Sökning: "The use of Computers"

Visar resultat 1 - 5 av 760 uppsatser innehållade orden The use of Computers.

  1. 1. IMAGINE THAT – DATORREKLAM SOM UTTRYCK FÖR SAMTIDA SAMHÄLLSIDEAL. En multimodal kritisk diskursanalys av 1980-talets reklambilder för persondatorer

    Kandidat-uppsats, Göteborgs universitet/Institutionen för journalistik, medier och kommunikation

    Författare :Esther Malmqvist; [2024-03-06]
    Nyckelord :Persondator; Marknadsföring; Medieteknologier; Sociotechnical Imaginaries; Multimodal kritisk diskursanalys;

    Sammanfattning : Until the 1970s, computers were primarily being used by universities, bigger companies or nationstates. With the invention of the microchip the average size of computers was reduced and they became more affordable, resulting in the creation of the microcomputer and eventually personal computers. LÄS MER

  2. 2. Kan man lära gamla hundar att sitta? : En kvalitativ intervjustudie om fyra äldre människors användning av digitala skärmar

    Kandidat-uppsats, Umeå universitet/Institutionen för kultur- och medievetenskaper

    Författare :Sofia Aspholm; [2024]
    Nyckelord :media-usage; elderly; uses and gratifications; affordances and constraints; adoption categories; digital screens.;

    Sammanfattning : The focus of this thesis is on how elderly people make use of digital screens. The study studies how these elderly individuals view their screen time and it highlights how they have adapted to an ever-changing media landscape. LÄS MER

  3. 3. Från kontroller till kunskap : En översikt av forskningen kring användningen av spelifiering inom historieundervisning

    Uppsats för yrkesexamina på grundnivå, Malmö universitet/Fakulteten för lärande och samhälle (LS)

    Författare :Iris Vollmer Jantsky; [2024]
    Nyckelord :education; game-based learning; gamification; gaming; historical gaming history education;

    Sammanfattning : Young people in Sweden today spend a significant amount of time in front of computers playing games, and gaming has gained a negative reputation both in the public domain as well as within the field of education. The aim of this overview is to see whether gamification, the use of video games or parts of video games, can be a valuable tool for educators to increase student motivation, engagement and knowledge of history. LÄS MER

  4. 4. A Comparative Investigation of Classical Random and Quantum Walks in Terms of Algorithms, Implementation, and Characteristics

    Master-uppsats, KTH/Skolan för teknikvetenskap (SCI)

    Författare :Naoki Moriya; [2024]
    Nyckelord :Qunatum computing; quantum walk;

    Sammanfattning : In recent years, there has been a significant development in high performance computing, driven by advances in hardware and software technology. The performance of the computers to the present has improved in accordance with Moore’s law, on the other hand, it seems to be reaching the limits in the near future. LÄS MER

  5. 5. Optimizing Quantum Computer Simulations With Data Compression & GPU Acceleration

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

    Författare :Erik Ljung; Darko Petrov; Felix Bråberg; Björn Forssén; Beata Ringmar; Jonas Hedlund; [2023-03-03]
    Nyckelord :;

    Sammanfattning : Simulating quantum computers involves high memory usage and often long execution times. For that reason the purpose of this project was to analyze whether data compression and GPU acceleration can be used to run simulations with more qubits than previously allowed. LÄS MER