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423 Uppsatser om Virtual Terminal - Sida 15 av 29
HAVECA-modellen - En metod för att fortlöpande säkra ett internt nätverk mot tredjepart
This thesis will address a problem concerning availability of information
systems at an enterprise within the financial sector and its external
suppliers, so called trusted third party. The information system resides on the
internal network of the enterprise and must be available to both employees of
the enterprise and the trusted third party simultaneously. This contradicts the
company policy which
disallows third parties access to the internal network. The HAVECA-model
introduced in this thesis provides a framework of methods, each solving a sub
problem identified in the model. The identified methods are hardening,
verification, control and assurance, together supplying a method for
continuously securing the internal network against a trusted third party.
Physically based rendering : Ur en 3D-grafikers perspektiv
Det här kandidatarbetet undersöker hur Physically based rendering kan påverkar en 3D-grafikers arbete. Målet är att skapa förståelse kring physically based rendering och hur denna tekniken kan komma att påverkar en 3D-grafikers arbete. För att undersöka problemområdet skapades en virtuell miljö i 3D med hjälp av physically based rendering. Arbetsupplevelsen jämfördes senare med det tidigare arbetssättet. Undersökningen beskriver tidigare arbetsätt och hur arbetet har ändrats med physically based rendering.
Rekommendera mera
Research on the power of customer involvement, and in particular recommendation is very resourceful. Many studies have mapped the reasons for why customers are willing to recommend, however they often ignore potential differences among brands and how that may affect these reasons. This study is built on a quantitative survey investigating how consumers interact with brands, depending on category affiliation. The categories used were Bhat and Reddy's symbolic and functional, consisting of three brands respectively where each brand represented a different product type.The evolvement of social media has also transformed the platform of recommendation from physical to virtual and changed the way people connect. Thus, taking the investigation further, potential differences between symbolic and functional brands was tested in different social media platforms.
Analys, modellering och återskapande av fordonsdynamiska rörelser i tåg
The purpose of this thesis was to analyse, model and finally generate dynamic vehicular motions in a train. The objective with the analysis was to find important motions for a realistic train experience. The motions from the analysis were then weighted against possibilities for generation in a motion platform.A dynamic motion model was created to model the selected motions. The model was implemented in a simulation environment, more specifically MATLAB/Simulink. The simulation environment was used to simulate the model and to generate outputs to control a motion platform.
DIGITAL VISUALISERINGSTEKNIK : möjligheter, för- och nackdelar
Ever since the development of the pc and their software, in the early 80´s,architects way of work have changed a lot. Nowadays most of the architectspresent all their works digitally and not with hand drawn material, as they didbefore the pc boom.Digital visualisation technique pushes the limits, when it is about presentingarchitecture projects virtual reality.This report studies how digital visualization technique is used among thearchitects today.Together with architects from ABAKO architect firm in Gothenburg, Sweden,interviews has been made to give answers about what they think about digitalvisualization technique. What are the opportunities, advantages- anddisadvantage with this digital technique?The answers from the architects, together with work that has been done withdigital visualization technique in a project called Project Sofiedal, shows thatthis technique has big opportunities when it comes to create nice looking VRpresentations. The result in this report also shows that this digital technique ismore time demanding compared to hand drawn presentations.The investigation shows that digital visualization technique is a goodcompliment when it is about showing the citizens how future projects willaffect the surrounding.
Scandinavium : Sveriges största inomhusarena
Ever since the development of the pc and their software, in the early 80´s,architects way of work have changed a lot. Nowadays most of the architectspresent all their works digitally and not with hand drawn material, as they didbefore the pc boom.Digital visualisation technique pushes the limits, when it is about presentingarchitecture projects virtual reality.This report studies how digital visualization technique is used among thearchitects today.Together with architects from ABAKO architect firm in Gothenburg, Sweden,interviews has been made to give answers about what they think about digitalvisualization technique. What are the opportunities, advantages- anddisadvantage with this digital technique?The answers from the architects, together with work that has been done withdigital visualization technique in a project called Project Sofiedal, shows thatthis technique has big opportunities when it comes to create nice looking VRpresentations. The result in this report also shows that this digital technique ismore time demanding compared to hand drawn presentations.The investigation shows that digital visualization technique is a goodcompliment when it is about showing the citizens how future projects willaffect the surrounding.
Physically based rendering - Ur en 3D-grafikers perspektiv
Det här kandidatarbetet undersöker hur Physically based rendering kan påverkar
en 3D-grafikers arbete. Målet är att skapa förståelse kring physically based
rendering och hur denna tekniken kan komma att påverkar en 3D-grafikers arbete.
För att undersöka problemområdet skapades en virtuell miljö i 3D med hjälp av
physically based rendering. Arbetsupplevelsen jämfördes senare med det tidigare
arbetssättet. Undersökningen beskriver tidigare arbetsätt och hur arbetet har
ändrats med physically based rendering.
Argus diskussionsforum: utifrån några utvalda medarbetares perspektiv
The aim of this masters thesis was to study how the members of a small non-profit organisation perceived the web forum, compared to the other information channels of the organisation. The organisation was defined as a virtual community. A literature review was conducted. The theory construction was based on the sensemaking theory. Interview questions were constructed based on the literature review and the sensemaking theory.
