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1772 Uppsatser om Interactive computer games - Sida 62 av 119

Utformning av laboration inom Fourieranalys vid Vetenskapens Hus : Musikens matematik - En matematisk förståelse av ljud- och musikinstrument

This report documents the process of designing a laboratory exercise in Fourier analysis at Vetenskapens Hus (House of Science) in Stockholm. The lab is designed for high school students studying science or technical education. It focuses on the physicalunderstanding and mathematical description of sound, in particular music. A model of such a lab is presented in this work; containing a review of the mathematical theory, summary of educational research in the field, descriptions of the design process and of the investigativework that led to the final result. The designed material for the lab includes developed computer programs, visit leader tutorial and description for teachers. .

Bärbara datorer, en möjlig källa för nickel- och koboltexponering av hud? : Direktvisande tester för nickel och kobolt på bärbara datorer och frisättningsförsök på en bärbar dator

Background: Since1994, the EU NickelDirective is limiting the release of nickel from objects that are in prolongedcontact with skin. Despite this, nickel is still the most common cause of contactallergy in industrialized countries. This could implicate that other productswith short contact to the skin, which are not restricted by EU´s legislation inREACH (Registration, Evaluation, Authorisation and Restriction of Chemicalsubstances), could be a source of nickel or cobalt exposure. There is no limitfor cobalt release within REACH. To determine if there is cobalt or nickelpresent on the surface of a material and if metal can be released in contactwith the skin, there are quantitative and qualitative methods, such as the DMG(dimethylglyoxime)-test, the cobalt spot-test and a method for releasedetermination according to EN1811.Objectives: Laptops are not included in the REACH legislation.

Folkbibliotek och varumärkesskapande: om möjligheterna för folkbibliotek att skapa och stärka varumärke genom programverksamhet

The purpose of this thesis is to examine whether or not the publiclibraries under review can make use of Frans Melin?s strategicbranding platform to create or strengthen their brands by meansof their programme activities. The study addresses two issues;how are the programme activities relevant to the way librariescan work with their brands, and what potential do these librarieshave to create and/or reinforce their brands through programmeactivities?The empirical material has been obtained through qualitativeinterviews structured around Melin?s platform. This has alsobeen used to discuss and analyse the results.

?Ibland rolig & Ibland tråkig? : En studie om elevers syn på matematikundervisning i grundskolans senare år

The purpose with this study is to gain understanding about student´s view of mathematical education, in the later years of nine-year compulsory school, and the motivation factors that can be identified when student´s gives opportunity to express their own thoughts due to the mathematical education. From experiences we have gained during the practical part of our teachers education we got the impression that student´s think that the mathematical education is boring and uninteresting. Through qualitative methods such as survey and discussions in focus group we have analyzed student´s views of mathematical education and pointed out witch motivation factors that are expressed when student´s gives opportunity to influence over their own education. The results are shown from the answers and comments that student´s gave, during the survey and focus group, and is divided into two main parts, both with focus on motivation ?Mathematics and motivation? and ?Student´s influence and motivation? and also a summery part ?Motivated for mathematical education when the student is given influence over the education?. The study showed that student´s wants to have more difference in the work methods that are used in their mathematical education such as problem solving, games, more work in groups and pairs and more use of IT. In conclusion the study also gives suggestions to other studies that can be made in the same genre as this study in the way that IT can be used in mathematical education and how student´s interest can be used in the education to gain more motivated student´s..

Att gilla eller inte gilla, det är frågan :  Hur användare förhåller sig till sidor på Facebook

The development of the Internet has led to a new platform for Web pages, Web 2.0. An interactive environment where users generate content. Facebook, which is one of the most popular social media sites, has opened up new opportunities for companies to communicate directly with individuals. Facebook has encouraged this by offering the technology and the possibility by developing the feature pages.The purpose of this study was to examine how Swedish Facebook users relate to company's presence on Facebook through pages. The study also intended to find out how Swedish Facebook users think that companies should behave on their Facebook page.

INTERAKTIV KULTURFÖRMEDLING VIA BIBLIOTEKETS WEBBPLATS: En kvantitativ studie av svenska folkbiblioteks webbplatser

The purpose of this master´s thesis is to examine how the cultural exchange function of Swedish libraries may be perceived on their websites. A further intention is to examine how the library websites are used at the present. Two quantitative web-based surveys have been sent out to a great number of Swedish public libraries. The first survey was directed to the webmasters of the libraries, in order to review the different services offered by the Swedish library websites of today. The second survey was conducted with library directors, in order to visualise what services they consider ought to be present on their own library website.

Att datorisera ett bibliotek: datoriseringen av skolbiblioteket på Sunnerbogymnasiet i Ljungby

The purpose of this paper is to describe methods to computerize a library and to compare theory with a process in a school library. The case study is based on a school library called Sunnerbogymnasiet which is situated in Ljungby. My questions are;- Which methods are parts of the process to computerize a library?- Which methods are used in the process in Sunnerbogymnasiet?- What does the practical process look like compared to the methods described in theory?In the paper I present the methods in the process according to the studied literature and compare these with a process at Sunnerbogymnasiet. The most significant result is that cooperation between the school library and the community library was the most important reason for the choice of library computer system.

