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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Developing tools for streamlining the map creation process in Minecraft

Johansson, Simon January 2021 (has links)
This thesis gives an understanding of how to develop tools for streamlining the map creation process in Minecraft. The thesis was done in collaboration with House of How. To study how to streamline the map creation process the subject was researched thoroughly. A literature study and 8 interviews with experts in the field were conducted to gather information and find pain points in the current way of creating maps and to get a better understanding of the subject. Prototyping and user tests were then created based on that information. There was 2 lo-fi prototypes with 2 user tests, 1 Hi-Fi prototype with 1 user test. Lastly, a tool was developed for House of How based on these findings. The results from interviews showed that there is an abundance of logistical issues while creating maps, which could potentially be solved by a tool. To make changes in a map, multiple operations has to be done in order for the changes to function correctly. To highlight the issue, here is an example of one pain point, creating a new block requires textures in the correct folder and JSON entries in multiple different JSON-files. This makes it time consuming to implement a single block to a new map. By creating prototypes based on the interview findings and developing them through user tests, we have started to come to grips with a design for a tool to streamline the map creation process. The resulting hi-fi prototype, developed in WPF C\#, is also the initial implementation of the tool for House of How. The conclusion is that functions that should be implemented in a tool used for streamlining the map creation process is: A way to create a new map. Functions for creating/editing and importing entities. Functions for creating/editing and importing blocks. How these should be implemented remains to be discovered, this thesis provides an alternative of how this could be done. / Denna studie innehåller information om utvecklingen av ett verktyg för att effektivisera skapandet av världar i spelet Minecraft. Studien gjordes i samarbete med företaget House of How. För att undersöka hur skapandet av Minecraft-världar kan effektiviseras har ämnet i sin helhet forskats genomförligt. En litteraturstudie och 8 intervjuer med experter inom ämnet utfördes för att samla in information och hitta eventuella problem med skapandet av Minecraft-världar idag, det gjordes även för att få en bättre förståelse för ämnet. Prototyper och användartester skapades baserat på den insamlade informationen. 2 lo-fi prototyper med 2 användartester, 1 hi-fi prototyp med 1 användartest skapades. Till sist, började utvecklingen för verktyget åt House of How baserat på resultatet från forskningen. Resultaten från intervjuerna visar att det finns ett flertal logistiska problem i samband med utvecklingen av Minecraft-världar, vilket möjligtvis kan lösas med ett specialiserat verktyg. För att göra förändringar i en värld behövs ett flertal handlingar utföras för att ändringarna ska fungera på korrekt vis. Här kommer ett exempel för att understryka problemet. Att skapa ett nytt block kräver texturer i rätt mapp och ett flertal JSON referenser till den texturen och hur den ska användas i olika filer. Detta gör det väldigt tidskrävande att implementera ett enda block till en ny värld. Genom att ha skapat prototyper baserat på resultatet från intervjuerna och fortsatt utvecklat dem genom användartester, har vi börjat närma oss en design för det slutgiltiga verktyget som ska effektivisera skapandet av Minecraft-världar. Den resulterande hi-fi prototypen, utvecklad i WPF C\#, är även den första implementationen av vertyget som överlämnas till House of How. Slutsatsen är att funktioner som borde implementeras i ett verktyg som ska effektivisera skapandet av Minecraft-världar är de följande: Ett sätt att skapa nya världar. Funktioner för att skapa, redigera och importera entiteter i världar. Funktioner för att skapa, redigera och importera block i världar. Hur dessa funktioner borde bli implementerade återstår att utforska, denna studie ger ett alternativ till hur detta kan göras.
2

Citizen's Perspectives on Municipalities' E-Services : A Study about how a Municipality works with their E-Services and how they involve the Citizens

Hedlund, Elin January 2020 (has links)
Digitalization and e-services are a hot topic within the Swedish municipalities today. There are a lot of discussions about how the municipalities can improve their services with the help of digital tools. However, the one thing that is often missed is what the citizens or end users' needs and want from a service. Through a mixed method approach, this research is looking into how one municipality in the western part of Sweden are working with their e-services and what the citizens think about them. In the study, the results show that the municipality needs a general strategic position in relation to digitalization. The research also show that it is more about the process and journey for both the employees and citizens rather than a question about which digital tool or service that they should use. The municipality is in the initial phase of digitalization and they need to have both the employees and the citizens on board to be able to succeed.
3

