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552 Uppsatser om Virtual Desktop Infrastructure - Sida 13 av 37

En färgglad studie om spelarbeteenden

This is the result of a 10 week long study about if player behaviors and choices are affectedby the surrounding colors in their environment. A number of players are asked to movethrough a virtual environment, while being clocked, where they have to make left and rightdecisions based on different colors (red, green, blue and gray). While most choices consist oftwo different colors, some use the same color. The result shows that the players most likelyprefer one color over another, and that they most likely prefer a non-neutral color over aneutral color. With these results and the interviews that are conducted the conclusion is madethat it is very likely the players choices are affected by the colors in the environment, but it isnot clear to say how they are affected..

The Podcar Way : hur kan spårtaxi integreras i en urban miljö?

A new system of public transportation that can simplify and shorten the trips made throughout the city, anddo that both cheap and environment-friendly. Sounds like good news. This new system, though, require anall new type of infrastructure, differing from what we are used to see in our cities. Podcar, or PRT, as thesystem is called can become a transport revolution, possibly. If that revolution does happen it is crucial that webeforehand have studied the possible effects it can cause on our city environment, from a spatial point of view.This thesis thoroughly describes the function and essence of the PRT system and presents what is availabletoday and in what forms.

eSport: Den professionella sidan och vägen dit

Computer games is a growing market with over millions of players that are playing and/or enjoying the play of games on a daily basis. The nerdy gamers that once were, are now becoming professional athletes in the virtual world called eSport. We have identified a lack of studies in this area which implies that there is little data of what it is. In this paper we have focused on the phenomena that is eSport and more closely on the game series Starcraft made by Blizzard Entertainment. Our focus lies in the game series Starcraft and eSport organisations mainly outside South Korea.

Verifieringsplattform i SystemVerilog

Our task was to create a virtual test bench for verifying memory addresses in our commissioning body?s models. The purpose with the testbench was that it should be created in such a way that it would be easy to change the device under test without any major changes in the testbench.To solve the problem that the testbench had to be able to verify different devices we had to create a general enviroment for how the testbench had to be composed. By doing an analysis of which com-ponents that are usually included in a testbench and which components that were necessary in our project we came up with a generall enviroment for the testbench. Our result was a testbench with the follwing basic functions:* Read from a file that contains read and write operations to the Device Under Test (DUT).* Apply the stimulus to the device* Read the results from the device* Compare the results with wanted values* Generate a log file which contains information about the simulation result..

Prestation, intresse, engagemang, uppskattning : Skillnader i upplevelse av en virtuell lärmiljö mellan matematiskt hög- och lågpresterande elever

Digitala läromedel blir ett vanligare inslag i skolgången då ny teknologi erbjuder tidigare okända pedagogiska möjligheter. Denna uppsats undersöker hur elever som använder ett digitalt läromedel i form av en virtuell lärmiljö för matematiklärande upplever denna lärmiljö. Dessutom undersöks elevernas prestation i lärmiljöns matematiska uppgifter. Skillnader mellan elever i olika årskurser samt elever som är matematiskt låg- eller högpresterande studeras. Matematisk prestation beskrivs utifrån Goods (1981) passivitetsmodell som innebär att lågpresterande elever är mindre risktagande i klassrumsmiljön.Elevernas upplevelse av digitala läromedel studerades i en virtuell lärmiljö bestående av två moduler, en spelmodul och en modul för skriven dialog.

Virtual Training Tool : Mjukvarubaserat utbildningsverktyg

En viktig del hos företag som tillverkar diverse industrimaskiner är att utbilda den personal som förväntas använda och underhålla maskinerna. Detta är för att ge användaren en god förståelse för hur maskinen i fråga fungerar och är uppbyggd. Vid sådana utbildningar är det viktigt att tillhandahålla användarvänligt utbildnings-material.Målet med detta examensarbete är att förbättra användarvänligheten för utbildningsmaterialet hos en viss utbildning för projektets uppdragsgivare. Den utbildning som skall förbättras går i dagsläget ut på att manuellt simulera processer hos en specifik maskin via en hårdvarubaserad simuleringsmiljö.Resultatet blev en lösning i form av en mjukvarubaserad simulator med tillhörande grafiskt användargränssnitt. Användaren kan därigenom på ett säkert sätt simulera maskinens beteende genom ett PC-program och då t.ex.

