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20 Uppsatser om Keyboard - Sida 1 av 2

Mäklarkontorets geografiska placering : Och dess påverkan på kundens val av mäklarbyrå

Technology evolves quickly, with innovative ideas growing everywhere. Still, no technology is anywhere near challenging the mouse and Keyboard for navigation of your standard computer. This study focuses on comparing the traditional technologies of mouse and Keyboard with the new technology of gestures - in this case Leap Motion - in purpose of finding how the usage differs and what the potential users want from the competing technology. The experiment was executed in a controlled environment, with as few external factors as possible. We found that although the test subjects found Leap Motion fun, the test subjects do not want to surf the web with gestures.

Att navigera med gester : Gestbaserad teknik för framtiden

Technology evolves quickly, with innovative ideas growing everywhere. Still, no technology is anywhere near challenging the mouse and Keyboard for navigation of your standard computer. This study focuses on comparing the traditional technologies of mouse and Keyboard with the new technology of gestures - in this case Leap Motion - in purpose of finding how the usage differs and what the potential users want from the competing technology. The experiment was executed in a controlled environment, with as few external factors as possible. We found that although the test subjects found Leap Motion fun, the test subjects do not want to surf the web with gestures.

UTVECKLING AV PROCESSORPLATTFORM

Abstract The purpose of this project is to develop a modular processor card which is intended to work as a platform for Kitron Development Karlskoga. The modular processor card is meant to be used as a control system in development projects, mainly in medical and industrial products. The processor card will consist of a central unit with the basic functions for a control system. Furthermore there will be complete modules with machine commodity and programming, to pick exactly the necessary functions for a specific application. With consideration to the specification of the development and the main unit, I chose an adequate microprocessor (AT90CAN32) as core and interface circuits to stated border areas. The construction is first completed in the program MultiSim and then remade in the program OrCAD Capture. The programming language C was used in the software model.

"Jag ser det som ett smörgåsbord" : En studie om två olika läs- och skrivutvecklingsmetoder

In this study I have compared two different development methods of reading and writing. I have done this by interviewing five first grade teachers in elementary schools and it is based on qualitative research interviews. The aim of the study was to immerse myself in which methods these five teachers describe that they have used. They got to describe how they work and how they have tought the students to read and write. I have investigated if the teachers think that the computer is a good tool. The investigation also shows if the teachers believe that the students´ writing skills deteriorate if they can use the Keyboard instead. I came to the conclusion that four of the teachers used Arne Trageton´s method (2005) which means that the students learn how to write by using to computer.

EpicNES : Tv-spelmusik framförd live med inspiration av sjuttiotalsrock

Vårt examensarbete handlar om hur man går till väga för att arrangera och göra en liveshow med tv-spelsmusik i hårdrocksstil. Med detta menas att vi arrangerade om och bearbetade tv- spelsmusiken för att passa sättningen i bandet som var Keyboard, elgitarr, elbas och trummor. Konserten marknadsfördes och ett koncept har skapats kring bandet. Forskning kring rättigheter till tv-spelsmusik har gjorts för att få klarhet inom ämnet. Vårt mål under projektet har varit att utveckla oss själva inom arrangering, utveckla en liveshow och kunna ta ett steg på vägen för kunna lösa rättighetsfrågan angående tv-spelsmusik. Konserten genomfördes med ett mycket bra resultat där publiken verkade vara nöjda.Vårt examensarbete handlar om hur man går till väga för att arrangera och göra en liveshow med tv-spelsmusik i hårdrocksstil.

Application development for touch-screen interfaces

The way we interact with computers will soon change dramatically. The input interfaces are becoming more and more intuitive and one of the latest technologies is a touch screen interface capable of dealing with multiple inputs simultaneously. The tools we use to communicate with the computer - such as the mouse and the Keyboard, will slowly disappear and be replaced with tools more comfortable and more natural for the human being to use. The purpose of this project was to create a basic framework for future projects dealing with this interface, as well as creating some example programs. This report describes my work and my experiences with this new interface..

Memoreringstekniker utifrån en pianists perspektiv

The purpose of this essay is to discuss different memory techniques used by pianists so I can feel secure while performing during concerts. How do pianists learn to memorise music? According to me, are certain memorisation techniques more effective than others? Do pianists use different methods depending on repertoire? To find my answers, I have studied two other pianists? outcomes on the subject as well as applied my chosen memorising techniques on five pieces from different epochs. These techniques include visualising my fingers when they play on the Keyboard, listening to the pieces many times, practicing short specific parts one hand at a time, singing the melody while playing the accompaniment, studying the scores without playing, as well as analysing the harmonic sequences..

