Sökning: "library"

Visar resultat 21 - 25 av 4463 uppsatser innehållade ordet library.

  1. 21. Fortsätt och Gör : En Kvalitativ Studie av Bibliotekens Arbete med HBTQ+-ungdomar.

    Kandidat-uppsats, Umeå universitet/Sociologiska institutionen

    Författare :Lovisa Munter; Adam Sihlén; [2024]
    Nyckelord :low-intensity meeting place; empathetic services; HBTQ -ungdomar; HBTQ-ungdomar; tematisk analys; låg-intensiva mötesplatser;

    Sammanfattning : LGBTQ+-youth under the age of 18 is a vulnerable group with few accessible meeting-places. We wanted to examine the library’s role in facilitating a meeting-place for this group, through qualitative interviews with various library personnel. The in-terviews were analyzed using Braun & Clarkes (2006) process for thematic analysis. LÄS MER

  2. 22. XZDDF Bootstrapping in Fully Homomorphic Encryption

    Master-uppsats, Lunds universitet/Institutionen för elektro- och informationsteknik

    Författare :Simon Ljungbeck; [2024]
    Nyckelord :Fully Homomorphic Encryption; Homomorphic Encryption; Bootstrapping; Blind Rotation; XZDDF; Technology and Engineering;

    Sammanfattning : Despite the vast research on the topic in recent years, fully homomorphic encryption schemes remain time-inefficient. The main bottleneck is the so-called bootstrapping, whose purpose is to reduce noise that has accumulated after having performed homomorphic operations on a ciphertext. LÄS MER

  3. 23. 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. 24. Ungas läsning. En logistisk regressionsanalys av hur socioekonomi och födelseland påverkar läsningen bland unga

    Kandidat-uppsats, Lunds universitet/Statistiska institutionen

    Författare :Vanessa Sevedag; [2024]
    Nyckelord :läsning; unga; socioekonomi; födelseland; föräldrars utbildningsnivå; Mathematics and Statistics;

    Sammanfattning : Previous reports and studies have found that gender, socioeconomic status, migration background and education are important factors in explaining reading amongst young people. A previous report from the Swedish Agency for Youth and Civil Society indicate that there are differences in reading depending on gender and birth country using confidence intervals. LÄS MER

  5. 25. The State of Live Facial Puppetry in Online Entertainment

    Magister-uppsats, Linköpings universitet/Medie- och Informationsteknik; Linköpings universitet/Tekniska fakulteten

    Författare :Lisa Gren; Denny Lindberg; [2024]
    Nyckelord :Facial Puppetry; Face Tracking; Real-time Rendering; Motion Capture; Computer Vision; 3D Modeling; Virtual Avatars; Augmented Reality; Machine Learning; Game Development;

    Sammanfattning : Avatars are used more and more in online communication, in both games and socialmedia. At the same time technology for facial puppetry, where expressions of the user aretransferred to the avatar, has developed rapidly. LÄS MER