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1969 Uppsatser om Digital environments - Sida 34 av 132

Dagsljusdesign för en god visuell miljö

During our education to become lighting designers at Jönköping University, the artificial lighting has been in focus. Therefore we wanted to learn more about daylight. We chose to do this from a visual approach in open plan offices. Since daylight is part of the architects´ responsibility to master, we wanted to examine what architects think of when they plan daylight environments in open plan offices and how this is expressed in the buildings with focus on the visual factors.Our questions at issue are:What knowledge do architects have concerning daylight planning, and how do they use this knowledge in their practice?How well do the chosen daylight environments meet the end-users need of a good visual environment? The study consists of three case studies, carried out in the same way.

Kvalitetskontroll av utskrifter från Kodak Approval XP4

When using the digital halftone proofing systems, a closer print match can be achieved compared to what earlier couldbe done with the analogue proofing systems. These proofing systems possibilities to produce accurate print match canas well lead to producing bad print matches as several print related parameters can be adjusted manually in the systemby the user. Therefore, more advanced knowledge in graphic arts technology is required by the user of the system.The prepress company Colorcraft AB wishes to control that their color proofs always have the right quality. This projectwas started with the purpose to find a quality control metod for Colorcraft´s digital halftone proofing system(Kodak Approval XP4).Using a software who supports spectral measuring combined with a spectrophotometer and a control bar, a qualitycontrol system was assembled. This system detects variations that lies out of the proofing system´s natural deviation.The prerequisite for this quality control system is that the tolerances are defined with consideration taken to the proofingsystems natural deviations.

Att använda slumpen inom digitalt fotografi

This project investigates how team sports can be used to include young women in public space aswell as how through the addition of a sporting facility adjacent to three schools can be used as a stepping stone for the young people of Dharavi to have a chance at a brighter future..

Dom kallar det Lean? En studie om Lean i sjukvården och dess påverkan på den professionelle läkarens medicinska beslutsfattande

The purpose of this media scientific study is to contribute to a better understanding about how blind people?s empowerment and participation may affect their role in the digital society.Earlier international studies in this area have shown that blind people not only need more knowledge then the seeing population about the computer, but also about the technology behind their tools for using Internet. The results from these studies have also shown that Internet increases the blind people?s independents and that those who use Internet feel more involved in the society.A qualitative method was chosen to study the three most common categories from the earlier studies: knowledge of technology, empowerment and participation. Are there differences in the results compared to our study in Sweden 2014?Interviews with eight blind, experienced computer users have shown that knowledge of technology is essential for their use of Internet and that the Internet increases their empowerment and their participation.

En laptop till varje elev : en studie om gymnasieskolans satsning på datorer i undervisningen

The aim of this study is to highlight the computer as a learning resource in the education and give us knowledge about how the students uses the computer in year one in a selected High School where one computer per student were introduced in autumn 2011. The aim is also to contribute to the discussion about how the computer can become a natural learning resource for all students in all subjects, including the students in need of special support.How are the High School students using the computer?Are there differences in computer use, whether the student is in academic or vocational program?Are there differences in computer use between boys and girls?Do the student experience that the digital competence is increasing together with if they experience the computer as aid?In what degree do the teachers encourage the students to use the computer?How much do the students use the computer to learn mathematic?The study is based on a survey of all students in year one in a municipal High School.The result of the study is showing that the students first of all use the computer to play music, surf the Internet and to be logged in on social media (eg. Facebook). The students have learned to use the computer for the tasks they need, although the teachers don?t encourage the students to use the computer in any higher means, not in mathematics and not in other subjects.

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.

Fördelning av frambensskador på ytliga böjsenan hos galopphästar :

Superficial digital flexor tendon injuries are common causes of premature retirement or pre-longed convalescence periods for race horses. The curve gradient at Täby Galopp race track is very small and most races as well as high speed training are done on the left rein. It is believed that the horses left foreleg is under considerably more strain then the right foreleg when being ridden on the left rein during gallop at high speed. During gallop on the left rein the horse puts its entire weight on the left foreleg when regaining ground contact. The purpose of this study has been to find out, through analyzing the statistics concerning the horses that visited the ATG clinic at Täby during a period between January 2003 and September 2006, whether there is a higher frequency of superficial digital flexor tendon injuries on the left leg rather than the right and if so, can this support the theory that the design of the race track in combination with continuous left rein races can be a contributing cause of these injuries. The result of the study shows that 57% of the tendon injuries occurred on the left front leg and 38% on the right front leg. The difference is not large enough to support the above theory of the underlying cause of these injuries..

Informationssäkerhet inom grafiska företag

The study shows the current need for security solutions concerning work with information in different areas.Investigations will show important solutions for printers? needs to meet the increasingly harder demands forfast and safe digital communications. Important factors to be analyzed in the investigations are: access todifferent types of information, workers authority of information, access to the data base register internallyand externally, production solutions for an effective fault detection and data base solutions fororders and distribution.Planned and unplanned stops result in a standard of value in interruptions. Internal data bases areprotected by so-called ?Fire Walls?, ?Watch Dogs? and Virtual Private Networks.

