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1969 Uppsatser om Digital environments - Sida 8 av 132
Är din tv redo? -en undersökning om informationen kring digital-tv-övergången på Gotland
Sveriges riksdag beslutade i maj 2003 att hela Sverige skulle gå över till digital-tv. Den första kommun som skulle släcka det analoga nätet och gå över helt till digital-tv var Gotlands kommun. Befolkningen på Gotland behövde informeras om beslutet och om de praktiska åtgärder som behövde genomföras och broschyren Sverige inför digital-tv kom till. Denna delades ut till alla hushåll på Gotland.Utgångspunkten i denna uppsats är att en sådan text som Sverige inför digital-tv rimligtvis borde ha en argumentativ karaktär. Den innehåller information om ett redan fattat beslut, men eftersom det är ett politiskt beslut som är fattat i en representativ demokrati kräver situationen att en viss argumentation för att rätt beslut är fattat förs.Syftet med denna uppsats är att undersöka hur argumentationen ser ut i en situation där det politiska beslutet är fattat men där makthavarna har ett behov av att övertyga befolkningen om riktigheten i beslutet.
Nationellt uppdrag och internationellt samarbete ? Nationalbibliotekens bevarandemetadata för digitalt skapat material
The National Libraries task to save and preserve the national cultural heritage has turned to a new challenge in a digital world. The preservation of born-digital material for future use requires not only saving the digital object itself but also information about the object, preservation metadata. This is a relatively new issue and the library community has very little experience in this area. It has become evident that international cooperation is necessary to solve the task and that the development of international standards is of fundamental significance. This thesis investigates what has been done to meet the problems with the fast obsolescence of digital material with the focus on metadata.
Vad är ett E-Arkiv? : En fallstudie på E-Arkiv Stockholm
The aim of this thesis in Archival Science was to explore the concept of electronic archives and the challenges that might be encountered when attempting to move archives into a new digital age, as well as having a closer look at the term e-archive itself. Another aim was to explore how the OAIS reference model works in practice.To explore these questions I decided to do a case study on E-Arkiv Stockholm, a functioning e-archive. I decided to do a study on several documents that were created throughout the project, these included documents related to the planning of the archive, as well as the final report. My reason for this method was that these docu-ments came straight from reality and would give a clear and unbiased view of the project and it?s many aspects.Examination of the documents showed that the OAIS reference model and its concepts had been the foun-dation of much of the planning.
Utvärdering av digitala provtryckssystem
Six different Digital Proofing Systems from three different techniques have been evaluated as totechnique, printing quality, economy and usability. Digital proof from two paper qualities, coatedand uncoated, has been compared with references printed in offset, to see how good they match eachother. Only two Proofing Systems manage to print on reference paper. The other Proofing Systemsuse special paper for digital proof.Measurements and visuell judgement show that the Digital Proofing Systems visualise referencepictures with quite good quality. Proof optimised for coated paper visualise the colours with goodresult.
En dag på sommarovet : Analys av en novell
This thesis is an evaluation of the campaign [The digitally curious] that is part of the regional marketing campaign Futurum.kom. Its purpose was to strengthen the library's role in society. The campaign includes Regionbibliotek Kalmar, Länsbibliotek Sydost and also 25 public libraries in Kronoberg, Kalmar and Blekinge. The campaign [The digitally curious] is one of several cluster campaigns targeting their marketing to a specific audience and aims to promote awareness of what libraries have to offer and provide information on digital media and services. The target group for the campaign is a man between 45-65 years old, who is interested in digital technology.
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.
Hyra film med fjärrkontrollen
Att utforma interaktiva TV-tjänster skiljer sig på flera sätt från att designa för webb eller för vanliga PC-tillämpningar. Faktorer som lägre bildupplösning, längre avstånd mellan användare och skärm, och inte minst användandet av fjärrkontroll istället för tangentbord och mus gör att villkoren ser annorlunda ut än för PC-tillämpningar. I detta arbete beskrivs hur en videobutik för en set-top-box för digital-TV utformas via iterativ hifi-prototypning och utvärdering. Lärdomarna är tillämpbara på andra interaktiva TV-tillämpningar..
