
Sökresultat:
318 Uppsatser om Procedural memory - Sida 3 av 22
Effektiva Lagringsmetoder för Glesa Matriser
Sparse matrices are often used in numerical algorithms that solve linear equation systems. Many methods for storing sparse matrices have been proposed and implemented during the years. These methods focus primarily on minimizing the total memory consumption and the time that it takes to store a sparse matrix. This report researches the available storage methods for sparse unstructured matrices. The formats that are researched and implemented are COO, CRS and ELL.
Fonologiskt korttidsminne hos tvåspråkiga barn med och utan språkstörning
Repetition of Non- word (make- up word that has not some semantic content) has been proposed as a reliable index of phonological memory in children with language impairment (LI). The aim of this study was to find out the possible similarities and differences concerning phonotactic non-words and working memory in 18 bilingual Swedish-Arabic children with and without LI ages 4-6 years. The investigation was undertaken by conducting three tests including NEPSY, WPPSI-III and a Word repetition test. The results showed that there are not significant differences between the two groups regarding various parts of NEPSY. On the other hand the results showed two significant differences in WPPSI-III regarding Picture categories and Word repetition tests for Swedish Non-word.
Är rättvist för mig, rättvist för dig? : Betydelsen av social värdeorientering för bedömningar av procedural rättvisa
Syftet med studien var att undersöka om individer som skiljer sig med avseende på social värdeorientering (SVO) bedömer rättvisa på olika sätt beroende på om det gäller dem själva eller någon annan. 96 studenter, 48 män och 48 kvinnor, deltog i ett scenarioexperiment. Resultaten visade inga signifikanta effekter av SVO, vilket indikerar att samarbets- och självinriktade individer inte skilde sig vid bedömningar av procedural rättvisa i situationer som berörde dem själva och andra. Analysen visade att manipulationen var effektiv. Variansanalysen på upplevd rättvisa, tillfredställelse, beslutsacceptans och protestintention visade att ?voice? (deltagande) hade en signifikant effekt.
Samband mellan högre språkliga förmågor och fonologiskt arbetsminne hos vuxna
This study investigated relationships between high level language functions and phonological working memory in adults by correlating results oftests in a test battery used for investigating subtle language disorders and digit span task results. Results of two digit span tasks were analyzed in relation to demographic factors. 103 subjects without neurological disease, 20 ? 79 years old, participated. Significant correlations were found between the digit span tasks and most of the tests.
Mätutrustning för kosmisk strålning
The purpose with this examination is to build a measureequipment to AerotechTelub AB (AT), who will registrate fault in SRAM-memory in contact with cosmic radiation. The equipment will be created around developcard from Memec Design with FPGA from Xilinx. The logic in the FPGA will be implemented with the hardwaredescribed language VHDL. The SRAM-memory that will be tested is build in CMOS-teknologi. The memorycells will be loaded with a predecided bitpattern.
Kunskap och organisatoriskt lärande inom Apoteket AB
This paper aims to provide a description of how knowledge can occur in Apoteket AB, anorganization that is operating on the Swedish pharmacy market. The purpose of this paper isalso to describe how the organizational learning occurs in the organization, and how theoutcome of this learning can be stored in the organizational memory. This subject is ofinterest since Apoteket AB experience changes in their external environment in that they nolonger have monopoly to sell pharmaceuticals on the Swedish pharmacy market. Earlierresearch claims that organizations need to develop new knowledge in order to take action, andthis development needs to be supported by the management within the organization.The collection of primary data was done by two qualitative interviews with employees withinthe organization of Apoteket AB.Our conclusions are that knowledge can occur in many forms, such as tacit and explicitknowledge. The vast majority of the knowledge within the organization is the information thatcan be found in the electronic database Aponet within Apoteket AB, and that is useful for theemployees in their daily work, and therefore is known as explicit knowledge.
Myten om Palme : En texttolkning av dokumentären Palme och dess skildring av det sociala minnet efter Olof Palme som norm eller anomali
?The myth of Palme- a textual analysis of the documentary Palme and its description of the social memory of Olof Palme as a norm or anomaly? by Emma Svanström aims to analyze how the directors of the documentary Palme choose to present Olof Palme to the future generations. Also the goal is to find out if their version presents Palme as a person who followed the norms or was divergent.To this purpose the thesis use textual analysis combined with a quantitative method in search of which persons the directors give the right to form the myth of Palme and which keywords they use to do describe him. To view the film as a social memory in the transformation to a myth the thesis use Jan Assmans theory of social memory and to find out if the documentary describes Palme as following the norms or divergent it uses Mary Douglas theory of anomaly.The results show that it is mainly the narrator and Olof Palme that gets to form the myth of him but also his family, friends, fellow employees and other persons that met him or was affected by his actions. Palme is discribed as special, intelligent, interested in social politics and able to act as he saw fit even if it was against the norms.