Vasaparkens nya kläder : en studie av ett förnyelseprojekt i förhållande till platsens historia

In 2007 the project with the renewal of the Vasa Park in Stockholm won the Siena Prize. The architects responsible for the project described how they aimed for upgrading the park within its historical framework. Since the project was a renewal and not a restoration of the park, I thought it would be interesting to study how the architects proceeded with this work. The aim of this essay has therefore been to examine how the last renewal of the Vasa Park has chosen to approach the history of the place. To understand the historical development of the park and how the renewal project was carried out, I started with a literature survey consisting of books, the program of the renewal and articles about the project.

Resan mot Web 2.0 : En studie om var populära resmåls webbplatser befinner sig i webbutvecklingen i relation till Web 2.0

This essay is inspired by an earlier essay written in 2012 by Sanna Johansson and Erika Winther. In their essay they examined Sweden?s municipalities? tourist websites and graded these based on a number of Web 2.0 criterias. In this essay we examine tourist websites belonging to the 15 most popular tourist destinations in Sweden, Norway, Denmark, England, Scotland, Northern Ireland, Wales and Ireland. The purpose of this study is to give a general overview of how far these countries? tourist websites have come in terms of web development, in relation to Web 2.0.

"Första boken är aldrig bra när det gäller böcker" en kvalitativ studie av pojkars läsning i mediesamhället

Children of today are surrounded by many different kinds of media. Books have to compete with new media like computers, video games, many TV-channels etc. The aim of this study has been to investigate the reading habits of 9-12-year old boys in their spare time, and their reasons for reading related to their use of other media. Our interest has been to shed light on the boys reading habits, their preferences and motives for reading and their reading functions. Even though our focus has been on their reading, we also have examined their use of other media and the function of this use.

Kompetenskort via nätbaserad inlärning - utvärdering av ett vårdutvecklingsprojekt

Intensivvårds- och Anestesikliniken på ett sjukhus i södra Sverige införde år 2005 respektive 2007 ett vårdutvecklingsprojekt, Tool for interactive learning and daily assistance (TILDA), inom ramen för nätbaserat lärande. Via TILDA kan medarbetare erhålla kompetenskort för medicinteknisk apparatur. Syftet med aktuell studie var att kartlägga olika faktorer som påverkar varför sjuksköterskor tar respektive inte tar medicintekniska kompetenskort via TILDA samt att undersöka sjuksköterskornas inställning till att arbeta med medicintekniska kompetenskort via TILDA. Studien var en deskriptiv tvärsnittstudie och mätinstrumenten var enkäter. Dataanalys utfördes med hjälp av statistik programmet SPSS och kvalitativ innehållsanalys.

Knacksensorplacering på lastbilsmotor

This work is an experimental study where knock sensor placements are investigated using engine tests. The aim is to studythe quality of the signal from knock sensors and how the signal for engine control is affected at different sensor locations on Scanias, engine DC13. To find out at witch position on the engine youcan get a usable signal for engine control, the engine is running while the knock sensors with advanced measurement equipment is connected to the engine. Evaluation of signals from the knock sensors are made in the computer program Matlab. The program is producing a seriesof plots, from these plots it is visually possible to draw conclusions and find connections.

Heuristisk Utvärdering av Tidningsställ : Att utvärdera icke-interaktiva gränssnitt

Syftet med projektet är att utveckla heuristiker lämpade för utvärdering av ett tidningsställ samt att testa dessa heuristiker genom att utföra en heuristisk utvärdering på två tidningsställ. Skapandet av nya heuristiker skedde iterativt i olika steg och granskades av utomstående personer under processen. Efter flera omskrivningar testades heuristikerna och deras relevansvärde i ett mindre test av tre försökspersoner. Efter att de nya heuristikerna färdigställts återstod det att utföra en formell heuristisk utvärdering av de båda tidningsställen utifrån de färdigställda heuristikerna. Den heuristiska utvärderingen som utfördes skedde i enlighet med Nielsens metod och även i enlighet med Baker et al.

Försjunken i den digitala spelvärlden : ett forskningsarbete om inlevelse i first-person shooters

Inlevelse i den digitala spelvärlden är ett utspritt begrepp bland spelare och spelutvecklare, men har termen samma innebörd för alla. Detta forskningsarbete tar upp tidigare forskning inom ämnet inlevelse i digitala spel men också vad spelare idag anser om termen och vilka faktorer de anser är viktiga att fokusera på när man vill skapa ett inlevelserikt spel i genren first-person shooter. Genom en litteraturundersökning av tidigare forskning samt en enkätundersökning framgår det att inlevelse kan delas in i tre olika nivåer: involvering, försjunkning och total inlevelse. Forskningsarbetet bekräftar tidigare forskning på området och för ämnet om inlevelse i first-person shooter genren vidare, där inlevelsen styrs av spelelementens fyra pelare: estetik, spelmekanik, story och teknik men är också högst beroende av en spelares personlighet, mentalitet och inställning till det spel denne spelar. Enkätundersökningen pekar också på ytterligare faktorer som kan stärka respektive hämma inlevelsen i FPS..

Lagerprogram för Satellitlager

Texo Application has created robots that they call for satellites; with these you can feed in storage pallets into a satellite storage. Satellite storages consist of channels in height (e.g.3 to 8 pieces) and width (e.g.3 to 100 pieces). Channels can be different long (e.g. 5 to 200 pallets). At deposit of a storage pallet the truck insert the satellite in a channel and then the pallet, the pallet is driven into the channel until it reaches another pallet or the other end.

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