Handstilen bland elever som lever i ett digitaliserat samhälle : En studie om elevers och lärares inställning till att skriva för hand

In an age of increasing technology, it is a fact that typing on a Keyboard are used in schools to replace handwriting, this raises questions about the future use of the skill handwriting still is necessary. The aim of this studys is to investigate students? opinion about their handwriting, how motivation can influence handwriting and how teachers work with handwrithing. Through intevjues with 25 sixgraders and two of their teachers, this study tends to proclame a picture of the handwriting education in a Swedish school. The results of this study shows that the students? attitude towards handwriting and choice of writingtool has some connection to the motivation but is not restricted to it.

Implementation av ett interface till Emotiv Epoc

The eld of Brain-computer interfaces (BCI) concerns linking together an external device with the brain of a human or an animal. By doing this the conventional use of a mouse or Keyboard can be circumvented, which can greatly benefit people with different types of diseases that cause paralysis or other loss of motor control, such as Amyotrophic lateral sclerosis (ALS). A BCI can also be used for cognitive training of either healthy or mentally impaired subjects to increase cognitive capabilities.In this thesis an implementation of an interface is made against such a device, the Emotiv EPOC Headset. The result is meant to be a stable basis for further study using the device. An in-depth study of the history of EEG and its current use in clinical work and research in the topics of BCI as well as Human-computer interaction (HCI) is presented.

Realtidsstyrning av IP-kamera

The final thesis named Tracking in Sensor Networks was created by the company Instrument control Sweden. The thesis work is to create a plug-in to an already developed software pro- gram, SkyView. Via the software program one should be able to control an IP-camera from AXIS, model 215 PTZ, with the appropriate protocol over a network.  An Application Programming Interface, API, was used to easily control the camera through SkyView. The interface is called VAPIX and is used to all cameras from AXIS.

Att leva med AutoCorrect : en studie om uppfattningen om AutoCorrects inverkan

The smartphone is part of our daily life. Smartphone users type on a screen area that is no larger than the palm of a hand. To help with this endeavor the software known as AutoCorrect was created. However little is known about how AutoCorrect actually change the language and if AutoCorrect users at all perceive the impact it has. This study aims to find out if our test subjects are aware of AutoCorrect?s presence and how much it influences them.

Utvärdering och implementering av automatiska farthållare i fordonssimulator

Vehicle simulators are becoming more common in vehicle industries. Company earns lot of money on simulations instead of real tests. Real tests are necessary but not made so extensively as before.In this thesis the building of an vehice simulator will be described and a comparison between three different cruise controls. The three cruise controls are PI-regulator, a regulator who regulates after positions in the terrain and a MPC-regulator. The reason for choosing this three is to see the difference between simple regulation and more complex regulation with respect to fuel consumption, travel time and complexity.The vehicle simulator is made in Matlab/Simulink, Visual Studio and Open Scene Graph.

Godshantering med Scania Interactor

This thesis is about making a support for barcode readers and RFID readers on a computermounted in heavy vehicles. The computer has several applications designed for heavyvehicles such as an order handling application. The goal was to suggest an architecture toimplement a support for the readers. The architecture should be independent of whichmanufacturer who has made the reader hardware that was connected to the computer.At first a theoretically study was made around RFID technology and standards for thetransport and supply sector. Then the architecture was developed and a demo implementationwas made.The conclusion of this thesis is to implement support for barcode readers with a wedgeapplication.

Kommunikationen mellan människan och spel : Ur spelarnas perspektiv

Dokumentet går igenom könsskillnaderna mellan män och kvinnor när det gällerdatoranvändning, och hur användandets utveckling har skett på den senaste tiden.Den belyser även hur människans kropp, styrenheterna och spelet länkar varandra på ettkommunikativt sätt. Kontrollernas funktioner och styrsätt förklaras i basis för få en inblick istyrenheternas kommunikationssätt. Kontrollerna som tas upp grupperas därefter i olikarörelsemoment. En enkätundersökning kompletterar och stärker bilden över könsskillnader,åldersgränser, speltimmar, genre kategorisering och framtida behov.De problem som finns när det gäller kommunikation är att de inte är tillräckliga när manspelar. Oftast så är användare ute efter att ha en verklighetskänsla samt få en inlevelse ispelen.Dokumentets syfte är att ta reda på vilka kommunikativa metoder som finns och kontrolleraom de är tillräckliga för att uppnå denna inlevelse i spelen.För att kunna tackla problemen så görs det en omvärldsanalys i arbetet samt en positivistisktolkning av resultatet.

Barns interaktion vid "lärplattan" : Barns positioner ägare, åskådare och deltagare

AbstractThe purpose of this study is to examine how children interact with each other and what social positions they assume when using the learning pad. The social positions reffered to is the Owner, the Participant and the Spectator, defined by Ljung Djärf (2004). According to Ljung Djärf (2004), the Owner is defined as the one in control of the mouse and Keyboard. The Owner is expected to be in charge of what is happening on the screen. The Participant is typically found on a chair near the computer.

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