Sökning: "visitor ability"

Visar resultat 1 - 5 av 27 uppsatser innehållade orden visitor ability.

  1. 1. Wi-Fi fingerprinting as a mean to measure building occupancy : A case study in an office environment

    Master-uppsats, KTH/Transportplanering

    Författare :Johan Bexhorn; Karl Kvarnefalk; [2023]
    Nyckelord :Wi-Fi tracking systems; Wi-Fi fingerprinting; footfall analytics;

    Sammanfattning : The task of collecting visitor data in an indoor environment and therein determining the occupancy of a building is an extensive task. Conventional methods are expensive, time-consuming, and often lack the ability to produce data in longer time series. Further, they often require disruption of the studied area as equipment must be deployed. LÄS MER

  2. 2. Safety in Urban Spaces using Urban Planning: a Comparative Study in Bogotá, Colombia

    Master-uppsats, Lunds universitet/Institutionen för arkitektur och byggd miljö

    Författare :Sara Sandefeldt; [2023]
    Nyckelord :Urban planning; Bogotá; Colombia; safety; urban design; urban spaces; women; gender; fear Stadsplanering; trygghet; publika rum; kvinnor; kön; rädsla; Arts and Architecture;

    Sammanfattning : Many cities around the world are facing the same challenges when it comes to the ability for women to move around and feel safe in public spaces. For women, using public spaces entails fear of sexual violence and of being attacked, which forces them to always be vigilant and reduces their quality of life. LÄS MER

  3. 3. Investigation of Key Performance Indicators for Multi-Functional Arenas : A Case Study on Avicii Arena and Annexet

    Master-uppsats, KTH/Skolan för industriell teknik och management (ITM)

    Författare :Kevin Lai; [2023]
    Nyckelord :Stockholm Globe Arena Fastigheter AB SGAF ; Avicii Arena; Annexet; Key Performance Indicators KPI ; events; visitors; electricity consumption; heating consumption; cooling consumption; Data reduction; energy consumption; fluctuations; energy systems; Correlation Analysis; outdoor temperature; event types; Stockholm Globe Arena Fastigheter AB SGAF ; Avicii Arena; Annexet; Nyckeltal; evenemang; besökare; elektricitetsförbrukning; värmeförbrukning; kylförbrukning; Data reduktion; energiförbrukning; fluktuationer; energisystem; korrelationsanalys; utomhus temperatur; evenemangstyper;

    Sammanfattning : This thesis is a collaboration with Stockholm Globe Arena Fastigher AB (SGAF) and focuses on a case study involving the multi-functional arenas Avicii Arena and Annexet in Stockholm, Sweden. The objective of this study is to investigate Key Performance Indicators (KPI) that can sufficiently measure and evaluate monthly and yearly electricity, heating and cooling consumption while considering events and visitors. LÄS MER

  4. 4. Digital Differences within Cultural Cornerstones : A Case Study of the Digital Tools and Implementations at the Museum of Ethnography in Stockholm

    Magister-uppsats, Uppsala universitet/Institutionen för ABM

    Författare :Wilma Enström; [2023]
    Nyckelord :Digital Humanities; New museology; Digital tools; Digital implementations; Sweden; Cultural heritage museums; Museum visitors; Educational games; Museum employees;

    Sammanfattning : This thesis presents a case study conducted at the Museum of Ethnography in Stockholm, focusing on the digital tools and implementations within the exhibitions of the museum. It aims to explore the perspectives and interactions on digital tools and implementations of both museum employees, and visitors, examining the potential discrepancies that may arise. LÄS MER

  5. 5. DEVELOPMENT OF IMMERSIVE EXPERIENCE FOR THE RECONSTRUCTION OF A VINTAGE CINEMA THEATRE - Explore techniques of game design and immersive technology to recreate the experience of exploring the Flamman cinema building

    Master-uppsats, Göteborgs universitet/Institutionen för data- och informationsteknik

    Författare :PETRA BÉCZI; [2021-11-03]
    Nyckelord :virtual reality; Oculus Quest 2; preserving cultural heritage; Blender; Unity game engine; game design and development; haptics; immersive simulation; motion sickness; technological affordances; computer graphics; performance optimization; play testing and observation; interview; thematic analysis;

    Sammanfattning : Virtual reality (VR) made cinema applications today can be considered as simple media players that are often set in a fictions environment without the privilege of explorability given to the user - who from the start remains seated in the virtual world. That is due to the definition of user control which is restrained to the extent that the controllers are moderated to the definition of interaction with graphical user interfaces such as media player buttons. LÄS MER