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773 Uppsatser om Interactive environments - Sida 22 av 52

Environment simulation of track-based systems

Simulation means running a model of a system with suitable input and observing the corresponding output. Real-time environment simulation is a special kind of simulation used to simulate a control system's environment in real-time. This is done to test the control system before it is used in its real environment. In this project, computer simulation of a certain kind of environments, called track-based systems, is studied and a general model for track-based systems is developed. In this model, track layouts are represented by graphs, which is a flexible and extensible representation and a method for visualizing these layouts is presented.

Otillåtna ändringar av byggnadsminnen. Hur byggnadsminnesförändringar utförda utan tillstånd hanteras av länsstyrelserna

Unauthorized changes in listed buildings and environments occur all around Sweden. The main purpose of this thesis is to examine how these forms of transgressions have been and are being handled in some Swedish county administrations. What do legislation within conservation of heritage expresses when transgressions occur? How do county administrations interpret and apply legislation to actual situations? What methods do county administrations make use of to prevent unauthorized changes?16 out of Sweden´s 21 county administrations have been studied and used as an empirical basis. This basis has led to a general conclusion of the county administrations experiences and working processes when handling unauthorized changes in listed buildings.

Färdvägsmiljöer vid cykling för transport : En studie av en modell om uppfattningar av färdvägsmiljön hos cyklister

SummaryAimThe study examines a theoretical model developed to capture cyclist´s perceptions of the route environment. The survey focuses on if level two and three in the theoretical model captures what it´s intended to do. More specific we ask ourselves how the three appraisals (unsafe/safe by traffic reasons, stimulating/inhibiting route environment, unsafe/safe by other reasons) in the model´s second level relates among themselves and if these three appraisals can capture the degree of environmental well-being/unwell-being in the model´s third level. The questions were: Do the three appraisals differ among themselves? What is the difference/-s in such cases? And, is there a correlation between any of the three appraisals and environmental unwell-being/well-being? What is the correlation in such case? MethodThe gathering of data was done through questionnaires.

"Det krävs en by för att fostra ett barn" : En undersökning av sex- och samlevnadsundervisningen i mellanstadiet.

The purpose of this paper is to investigate how gender and sexuality are made in the videogames Prince of Persia and Fable II, and more specifically to look at possibilities and limitations for the construction of gender and sexuality in these games. I understand videogames as an interactive media form that differs from other types of media like film and literature. It is a media form that depends on a player to be played. At the same time it is constituted by rules of how it can be played. I have analyzed my material by a method called close-playing.

Establishment of play in Million program environments

Utgångspunkten för denna kandidatuppsats är att den byggda miljön påverkar våra liv och vårt handlingsutrymme. Den byggda miljön kan möjliggöra eller begränsa olika typer av aktiviteter. Leken är en av de mest grundläggande aktiviteterna i vår sociala utveckling och är en del av den sociala interaktionen med andra människor. Leken förknippas ofta med barn, men leken förkommer och är viktig för alla ålderskategorier. Syftet med studien är att ta reda på hur den byggda miljön kan skapa möjligheter för leken att etableras. Vi undersöker om man kan planera och styra leken och vad leken kan tillföra i ett miljonprogramsområde. Många av de miljonprogramsområden som byggdes i Sverige under 1960- och 70-talet är ofta problemtyngda och den byggda miljön lider av ett eftersatt underhåll.

Interaktiva skrivtavlor tar tid : En litteraturstudie om lärares erfarenheter av och förhållningssätt till interaktiva skrivtavlor med fokus på matematikundervisning

Med bakgrund i läraryrkets professionaliseringsprocess, som bland annat efterlyser lärares reflekterande och utvärderande förhållningssätt i sin yrkesutövning, avser denna studie att sammanställa och redovisa lärares erfarenheter av och förhållningssätt till IST-användning främst inom ämnet matematik. Genom att studera andra lärares upplevelser av och förhållningssätt till sitt IST-användande kan man öka sitt egna medvetande. Denna litteraturstudie syftar därför till att öka medvetenheten om de interaktiva skrivtavlornas effekter för matematikundervisningen och lärarens arbete.Studiens resultat visar att de interaktiva skrivtavlorna kan bidra med flera positiva förändringar, men för att det ska bli konkreta effekter för lärarna och undervisningen måste en rad andra förändringar först ske. Den mest framträdande faktorn som framkommit i litteraturen är att lärarna upplever att de behöver få möjligheter till en utökad fortbildning och tid till att utveckla sina tekniska och pedagogiska kompetenser. Litteraturen pekar på att en fullgod fortbildning är avgörande för hur väl den interaktiva skrivtavlan kan integreras i undervisningen och för att lärare ska utveckla en säkerhet i att hantera verktyget..

