Sökresultat:
511 Uppsatser om Transit Objects - Sida 6 av 35
Beslag eller buckla? : En studie av platta järnfragment från hallhuset i Birkas Garnison
This paper deals with flat iron fragments from the Viking Age hall situated in Birkas Garrison, Adelsö parish in Uppland. The aim of the study was to identify which objects these flat fragments were originally derived from. The aim was also to discuss the function of these objects and their presence in the hall. This would hopefully increase the knowledge about the hall and the warriors who lived and worked there. In some cases the fragments form and placement in the hall has not provided enough information to classify the object from which they derived.
Journalisters val av källor : En kvalitativ studie av yrkesvardagen
In this study we have investigated how local journalists in Kalmar think when they choose their sources to interview. We have also studied several factors that can affect their choices of sources.We have interviewed eight news journalists from the two largest local news papers Barometern and Östran in Kalmar.The journalists were asked about the sources they often use as interview objects. They were supposed to tell about how they think when choosing sources and define which sources they commonly use. There are different factors that can affect the choices and we have narrowed them down to ethics, source critics, credibility, stress, hard production conditions, public and their own interest and if they consider themselves to be individualistic or controlled by the news desks. Furthermore the journalists were asked to characterize what changes they would make when choosing sources in a perfect world.All of the journalists had not reflected prominently on the subject of sources before our research.
Att mötas i en vitlökspress - en studie om korpus
My field is Korpus and in this project I am investigating what role that plays for me as an artist connected to craft. To really get close to, and understand Korpus I have deconstructed it to find clues to why the silversmithing field looks like it does and how we got here. I believe Korpus has not yet come out of the closet for what it really can be. That it carries a great heritage of traditions and preconceptions that it would do well to shake off a little bit of. Can Korpus as an art field really survive in Sweden, where the Church has no power and silverware is no longer a need to demonstrate ones economic prosperity at an important dinner party? To help myself get closer to these objects I have given my own definition of Korpus.
När autenticiteten utmanas : En föremålsundersökning och dess tänkbara konsekvenser för museiobjektet
This paper deals with an object donated by a group of members of the public to the Royal Armoury in Stockholm, Sweden. The donators claimed to own a horse bit that had been used by King Gustav II Adolf's mount in the battle of Lützen, where the King was killed. The bit was a gift to the donators' ancestor, the farmer and politician Petter Jönsson, from the King of Sweden, Oscar I, in the 1850's. In this paper, the donated bit is examined and found unlikely to be the bit used at Lützen. The examination also revealed that the bit now worn by the horse in its display is a prop, included in the group of objects in the 19th century, and that the original bit probably was lost in a fire in 1648.
Attitydproblem : Om attityduttryck och deras retoriska funktioner
This thesis explores how verbal and nonverbal signs communicate attitudes and the rhetorical functions of such attitudinal signs. Attitudes are regarded as rationalized evaluations of attitudinal objects, and through their manifestation in signs an attitudinal gestalt is communicated. This gestalt is regarded as the audiences perception of the rhetors attitude. It is shown that the attitudinal signs function as ethical, logical and pathetic proofs and that they can create identification between the audience and the rhetor. The signs can have effects on the audiences perception of the attitudinal objects, their perception of the rhetor and influence the social dynamic of the discourse.
Är kulturarv värda att bevara? En analys av kulturarv genom ett närmare studium av Irak 2003 - 2007
This thesis was created in an attempt to examine the concept of cultural heritage. What is cultural heritage to us and why do we treat it in the different ways we do? In my attempt to find an answer to this I have chosen to concentrate my interest on a situation where historical objects have been preserved as well as destroyed, Iraq 2003 until 2007. In my research I have divided the Iraqi cultural heritage in three different groups based on the different treatments they where exposed to during the occupation of Bagdad and the aftermath. For each group I have chosen one object or a category of objects to be a representative examined.
Mellanförskap - svenskhet, ursprung och invandrarskap
The aim for this study was to examine betweenship as a phenomenon by focusing on identity. There is not very much research done on betweenship. I have used a qualitative phenomenological approach, based on four qualitative interviews. The four interviewees were all experiencing betweenship. To analyze their stories I used two theoretical frameworks; identity and affinity groups.
Påverkan av skogsbrand på litiska arkeologiska fynd ? experimentell simulering av brand
This is a paper about the effects from smoldering fire on lithic objects from an archaeological view.
