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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.
31

On access network selection models in heterogeneous networking environments

Andersson, Karl January 2008 (has links)
This thesis proposes and evaluates architectures and algorithms for access network selection in heterogeneous networking environments. The ultimate goal is to select the best access network at any time taking a number of constraints into account including user requirements and network characteristics. The proposed architecture enables global roaming between access networks within an operator's domain, as well as across operators without any changes in the data and control plane of the access networks being required. Also, the proposed architecture includes an algorithm for measuring performance of access networks that can be used on a number of access technologies being wired or wireless. The proposed access network selection algorithm also has an end-to-end perspective giving a network performance indication of user traffic being communicated. The contributions of this thesis include an implementation of a simulation model in OPNET Modeler, a proposal of a metric at the network layer for heterogeneous access networks, an implementation of a real-world prototype, a study of multimedia applications on perceived quality of service, an access network selection algorithm for highly mobile users and vehicular networks, and an extension of the mentioned access network selection algorithm to support cross-layer decision making taking application layer and datalink layer metrics into account. / Godkänd; 2008; 20080910 (ysko)
32

Net-based Learning and the mStar Environment

Synnes, Kåre January 1999 (has links)
This licentiate thesis focuses on how to design a robust and flexible environment for net-based learning. The environment is required to be scalable for large groups, robust over lossy networks, flexible to meet different learning scenarios, and support interactivity. The mStar environment presented in this thesis has been developed to meet these requirements. The environment is scalable through the use of IP multicast and a server-less design. Robustness is achieved by separating traffic by loss tolerance, where traffic that accept no loss uses a reliable multicast protocol and traffic that can accept some loss uses repair techniques. To enhance robustness even further, network resource management is suggested. Everything from small group meetings to large lectures is supported, which together with the possibility to use the tools asynchronously gives the flexibility needed. The tools in the environment are fully symmetric, which allows everyone equal access and thus supports full interactivity. Students using the mStar environment is no longer bound by physical distance, since they can easily take part of lectures, seminars and group discussions electronically. They can also be connected via not multicast enabled low bandwidth networks, since they can tunnel concentrated traffic to thir local hosts. The students are also less bound by time, as they can use the mMOD system to access recorded sessions or the WWW to access course information. / Godkänd; 1999; 20070403 (ysko)
33

Realistic virtual hands: Exploring how appearance affects the sense of embodiment

Nordin, Johan January 2017 (has links)
How would you react if you looked down on your hands and they had been replaced with someone else’s hands? This is the case for virtual reality applications that incorporate virtual hands, all applications have their own representation of virtual hands but none takes the user’s own hand into account. For this reason, we have created a framework that allows to customize geometric features of existing hand models towards a more personal hand representation. We have designed and conducted an experiment to study sense of ownership of four virtual hand representations. It was found that participants pay attention to size of the hand and the length of the fingers but do not necessarily consider the virtual hands as their own. We believe that a virtual hand that truly creates the impression of one’s own hand may benefit educational, training or rehabilitation virtual reality applications. In order to achieve this, our conclusion is that a certain extent of size, shape and appearance of the user’s hand need to be considered.
34

Sociala medier på arbetsplatsen : En studie i hur internkommunikationen påverkas av införandet av sociala medier som intranät på arbetsplatsen. / Social media in the workplace : A study about how internal communication is affected by social media as intranet in the workplace.

Djupfeldt, Sara, Jansson, Andrea January 2016 (has links)
No description available.
35

En generationsfråga: Beteende och attityder kring säkerhetskopiering av personlig data. / A generational issue: Behavior and attitudes regarding personal data backup.

Dokakis, David, Walker, Oskar January 2016 (has links)
Denna rapport presenterar en jämförelse av beteende kring säkerhetskopiering av personlig data mellan millenniegenerationen och äldre generationer. Studien har en kvantitativ ansats som använde sig av online-enkäter för datainsamling. Studien jämförde vilka attityder och tidigare erfarenheter som påverkar beslutet om att säkerhetskopiera. The Protection Motivation Theory (PMT), korrelationer, hypotesprövning och signifikansanalys har använts för att analysera insamlad data. Resultatet visar att det finns skillnader mellan generationerna i beteende omkring säkerhetskopiering. / A generational issue: Behavior and attitudes regarding personal data backup. This report presents a comparison of the attitudes and behaviour towards backup of private data existing between millennials and the older generations. This is a quantitative study which used online surveys to gather data from the two different groups. The study aims to establish if there is any difference between the groups when it comes to the actual action of backing up private data. Further on it compares what attitudes and earlier experiences affects the decision to backup. The conclusion will be based on the analysis of the gathered data. The Protection Motivation Theory (PMT) will also be used to analyse parts of the data. The results show that there are differences between generations in the behavior regarding whether they perform backups.
36

En Studie i Känslor - Hur väl uppfattas emotionella ansiktsuttryck hos en Disney-karaktär av åskådare? / A Study in Emotion: How well are emotional facial expressions found in a Disney character perceived by viewers?

