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1282 Uppsatser om Computer prototypes - Sida 1 av 86

Linné hemvård : En grafisk profil till ett nystartat företag

The purpose of this work is to develop and test a design process where quick decisions and model building has a prominent role. The goal is to develop a number of products and build prototypes to be shown during the Carl Malmsten Furniture Studies spring exhibition 2012. I?m also writing a report describing my work.To reach my goal I have each day during the first phase conducted a short research and found a concept based on that days name day. Then I have continued in the workshop and worked with three-dimensional models.

Gummitryck eller Photoshop : Kan gummitryck motiveras om det går att få samma resultat digitalt?

The purpose of this work is to develop and test a design process where quick decisions and model building has a prominent role. The goal is to develop a number of products and build prototypes to be shown during the Carl Malmsten Furniture Studies spring exhibition 2012. I?m also writing a report describing my work.To reach my goal I have each day during the first phase conducted a short research and found a concept based on that days name day. Then I have continued in the workshop and worked with three-dimensional models.

Produktkalendern : - en alternativ designprocess med namnsdagar som utgångspunkt.

The purpose of this work is to develop and test a design process where quick decisions and model building has a prominent role. The goal is to develop a number of products and build prototypes to be shown during the Carl Malmsten Furniture Studies spring exhibition 2012. I?m also writing a report describing my work.To reach my goal I have each day during the first phase conducted a short research and found a concept based on that days name day. Then I have continued in the workshop and worked with three-dimensional models.

En laptop till varje elev : en studie om gymnasieskolans satsning på datorer i undervisningen

The aim of this study is to highlight the computer as a learning resource in the education and give us knowledge about how the students uses the computer in year one in a selected High School where one computer per student were introduced in autumn 2011. The aim is also to contribute to the discussion about how the computer can become a natural learning resource for all students in all subjects, including the students in need of special support.How are the High School students using the computer?Are there differences in computer use, whether the student is in academic or vocational program?Are there differences in computer use between boys and girls?Do the student experience that the digital competence is increasing together with if they experience the computer as aid?In what degree do the teachers encourage the students to use the computer?How much do the students use the computer to learn mathematic?The study is based on a survey of all students in year one in a municipal High School.The result of the study is showing that the students first of all use the computer to play music, surf the Internet and to be logged in on social media (eg. Facebook). The students have learned to use the computer for the tasks they need, although the teachers don?t encourage the students to use the computer in any higher means, not in mathematics and not in other subjects.

Usability i relation till Likeability : Ett nedslag i en designprocess för en webbproduktion

This report examines the relationship between usability and subjective judgmentsabout aesthetic and emotional aspects of users of a web production. Through thedevelopment of two prototypes that reflects different aspects of usability and subjectiveassessments examined the consequences of a differentiation of the concepts andUsability and Likeability. Thereafter, an evaluation of the two prototypes are madethrough user testing. Finally, the results of the evaluation is presented and are relatedto the concepts of usability and likeability. .

Ungdomar och datorn : Vilken roll spelar datorn i ungdomars liv?

How does the computer influence teenagers' lives. I interviewed five young people, and gave a questionnaire to another 47, about this.What I found was that they were aware of and handled well the risks with the Internet and the computer, but had problems with the computer taking too much of their time. They wanted more time for their families and outdoor activities. It was mainly the Internet that seemed to have an influence on the teenagers, not the computer as a machine. They told me that there was a rough climate on the Internet, partly because of the possibility of being anonymous.

Datorspel till nytta eller nöje? En intervjuundersökning utifrån folkbibliotekariers perspektiv

This Masters thesis concerns computer games in Swedish public libraries. We have investigated the opinions of public librarians concerning what they think about computer games, and to what extent they believe it should be a part of the public library. The method we have chosen is qualitative interviews. The theory we have used is a pedagogical literature strategy, which we have reformulated so that it fits our investigation. The results show that the interviewed public librarians think that the library should offer computer games for children and youths to use at the library, and that they should offer computer games for lending, to all the library users.

Från DOOM till Krakel Spektakels ABC - Datorspel och lekfulla datorprogram för barn och ungdom på svenska folkbibliotek

This thesis is an attempt to study computer games and playful computer programs for childrenand youth at Swedish public libraries. The main method used, is qualitative interviews.The main reason the libraries in the study offer computer games and playful computer programsto their users, is that every member of the society shall have opportunity to use newtechnology such as computers and computer programs. The users of this media are for themost part boys. The librarians in our study wish to have pedagogical games and programswithout violent themes at their libraries. Lending computer games and computer programs isnot of any priority for the libraries..

