Sökresultat:
2762 Uppsatser om Digital tools - Sida 33 av 185
RFID på Kvarntuna stadsbibliotek : Teknikskifte som möjlighet till förändrat arbetssätt?
This two years master's thesis in Library and Information science, examines how the implementation of new technical equipment can affect how staff in public libraries organize their work and activities in the library. One Swedish public library in specific is the subject of research in this thesis, which has been anonymized as Kvarntuna city library. The study takes place in the beginning of the implementation of RFID-technology in the library. RFID, which stands for Radio Frequency Identification, is supposed to make the handling with different types of media in the library more efficient and in connection with the implementation one wants to reorganize work and activities in the library to make it even more efficient and also create a modern library.The thesis' method is qualitative interviews with six members of the staff. The theoretical framework of the thesis is a sociocultural perspective, especially inspiered by Roger Säljö, a Swedish professor in pedagogical psychology.
Omkonstruktion av armled tillhörande Bracke Forest högläggare
One of the main tasks of the Swedish Armed Forces over the past few years has been International assignments, which increased the importance of the Lessons Learned process. Methods of simulator training with computers have become more frequent and the technical ability to collect digital data from sensors has been developed as well. This work demonstrates how the experience of Lessons Learned can be communicated with the computer simulator StriSimPC and how modern technology in future support experiences from the Lessons Learned process at the tactical level in the Army.Currently knowledge sharing consists of several processes and strategies in the Swedish Armed Forces. This is done by written reports, oral presentations and different practical exercises.This case study shows the functions of the simulator StriSimPC, methods of training and how it is used today. The study also describes the future opportunities, where digital metadata acquired from the modern combat vehicles could contribute sharing of experience in the Lessons Learned process.The summarized conclusions indicate that StriSimPC can combine the two strategies for personalization and codification of knowledge transfer to reach a higher level of learning.
Läromedel i Samhällskunskap - En textanalys ur ett mångkulturellt samt interkulturellt perspektiv
This survey is a text analysis of 4 teaching books during a ten years period in Social studies from a multicultural and intercultural perspective. Taking as a starting point that society and the school in today?s Sweden are multicultural and in need of more intercultural teaching I explore teaching books in social science to se how they relate to Sweden as a multicultural society and their way of relating to intercultural teachings and compare them. The questions asked are: How do the different books describe the multicultural society in Sweden? What kind of intercultural tools are found in the books? And are there any similarities or differences among these books? The theories used as a starting point are reformulated by the author after theories of Von Wright and Lahdenperä to fit in to the context of a text analysis of teaching books and the method used is a content analysis with its purpose of describing how the books are constructed.
IKT i undervisningen som motivationshöjare
Syftet med examensarbetet är att undersöka om användningen av digital teknik i undervisningen har en positiv effekt på elevers motivation, vilka för- och nackdelar undervisningen med IKT kan ha med hänsyn till inlärningens effektivitet och om pedagogens roll i klassrummet förändras när digitala medier används. Jag har upprättat en kunskapsöversikt med relevant litteratur för att belysa undersökningens frågeställningar. Undersökningen av litteraturen har visat att digital teknik kan ha en positiv inverkan på elevernas motivation, men att det ofta är den yttre motivationen som gynnas, och inte den inre som ger en större inlärningseffekt. Arbetet med IKT i undervisningen har många fördelar, bl.a. är möjligheten att arbeta med olika sinnen stor och att det gynnar olika inlärningstyper.
Läsfrämjande i förändring: Om bibliotek 2.0:s läsfrämjande redskap
The aim of this thesis is to investigate how libraries use thetools and ideas from library 2.0 in their reading promotionwork. We also want to include how librarians motivate thisuse and whatever merits and faults they encounter. We haveperformed document studies and interviews which we thenanalyzed with qualitative content analysis. Our theoreticframework in this study which we also used as a part of ourcoding scheme in the analysis was a model over the conceptlibrary 2.0 developed by Holmberg, Huvila, Kronquist-Bergand Widén-Wulff. This model describes seven aspects oflibrary 2.0 which is users, participation, library and libraryservice, web and web 2.0, social aspects, technology andinteractivity.
