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3457 Uppsatser om Digital technology - Sida 19 av 231

Smarta Textilier : kvinnor, teknik och regional utveckling i Borås

This thesis focuses on the mass media cover of ?Smart textiles?. The Swedish?smart? textiles are developed in Borås and are a mix of ordinary textile and new technology.  I analyse the article with a text analysis method, looking at themes and the language?s propositions in focus. Context and the actors in the articles are also important in the analysis.Many women occur as developers of the new smart technical product, a field often knowed as a typical male subject.

IT-tjänstefiering inom industrin : En studie om hur IT är värdeskapande vid tillverkningsindustrins övergång mot tjänsteorienterade affärsmodeller

The manufactory industry, due to decline in profit margins, is seeking new business opportunities by moving towards servitization and value-adding services in after-sales. We have therefore conducted a case study to investigate a manufacturing company in their current transformation towards servitization. By studying the management perspective, we aimed to understand how Information Technology, by adding value, could play a role in the transformation process. This study shows that information technology can take an integrating role, by supporting new value-adding services to provider and customer, as well as a co-creating role, where both provider and customer benefits by learning from each other, in the changing work process initiated by new services. The study has also shown that Information Technology, together with organization, information and people, are crucial components in the manufactory industry?s transformation towards servitization.  Furthermore, the study has also shown that the value chain has the potential to drastically change due to the value-adding that the information technology brings to the progress of servitization..

Konstruktion av datainsamlingskort för mätsystemet COMET

During test flights SAAB uses the data acquisition system COMET 16. The part of the system that receives the signals from the sensors and converts them is called KSM 15. The purpose of this thesis is to develop a data acquisition module on stacked PC/104 modules with a lower production cost. Our work has been divided into one part about analog signal conditioning and a second part with digital filtering and memory management of the sampled data. The analog part, designed of regular components like instrument amplifiers, voltage references, operational amplifiers and multiplexers, adjusts the sensors signal levels for the ADC?s that converts the signals.

Kunskapsbedömning i historia på gymnasienivå : En analys av fyra skolors bedömningsunderlag

As technology have continued to develop over the latest decades and become more advanced the pressure on the general citizens understanding of technology becomes a essential part to live in our society today. The transition have affected our society in great ways and have made a great impact on different groups, one of them being the elderly population in our society. The purpose of this study is to examine how the fast technological development in the latest decades have affected the elderly in our society. This from their perspective by gathering empirical data through semi-structured interviews with elderly people involved in the Agnes-project, a research project focused on improving the general quality of life for older people and increase their knowledge about technology. The study has shown that after the older peoples time involved in the Agnes-project their quality of life had improved in different areas. Areas such as increased cognitive activity, increased interest in new technology and an improvement in their communication with friends and family.

Hotbilden i Sverige : En undersökning av den digitala hotbilden mot ett medelstort svenskt företag

Internet and information technology today has a rather obvious role in the activities of companies and organizations. All cash transactions within and between companies is digitized, communication within the company is done via e-mail, sales and marketing is done largely with marketing and ads on the Internet. This has resulted in economic benefits for companies and organizations, and facilitated the work for them. However, this has also led to new threats have emerged. Companies and organizations is well aware that there are numerous threats that comes with using the Internet and Information Technologies but exactly what those threats are for a mid-sized company in Sweden is not clarified anywhere.

"Lets Play!" : En studie av kunskapsöverföring mellan digitala spel och musikinstrument.

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.

Musikwebb ? En undersökning med fokus på urval, service och digitalisering

The aim of this master thesis is to examine the attitudes among library staff regarding a music downloading service called Musikwebb, which is available in many Swedish public libraries. It focuses on the impact of Musikwebb on the process of music selection, the relationship between Musikwebb and the digital development in public libraries and what service Musikwebb offers its users. The gathering of material was executed through focus group interviews with library staff in four libraries. This empirical material we divided in three categories: Music selection, The Library and its digital services, and Library services. We use the results of Sanna Talja?s discourse analysis regarding the relationship between Music, Culture and the Library to analyze our material.

På riktigt : Fyra lärares erfarenheter av blogg i undervisningen

The purpose of this thesis was to find out what experiences teachers have from using a class blog in teaching. What are the advantages and disadvantages by the use of blogs in education?I have used qualitative interviews with four teachers in grades 1 to 6 who have worked with a class blog in teaching between one and three years.The study has shown that teachers' experience is that the blog serves as motivation and promotes learning for many different pupils and that, together with other digital tools is more equal. The main benefits that teacher mention is the expanded concept of text that offers multiple forms of expression and the authentic reader, which makes it more real, important and meaningful. Other benefits that come up are that it helps students to see their learning and learn from and with each other.