de Flon, Oliva January 2017 (has links)
Animerad film blir alltmer populär och i takt med detta ökar kraven hos tittarna på verklighetstrogna och relaterbara animerade karaktärer. En stor del av det som gör en animerad karaktär relaterbar är dess ansiktsuttryck och förmåga att uttrycka igenkänningsbara känslor. Därför behandlar denna rapport en studie som undersöker hur väl emotionella ansiktsuttryck i en traditionellt animerad Disney-film uppfattas av åskådare. Studien tar stöd i ett antal teoretiska källor som behandlar ämnen såsom överdrift i animering, digitalisering av tecknande samt emotionell uttrycksfullhet. För att genomföra undersökningen användes en kvantitativ enkät och en kompletterande ingående intervju som datainsamlingsmetoder. Studiens resultat var att hälften av enkätrespondenternas svar, samt två av tio av intervjurespondentens svar, stämde överens med de svar som författaren bestämt var korrekta utifrån filmens kontext. Slutsatsen var därmed att den emotionella uttrycksfullheten inte förmedlas bra, men även att en annan sorts studie krävs för att göra en mer rättvis bedömning av frågan.
37

Adaptive Hardware-accelerated Terrain Tessellation

Cervin, Albert January 2012 (has links)
In this master thesis report, a scheme for adaptive hardware terrain tessellation is presented. The scheme uses an offline processing approach where a height map is analyzed in terms of curvature and the result is stored in a resource called density map. This density map is then bound as a resource to the hardware tessellation stage and used to bias the tessellation factor for a given edge. The scheme is implemented inside FrostbiteTM2 by EATM DICETM and produces good results while making the heightfield rendering more efficient. The performance gain can be used to increase the rendering detail, allowing for better visual appearance for the terrain mesh. The scheme is currently implemented for hardware tessellation but could also be used for software terrain mesh generation. The implementation works satisfactory and produces good results with a reasonable speed. / I den här rapporten för examensarbete presenteras en algoritm för att utföra adaptiv hårdvarutessellation av terräng. Algoritmen använder sig av ett offline-steg där ett höjdfält analyseras med avseende på kurvatur och resultatet lagras i en densitets-karta. Den här densitets-kartan används sedan som en resurs i hårdvarutessellationen där den påverkar en tessellationsfaktor för en given triangel-kant. Algoritmen har implementerats i spelmotorn FrostbiteTM2 skapad av EATM DICETM och producerar goda resultat samtidigt som den gör rendering av terrängen effektivare. Detta medf¨or att detaljnivån för terrängrenderingen kanökas, vilket i sin tur leder till en visuell förbättring. Algoritmen är för närvarande endast implementerad för hårdvarutessellation men skulle också kunna användas för mjukvarugenerering av terrängens geometri. Algoritmen fungerar tillfredsställande och producerar goda resultat med en acceptabel hastighet.
38

Analys av fyra svenska företags kundtidningar : Kundrelation och varumärke byggs när redaktionellt material anpassas för både tryck och webb / Analysis of four companies customer magazines : Customer relations and brands are built when editorial content is adjusted for publishing in both print and digital

Duné, Linnéa January 2015 (has links)
This paper aims to clarify how four customer magazines and digital versions of the magazines are being used by their target group. It focuses on the Ikea customer magazine specifically. After the analysis the conclusion is that out of the four companies customer magazines only one, Ikeas Live magazine, fully re-used the editorial content from the printed magazines on their digital platform. The interviewees were six readers of Ikeas customer magazine Live and two experts from a Stockholm based content firm. After the conducted interviews it became clear that none of the interviewees read the digital version of Ikeas magazine Live. They were not aware of its existence. According to the experts, the content should always be re-used. Not straight of but adjusted to the tone of voice that each digital platform has. The printed version and the digital version of a customer magazine should interplay with each other so it creates a pull to mainly the digital platforms where most of the content rests. All this to create the best customer experience.
39

Redesign av en hemsida : Med sökmotoroptimering och användbarhet i fokus / Redesign of a website : With focus on search engine optimazation and usability

Lundberg Finnsson, Johanna January 2015 (has links)
This paper describes the redesign of a site (Kolonn.se). Some of the problems with the site were a lack of structure and a design that was unclear both visitor and search engines. The site now has a new design and structure that has been taking form in Axure prototypes that has been tested and applied into WordPress. The results are a site with a new main menu, new graphic profile and logo. Also SEO-adapted content such as correctly structured headers, meta tags, descriptions and key words that has been implemented in the content. In the creation of the site I have used WordPress, CSS, HTML and some PHP.
40

Improving the visual quality of computer generated crowds for feature film production

Englesson, Dan January 2012 (has links)
In this thesis, several different methods for improving the visual quality of a crowd system for feature film production are presented. The implementations were made for the Moving Picture Company for their crowd system software ALICE. The methods implemented and presented in this thesis have made improvements on the basic skinning methods by introducing twisting and scaling of the bones with a method called Stretchable and Twistable Bone Skinning. Also, complex and detailed deformations on crowd characters such as muscle bulging and wrinkles on clothes, are now possible due to the implementation of Pose Space Deformation methods which interpolates stored complex and time-consuming deformations onto a mesh. Several known pose space deformation methods were implemented and compared and resulted in an other method trying to reduce the current pose space deformation method’s limitations and is presented as Three-Joint Pose Space Deformation. In this thesis, a novel method for Dynamic Pose Space Deformation is also presented and a dynamic spring-damper approximation deformation method was also implemented, enabling crowd characters to have dynamic effects, such as jiggling of fat and muscle bouncing, due to joint accelerations.

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