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3457 Uppsatser om Digital technology - Sida 17 av 231

Prognostisering av sättning frånhög uppfyllnad i Högbytorp : Numerisk?analytisk jäföelse samt uppmäta sätningar

The purpose of this thesis was to examine if users of digital music games may acquire skills from the games that may be of use in learning to play a real instrument, that is a non-digitally simulated instrument like an acoustic piano. We have used Gee?s theory regarding a possible interconnection between different semiotic domains, and how this connection may enable a transfer of skills between related domains. In this thesis we examine possible skill transfer between the domains ?digital games? and ?non-digital instruments?. To examine our question formulation we chose to conduct a pilot study from which we collected both quantitative and qualitative data.

Att delta eller inte delta i sociala medier. : En kvalitativ studie om hur journalister på P4 Kalmar tänker kring publikinteraktion, sociala medier och den digitala klyftan.

The purpose of this study is to discuss how journalists think about the interaction with the audience in social media and the fact that it can make the traditional audience feel excluded. The study shows how journalists on P4 Kalmar is experiencing audience interaction in social media and describes how aware the journalists are about the digital divide. The results show that all of our interviewed journalists think that the interaction with the audience through social media works well and that there is awareness among journalists about the digital divide. The results also show that many of the interviewed journalists had not reflected on that parts of the audience can feel excluded by the interaction taking place in social media, but some of them could understand if parts of the audience felt that way. We consider our study as part of a research field on journalist?s interactivity with the audience through different types of media, but also as source of inspiration for future research on how the digital media becomes one with the community..

OLED : Evaluation and clarification of the new Organic Light Emitting Display technology

Organic Light Emitting Displays (OLEDs) are a new type of thin emissive displays predicted to possess superior properties to existing techniques e.g. Liquid Crystal Display (LCD). The main advantages are low power consumption and a thin display structure. This report contains an explanation of the emissive OLED technology, its functionality and the physics of the organic layer structure in an OLED. The technology is described with respect to the two classes of organic materials used in displays, small molecules and conjugated polymers.

"Jag skulle vilja köpa 1 öra och 1 par lungor" : En innehållsanalys av uppgifterna i ett digitalt pedagogiskt matematikspel.

In this thesis, the four types of math problems that occur in the digital educational math game Zcooly Affären 2 have been analyzed. Focus has been aimed at how the problems mediate instructions and mathematical concepts to players, and how the mathematical content is supported by the context within the game. The result shows both positive and negative aspects of the math problems, based on the theories for math education used in this thesis. Apart from the analysis of the game, this thesis also presents earlier research regarding what possibilities digital games possess as tools for learning. Researchers have partly different views on how digital games should be designed to enhance learning, and whether or not games are efficient to use for learning purposes..

Smarta Elnät ? Modell och Marknad

The Smart Grid technology has during the last decade been established as a way to create a greater flexibility on the electricity grid that will be needed as the development moves towards an increased share of renewable primary energy sources in the electricity production. One part of the Smart Grid technology is the ability to shift loads in time, to adapt to either price or emissions, known as Demand Response. This project, which was conducted at KTH in collaboration with the consulting corporation Capgemini, examines the economic, environmental and social aspects of the Demand Response technology. In the project, three household products are used in a model that derives the potential savings in costs and emissions of CO2e. The results show that the actual savings measured in SEK are small, but that the savings measured in percent can be as high as 20 percent. Reduction of CO2e emissions is slightly lower.

DIGITALT KOMPETENTA LÄRARSTUDENTER GENOM UTBILDNINGSVETENSKAPLIGKÄRNA?

Syftet med examensarbetet är att undersöka erfarenheterna av IKT i Utbildningsvetenskaplig kärna1 (UVK-1) hos lärarstudenterna som läser den nya lärarutbildningen som lanserades 2011. För attuppnå detta syfte ämnar jag att besvara frågan:? I vilken grad har undervisningen i Utbildningsvetenskap-1 (UVK-1) bidragit till att utvecklalärarstudenternas digitala kompetens?Som metod används en hypotetisk deduktiv ansats. Min hypotes är att genomtänkta ochgenomgående inslag av digital kompetens saknas i lärarutbildningen. Hypotesen prövas genom enanalys av resultatet från en enkätundersökning, där lärarstudenterna är informanter.

Att göra det digitala till det normala : En studie av svenska skivbolags samarbete med iTunes MusicStore och Spotify på den digitala musikförsäljningsarenan

Purpose/Aim: The purpose of this thesis is to define and analyse how Swedish record companies work with digital musical content distributors. A more narrow aim is to show how the record companies and with the digital musical content distributors iTunes Music Store and Spotify create incentives for consumer?s to use legal digital music channels through the Internet. To further circle the core of the problem following questions have been asked: How does the record companies provide iTunes Music Store and Spotify with digital content and what is done by the record companies to retain control over the material? How do the record companies view digital musical sales and what incentives are given to consumers to buy music digitally? Finally, What position of power do iTunes Music Store and Spotify have on the digital content arena?Material/Method: The data collected for this thesis is retrieved through personal interviews with representatives from three of the four major record companies Universal Music, Warner Music and EMI and their Swedish branches.Main results: The consumer?s access to digital content through iTunes Music Store and Spotify is of the utmost importance and is a prerequisite.

