Sök:

Sökresultat:

2605 Uppsatser om Educational computer programs. - Sida 30 av 174

Mobilt övervakningssystem : System för internetkommunikation mellan sensorer, webbsida, server och databas

This thesis has been carried out in cooperation with a company which develops mobile sensor platforms. The sensors measure different types of data such as temperature, pressure etc.. They will communicate through the internet with a server that stores data in a database. This system will be controlled and monitored through a web page. The project's aim has been to develop this system and to implement a server, a database, a website and a client application that simulates sensor signals.

Effektiv projektledning med standardverktyg, Går det? : MBA-uppsats med inriktning elektroniska affärer

AimThis paper has come about because of the author's own experience as a project manager at FMV. In various projects, I have wondered if there is a link between the programs and processes that I have to use in my daily work. Are these programs effective for managing projects and follow-up.MethodIn order to examine whether it is efficiently using standard software, I have asked a number of projects manager at FMV to respond to a questionnaire, the method is qualitative.AbstractEfficient project management will require a set of tools for planning, monitoring and evaluating. Often there is a demand for a comprehensive range of enterprise software applications and business solutions combined to one business solution. A relevant question is if it is possible to use standard software, i.e.

Digital Materia

Med tankar från pedagogen Montessori och filosoferna Platon och Baudrillard har detta arbete behandlat frågor om datorn och dess betydelse för en grafiker. Frågeställningen formulerades efter hand och lydde tillslut: ?Hur kan materia te sig i digital form?? Forskningen resulterade i en hypotes för hur digital materia skulle födas i datorn: genom att blanda två uppsättningar av data, såsom två genuppsättningar tillsammans skapar en ny organism. Under produktionen utvecklades därmed en metod för hur en grafiker ska kunna skapa tillsammans med en dator. Syftet är att ge andra grafiker ett nytt sätt att se på digital grafik.

När spelen blev farliga: konstruktionen av dataspel som ett socialt problem i svensk press 2000-2006

This essay focuses on the construction of so called "computer game addiction" or "computer game abuse" in the Swedish press during 2000-2006. During this period computer game addiction went from an obscure phenomenon to a legit reason for the involuntary commitment of a fourteen-year-old.The study's theory is based on several social constructionist ideas. Kitsuse and Spector's theories about constructing social problems as claims-making activities are used for understanding the actions of the individual and groups involved. Hewitt and Hall's article about quasi-theory is used to explain the construction of explainations for the new social phenomenon. Blumer's five-stage model is used for categorizing the construction of the new social problem.

Förstår du vad jag menar? - En undersökning om kommunikation med hjälp av bilder mellan användare och systemutvecklare.

Ibland kan det förkomma problem mellan utvecklare och kund/användare då de tar fram kraven till ett nytt system. En anledning till detta kan vara att utvecklingsgruppen och användargruppen inte har samma kunskaper och erfarenheter och talar då inte "samma språk". En lösning till detta problem kan vara att ta hjälp av en mockup. En mockup är en fysisk och/eller interaktiv modell av ett gränssnitt. I detta arbete har vi, med hjälp av intervjuer och observationer, undersökt om detta hjälpmedel underlättar kommunikationen i verkligheten..

DATORSTÖD FÖR ARBETE : KONSEKVENSER FÖR VAL AV AFFÄRSSYSTEM En studie av en service- och supportavdelning

This report is focusing on problems with introducing standard enterprise resource planning systems (ERP) in businesses. A study has been carried out on a service and support department at a Swedish heat metering company, SVM North Node. The study aims to help the company become a better customer in choice and customization of a new ERP system. We make a description of the department studied and the work carried out there, on the basis of learning, knowledge and cooperation. As a final point we present some ideas on how computer systems could support their work, hoping that this will result in them making adequate demands on a new ERP system..

Television eller ?tell-lie-vision?* : En kvalitativ studie om barns tevekonsumering och deras egna tankar omkring den.

This examination intends to find out what thoughts children in around 12 years of age thinks about their own television consumption. To examine this, the questions in issue is: ?What does the children watch on television?? ?Why do they watch the programs they do?? ?How do the children speak about their own consumption?? ?What does the children learn from TV?? ?Are the children concious of the impressions they take from TV?? ?Do they speak critical about TV?? ?Is there anything indicating on some kind of influence from the childrens television consumption?? .To answer these questions I have chose to hold qualitative interviews, to let the children?s own thoughts be the foundation of the examination. The theories in this examine are that the person who does the consumption from different forms of television takes the information personally out of her own reality. Meaning that the person watching is the judge of how she applies the information to herself.