Digitala sällskapsspel med den sociala aspekten som utgångspunkt

Detta kandidatarbete underso?ker om det ga?r att beha?lla den sociala aspekten da? man digitaliserar ett sa?llskapsspel. Fo?r att underso?ka problemomra?det skapades ett spelkoncept utifra?n de teorier och slutsatser vi fa?tt fram genom litteraturstudier. Spelkonceptet testades pa? respondenter som eftera?t intervjuades.

Grundskolan i en digital omgivning. : en studie i skolans handlingsberedskap mot digitala kränkningar.

Uppsatsen centrerades kring ett accelererande problem- med konsekvenser även för skolan - nämligen de digitala kränkningarna. Syftet med själva projektet är att primärt belysa hur skolledning och skolpersonal dels uppfattar och dels hanterar möjliga digitala kränkningar, oavsett var och hur dessa kränkningar framförs.Uppsatsen bygger på intervjuer med nyckelinformanter i skolorganisationen i en kommun, från politisk nivå till verkställande nivå i form av rektorer m fl. Dessa intervjuer speglas mot svar från Skolverket, barnombudsmannen m fl. Intervjuerna - med nyckelinformanter ? visade på vissa svårigheter med detta problemområde.

Digitala spel och pojkars språkutveckling

Denna studie handlar om pojkars beskrivningar av att använda digitala spel och hur detta kan bidra till språklig kunskapsutveckling i skolans verksamhet. För att få studiens frågeställningar besvarade har intervjuer med fem pojkar i tio års ålder analyserats med utgångspunkt i socialsemiotiska teorier och begrepp. Pojkarnas beskrivningar visar tecken på att digitala spel kan användas som en resurs i utveckling av barns verbala och skriftligt språk. Pojkarna beskriver att utvecklingen av språklig och verbal kunskap kan äga rum dels individuellt och dels i grupp genom att använda digitala spel. Resultatet visar även att skolans verksamhet inte har erbjudit pojkarna möjlighet att använda digitala spel för att utveckla sina språkliga kunskaper..

Vätgas och bränsleceller : Ny energi för Försvarsmakten?

The purpose of this paper is to identify the current status of fuel cell technology and to establish whether said technology is mature enough to be implemented into the Swedish Armed Forces. The question to be answered in this paper is as follows: Can hydrogen gas and fuel cells be used as an alternative source of energy within the Swedish Armed Forces?This paper is based on theoretical studies and reports from prior research done on fuel cells. By studying these facts a predictive answer has been obtained. The answer I have come to, is that the maturity of fuel cell technology is currently inadequate for the Swedish Armed Forces to implement, especially considering its harsh working conditions..

Puzzles combined with horror in digital games

Den här uppsatsen handlar om hur pussel och skr äck kan kombineras i ett och samma digitala spel. Hur man som utvecklare kan f å en j ämn balans mellan skr äcken och pusslen som presenteras f ör spelaren i spelet. Den typ av skr äck som den h ar uppsatsen har fokus på är genren 'Survival-Horror' och anv änder sig av den typ av skr äck som i digital spel kategoriserats som 'Survival-Horror'-spel. Den här uppsatsen visar en analys av 'Survival-Horror', samlar information om pussel och skr äck f or att utforma en hypotes hur dessa kan kombineras. F ör att kontrollera om hypotesen st ämmer utf ördes en intervju innan pussel- och skr äckmomenten implementerades i ett digitalt spel. Efter implementationerna genomf ördes det speltester i tv å omg ångar f ör att analysera resultatet mellan de tv å omg ångarna..

Digital signage i butikshyllan - Kan interaktivitet skapa ytterligare en dimension av påverkan vid köpbeslutet

Interactive media is constantly increasing in our surroundings and with the innovation of touch-screens, two-way communication with screens has become part of our daily life. Still, this well known way of process information is not often seen in the in-store environment of grocery retailing. Here, interactive media is an unestablished field where empirical studies are invisible within the academic world. The lack of knowledge in which effect interactive digital signage has is one of the barriers of investing in this marketing solution in-store. The main purpose of this study is to examine and describe the effects of interactive digital signage at shelf within grocery retailing.

Analoga och digitala verktyg i svensk?mnets skrivundervisning

The purpose of this study is to investigate how twelve middle school teachers use educational tools and what influences their choice of educational tools in Swedish language writing instruction. To answer this purpose, three research questions were formulated: What does writing instruction look like for middle school students according to the teachers in the study? What influences teachers' choice and use of educational tools in writing instruction? What opportunities and challenges do teachers experience in Swedish language writing instruction when using different educational tools? Twelve teachers from variously sized municipalities and with different experiences participated in the study through purposive sampling and convenience sampling. The chosen method is qualitative semi-structured teacher interviews. To analyse the results, this study employs analytical tools from the sociocultural perspective, using concepts such as mediation, appropriation, the zone of proximal development, and scaffolding. The results show that both analogue and digital tools are used in the teachers' writing instruction. The choice of tools should be based on pedagogical considerations, with an emphasis on social interaction and collaboration during the learning process.

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