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291 Uppsatser om Interactive whiteboard - Sida 13 av 20

Starta lärprocesser genom : En möjlighet för finansiärer att lära av utvecklingsprojekt

ABSTRACTThis paper aims to shed light to what extent a financier have learnt about sustainableorganizational change, through development projects taking part in the Swedish knowledgeFoundations program, ICT in Teacher?s training. Some questions asked were: Has theSwedish Knowledge Foundation learnt by researchers? and self evaluation?s ?stirring up? ofongoing projects? What type of learning process has been going on? Has new, mutual,knowledge been constructed or has already existing knowledge been transferred?The study consists of one participating observation and three interviews. They showhow the financed projects have been ?stirred up? so that a developmental learning process hasstarted within their organization.

Utvecklingsfaktorer i en webbportal : En studie av användares beteende i en globalt anpassad webbportal.

Studies have shown that user participation is a good method when improving or developing a product. The method gives a company insight in what the customer wants and needs. It has also been shown that user participation benefits all parts included. For example, it creates a greater relationship with customers than most other methods do. Webportals is one of the most interactive systems online and it gives companies a unique chance to improve and maintain their relationship with customers.

På ytan av interaktionsdesign : En undersökning om hur designen på en Microsoft Surface SUR40 applikation kan förbättras för flera användare

The purpose of this thesis is to examine and analyze how to improve the design of a Microsoft Surface SUR40 application. The application in focus was an interactive product browser developed by the company Spree, our external client. Spree is a multi-touch software provider, established in September 2010 and they expressed a need for suggestions for how to improve this application. Our work aimed at revealing how to make the application more suitable for several users and make it easier for them to interact simultaneously on the surface. From a qualitative standpoint we have examined how 17 users experienced the application.

Berättande i datorbaserade rollspel : en empirisk och teoretisk designstudie om datorspel

VD:n för spelindustrins intresseorganisation (Interactive Digital Software Association) förutspår i den årliga State of the Industry rapporten för åren 2000 ? 2001, att spelindustrin snart kan nå 70 procent av världens hushåll, vilket gör spelmaskinen, näst intill, lika vanlig som videon. I denna dag börjar många spelutbildningar växa fram i hela landet, så som i Karlshamn, Visby och Kramfors. Trots denna tillväxt finns det nästan ingen akademisk forskning i ämnet speldesign. Detta gör att hjulet i många fall tvingas återuppfinnas om och om igen.

Malmö stadsbibliotek och framtiden ? En diskursanalys av två stadsbibliotekariers tankar och visioner

The aim of this master?s thesis is to examine the discourses aboutthe future of Malmö City Library expressed by the chief librariansSven Nilsson and Elsebeth Tank. Furthermore, our intention is tostudy the relation between the two. The questions posed in thestudy are: how does chief librarian Sven Nilsson express the futureof Malmö public library between 1989-1997? How does chieflibrarian Elsebeth Tank express the future of Malmö City Librarybetween 2008-2010? How does Sven Nilsson?s and ElsebethTank?s thoughts and visions of the future correlate?Our theoretical and methodical building ground is in the discourseanalytical field, with Ernesto Laclau?s and Chantal Mouffe?stheories about discourse and society, as startingpoint.

OPAC i moderna kläder ? en kvalitativ studie om olika generationers informationssökningsvanor och förväntningar på informationsåtervinningssystem

The purpose of this bachelor thesis is to find out how information seeking habits and experiences of people in different generations affects their expectations on information retrieval systems like OPAC. Two OPACs are used, one web-OPAC and one mobile-OPAC. The following questions are asked: how can theories about information seeking behaviors explain why and in which way one seeks information? In which way does information seeking behaviors and habits affect the experience of OPAC? Which differences and/or similarities can be found between the web-OPAC and the mobile-OPAC? How does generational aspects affect experiences and preferences in an information seeking context? The theoretical framework of the thesis is information retrieval with several models about information-seeking/searching needs and behaviors. The empirical data contains interviews with nine people in different generations and protocols about two different OPACs.

