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17963 Uppsatser om Digital design material - Sida 57 av 1198

Från statisk till följsam webbdesign : Den nya webbteknikens väg till företagen

The IT industry is constantly evolving and requires everyone working with website development to be updated on the latest methods. The web grows larger every day, and more visits are carried out by mobile devices. It is more important than ever for companies to have updated and functional pages that can be used on different platforms. We want to find out how common it is for IT departments and web agencies to embrace the newest technology and also what it takes to get them to move from one technology to another. Responsive web design is a constantly growing new technique that helps web developers developing for different platforms.

The Digital Content Era

In order to become even more competitive, a partnering with other niche players is essential in achieving a competitive advantage and it enables opportunities for reintermediation. From an intermediate perspective, there are great possibilities for those who become content coordinators to enter the market. By becoming a bundler of services and products, the content coordinators will become the actors that will capture the most profit in the value web. The value creating drivers that have been identified in the business landscape of intermediates concern owning the content or owning the customer relationship. We find the possibilities of an intermediate actor, such as a content coordinator to achieve competitive advantage through strategic fit is subject to the context and the ability of creating more innovative and co-creative distribution systems.

Design av ett decimeringsfilter med låg effektförbrukning Design of a decimation filter with low power consumption

Implementering av FIR filter kan göras på olika sätt. I detta examensarbete har två olika varianter beskrivits med hjälp av VHDL, syntetiserats, simulerats och sedan jämförts med avseende på effektförbrukning..

Att gå från det konkreta till det abstrakta, att det blir konkret för barnen. : En undersökning om hur lärare använder och värderar laborativa material i matematikundervisningen i skolår 1-3

Syftet med detta examensarbete var att undersöka hur lärare använder olika laborativa material i sin matematikundervisning i år 1-3 och hur detta överensstämmer med det sätt som upphovsmännen till materialen avser. Mina frågeställningar har bland annat varit: Vad är laborativa material?, Hur använder lärare laborativa material i matematikundervisningen i år 1-3?. För att söka svar på dessa frågor har jag genomfört en litteraturstudie, och en kvalitativ intervjustudie med åtta lärare som använder laborativa material i sin matematikundervisning. Resultatet visar att det finns skillnader mellan hur lärare använder vissa laborativa material och hur materialens upphovsmän beskriver att materialen ska användas.

VOX : sittmöbel för det offentliga rummet

A trend in modern landscape architecture is to design pedestrian streets so that vehicles and people move in the same area. By doing this, traffic tends to slow down. On the market though, there is a lack of furniture that corresponds to the requirements of these kinds of public places. Therefore, I have designed this furniture, called VOX, which is planned to be used on streets, schoolyards and squares. One objective has been to promote the product to the industry.To achieve this, I have been in contact with people from different professions, which have all influenced my designprocess.

Tillfälliga öar : ? tillsammans med havet i materiell-diskursiva praktiker

Vi vill med det här kandidatarbetet inleda en konversation med havet. Tillsammans med Karen Barads posthumanistiska performativitet, agentiell realism, vill vi utmana och ifrågasätta den antropocentriska designerrollen där materialiteten ses som passiv och designern som ensam härskare över meningsskapandet i designprocessen.Med Barads onto-epistemologiska utgångspunkt undersöker vi hur design-processen uppstår i arrangemang av både mänskliga och icke-mänskliga aktörer, där mening framförhandlas genom relationer inom fenomen. Genom att tillämpa detta posthumanistiska förhållningssätt i lekfulla experiment tillsammans-med-havet kan vi se hur mening är situerad och skapas inom de materiell-diskursiva fenomen och apparater som utgör designprocessen. Vi förstår designprocessen som ett ingripande i världens tillblivelse. Ett ingripande där ett kollektiv av aktörer står som medskapare, där mening, kroppar, subjekt och objekt uppförs och samformas genom intra-aktion. Detta förhållningssätt föder en medvetenhet om vårt ansvar i att ingripa i världens tillblivelse och vårt ansvar för de kroppar som skapas, en etik i handling. .

Självständigt Flöde : En studie om självständig orienterbarhet på Björnkullas äldre- och demensboende

The purpose of this study was to examine how the design of the wards, at Björnkulla nursing home, affects the residents? wayfinding ability and autonomy. Thus, the aim has been to make a design proposal that, trough color and design can increase the residents? chance to independent mobility. Since the study aimed to examine how the environment affect and can support people with dementia, qualitative methods were used.