Användarinvolvering i ett systemutvecklingsprojekt -Är det effektivt?

In most software engineering project, users are only involved in the beginning of the project as a help to design the requirements specification but users can be involved after this phase too, but is it effective to do so? With this report we would like to investigate how effective it is to involve users after the requirements specification has been written and approved. To find out how effective it is to involve the users we try some fast and simple involvement techniques on a quite far gone project. These techniques include ethnographic studies, prototypes and surveys. We also interviewed a couple of people who work with usability and finally delivered a report with our results to them to find out if they found our result relevant. By also documenting how much time we spent involving users we will show to which degree user involvement is effective. We found out that a couple of fast techniques could get very much result in the form of usability enhancing suggestions to the developers.

Malmöspanaren - En digital plattform för deltagande förvaltning av Malmö stads cykelvägnät

In this project we have explored digital tools for service management on the bicycle paths of Malmö. This was done through the participation of citizens in order to attempt to discern how such interactions can be eased using a mobile app, as well as how this app can be designed in order to appear trustworthy with user friendly interactions. We have explored this field by using goal-oriented design through interviews, prototyping and user tests. We have created a digital prototype as a possible solution for how the interactions can be done. Throughout the process interviews were held and user tests with selected members of the user group. To explore the concepts we have used paper prototypes in order to establish the design and then defining the interactions with the help of a digital prototype. Finally we have concluded that a general app for bikers in the city would be functional and that a longer study in the effects of such an app would be interesting as a continuation of this work..

Omvandlingen av en skrivbordsapplikation till en webbapplikation

This thesis investigates how a developer can move a desktop application to the web environment. The investigation also includes finding out what are the limitations of a web application and what is not possible to move to the web from the desktop. The question is whether there is any functionality that is gained or lost in the web application after the move.A survey has been conducted to find out what types of problems occur when moving an application from desktop to the web. The authors of this thesis have developed two prototypes for a company who wants to move a limited part of their current desktop application to the web in the future. The prototypes have been developed in Silverlight and ASP.NET.The survey has revealed that one of the disadvantages of web applications is the difficulty in working with local files and hardware on the computer.

FPGA för displayhantering och grafikgenerering i fordonsmiljö

This report is part of the major thesis carried out at Stoneridge Electronics in Bromma,Stockholm during autumn and winter 2005-2006. The background to the thesis is the trendwithin the automotive industry where color displays have become more common for presentationof information to the driver, a trend that has come to the commercial vehicle market. Thepurpose of the thesis has been to evaluate whether programmable logic, with respect to FPGAtechnology, could be suitable for display control and graphics generation of these more complexcolor displays in automotive environment.Within the scope of the thesis the FPGA technology has been investigated, i.e. whatopportunities and threats there are with aspect to environmental and security requirements. Inaddition, the market of FPGAs and pre-built IP-cores has been investigated.

Utformning av kylkanaler och spånrum på superturbofräsar

This thesis describes how the chip space and coolant channels are designed in today?s mills, the ideas behind the design and what is considered to be the best method of cooling. It contains ideas on how the chip space can be simplified. It contains several concepts on how the cooling could be designed for better efficiency and manufacturability. There are also suggestions on how the cooling could be stopped when the cutter isn?t cutting.

Dataspelsarvet - klassiker och kanonisering

This master thesis deals with computer game classics and a possible computer game canon. It looks closer at four computer game genres - adventure, RPG, action and strategy - in order to discern which games are considered classics and what characterizes them. To answer the first question a quantitative research method was used. 675 computer game reviews from 5 Internetsites were examined in order to see which games are mentioned most often in this context and therefore might be considered classics. To answer the second question a qualitative research method was used.

Visualisering av marknadsstatistik

The purpose of this master thesis was to explore and develop prototypes for visualization of trade statistics in a market surveilance application. In such an anapplication a large amount of information is processed. This information is then summarized and presented to the market surveillance staff. The practical part of this thesis was done at Scila AB in Stockholm. Three prototypes were developed based on modern visualization methods.

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