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2493 Uppsatser om Digital distribution - Sida 36 av 167

Framtidens driftcentral : En analys av den framtida driften av ett svenskt elna?t

Active work to increase the efficiency of energy use is taking place in Sweden and throughout all of Europe. Electricity is an important part in our society?s energy system which means that the electrical grid operators and associated therewith has a central role in this work. Monitoring and controlling the electrical grids are managed from the distribution system operator?s DC, dispatch center.The aim of this report is to examine how the operations in a typical DC on the Swedish electricity distribution network will look like in five to ten years.


Flygbesiktning av Luftledningar : Modellering av samband mellan besiktningsanmärkningar och systemtillförlitlighet

This paper thoroughly investigates needs and requirements for overhead distribution feeder inspection and develops models to investigate possible relations between short term inspections remarks and outages. The study was conducted in collaboration with Fortum Distribution AB that supplied extensive information about their overhead power feeders concerning both inspection and power outages. The investigated models where lognormal linear model, Poisson generalized linear model and negative binomial generalized linear model. All models were implemented utilizing offset terms to compensate for differences in feeder length and amount of overhead versus underground feeders. The Poisson generalized linear model was rejected at an early stage due to overdispersion and neither of the remaining models fit the data perfectly.

Spelvärlden som informativt grafiskt gränssnitt : En studie om hur spelvärldens visuella uttryck hjälper ovana spelare att förstå mål och regler

The diegetic game world places high demands on how it is designed. It is common that game developers wants to create a deeper player immersion and some developers believe to achieve this by integrating HUD elements into the game world. To find out how digital games can rely on the design of the game world, we performed user studies on beginners who have very limited experience of playing digital games. By observing the beginners, we could discern the visual aspects in the diegesis that helps players understand the game rules and objectives because the beginners won`t make their choices based on previous gaming experiences. If players encounter a variety of difficulties to understand the rules of a game, then it will less likely be a successful game.

Kvalitetsarbete i fritidshemmen - en framgångsfaktor

AbstractDigital media in general and social media in particular are becoming more and more important to businesses across the globe. It is an effective way to reach out to consumers and establish a good relationship with existing customers. Most companies today use digital media in order to market themselves and to establish good public relations. A lot of those companies have also realized the enormous marketing capabilities that social media provides. However, in spite of the plethora of possibilities that comes with social media it can also, in some cases, hinder the companies ? success.

Frihet under ansvar eller sann och opåverkad kunskap ? Trovärdighet hos källor och hur den bedöms av två användargrupper.

This essay is investigating what type of sources we trust, depending on how the information in these sources is created and provided. To exemplify, the sources Wikipedia and Nationalencyklopedin (the Swedish National Encyclopedia) were used, each one representing different approaches. The first is a representation of the collective intelligence, where anyone can contribute with their knowledge to the public ? freedom under responsibility. The latter represents peer-reviewed knowledge, desirable enough to have people paying for it? true and unaffected.Based on theories of source criticism, collective intelligence, expertise and the different generations of digital natives and digital immigrants, two focus groups were conducted and analysed.

The fit of all-ceramic crowns produced using different digital impression systems

Syfte: Att jämföra marginell och intern passform på kronor framställda genom fyra olika digitala avtryckssystem med kronor framställda genom konventionell avtrycksteknik, som kontrollgrupp. Metod: Femtio helkeramiska kronor framställdes från 50 standardiserade provkroppar, som delades in i fem grupper, där varje grupp representerade ett avtryckssystem. Varje krona cementerades på sin respektive provkropp och sektionerades till fyra segment. Den marginella och interna passformen mättes i 8 fördefinierade punkter. Totalt 1567 mätningar utfördes, analyserades och jämfördes. Resultat: (1) Gällande marginell spalt kunde inga signifikanta skillnader hittas då kontrollgruppen jämfördes med vart och ett av de digitala systemen. (2) Lava? hade mindre marginala spalter än CEREC® och iTero®, (3) CEREC och Lava hade mindre spalter i chamfern jämfört med iTero och kontroll, (4) E4D® visade mindre spalter än CEREC i mätpunkter 4-8 och CEREC visade en mindre spalt i mätpunkt 2, (5) Lava visade mindre spalter än CEREC i mätpunkter 1, 3 och 5-8.