Resurssnåla materialflöden - En fallstudie på Volvo Powertrain

From the customer?s perspective the only reason for a firm to exist is the value it creates. However, a problem within manufacturing companies is that of the total lead time, only a small part can be considered as value adding. It has further been discovered that when working with improvements businesses often sub-optimizes single processes instead of considering what benefits the entire company. Thus, when improving processes and activities it is important to have knowledge about and understand which factors that affect how the flow can be designed.Several studies have been performed with a wide perspective on process flows in order to obtain a more resource-efficient and value added flow.

Konstruktionsleken ur pedagogers perspektiv. : En studie om hur pedagoger tänker och arbetar när det gäller konstruktionsleken i verksamheten.

The purpose of this study was to examine how teachers act when it comes to play with constructions in preschool. The purpose was also to find out what kind of material the children have to work with and what they do with the things that the children made. The study was based on qualitative semi-structured interviews. Semi-structured interviews was choosen  to get out as much information as possible, with open questions in a semi-structured interview you can get the information that is relevant for the study. The results show that there are different kind of material available in preschool, but knowledge of the subject is missing and demanded by teachers. The material are pretty similar, some of the teachers use material from the forest while others don?t.

Att lägga märke till ett varumärke

The project aims to explore how strong brands are built and what they consist of. I will focus on the subject fashion magazine, ambassadors and the different parts that a magazine consists of. Based on the information from research and literature I?m re-designing the Swedish fashion magazine Solo..

This is IT! : Lärares pedagogiska synsätt på användandet av IT-verktyg som medierande redskap i ett en-till-en klassrum

The use of laptops, interactive whiteboards and the Internet is step-by-step working it?s way into Swedish schools. The aim of this study is to investigate the attitudes of teachers towards using IT-related tools in their teaching. How are the tools given used as mediating tools, what new methods do the teachers find themselves discovering while using these, how do the teachers feel about digital teaching platforms and how do the IT-related tools affect students language progression? These are all questions that this study is meant to answer.

SmartMedia-controller på chip

This report deals with the design of a controller for SmartMedia? flash memory cards, based on a hardware description found in the SmartMedia? Interface Library - SMIL. The design was made on logic gate level, using standard cells in OrCAD Capture. After simulation of the design in PSpice A/D, it was exported as an EDIF netlist, which was used to make a chip layout in L-Edit, a layout tool for making integrated circuits. The layout was made using a method called Standard Place and Route - SPR, where the layout tool places standard cells from a library and connects them according to the EDIF netlist.

KONTROLLBERÄKNING AV ETT TAKRAS PÅ EN TENNISHALL I NYKÖPING : En jämförelse mellan Eurokod och BKR

?Boverket? the Design Regulations in Sweden, also called BKR has for a long timebeen the mandatory standard that has guided and regulated construction design. Butat the end of 2010 BKR was replaced with Eurocode. This report deals with thecomparison of these two standards when it comes to wood construction. Duringwinter 2009/2010 there were many roof collapses due to excessive loads on theroofs across Sweden.

Bevarande av dagstidningar i Sverige en probleminventering

The main purpose of this thesis has been to identify and discuss problems connected with the preservation of newspapers in Sweden. Another purpose was to see if the preservation of newspapers has been influenced by the fact that preservation studies in general concerns printed monographs and digital materials. This qualitative study is partly based upon interviews with four librarians experienced in working with newspapers and preservation. The thesis deals with cultural heritage in general and on a more specific level with newspapers where the following questions are dealt with: Why preserve? Who preserves? How to preserve? and What is preserved? Strategies used for preserving newspapers such as paper, microfilming and digitization are described as well as legal deposit, the Swedish microfilming programme and TIDEN, a digitization project of newspapers.

Spelares upplevelser i datorspel : grafikkvalitet kontra spelatmosfär

Ett område inom digital design som börjat få mer uppmärksamhet är upplevelsedesign. Godanvändbar design är viktigt men människor har ett växande behov av att bli underhållna ochengagerade genom digitala medier. Det har blivit mer relevant på senare tid då datatekniskaprodukter och tjänster blir allt vanligare i samhället. Framförallt är det i hem- och fritidsmiljöersom det blivit vanligare. En naturlig följd av utvecklingen är att datorspelsbranschen växer.

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