Användbarheten av Tekla i Betongkonstruktioner : En jämförelsestudie mellan två modelleringsprogram

This thesis has examined the Tekla Structures modeling software and answered the question of whether it could act as a suitable modeling program for the design department at Bjerking AB in Uppsala. The method used in this work is a case study of a previous project with existing basis to work form. The demarcation of the study was to examine only the usability of the foundations of in situ concrete. The work examined three main areas within the design process. The first was to model the concrete elements then to model the reinforcing and ultimately production of the drawings. Because Autodesk Revit was the existing modeling program in the Department conducted the evaluation as a comparison between the two programs.

World of Warcraft : En virtuellt social värld

In today?s modern society with high-speed connections covering the globe people are more than ever finding themselves gazing into the cold lights of the computer screen. On the other side a strange and exciting world yet to be explored awaits. Many are those who spend hour after hour running over green hills swimming in vast blue oceans in the lands of Azeroth, the playfield in the MMORPG game World of Warcraft. In media we often read and hear alarming reports on players stuck in this virtual world, ceasing to play a part in the real world.

Bland hjältar och julstök : En genusanalys av tio julkalendrar från fem årtionden

Each December thousands of Swedish families sit down to watch the annual "Christmas calendar", a series containing 24 episodes. Since the start in 1960, the Swedish public service television company, Sveriges Television, have broadcast a Christmas calendar every year, and is now seen as a firm tradition, attracting audiences of all ages, though the main audience is children. Research has shown that children?s television programs to a certain extent have the same function as news journalism has in agenda setting. Media, together with feedback and interaction with other individuals, plays a big role in the process of socialization.

Persona : En metod att utveckla och införa persona i en organisation

AbstractIn this thesis we aim to extend the current theories about a concept called persona. A persona is a model of a user, mostly based on qualitative research and made with such accuracy that it to some extent can be used as a replacement of a real user in a development process and as a communicative tool. We will present a way of constructing this persona without meeting the actual users and follow up with interviews from the organization using them. This will lead to a model over the process of introducing personas as a concept in an organization,previously not familiar with the concept. The model is adapted to also work for projects and organizations where the concept is already known..

Persuasiva spel: Ett medium med spännande möjligheter : Procedurell retorik i två svenska opinionsbildande datorspel

This essay is about the principles and rules that control persuasive computer games. The term persuasive games mean computer games, video games and other similar artifacts that are produced to shape opinion. The rhetorical scholar Ian Bogost at Georgia Tech claims that this kind of games mainly get their persuasive power by using procedural rhetoric and that games as a medium gives special conditions for procedurality.  By procedural rhetoric Bogost means an argumentation that is based on rules and choices, as opposed to texts, movies and images. (Bogost 2007). Bogost describes these procedures as quite specific for games and claims that they differ qualitatively from ?ordinary? rhetorical arguments even if they just as other arguments work by establishing enthymems.

Livskunskap : ett ämne i tiden

The purpose of this Bachelors thesis is to investigate teachers' work and attitude to life in relation to the curriculum. Furthermore, how teachers look at students' emotional/social development in their general development. The thesis also reviews the criticism from The Swedish School of Authority on various programs primarily SET (social and emotional training)Three qualitative interviews and four observations at three different schools with teachers have been conducted. Using theories of social constructivism, deliberative conversation and social and emotional skills, the intention is to interpret the gathered material.The results show that the teachers see knowledge of life in school as important in the foundation of students´ emotional/social development. One teacher follows the SET program and two teachers? took inspiration from various other programs and ideas.

Säkerhet och integritet i närfältskommunikation

Context. In today?s society we use smart cards in many areas, NFC is a smart card technology that allows contactless interaction between a reader and the tag, the tag is often in the form of a card. NFC can be used for various payment methods or as access card to a building which makes life easier. In previous studies, the technique has proven to be weak to attacks using an NFC reader connected to a computer.

Hyperverklighet och gränssnitt : Gymnasieungdomars verklighets- och identitets- konstruktion i gränssnittet mellan varandra, internet och skolan

This study investigates the internet habits of students in the Swedish gymnasium. The part that internet plays in their lives and their attitude towards the educational system is reflected upon the philosophical background that stretches from Kant to postmodern philosophers such as Baudrillard. The aim is to create knowledge about how the social aspects of the internet affects their concepts of reality and their own and others identities. The method used for the collection of empirical data has been semi-structured interviews, preformed with students in a Swedish gymnasium. The data is then interpreted against the theoretical and philosophical background.

<- Föregående sida 30 Nästa sida ->