Behöver tillväxten en stad? Om Dublin som politisk arena, aktör och tillväxtmotor

This thesis intends to examine the role of the city, Dublin, in the Irish economic growth during the 1990s. It is a case study where Dublin is compared with current theories on post modern cities as growth machines and increasingly prominent actors in the global context. The study has an interdisciplinary approach but focuses on political science issues such as power distribution, global-local governance and local political organisation. It is a theory driven study that also intends to add aspects to the understanding of the cities of our time. I argue that Dublin has faced a lot of changes during the last decades in accordance with the post modern city.

Varseblivning av objekt i digital grafik : påverkan vid förändring av textur.

Syftet med detta arbete är att undersöka hur förändring av material påverkar varseblivningen av objekt när formen lämnas oförändrad. Detta kan vara av intresse då spel med realistisk grafisk stil blir mer och mer högupplöst vilket samtidigt ställer högre krav på de grafiska utvecklarna att framställa verklighetstrogna material.Jag har utfört en kvalitativ undersökning med personintervjuer av sex personer. Dessa sex personer har fått se tre objekt där de fått definiera objektets syfte. Intervjupersonerna fick sedan se objekten med olika material där mina frågor haft som mål att få respondenten att motivera uppfattat material samt det uppfattade materialets egenskaper. De intervjuades motiveringar om objekt och material har jag sedan tolkat utifrån litteratur om psykologi, främst om kategorisering som George Lakoffs bok "Women, Fire, and Dangerous Things" (1990) beskriver.Min undersökning har visat att uppfattningen av textur kan förändra ett objekts syfte och funktion.

Utvärdering av Skogens Dag i Borås 2005 evenemanget som informationskanal

The purpose of this thesis is to examine Skogsstyrelsens event Skogens Dag as an information channel by looking at information use and information behaviour during the communication process of the event. This is done by examining the aims of Skogsstyrelsens information distribution during the event in relation to its outcomes. The evaluation is focused on long term effects on the target group and it is restricted to Skogens Dag in Borås 2005. The question this thesis intends to answer is: How does the event Skogens Dag function as a tool for information distribution? The theoretical background gives an account of the communication process as well as the relevant aspects of marketing, social marketing, campaigns and public relations, as these are communication attempts that can use an event as a medium.

Innebandy och handbollsspelares tankar och attityder till digital spelbaserad skadepreventionstr?ning : En kvalitativ intervjustudie

Bakgrund: Idrottsskador ?r vanliga i lagidrotter som handboll och innebandy. Trots att skadepreventionstr?ning ?r effektiv ?r f?ljsamheten ofta l?g. Spelbaserad tr?ning har visat positiva effekter p? motivation och engagemang i andra sammanhang, men hur idrottare uppfattar spelbaserad skadeprevention ?r inte unders?kt.

Modellering av försäkringsdata med normal invers gaussisk (NIG)-fördelning

Utbetalningsbelopp för skadeersättning studeras. Datamaterialet uppvisar skevheter och ''tjocka svansar'' vilket motiverar att modellera med en mer flexibel fördelning än normalfördelning. I detta arbete undersöks om NIG (normal invers gaussisk) fördelning passar för det..

Modellering av försäkringsdata med normal invers gaussisk (NIG)-fördelning

Utbetalningsbelopp för skadeersättning studeras. Datamaterialet uppvisar skevheter och 'tjocka svansar' vilket motiverar att modellera med en mer flexibel fördelning än normalfördelning. I detta arbete undersöks om NIG (normal invers gaussisk) fördelning passar för det..

Det digitala skolbiblioteket. En möjlighet för utveckling av såväl verksamhet som yrkesroll?

The aim of this paper is to study if implementation of a school library management system called FreeLib has created favourable conditions for the school librarians to cooperate with other professions and become a more forward working place. I have studied relevant literature about school libraries, organisation, digital libraries and documents that regulate school and library activities today as well in the past. In order to fulfil my purpose I have done a qualitative survey with six school librarians from Swedish primary schools with pupils at the age of 6 -16 years old. To identify strengths, weaknesses, threats and opportunities I found in the material I used a method called SWOT analysis. According to this study the use of the digital FreeLib system has developed a better teamwork between school librarians at different schools.

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