Effectivization of GAD ELISA : Method-transfer from Dynex DSX to Tecan Freedom EVOlyzer

Bernal Salazar, Juan Manuel January 2022 (has links)
Due to a growing demand and need for faster results, effectivization as a concept has been pushed to the forefront of medical research. Here, a method transfer between 2 fully automized ELISA instruments is highlighted. The instruments were the Tecan Freedom EVOlyzer and the Dynex DSX.  The Tecan instrument is a more modern instrument with a more extensive LIMS integration, better automatization and increased capacity for samples and assays. The method being transferred was an Anti-GAD ELISA for the diagnosis of Type 1 Diabetes Mellitus. The study design was a result comparison of 20 samples with varying Anti-GAD concentration and 15 replicates of a single sample for a precision study. To successfully transfer the method, acceptance criteria concerning percentual difference in result, intermediate precision, and repeatability had to fall below 20 %. The assay was set up as a sandwich ELISA in accordance with the kit used at the laboratory (Euroimmun), where each sample was set as duplicates. Preliminary programming and testing was performed to ensure proper function. An average bias of +33 % was reported, as was an intra-run variation and an inter-run variation of ca 11 %. Additionally, a recurring issue with samples and calibrators in specific locations on the plate was reported. The issue was deemed systemic and possible solutions include changing programming parameters, or instrument part replacement. Ultimately the method transfer was left incomplete, and several technical details must be overcome before taking Anti-GAD analysis into routine use on the instrument.
4

Nový kapitalismus jako příčina a důsledek efektivizace společnosti / New Capitalism as a Cause and a Result of Effectivization of Society

Hrabánková, Anežka January 2013 (has links)
Given the breadth of the concept of new capitalism and possible topics that present themselves here, the main objective of this work is especially presentation of new capitalism as reflected in sociological literature and reference to its highly efficient nature. The work is also a reflection on key topics opened by leading theoreticians of contemporary capitalism. Using Weberian sociology, the work seeks to capture the development of capitalism and to grasp new contemporary capitalism. The development of capitalism is described by the development of three important aspects that appear early in modern capitalism which are important during its whole history up to the present. It is the development of the phenomenon of work, consumption and time. For these three phenomena, the presented work deals in particular with their tendency to become increasingly more efficient. Efficiency is part of the rationalization process; the work uses a more suitable term for contemporary Euro-American society - effectivization (efficiency boost of society), due to its ubiquity and topicality, and also due to the fact that current changes are being legitimized under the designation of efficiency. Where the logic of money takes control (at the market), thinking is being rationalized and resources are being used more...
5

DIGITALISERINGENS EFFEKT PÅ BYGGPRDUKTIONEN : En studie om fördelarna och utmaningar med digitalisering i produktionsmiljö samt hur digitaliseringen kan påskyndas.

Abdulle, Adan, Ali Ahmed, Adnan January 2020 (has links)
Purpose: The purpose of this study is to analyse the positive impact of digitization on the production environment and challenges that may come along with digitalization. This study goes further on to looking into how to increase the use of digital tools. Method: The method used in this study is mainly based on an interview study, where interviews are carried out with expertise of the field of digitization. Literature study was used to compliment the interview study with previous scientific studies on the field. The literature used is based on scientific articles, reports, government reports and relevant previous studies related to the subject. Results: The results from the interview study showed that the use of digital tools had positive impact on the construction stage. The most important benefit of digitization is the information management. There are also economical and work environmental benefits as well as higher work productivity. However, there are no exact figures showing these profits. The result also shows what challenges can be encountered and how these challenges can be best avoided. In addition, this study highlights how the industry should go about increasing the use of digital tools. Conclusion: The conclusions that can be drawn are that digitization has positive impact in construction, but challenges can arise. These challenges can be avoided through cooperation between companies and participantes to achieve a more digitized construction stage.

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