Extra! Extra! En studie i urval och nyhetsvärdering av push-notiser
This case study aims to find out whether the promotion of Swedish news through push technology, and the selection process behind it, obeys the traditional criteria of news values.A months-worth of push notifications, sent out by the mobile phone applications of newspapers Dagens Nyheter and Expressen, were analysed through the application of a number of taxonomies meant to determine their newsworthiness.These taxonomies were, however, based on 20th century media, and do not necessarily adapt well to analysis of digital news publication forms. The purpose of this study is therefore to find out which criteria are still relevant to the news selection behind a digitalformat such as push notifications; and which have become obsolete.The basis of this study is the criteria of news values originally designed by Galtung and Ruge in 1965 and revised by Harcup and O?Neill in 2001; as well as the model of assessing front page news proposed by Hvitfelt. The content analysis was conducted in a manner as similar to that of Harcup and O?Neill?s own study as possible, so as to constitute a re-revisal ?revamped for the digital age.Our results show that the criterion of ?frequency? ? that is the conformance between the time-span of an event and the publication frequency of a medium ? has acquired an ambiguous importance.
Gymnasieelever och fostran av demokratiska medborgare : En enkätstudie av elevgruppers nivåer av moraliska och kognitiva utveckling.
This study is grounded in an interest in the Swedish Upper Secondary Schools? role as an educator of democratic citizens, with a specific interest in the moral and cognitive development of Upper Secondary School students. Development in these two areas is treated as results of citizenship education.The purpose of the study is to examine moral and cognitive development of students in Upper Secondary School to see if there are any structural differences to be found between the Upper Secondary School programs that are vocationally oriented and the programs that are preparing for further studies on higher levels ? since these differences have been both theoretically and empirically implied. The study is based on an enhanced version of Lawrence Kohlberg?s stages of moral development (with teachers? evaluations of students? capacity as a reference point of the students? actual level of moral development) as well as on Kieran Egan?s theory of development through the use of cognitive tools (as seen in five different ?shapes of understanding?).
Digitala tjänstens registreringsprocess ? hur påverkar den helhetsintrycket?
The outset of this thesis is to raise questions on how we design for the mobile context and the capabilities of smartphones. Not only the presentation but also the use of input and interaction between a service and a user.This work evolves around sign up forms and answers the question: How does the sign up process affect the holistic perspective of a digital service regarding usability and user experience?
This thesis consists of a case studies, and design experiments conducted on Twitter, Instagram and Randos sign up processes to explore if and how the usability, and the user experience could be affected and im- proved.This concluded some important aspects to be considered when designing sign up forms for a digital service.The usability, and the user experience is not only affected by user interaction, and the choice of input method but it?s also affected by which data the service is requesting, and more important; if that data is motivated to request by the service..
Posthumanism i förhållande till digitala spel
Detta kandidatarbete undersöker hur digitala spel kan skapas med någon annans
synsätt. Vi ville se vad som hände om vi försökte göra spel på ett
posthumanistiskt sätt och om detta hade förändrat något. Det har uppkommit
speciella möjligheter och konsekvenser under processen, det har även dykt upp
frågor. En av dessa frågor är hur skapandet av varelser inom digitala spel kan
utföras. Likväl har det under projektet skett diskussioner och tester runt hur
ett verktyg för detta ändamål skulle kunna fungera.
En ny teknikkultur : äkthet i sociala medier
Denna studie ger ökad kunskap om hur en digital artefakt inom sociala medier skulle kunna uppmuntra till äkthet, som en motpol till profilering för att skapa en balans mellan profilering och äkthet. Studien barhandlar området ?hur och varför användare presenterar sig och för sig på ett visst vis i sociala medier?. Detta förstås och diskuteras med hjälp av de två ändpunkterna äkthet och profilering. Studien berör även designerns roll i detta sammanhang.Studien undersöker området genom en litteraturstudie, samt en egen kvalitativ studie i form av semistrukturerade gruppintervjuer.