Navigationshjälpmedel i tredimensionella virtuella miljöer och understödjande av minne
This thesis explores different ways of navigation in virtual environments. It also investigates how virtual environments can support human memory. Tests are done using a self made virtual model of Orkanen Library, Malmö högskolas school library. Among the different navigation tests that were done, a visual guidance in form of a line on the ground leading to the goal is showed superior when navigating a virtual environment but that people prefer legible landmarks instead. Tests were also done which show that a 3D-model of a real location supports context based memory.
Seriell återgivning av två-röstslistor: ord organiseras inte efter röst
AbstractTitle: Serial recall of two-voice lists: Words are not perceptually organized by voice.The present study examined how voice affects the perceptual grouping of words in short-term memory that are auditory presented. Three different voice-lists were used: single-voice, alternating-voice and split-voice. In single-voice lists all words were presented in the same voice. In alternating-voice lists words were presented alternately in a male and a female voice. Finally, in split-voice lists words were presented grouped four and four in a male and a female voice.
Nyckeln till arkiven : En kritisk diskursanalytisk studie om interoperabilitet och kollektivt minne
In the democratic process, of discussion and decision making, there is a need of reliable and authentic information. Archives are authentic and reliable information and also provides long term accessibility. But the public archives potential isn´t utilized enough at a societal level. The public archives are organized in a decentralised manner, and there are no common accesspoint at a national level. In the thesis this issue of accessibility and use at a societal level, is discussed in terms of collective memory.
Arkiv, bibliotek, museer: en jämförelse av katalogiseringselement vid tre minnesinstitutioner.
This masters thesis concerns three different types of cataloguing within three different memory institutions museums, archives and libraries. The focus lies on the cataloguing elements which are compared in order to illuminate similarities and differences. The Regional Archive and The National Museum of World Cultures - both in Gothenburg - were chosen and compared to KRS, the Swedish counterpart to the Anglo-American Cataloguing Rules, AACR2, 2: nd ed. The purpose of this comparison is partly to display the elements in order to make students disciplines, but also the staff within archives, libraries and museums to become conscious of each others cataloguing methods in regard to future cooperations within the memory institutions and to see if it is possible to create common cataloguing rules for archives, libraries and museums. The questions asked in this thesis are: 1.
Könsligt minne : Ett kvalitativt receptions- och minneskvasiexperiment med killar och tjejer
The purpose of this study was to see if there are any differences between high school girls and boy?s reception ability and memory after reading two Swedish lifestyle magazines.9 boys and 9 girls from ages 17-18 were chosen to participate in the study. They were placed in a room one by one where they had to read one women?s magazine (Cosmopolitan) and one men?s magazine (Café). They did not know this was a memory and reception test until after they finished their reading.With help from former reception studies and the magazines, questions were selected so the interviews would give as much information as possible.The study gave some unexpected results, for example both genders seemed to remember numbers very well even if they didn?t remember the article itself.
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.
Rumsbaserad bangenerering : En jämförelse av procedurella tekniker
Procedural Content Generation innebär att spelinnehåll genereras automatiskt för att dels minska arbetsbelastningen hos designers men också för att öka variationen i spel. Ett användningsområde för detta är rumsbaserad bangenerering där banor byggs upp av fördefinierade rum. Målet med det här arbetet var att implementera och jämföra tre olika algoritmer som kan åstadkomma detta; Binary Space Partitioning, Shortest path och en evolutionär algoritm. De kriterier som algoritmerna utvärderades på var tidseffektivitet, variation och möjligheten att nå alla rum. Resultatet visade att Binary Space Partitioning och Shortest path var de två algoritmer som var bäst lämpade att användas i ett spel där genereringen ska ske under körtiden.
FALSKA MINNEN OCH SJÄLVKÄNSLA - med utgångspunkt i DRM-proceduren
Does a person´s self esteem contribute in the process of creating false memories? Previous studies show that mood is related to false memories as well as to self esteem. This led to the focus of this study, to examine the relationship between false memory and self esteem. The question is examined by comparing the amount of false memories produced in the Deese-Roediger-McDermott (DRM) procedure with people´s scores on Rosenberg´s self-esteem scale. 59 people participated in a test with three different elements, a self esteem test and a memory test with both recollection and free recall.