Varumärkets olika ansikten. - Varumärkesskapande inom tre kontexter

Fallstudie: Swedbank Syfte: Syftet med denna uppsats är att undersöka hur ett varumärke kan framställas inom tre olika kontexter. Denna studie kommer att fokuseras kring aktörerna företag och konsument inom den interna företagsmiljön samt den fysiska och virtuella tjänstemiljön.Metod: Studien utgår från en etnografisk metod, där vi studerar och deltar i olika miljöer. För att erhålla datainsamling utfördes intervjuer, observationer samt dokumentanalys. Teoretisk referensram: Vi kritiserar traditionella brand management teorier kring företagets roll vid varumärkesskapande. Vi presenterar istället brand consumptions teorierna, eftersom dessa framhäver att varumärke skapas utav fler aktörer.

Tolv böcker i datorn ? bättre än en i handen?

This thesis studies how readers of the electronic book (the e-book) use and perceive the electronic medium as a carrier of fiction. In this study it is assumed that fiction is mostly read in printed format. Therefore it is interesting to ask why some readers choose to read on screen. As there are all too few studies conducted on how readers perceive and use the e-book as a medium, this study aims to enrich an undeveloped research area. The study is based upon a qualitative questionnaire.

Sårbarhetsanalys av ett infrastrukturnätverk - Användning av nätverksteorier för sårbarhetsanalys av komplexa nätverk

The aim of this report is to examine the possibilities to use network theories to perform vulnerability analysis on complex networks. The scoop of this work is also to improve the possibilities to chart, analyze and present the vulnerability in a power grid. In this report it has been, using power outage statistics, possible to verify, that network theories can be used to evaluate the vulnerability of an infrastructure network. However further studies to establish values on how vulnerable a network is are needed..

Indoor Positioning Using WLAN

This report evaluates various methods that can be used to position a smartphone running the Android platform, without the use of any special hardware or infrastructure and in conditions where GPS is unavailable or unreliable; such as indoors. Furthermore, it covers the implementation of such a system with the use of a deterministic fingerprinting method that is reasonably device independent, a method which involves measuring a series of reference points, called fingerprints, in an area and using those to locate the user.The project was carried on behalf of Sigma, a Swedish software consulting company..

?Roll up! Roll up for The Magical Mystery Tour!? : om upplevelseindustrin i The Beatles Liverpool

During the 19th centaury Liverpool was an industrial city of great magnitude owing to the well-established communication and infrastructure in the area. During the 1950?s the industry decrease swiftly - and although Liverpool as a city gain interest as a result of the sensation of the Merseybeat and The Beatles - the reduction continued through the 70?s and during the 80?s the people of Liverpool suffered from great unemployment. Today Liverpool is a post-industrial city with a growing experience economy that mainly benefits from The Beatles tourism and the Merseybeat-era. The focus of these studies is the experience economy in Liverpool as a result of globalization and production in the late modernity.

Automatisk testning av WebGL på mobil- och desktopenheter

WebGL is a standard for drawing graphics in a web browser. Currently it isn?t widely understood how consistently WebGL performs across a majority of the de- vices that support it. Determining if an image looks correct to a human observer is an interesting problem. The solution for this is useful when developing WebGL applications, since a developer could make better informed decisions during de- velopment.

Systemutveckling i praktiken : konsten att tillmötesgå den okända användarens krav

ABSTRACT System development has become more and more concentrated on development for the Web and this has resulted in larger target groups. It will most surely continue to be so considering that the Web will be the infrastructure of business and services in the future. A big target group involves that the owner of a system can earn a lot of money from the paying users, but that assumes that the system can meet user needs. If a system on the Web does not satisfy the user?s demands then they will use the competitor?s system instead because it is only a mouse-click away.

En jämförelse mellan ljus baserat i naturalism och pictorialism : En studie om ljussättning i spel

In this study, we investigate various lighting applications in a virtual environment, where we compare between light based in naturalism (natural light) and pictorialism (artistic light). The purpose of this study is to gain further knowledge in lighting, which is increasingly important for game graphics. Theory are examined to gather information and recommendations on how to use various light settings that convey different emotions. We then use this information to illuminate the environment that we have built. The environment is presented in Unreal 4 for respondents who are allowed to move around freely in the environment.

Inlärning i Emotional Behavior Networks : Online Unsupervised Reinforcement Learning i kontinuerliga domäner

The largest project at the AICG lab at Linköping University, Cognitive models for virtual characters, focuses on creating an agent architecture for intelligent, virtual characters. The goal is to create an agent that acts naturally and gives a realistic user experience. The purpose of this thesis is to develop and implement an appropriate learning model that fits the existing agent architecture using an agile project methodology. The model developed can be seen as an online unsupervised reinforcement learning model that enhances experiences through reward. The model is based on Maes model where new effects are created depending on whether the agent is fulfilling its goals or not.The model we have developed is based on constant monitoring of the system.

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