Mjukvarubaserad 3D-renderare
Abstrakt
Produkten som jag har utvecklat är en mjukvarubaserad 3D-renderare. För att göra
en sådan produkt är man tvungen att gå djupt in i området 3D och utföra alla
beräkningar på egen hand. Dessa tar annars grafikkortet hand om.
Denna rapport förklarar varför jag har valt att göra en egen mjukvarubaserad 3D-
renderare och vad den är för något och i vilka områden den används.
Här förklaras även min syn på programmering, digitala spel, vad programmering
innebär för mig och hur min syn på spel har påverkat mig med tiden. Jag tar även
upp mina tankar om spelindustrin och samhällets misstolkade värderingar av spel
samt vad för sorts spel jag anser skulle gynna mänskligheten i framtiden. Vad
jag
tycker om utbildningen Digitala spel nämns också samt hur jag tror att den
skulle
kunna förbättras.
Slutligen följer en kortfattad beskrivning av hur mitt projekt har genomförts.
Abstract
The product I have been developing is a software based 3D renderer.
When 2 become 1 : En studie kring betydelsen av samarbeten mellan artister och företag
The aim of this study is to create understanding of why companies should collaborate with artists and how artists and businesses build strong partnerships. We also want to understand the development of relations between the music industry and companies, together with the problems, possibilities and implications it has for both artists and corporate identity and brand. The music industry has been changing rapidly during the digital revolution and new problems and opportunities have emerged which the music industry can choose to either embrace or renounce. This study is made with a qualitative approach based on interviews with relevant individuals from the music industry. We have carefully chosen these individuals to counterpart different segments of the music industry and to execute our purpose from various perspectives.
?DET A?R JU SA? MYCKET ANNAT HELA TIDEN? : Grundskolla?rares syn pa? digitala medier och MIK i skolan
Syftet med denna studie a?r att fa? en bild av fo?rutsa?ttningarna la?rare har att arbeta med digitala verktyg och metoder i undervisningen idag. Hur uttrycker sig den enskilde la?raren kring detta samt de nya krav som de upplever sta?lls pa? dem i denna digitala tidsa?lder? Jag intresserar mig fo?r vad la?rare anser kra?vs fo?r att kunna anva?nda ba?de tekniken, tankarna och de nya arbetssa?tten i sina klassrum. Pa? samma sa?tt intresserar jag mig fo?r vilka mo?jligheter och hinder de ser, och hur de uttrycker sig kring la?randet i en digital vardag.
Projektrisk : en studie av svenska bygg- och anläggningsföretag
Background: Today businesses are largely structured in projects and temporary organizations. In many companies, the ability to pursue projects is decisive for the business efficiency and competitiveness. The risk literature do not discuss identification and handling ofproject risk in building- and construction companies to a large extent, which has led us to investigate how project risk can be treated and handled in Swedish building- and construction companies. Purpose: The purpose of this thesis is to cover and describe business risk in Swedish building- and construction projects with focus on different risks and risk tools, and also to modify a model for evaluating the business risk maturity. Realization: This thesis has both traces of a case study and a cross-section study and examines eight different companies that are active in the building- and construction business.
Förbättringsarbete mot Lean Production på Tooling Support Halmstad AB
Nowdays an efficient production is critical to achieve for companies competing on the market for steel cutting tools. One of such companies is Halmstad based Tooling Support Halmstad AB that manufactures threading-taps, threading-dies and parting off tools, towards a centralized warehouse in Schiedam, Holland. The large amount of different products, approximately 2500 is a big contributor to the problem along with a new order system that creates a demand of low setup times. Previously the company was forwarded orders through quarter based prognoses which enabled planning of the production over a longer time span. Currently the newer order system ZENIT is in use and the company thereby gets their orders weekly.