The introduction gives the background to this paper, a short orientation to forest wildfires and why the work is limited to: flint, quartz, quartzite and slate. Material and methods describes the stone materials and the setup that was used in the temperature logged tests with three replications for each type of material. The fuel in the burnings was peat on a bottom of sand. Flint showed a more drastic effect from heat compared with the other materials. Slate seems to have greater tendencies to change to darker colour and luster at lower temperatures than the other materials.
Skräcken i Lådan : En studie om rumslig åskådarmedvetenhet i George A. Romeros tre klassiska skräckfilmer
This thesis focus on the presentation of the filmic room the viewer sees in George A. Romero´s three horror classics Night, Dawn and Day of the Dead. The hypothesis goes as follow; fear and element of tension becomes greater if the audience/viewer has a good knowledge about the filmic room in the film, in other words, a good spatial awareness. The conclusion is that it does. The environment is active in its becoming and in its presentation to the viewer.
Naturvårdsavsättningar vid avverkning på Orsa Besparingsskog
Orsa Besparingsskog has an aim to take nature considerations in relation to the harvested volume and area of the annual felling. Around 15 percent of the acreage and 10 percent of the volume should be set aside. It is important to keep close to those figures to avoid future negative effects on the long-term harvesting planning. The purpose of this study was to use laser scanning data to estimate those proportions.
The result showed that the proportion of conservation considerations in the ten selected objects in the study was significantly higher than the target of 15 percent of the acreage and 10 percent of the volume. The result showed a setting aside of 19 percent of the acreage and 17 percent of the volume.
Riksdagspartierna på Facebook : En kvantitativ innehållsanalys av interaktivitet och multimodalitet i riksdagspartiernas statusuppdateringar
This study focuses on the social medium Facebook. Its intention is to examine the contents of the Facebook statuses the Swedish parliament parties chose to publish in the final two weeks before the parliamentary elections in 2010. The key concepts used in the analysis are interactivity and multimodality. Aspects to be explored are interactivity of their status updates and how the parties used various multimodal objects. A comparison of the parties' usage also follows.
Kulturvårdscentrum 1986-2001
Kulturvårdscentrum was a project that had great significance for local folklore societies in Bohuslän.Bohusläns museum was i charge of the project that lasted from 1987 until about 2001 when most ofthe original staff have retired. The staff was mainly recruited from a large shipyard, Uddevallavarvet,at it's closure due to recession. Financing was largely made by the government to help outthose unemployed who otherwise should have a hard time finding a new job. At start there was about25 employees who where trained for one year by staff from Swedish museums, conservation studios,and teachers the university. The education was aimed at serving local folklore societies, and dealingwith their special problems.
Automatisk räkning med monokrom visionsteknik
The use of vision applications are growing and the demand for integration and connectivity with other industrial automation control devices is increasing. Some businesses that are using vision technology follow US Food and Drugs Administration (FDA) regulation concerning audit trail. This thesis investigates the possibility to use vision technology for counting objects, achieving connectivity and to follow FDAs audit trail regulation. A market survey has been used to select suitable hardware and software to be used in the design of an application that is able to count objects and that uses standard industrial network connection i.e. OPC data access and Microsoft?s .NET components over Ethernet.
Bangenerering för industrirobot med 6 frihetsgrader
This thesis studies path generation for industrial robots of six degrees of freedom. A path is defined by connection of simple geometrical objects like arcs and straight lines. About each point at which the objects connect, a region, henceforth called a zone, is defined in which deviation from the defined path is permitted. The zone allows the robot to follow the path at a constant speed, but the acceleration needed may vary. Some means of calculating the zone path as to make the acceleration continuous will be presented.
Slumpmässigt genererade nivåer
When a videogame is being played it is rarely a static experience. A videogame can consist of various systems that affect each other in an unpredictable manner which makes the player experience unique for every player.Throughout the years developers of games have used random chance in a games programming to affect the user experience. Sometimes it even goes so far as to having entire games based around the idea of the game itself randomly generating content for a player to experience.This paper will examine randomly generated content in videogames. It will take examples from existing ones and describe how they use it, and reason regarding the benefits and drawbacks of having random chance affect the user experience.The paper will step-by-step examine the purpose of various commonly occurring objects and features of a typical dungeon in an adventure videogame. It will reason around their purpose, and figure out ways to use them in a structured manner so that we can guarantee that there will be no deadlocks that the player can't overcome.This will range from the environments in rooms, the shape of them, to the objects and creatures that inhabit them, such as locked doors, keys, and bosses.