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1628 Uppsatser om Digital divide - Sida 6 av 109
3D-teknik som ett verktyg för bevarande - digital dokumentation och fysisk rekonstruktion
Uppsats för avläggande av filosofie kandidatexamen iKulturvård, Konservatorprogrammet15 hpInstitutionen för kulturvårdGöteborgs universitet2015:09.
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.
Unga vuxnas upplevelser av Internet Communities : En studie om hur virtuell gemenskap kan utveckla socialt kapital och lärande
Syftet med denna studie var att undersöka vilka upplevelser unga vuxna har beträffande den virtuella gemenskapen på Internet communities och hur det påverkar deras hälsa och lärande. Studien grundar sig på folkhälsopedagogiskt perspektiv och bygger på en kvalitativ studie. Under genomförandet av arbetet har åtta individer deltagit i individuella intervjuer. I bakgrunden belyser jag hur den teknologiska utvecklingen förändrar det sociala samspelet i samhället. Ökande kommunikation via Internet communities har bidragit till att människor kan ha större sociala nätvärk utan fysiska hinder.
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.
Hur man kan skapa uppmärksamhet för tidningen Guinness World Records Magazine genom en digital artefakt
This project practise methods used in the interaction design discipline to develop a concept related to the Swedish Guinness World Records Magazine.
This project is a challenge to accommodate both the users? and client?s needs. We focus on interaction and the experience, which is acquired through the use itself, and how to connect it to a theme from a client. The aim of this project is to create a meeting place for children where they can interact with technology.
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..
Malmöspanaren - En digital plattform för deltagande förvaltning av Malmö stads cykelvägnät
In this project we have explored digital tools for service management on the bicycle paths of Malmö. This was done through the participation of citizens in order to attempt to discern how such interactions can be eased using a mobile app, as well as how this app can be designed in order to appear trustworthy with user friendly interactions.
We have explored this field by using goal-oriented design through interviews, prototyping and user tests. We have created a digital prototype as a possible solution for how the interactions can be done.
Throughout the process interviews were held and user tests with selected members of the user group. To explore the concepts we have used paper prototypes in order to establish the design and then defining the interactions with the help of a digital prototype.
Finally we have concluded that a general app for bikers in the city would be functional and that a longer study in the effects of such an app would be interesting as a continuation of this work..
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..
Digital doggy bag : iPhone applikation som tar med dina mat- och dryckupplevelser
In this project an iPhone application for storing food and drink experiences was developed with focus on an easy interaction design. The already existing market of similar applications were studied and evaluated to extract their positive and negative features. Interviews with experts within the food and drink business where made in the pre study to get a good perception of how to divide and categorize the sections in the application. To optimize the usability, workshops with potential users with different technical experiences where continuously held during the development of the design.During the development two variants of development environments where evaluated. The final result of the application was developed in the environment that made the best impression and seemed to be the best alternative.The resulting product has a thought out design meant to be easy to understand, even for the first time users.
Digitala kvitton och dess framtida tillämpningar
Consumers today leave a fragment of information when they pay with their debit and credit cards. The aim of our work is to investigate ways to design a concept of a system in which digitally stored information that today is fragmented among several different holders, can be assembled into a system and made available to consumers. In our study of how a system for financial flow of information should be designed, we intend to study the present situation and the attempts made to alter it into a more informative reality. We intend to investigate the flow of information when a consumer pays by card, and the possible solutions regarding the design and transportation of digital receipts. A majority of the information of our digital consumption is today handled digitally.
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.
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.
Utvecklingen av det digitala folkbiblioteket - När visionerna liknar verkligheten
As the way of communicating and accessing information has changed radically over thepast decade so has the way the public libraries operate to reach the citizens. In thesetimes the demands of what a public library should be and offer the visitors havechanged. One should have the option to access the digital public library at any givenhour of the day, from anywhere in the world and at least have the same possibilities ofinformation as the visitors at the non-digital, "real" library.In this Master's thesis we will analyze and discuss the condition of the Swedish digitalpublic library of today, 2006, and the forward thinking work with the issues ofdevelopment in this matter. In order to do this we set out to examine the attitudetowards the public digital library among the staff at a small number of Swedish publiclibraries and their supporting institution, the county library. Moreover, the attitudesdefined have been compared to the actual status of the services and medias at the publiclibrary websites.In conclusion, we have detected a certain standardization of what the digital publiclibrary consists of today.
Den digitala strategin : En rapport om arbetet med en digital strategi för ett litet, nystartat företag
Social media, such as Facebook, Instagram and Twitter, have become popular platforms for social communication, and, increasingly, also important channels for business marketing. For a business intending to use social media for marketing, however, developing a strategy and building a trademark can be a challenge. This report describes how a small, newly established business enterprise can develop a digital strategy with clear goals and practical guidelines. The report describes a digital strategy for Gelato Scarfó and shows how this strategy is made concrete through a set of guidelines. The guidelines develop a trademark for identification and loyalty, and give advice on how new materials can be made consistent with the trademark..