Sociala medier : När kunden själv får välja
In recent years, more and more people have started to live double lives. Blogs, Facebook, YouTube and Twitter have created conditions so that we increasingly live virtual lives on the Internet. The gathering of people in this way entails both risks and opportunities for businesses. This study aims to explain how the phenomenon of social media has affected trade and service companies in a marketing and communication perspective. The idea for the essay came to us after we had observed how different behaviors in companies? concerning social media could vary a lot, and how we felt that this affected our personal view of the brands.
Terminalen : Världsmedborgarens katedral
Dagens storflygplatser liknar allt mer städer i miniatyr med än mer komplexa fysiska strukturer än tidigare och en mängd olika flöden och funktioner som inte alltid är kopplade till flygresandet i sig, vilket ställer krav på allt mer planering och samordning av flygplatsens olika delar. I detta examensarbete i fysisk planering på mastersnivå vid Blekinge Tekniska Högskola kommer undertecknad att studera tre nordiska storflygplatsers gestaltning, fysiska strukturer och hur dess olika flöden samordnas rumsligt. De flygplatser som har valts ut för studien är Gardemoen norr om Oslo, Arlanda norr om Stockholm samt Kastrup i sydöstra Köpenhamn. Tonvikten i arbetet kommer att läggas på terminalens utformning och gestaltning då denna har en central roll för flygplatsens primära funktion, att hjälpa människan flyga..
Upplevelser av att leva med visshet om en nära förestående död: en litteraturstudie
Syftet med denna litteraturstudie var att beskriva personers upplevelser av att leva med visshet om en nära förestående död. Med detta menas att personer i litteraturstudien visste att de led av en terminal sjukdom, vilket innebar att de levde med progressiv obotlig sjukdom som skulle leda till funktionsnedsättning och död. 12 vetenskapliga artiklar analyserades med manifest kvalitativ innehållsanalys vilket resulterade i fyra slutliga kategorier: Att fråga sig varför och inte vilja lämna allt: att vara osäker, sårbar, rädd och frukta det okända: att befinna sig bortom all hjälp: och att njuta av livet och se döden som god. I resultatet framkom att kontroll över döden var viktigt. Önskan om kontroll kan öka betydelsen av sjuksköterskors reflektion beträffande inställningen till önskan om dödshjälp, eftersom denna önskan kan ge upphov till etiska konflikter.
Naturlig haptisk kraftåterkoppling från volymdata
As the volumes are entering the world of computer graphics the pure volume visualisation becomes a more important tool in for example research and medical applications. But the advance in haptics --- force feedback from the computer --- is behind. In volume haptics no equal to the proxy method so popular in surface haptics has yet emerged. Some implementations of volume haptics even use surfaces as intermediate representations so that surface haptics can be used.The intention of this work was to create natural feeling haptic feedback from volumetric density data using pure volume haptics. The haptic algorithm would be implemented in Reachin API for the Reachin Desktop Display, together with other parts to build up a usable volume visualisation environment.To achieve the feeling of stiffness and friction dependent on tissue type, a proxy based method was developed.
Ideologier i biblioteksbyggnaden ? en fallstudie av Arlövs bibliotek
Library architecture today is a complicated history. Public libraries are no longer merely a place for book storage, but also a virtual library a social meeting place and a place for study. All these diverse tasks and roles emerge in the democratic designing process of a new library and also transform into the architecture. The underlying process is the evaluation and negotiation of the libraries overall tasks and ideas, ideals and values. Multiple ideologies are incorporated in library architecture.
Optimera för användarmedverkan - Designlösningar med spelmekanik för interaktiva funktioner. Optimize for User Participation - Design Solutions with Game Mechanics for Interactive Functions
I denna uppsats underso?ker vi hur principer fo?r spelmekanik pa?verkar anva?ndares bena?genhet att bidra med inneha?ll pa? interaktiva webbplatser. Genom en empirisk studie av kvalitativ art ja?mfo?r vi tva? versioner av en testsajt, med spelmekanik implementerat i den ena versionen.
Vi kommer fram till att spelmekanik fo?r att motivera anva?ndare att skapa inneha?ll kan designas utefter tre huvudsakliga delar; regler/struktur, ma?l och delma?l samt vinster. Regler och struktur a?r vad som a?r mo?jligt eller tilla?tet att producera samt kvalitetskrav pa? inneha?llet.
Att leva i en aktiv värld - svenska och danska barns umgänge med pedagoger i en virtuell värld
In my study I have participated at the Fifth Dimension / Active Worlds site in
Villa Gymnastiken in Ronneby, where I have worked both as an assistant to the
project leader and as a researcher, but also as a participant together with the
children. The children are working in a virtual world called Femtedim, created
in a internet-based program named Active Worlds Education Universe. The
Femtedim-world are bridging together two physical worlds in Ronneby and
Copenhagen.
My main focus is on an intervention that occurred in the 12th of March when the
research-team in Copenhagen, which runs the project in Denmark, decided to
create a new challenge for the children since some of them started to get
bored. They added gravitation to the Femtedim-world, which lead to a few
different reactions among the children. Most of the children didn´t like it and
were very hostile towards the idea that they would not be able to fly around
freely in the Femtedim-world.