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316 Uppsatser om Virtual currency - Sida 9 av 22
Priset är inte allt - en studie av svenska storföretags finansiering
This thesis describes how large Swedish companies finance their debt and identifies some factors that affect their decisions. The study is based on 10 well-known companies of which 9 are listed on Nasdaq OMX Nordic. The results show that the companies display several similarities concerning their debt structure and the factors which their choices are based upon. All companies in this study primarily use corporate bonds for their long-term borrowing, commercial papers for the short-term borrowing, and bank-facilities as back-up. There is a tendency that smaller companies in larger extent use bank-loans for long-term borrowing due to larger emissions costs when using market financing.
Konservera eller kassera - förvaring och vård av biblioteksmaterial på 40 svenska folkbibliotek
This thesis is based on an investigation to find out in what way 40 Swedish public librarieskeep and preserve their library materials. The investigation is based on inquiries sent outto the libraries. It deals with the keeping of books with regard to external factors which havedestructive effects on library materials as well as the safety at the library buildings. It is, aswell, about the preserving work being done at the libraries.Comparisons are made with literature and accounts about preserving measures and recommendationsregarding appropriate environment in premises and depositories. The resultsshow great differences between the libraries as to the library environment, i.e.
Time and architectural representations: the illusion of being eternal
Att beskriva en byggnad som tidlös är bland det finaste en kan säga. Några av världens mest uppskattade byggnader har beskriv- its som just det, tidlösa. Hur kommer det sig att en av den finaste komplimangen och erkännandet en byggnad kan få, egentligen är intetsägande?
Tiden går ständigt och det finns ingenting någon kan göra för att ändra det. Människor, djur och även byggnader utvecklas och åldras.
Effektivisering av byggproduktion med VDC och förstärkt verklighet : Streamlining construction work with VDC and augmented reality
Virtual Design and Construction (VDC) is currently used more and more within construction design and planning as well as construction as a streamlining tool aiming to improve communication and decrease the number of construction defects. VDC is constantly developing, but what comes next? The augmented reality (AR) technology is currently not used within construction in Sweden but should be considered as the next step in line regarding the integration of reality and digital information. Using this technology design can become reality even before it?s actually built.The purpose of this study has been to carry out an inventory of the existing AR technology and its shortcomings, and also to identify possible applications within the construction phase.
Svårigheterna med försäljning av kläder på Internet
This thesis has enlightened how consumer behavior is when buying clothes via the Internet and the problems and difficulties that could face the companies. This study was conducted through interviews with people that have bought clothes through the Internet, traditional catalogues and real stores. The conclusions showed that the Internet is as suitable as traditional catalogues for buying clothes. Another dimension were put to the aspect of availability to a virtual mall in the design of the catalogues. Finally, it is in the best of the e-business companies interest to study how e-catalogues should be structured and designed for the consumers..
EMU till varje pris? : Spårbundenhet i beslutsfattandet angående EMU
In 2002, the euro as a common currency did replace the national currencies in the EU member-states that did choose to take part in the EMU. It was then viewed as one of the greatest accomplishments ever to be made by the EU. However, during the latest years, the economic situation has deteriorated in several EMU member-states. This affected the whole euro-area and the current situation is referred upon as the euro-crisis. In 2011, at the time of the euro-crisis, the Heads of State or Government of the euro-area did reaffirm their full commitment to strengthen EMU.
Valutamarknadens effektivitet - En studie av växelkurser utifrån UIP med förväntningar
This essay discusses and evaluates the international currency market in regards to efficiency. To prove the theory that, the difference between expected and actual exchange rates is explained by the difference in expected and actual interest rates and the difference in expected and actual inflation between countries, a model was developed. This model was inspired by the paper of Sebastian Edwards (1982), and is based on three theories; UIP, IS/LM and the Efficient Markets Hypothesis. The model uses 16 regressions estimated from three pairs of curriencies: $/SEK, £/SEK and ?/SEK.
En studie av den gestaltande handlingen : att förstå upplevelsen av en egen gestaltningsidé
The action where form is given to inner thouhts and ideas is a creativ course of events which is difficult to grasp. The main purpose is to research how such an action can appear and function. The method which is used to research this purpose is the qualitative interview. The respondent?s inner descriptions and thoughts about a particular phenomenon is what the qualitative interview aims to elicit.
Virtuellt musikaliskt lärande - Hur en gitarrlektion fungerar över Internet
Den här studien har genomförts för att undersöka hur en gitarrlektion fungerar över internet och hur den upplevs av dess användare. Undersökningen har genomförts genom att jag och två av mina gitarrelever har utforskat två olika gitarrhemsidor. Vi har tagit lektioner från dessa sidor. Där visas materialet genom video, ljud och med eller utan tabulatur. Därefter har mina elever intervjuats där de bland annat har fått svara på frågor om vad de tyckte om hemsidan, lektionen och lärarens kvalitet och hur det kändes att inte ha en lärare närvarande vid lektionstillfället.
Värderelevansen av Dirty Surplus Accounting Flows i Svenska Storbolag
Since the implementation of the revised IAS-1 in January 2009, the income statement has changed in order to include what is called dirty surplus accounting flows (DSF). Using data for the period 2005-2009 regarding large cap companies listed on the OMX Stockholm we identify DSF in Swedish accounting. First, we present some descriptive statistics on aggregated and individual DSF in Sweden. We find that aggregated DSF and individual items related to securities are significantly positive over time. Second, we perform a regression on returns to test for value relevance and find that aggregated DSF and individual items related to currency translation differences and cash flow hedges are value relevant in explaining returns.
Projektledning för kreativitet : En fallstudie om hur projektledare skapar förutsättningar för kreativitet i ett distansbaserat datorspelsutvecklingsprojekt
Companies and projects often face the challenge of creating something new to increase their competitiveness. In this process of creating something new creativity is an important factor. By using a creative approach and utilizing creative processes new innovations emerges. An industry that has grown in recent years is the computer games industry. Competition is fierce and for the companies to succeed, the product need that extra something to make it stand out among all the produced games.The project manager's role in the creative process and the ability to be creative within a distance based company is not something highlighted by previous research.
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..
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.