Beslut om betydande miljöpåverkan för järnvägsprojekt : beslutsmotiveringar, åtgärder och regionala skillnader

This thesis examines the reasons to why railway projects conducted by Banverket (Swedish National Rail Administration) could be expected to cause significant effects on the environment, on which grounds the County Administrative Board and Swedish National Rail Administration base their decisions/assumptions and highlight regional differences between the different Swedish national rail administrations regions. Total 24 railway projects, conducted or being conducted, during the time period 2001 - January 2010 have been analyzed and studied. These projects represent eight different measures/activities which are dispersed throughout all five of the Swedish National Rail Administration´s different regions. Swedish legislations demands that the planner of a new railway project shall first conduct a pre-study and then conduct a public consultation which provides the participants an opportunity to provide input. The County Administrative Board shall then decide if the project could cause significant effects on the environment.

Stenmuren i landskapet : bevarandet av ett kulturarv

The landscape with its associated historical tracks and remains are an important part of our cultural heritage that we consider important to conserve. The stone walls are an example of historical remains that helps to build up this cultural heritage. It is a landscape element that today usually is being associated with the old cultivated landscape, where they mainly functioned as boundary markings and fences. Today, the stone wall is a valuable element in the landscape with ecological, culture-historical and aesthetic values. Since the stone walls arose as elements in the landscape a lot has been changed within the agriculture.

Spelarupplevelser i Azeroth : Immersion och Presence i World of Warcraft

This study examines the players experience, environments and objects in the videogame World of Warcraft. The purpose of this study is to get more knowledge about the players experience in the game with the focus on factors contributing to some form of immersion or/and presence. The data for this study were gathered using interviews as method and then analyzed with relevant literature in the chosen field. A game content analysis and a group of questions are tested with the results of the study which is presented at the end in with an analytic discussion. .

Setting the Stage : - 0m att motivera träning med hjälp av SportIT.

The last few years a lot of media air time has been devoted to training, sports, health and weightloss on a more personal level then before. The new media arena is beeing used at its´ maximumto broadcast wievs on how we should eat, look, exercise and live. This thesis is trying to makebetter understanding on what people in general think is important when it comes to physicaltraining and motivation with the aid of digital media and IT systems. The thesis describes aworkshop that was conducted within the frames of Participatory Design and the outcome of thatworkshop. The workshop was conducted with a group of lead users (in this case instructors at avery large fitness center in Umeå, Sweden) and the main question was ?How can IT be used toachive a positive effect on physical exercise if motivation is the focus??.

Prissättning av musik vid digital distribution

Bakgrund: De senaste åren har alltmer musik börjat distribueras digitalt via Internet. Detta har framförallt skett via fildelningsnätverk men under de senaste två åren har allt fler legala tjänster växt fram. Prisnivån hos dessa tjänster är väldigt enhetlig och återförsäljarna har små marginaler på sin försäljning. Teorier påstår att Internet ger möjligheten att skära bort delar i distributionskedjan och det kan leda till lägre priser. Internet ger också ökade möjligheter att ändra priser på daglig basis.

Grafisk representation av ljud

De senaste decennierna har en rad streckkodstekniker utvecklats för att grafiskt representera digital information. Gemensamt för dessa är en strävan efter hög densitet, det vill säga kapacitet att lagra mycket data på en liten yta. Densiteten begränsas emellertid av kravet på precision vid tolkning av den digitala datan, eftersom felaktigheter i digital data kan resultera i omfattande informationsförlust.Analog information, exempelvis ljud, är däremot inte beroende av exakthet hos underliggande data i samma utsträckning. En analog ljudsignal kan beskrivas och återges approximativt, och ändå tolkas korrekt av en lyssnare. Detta faktum gör att det finns fördelar med att representera ett ljud utifrån dess analoga egenskaper.

Analogt vs digitalt. En studie i huruvida en digital plug-in låter annorlunda än sin analoga förebild

Inre motivation är per definition en drivkraft i beteendet drivet av intresse och tillfredställelse för arbetet i sig, utan närvaron av yttre belöningar. Då monetära belöningar är väldigt utbrett och kostar företag stora summor är det av intresse att även studera hur motivation påverkas av hur arbetet i sig ser ut.Syftet med denna studie är att med ett kvantitativt förhållningssätt beskriva och analysera vilka dimensioner i arbetet och dess miljö som predicerar inre motivation.De prediktorer som utifrån tidigare teori valts ut är tron på sin egen kompetens, tillhörighet, autonomi, feedback, personlig utveckling och arbetets meningsfullhet. För att besvara syftet har en enkät delats ut till 211 anställda inom organisationen Skandia Advise.Statistiska analyser av resultatet visar att inre motivation till 25 % prediceras av de sex dimensionerna tillsammans. Enbart tron på sin egen kompetens och personlig utveckling är säkerställda som enskilda prediktorer för inre motivation inom Skandia Advise vilket bör tas under beaktning i ett nytt belöningssystem..

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