar principles to design and sculpt the surface, only on a larger scale.How would terrain park designers adapt their process to use this new technology? In this Industrial design thesis I explore how the ideas of the terrain park designer can be expressed through such a system with focus on the designers knowledge and skill without the need to learn complicated 3D programs.Sketch, create, ride. .
Kategorisering av idésyften : En kvalitativ analys av idéer i Volvo Construction Equipment?s idéhanteringssystem
Syftet med detta examensarbete är att på uppdrag av Volvo Construction Equipment hitta en metod för att hantera och kategorisera idéflödet i deras idéhanteringssystem Interact. Den metod som användes var kvalitativ innehållsanalys. Slutsatsen är att metoden gick att använda för att kategorisera idéflödet men att ett material som sträcker sig över många ämnen tenderar att sänka tillförlitligheten på resultatet. Vidare bedöms materialet som detta arbete har producerat kunna användas för att bättre ta tillvara på idéer, vilket uppskattas av Volvo Construction Equipment..
Tv-spel som resurs för religionskunskap : En undersökning om tv-spel som resurs inom dygdetik
This paper examines the possibilities of using video games as a tool for education of virtue ethics. By comparing learning aspects in Marc Prensky?s theory Digital Game-Based Learning and Aristotelian virtue ethics, this paper tries to look for similarities in how each theory looks at learning. Prensky?s theory is about how one can use video games in education, which is why it is used here.
Nollavräkning av entreprenadprojekt: Teoretisk grund och praktisk betydelse
The purpose of this study is to investigate the method called zero recognition that is used in accounting for construction contracts when the outcome is uncertain. When this is the case it is hard to make the necessary estimates needed for the percentage of completion method to be used. Both the meaning of the method from an accounting perspective and the practical importance and purpose of the method is investigated. The method used for this study is the qualitative one and the deductive model is used to relate the theory with the empirical research. The theoretical background consists of accounting theory and theories about individuals, companies and markets.
Risk eller Resurs: En studie av hur riskbegreppet konstrueras i den svenska kärnkraftsdebatten
Looking at the debate on nuclear power in Sweden, the issue of risk is central to understanding the difficulties in resolving differences between proponents and opponents. I sought to answer the research question: "how is the concept of risk constructed in the nuclear power debate in Sweden?" Four main aspects of risk construction were defined and investigated to identify differences between sides in the debate. Through a qualitative study of the debate and its actors I found clear differences in respect to all four aspects of risk construction. First, the perception of nuclear power as a "normal risk" is common among nuclear opponents in contrast to a largely probabilistic view among proponents.