Impressionism och Digitala Spel
Abstrakt
För att utveckla och förändra spelmediet behandlar detta arbete impressionism
och digitala spel. Båda ämnena diskuteras och belyses från olika vinklar för
att undersöka hur de två ämnena kan sammanföras i en spelproduktion.
Spelproduktionen har testats av spelstudenter för att få deras åsikter om hur
spelet fungerar och deras syn på kopplingen mellan impressionism och digitala
spel.
Arbetet avslutas med en diskussion och slutsats där alla fakta som tagits in
under kandidat-arbetet analyserats. I diskussionen lyfts följande ämnen fram:
impressionism, konst, hur spelmediet ser ut idag, tv- och dataspelsgestaltning,
interaktion och hur dessa två ämnen, impressionism och digitala spel kan föras
samman.
Skillnader mellan uppkopplad och uppkopplad : En jämförelsestudie mellan 1960- och 1990-talister
This paper aims to examine whether there are any substantial differences between a generation of users born during the 1960?s and younger generation born during the 1990?s regarding the use of digital technologies connected to the Internet. Based on Marc Prensky?s theories on people born before and after 1980 saying those born before are not as natural when it comes to using digital technologies. We used diaries as a qualitative method to gather data from 16 respondents.
Analys och modifiering av digital filteralgoritm för gassensor
AbstractThis work was assigned by a technological company that manufactures gas detectors in which the sensor signal is processed using digital filters. These filters have been developed by a consultancy firm which converted previously used analog filters to digital filters. The purpose of this work has been to analyse inadequate, and sometimes erroneous, documentation from the project in order to provide the company with know-how and tools for further improvement of their products. The work has been done using the simulation software COMSOL which was bought solely for the project. Analysis showed serious flaws as well as pure errors in the consultant?s documentation.
Kuling - en digital bilderbok
In what way do pictures allow for freedom of interpretation and thoughts rather thanunderstanding reality in a high paced medium? Children today are exposed more thanever to images trough various media. Children?s culture in the digital world has, troughgames and apps, become more cross-generational than literature. Unfortunately, there aremany digital books that loose the story, as the creator gets lost in technology and/or ineducation and morals.
Synen på bibliotek förändras inte på en dag : En utvärdering av klusterkampanjen "Den digitalt nyfikne" på ett folkbibliotek
This thesis is an evaluation of the campaign [The digitally curious] that is part of the regional marketing campaign Futurum.kom. Its purpose was to strengthen the library's role in society. The campaign includes Regionbibliotek Kalmar, Länsbibliotek Sydost and also 25 public libraries in Kronoberg, Kalmar and Blekinge. The campaign [The digitally curious] is one of several cluster campaigns targeting their marketing to a specific audience and aims to promote awareness of what libraries have to offer and provide information on digital media and services. The target group for the campaign is a man between 45-65 years old, who is interested in digital technology.
Bris - ett golv
The aim with the project was to portray something to step on. Its purpose has been to experiment and explore the interaction between pattern, structure, material and colour for something to be applied on a floor. Focus has been on esthetic expression and not the creation of some¬thing for a specific environment or audience. My goal was also that this project would illustrate the importance of the floor to create a certain atmosphere in a room.The project was divided into three phases. The first one was the experimenting and exploring phase, where the goal was to find an expression.
Gamification av digitalt lärande : En studie av attityder om spelelement i lärplattformar
Society today is characterized by the transforming effect IT has had, the majority of the activities we perform on a daily basis involves one way or another digital technology. One area which has not yet seen the positive effects of IT is education. Despite the progress of technology, the school education has barely changed since it first saw the light of day. Our goal with this study is to investigate the possibility of implementing Gamification elements in educational environments and examine whether it could increase our young students learning motivation. We believe that this kind of implementation will have a positive effect for these young people since they have been interacting with games since they were small and are familiar with the driving force of a reward system.With this study we want to examine the opportunities and challenges that Gamification implementation brings out in a learning environment and therefore encourage and motivate our young ones to study even harder..
Framtagning av giveaway-komponent
This thesis has been done in collaboration with Höganäs Digital Metal. Höganäs Digital Metalwork with 3D printing of metal and need giveaway components that they can give tocustomers to show their development process.By making a parametric CAD model can we generate about 200 different designs of a?Höganäs brännvinskrus? in miniature. You can choose between different items that shouldbe in it and a variety of perforations to look into it..