Förbättring av högtalares prestanda genom digital signalbehandling

Högtalare består idag ofta av flera högtalarelement, avsedda för olika frekvensområden. Signalen som driver dessa måste delas upp genom att oönskade frekvenskomponenter filtreras bort ur respektive utgående signal. Normalt görs detta med passiva komponenter i högtalarlådan. I denna rapport beskrivs arbetet med att ta fram ett digitalt system för att ersätta dessa passiva filter. Teoridelen tar metodiskt läsaren till en relevant kravspecifikation för systemet.

Kan Urban Computing influera Sport-IT? : En studie om nästa generations coachingverktyg

The Swedish government?s objective regarding information technology is to be world-leading in using the possibilities that digitization provides. In some aspects this has already been done, but in some areas much is yet to be accomplished. Although sports and recreational fitness activities are amongst the fastest growing areas of personal and consumer-oriented cloud computing-based technologies around the globe, there are areas within the genre that?s not evolving as quickly.

Tv-spel som resurs för religionskunskap : En undersökning om tv-spel som resurs inom dygdetik

This paper examines the possibilities of using video games as a tool for education of virtue ethics. By comparing learning aspects in Marc Prensky?s theory Digital Game-Based Learning and Aristotelian virtue ethics, this paper tries to look for similarities in how each theory looks at learning. Prensky?s theory is about how one can use video games in education, which is why it is used here.

Visualizing Innovation Capital: A Case study of Technology Transfer and Biomedical start-up

Purpose: The purpose is to present a greater understanding of the progression of innovation capital in a technology transfer and biotech start-up context. The findings offer technology transfer professionals, entrepreneurs and academia an overall perception and mental framework of the technology transfer practice and the embracement of a promising invention, building upon its hidden value. Methodology: The thesis was conducted using a qualitative case study, executed with the help of interviews, in order to answer the research question: How is an embryo of innovation capital continuously cultivated in a technology transfer and biomedical start-up process? Conclusions: A technology transfer entity provides the means to establish a platform where an entrepreneur can build its own human capital, structural capital, and relationship capital. The forms of capital interact and thus create value, herein considered as innovation capital.

Användarkvaliteter inom söksystem : En kvantitativ studie av söksystemen på Södertörns högskola och Stockholms universitet

This essay is about testing the validity of an article written by Jonas Löwgren, called The use qualities of digital design. The study we have executed is about testing the featured qualities of digital design in the article on two search systems located in the library of Stockholm University and Södertörn University respectively to see how they are able to be applied on search systems. To acquire the information for the study, we handed out a written inquire among users of those systems. The result of this quantitative study shows us that many that five of Löwgrens qualities is likely to be present on the systems. Our conclusion is that five of these are appliable on search systems.

Evertiles - All you need is tiles!

Evertiles är ett spel producerat av Olle Lundahl, Liselotte Heimdahl, Tobias Oldegren och Dan Sjödahl. Vårt mål med spelet var att vi ville göra ett onlinespel centrerat kring att spelaren skulle samla på saker och att spelare skulle mäta sina prestationer mot varandra för att se vem som är bäst. Grundidéen var att vi skulle ha en färdig spelvärld där spelare skulle gå runt och döda monster för att få saker. Idéen utvecklades snart till att vi skulle ha en värld som skapade sig själv genom slumpmässig generering, och med andra spelelement som innebar att det skulle finnas mer att göra än att döda monster. I slutprodukten finns en potentiellt, näst intill, oändlig värld och möjligheter för spelarna att bygga egna städer. Denna rapport kommer detaljera produktionen av spelet, från konceptstadiet tills dess att projekttiden var slut. Våra tankar om projektets gång, och detaljer om våra procedurer, återfinns i både reflektionsdelen, som är majoriteten av denna rapport, samt i våra personliga reflektioner..

Proviant - sparar hushållets pengar på ett miljövänligt sätt

The Smart Grid technology has during the last decade been established as a way to create a greater flexibility on the electricity grid that will be needed as the development moves towards an increased share of renewable primary energy sources in the electricity production. One part of the Smart Grid technology is the ability to shift loads in time, to adapt to either price or emissions, known as Demand Response. This project, which was conducted at KTH in collaboration with the consulting corporation Capgemini, examines the economic, environmental and social aspects of the Demand Response technology. In the project, three household products are used in a model that derives the potential savings in costs and emissions of CO2e. The results show that the actual savings measured in SEK are small, but that the savings measured in percent can be as high as 20 percent. Reduction of CO2e emissions is slightly lower.

Säkerhetsventilen i ränteavdragsbegränsningsreglerna : En analys utav rekvisitet huvudsakligen affärsmässigt motiverat i 24 kap. 10 e § IL

AbstractIT can facilitate communication among individuals and connect people across geographical distances. On the contrary, citizens of the society who do not use communication technologies to some extent might feel excluded from the information society. As elderly citizens are already in a vulnerable position for the digital divide, communication technology becomes an important tool for interacting with friends and family. The social situation of elderly, 60 years of age and older, is a topic of current interest since they are the fastest growing age group in the world today. Further, social interaction becomes more important among elderly since it has a positive effect on well- being.

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