Ingenting är sant, allt är tillåtet : En kvalitativ studie om historiska datorspel som Assassin?s Creeds påverkan för det oavsiktliga lärandet och dess pedagogiska möjligheter

The main purpose of this study is to investigate the unintentional learning that happens during the use of computer games. With the use of interviews with students in the ages 13-15 who all have played the game series Assassin?s Creed, and then compared them with students who does not play the game, we have been able to identify that some learning is taking place, but that the student?s attitude towards the subject, and their maturity, also is vital for the learning. Even tough, the students who didn?t really enjoy history as a subject showed better knowledge after playing the game, than the students who hadn?t played at all, which indicates that computer games can be a good source for learning.

En förändringsprocess på VCBC

In the beginning of the 21st century, a number of scandals were pointed out in the US. Enterprises like WorldCom and Enron went into bankruptcy, and inaccuracies in their account were made public. This led to the fact that a new law, SOX 404, was established in the US. The law says in its whole that enterprises must have better control of their internal accounts.The aim with this paper is to examine how the surrounding world of an organization with stakeholders as well as other surrounding elements, affect or force an organization to change, and how a changing process is introduced and accomplished.We carried through a survey as well as interviews at the actual organization. Furthermore, we investigated why the change has come into practice as well as attitudes and opinions towards the change, and lastly, how the changing process has been accomplished.

Individens upplevelse av att leva med självskadande beteende : En retrospektiv litteraturstudie

Self-harm is common among young people in Sweden. Therefore people who work with these young people need to have knowledge about self-harm to be able to provide the right help. The aim of this study was to investigate how the individual experience self-harm, and how this could be understood. The empirical material has been based on consisted of 28 life stories. 24 of them were written by women and 4 by men.

Liv med motgångar : en resandpojks berättelse

This is a life story about a man, Victor, and his life. He was born into a family of travellers, this has been a very important part of his upbringing, socializing and how society has viewed him.The purpose of this essay is to discuss how a society's values, and the changes in these values, are manifested in a life story. A person?s identity is created in the situations one is in and in the relationships with ones social contacts. A person has not just one, but several different identities that coexist and are highlighted depending on the situations in which we find ourselves.

Får jag använda lärplattan? : En studie i förskolans verksamhet

The purpose of this study is to highlight some aspects of the increased usage of tablets in preschool environments by answering the questions: what does the tablet become in the preschool environment, how much freedom does the children have over its usage.To answer these questions a series of observations were made at two different preschools. The observations were then complemented by interviews with teachers at the same preschools.This qualitative study focuses on some of the didactic questions regarding the tablets, based on a theoretical framework that is within the design-oriented perspective; which addresses the children's? autonomy, the institutional framework and affordance.Our conclusion is that the tablet?s introduction in the preschool has helped the teachers in numerous parts of their documentation, but we can also see that the children's opportunities to make choices regarding the tablet are more limited than with any other resource on the preschool. In our results we also see that when the children get access to the tablet they receive a learning experience, which among other things, strengthens their language skills and their social interaction with each other..

Interaktionen som nöjdhetsskapande faktor

Sammanfattning Syfte Syftet med vår uppsats är att studera vilka faktorer i interaktionen mellan personalen och dess kunder som är nöjdhetsskapande i tjänsteföretag som präglas av; ? Begränsad påverkansmöjlighet på slutprodukt, exempelvis nätverksorganisationer med många ´ inblandade aktörer, ? Få och/eller sporadiska kundkontakter, exempelvis till följd av ett ökat utnyttjande av teknologi och självbetjäning. Utifrån detta ska vi konstruera en egen Kundnöjdhets-skapande interaktionsmodell och jämföra den med befintliga nöjdhetsskapande modeller. Metod Som metod för insamling av vårt empiriska material använder vi oss av Nöjdhetsskapande Handlings-Metod. Det empiriska underlag som ligger till grund för denna uppsats är uteslutande resenärernas egna berättelser om nöjdhetsskapande handlingar vid interaktionsutbyte med tågpersonalen på Kustpilen.

Fodertillgång och stereotypa beteenden under natten hos Asiatisk elefant (Elephas maximus)

Animals in zoos live in more barren environments than their conspecifics in nature. In nature, elephants spend more than 75 % of the day foraging and have been observed lying down two hours during night. Stereotypies are common in many different species in zoos. Stereotypic behaviors may constitute up to 50 % of the daily activity budget of zoo elephants. Modern zoos try to reduce stereotypic behaviors by means of environmental enrichment.

FRAM i främmande farvatten : En funktionell resonans analys på högfartsnavigering i maritim miljö

This is a study that was conducted during a three day exercise of the Swedish Armed Forces called ?Amfibieförbandet?, which is shortened as AMF, in Gothenburg. During the exercise three scientists followed the crew on the boats and this is one of the studies that became the result of the observation made during the exercise. The boats that was used during the three days were the boat called ?Stridsbåt 90H? by the Swedish armed forces.

EKONOMISTYRNING I EN MOTORVERKSTAD: En analys av centralt ställda krav ur ett operationellt perspektiv

The purpose of this thesis is to analyze the design and function of an engine production management?s control system and its intended function, and to contrast it with the present management control systems in use on an operational level. Interviews conducted with employees from all levels of the engine production are the main source of this study?s empirical foundation. Information has also been gathered from relevant written material such as annual reports, internal documents etc.

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