Programvaruutveckling med visuell programmering i en pedagogisk tillämpning

In visual programming the developer specifies her code, using visual tools. Within the range of visual programming languages lay icon-based languages, form-based languages, and diagram languages.Mediator is a multimedia authoring tool that allows the user to create interactive CD-ROM presentations, dynamic HTML pages and Flash projects, without any coding or scripting. The user can create interactivity in her project, using event driven and icon-based visual programming, through a ?drag and drop? user interface. This report intends to determine some of the qualifications of a tool of this kind, as well as its limitations.The report is based on a case study, in which a smaller software application was to be updated using Mediator 9.

Styrreglage för hållbarhetsstyrning - En fallstudie av hur företags interna styrning aktiverar Levers of Control för att uppfylla hållbarhetskrav

The connection between management control systems for controlling sustainability and a firm's motivation for engaging in sustainability is not completely understood (Arjaliès & Mundy, 2013). The aim of this thesis is to develop a more profound understanding for management control in achieving sustainable companies. To do this, we raise the question: How and to what extent do companies use management control systems to achieve sustainability compliance Simons's Levers of Control (1995) are applied to this question in order to get a consistent and thorough insight of management control systems. Hence, a case study of ABB:s work to achieve material compliance in accordance with EU-regulation was conducted. The findings of the case study reveal that ABB uses the regulations as explicit goals and implement them in sustainability procedures.

Projektverksamhetens"early-warner"- en jämförande studie om projektcontrollerns funktion

Background: The project controller is a function witch evolved due to the strong gaining ground of project operation. Why the area of the project controller is interesting to study is explained by the fact that increasing knowledge of this function is important in order to make project operation work well. The fact that opinions in this field disagree, further increases the interest of the field. In order to study the function of the project controller three companies have been singled out. They are IFS, Intentia and Saab Bofors Dynamics.

Kristusbilder i Thomas Mertons och Daniel Berrigans dikter

My point of origin concerning this thesis was an interest for how school may develop students? reading comprehension. International surveys show that the results for Swedish students? performance regarding reading comprehension have declined and the current curriculum, Lgr-11, emphasizes the importance of incorporating this into all school subjects. The special teacher education programme has raised the awareness concerning the importance of including the students and that learning is achieved in an interactive setting.

Att skapa ett informationssystem ? en holistisk ansats

This thesis aims to discuss how an information system and its users may adapt to each other. The main discussion is how to create an information system that is adaptable without losing its organising properties. The thesis uses a holistic approach to the topic and the areas being dealt with are information architecture, interactive information retrieval and information searching. The practical work consisted of constructing a database for Autoliv?s Research and Development branch.

Passivhuset i det långa loppet : - hur påverkar brukarens kunskap energiförbrukningen?

The scope of this investigation is to decide how and to what extent the energy consumption of apassive house is affected by the users? knowledge and habits. To achieve this a literary study hasbeen made and as a complement the planning of a passive house was completed.The result of a primary study of the rules and regulations that effect passive houses in Swedenshows that the user?s influence on passive houses is a completely unregulated area. Even thoughthere is no regulation, a need for some general knowledge of the passive house concept has beenexpressed.To further investigate how the users? knowledge and habits affect the energy consumption and ifthere is a difference between different households? energy consumption , three main factors havebeen identified.

Produktplacering i videospel och dess påverkan på spelarnas attityd, återkallelse samt uppmärksamhet gentemot varumärken.

The gaming market is growing and the number of people, men and women, who play computer games, is also increasing every day. In addition, computer games are also interactive media which leads to the fact that product placement in computer games attracts and is used more frequently by marketers. It is therefore important for marketers and game developers to understand how product placement in computer games affects players' attention and attitude towards the brand or product that is product placed. We therefore examine how product placement in computer games affects players' recall of and attitude towards the brand. The aim is to help companies and game developers to see the effect of product placement in computer games on players and thus product place more efficiently.

Utvärdering av solcellsanläggningen på Universeum

The main aim of this master thesis was to see the process of an interactive online reference service from idea to final product. The reference service we have studied is developed and used by the Library of the National Institute for Working Life in Stockholm, Sweden and goes by the name phibi. Our goal was to review the whole realization process from the reasons why a service like this was created, how the service was introduced and implemented inside the organisation and finally what the result and consequences were for both the library staff and for the users of the service. Phibi is designed to be a tool that fosters communication between the library staff and the remote users where the users get the opportunity to be helped with their questions by the library staff although they are not physically present in the library. To understand the process we conducted a case study with 11 interviews of the library staff, the superior and the initiator to phibi.

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.

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