Tesi sul tema "Computer"

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1

Webster, Linda D. "Measuring change in computer self-efficacy and computer literacy of undergraduates in an introduction to computers course /". free to MU campus, to others for purchase, 2004. http://wwwlib.umi.com/cr/mo/fullcit?p3164548.

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Frisk, Henrik. "Improvisation, computers and interaction : rethinking human-computer interaction through music /". Malmö : Malmö Academy of Music, Lund University, 2008. http://www.lu.se/o.o.i.s?id=12588&postid=1239899.

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3

Lindberg, Björn. "Computer availability within a computer cluster". Thesis, University West, Department of Technology, Mathematics and Computer Science, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-532.

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4

Gelius, Henrik. "Computer-supported collaboration using Pick-and-Drop interaction on handheld computers". Thesis, Linköping University, Department of Computer and Information Science, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-1737.

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This study investigates a new interaction technique for collaboration on handheld computers called Pick-and-Drop. The technique is an extension of the popular Drag-and-Drop method used in many graphical interfaces today, but with Pick-and-Drop on-screen objects can be picked from one screen with a pen and dropped onto another.

The aim of the study is to answer whether Pick-and-Drop promote collaboration among children by letting them focus more on other users and the task at hand than on the computer interaction. The study also investigates in what way collaborative situations can benefit from Pick-and-Drop.

A prototype Pick-and-Drop system was implemented on four customized handheld computers equipped with wireless network communication. The prototype allowed spontaneous collaboration using ad-hoc networks and peer-to-peer communication. Radio Frequency Identification (RFID) tags were used to identify the pens when picking and dropping objects from the screen.

Ten children aged 6-7 years old participated in the study at an after- school recreational centre. They tried Pick-and-Drop by playing a collaborative game of buying and selling apples using golden coins represented as icons on the screen. The test was video filmed for later analysis.

The study showed that Pick-and-Drop offers effective collaborative interaction based on a mix of turn taking and concurrent interaction. Users do not have to switch focus when using an application or sharing data as the interaction style stays the same. There was an interesting difference in control over the interaction when users shared objects by “giving” or by “taking”. Users stayed in better control when they shared objects through giving.

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Seendani, Ajmal. "TEACHING COMPUTER SCIENCE WITHOUT COMPUTER : Teaching Computer Science in Afghan Secondary Schools". Thesis, Karlstads universitet, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-32350.

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Computers have become so significant in todays’ world, most of the people use such kind of technology for different purposes in their life: such as computing, designing, calculation and so on. This kind of technology can help the teachers and students in learning process, or we can say that they can be used as a facilitator of the learning process. This study circulates on how the teachers teach computer science in Afghan schools grade (10 to 12), although there are no computers in the classrooms and students just have textbooks for learning computer science. The teachers teach computer theoretically. The study was conducted in 30 schools of six provinces of Afghanistan, the study was conducted based on quantitative research method using questionnaire for both teachers and students, because of security and some cultural problems just a few female teachers and students participated in the study and filling the questionnaires . The study found that majority of teachers and more than half of the students believed that computer science is important in all parts of life; majority of the participants has no access to computers in their schools. Because of having no access to computers textbooks of CS are taught through lecture and group work methods. Additionally, teachers believed that textbooks of CS is useful but have some problems and students believed that these textbooks are so useful. Finally, both teachers and students in this study have faced many problems in the field of CS, so MoE should undertake their problems and provide facilities such as computer labs, professional teachers and so on.
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6

Watson, Jason. "Monitoring computer-based training over computer networks". Thesis, University of Huddersfield, 1999. http://eprints.hud.ac.uk/id/eprint/6910/.

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As time is becoming an ever more precious commodity in today's workplace, effective training is also taking on an increasingly important role, but finding the time to train today's workforce is becoming increasingly difficult. With employees in diverse locations across the country and across the world and some working from home, on the road or "hot-desking" we have to take a new approach to training. Fortunately computer-based training can solve many of the traditional problems such as the need to bring all trainees together in the same location at the same time. With today's sophisticated computer-based training applications motivated employees can train where they want, at home or at work, and when they want, at lunchtime or after work. However, there is also a basic legal and pedagogical requirement to record who has been trained and in what. This is very easy in a traditional training scenario, but much more difficult in today's training environments. This problem is currently the major obstacle to the widespread adoption of computer-based training, and looking for a solution to these problems was the aim of this research. This research began by investigating the processes used by multimedia developers when creating Computer Based Training (CBT) applications, identifying the current methodologies, techniques and tools that they use. Very quickly it was easy to see that developers use a whole range of development tools and that their expertise is primarily in the design of training applications, not in programming. Similarly the students want credit for the training that they undergo but do not want to be distracted by an intrusive monitoring system. The role of the Training Manager is equally important. He or she needs to be able to quickly assess the situation of an individual or a group of students and take remedial action where necessary. Balancing all of these needs in a single generic solution to the monitored training problem was the single biggest challenge. This research has addressed these important problems and has developed a solution that permits the monitoring of student training progress in any location and at any time in a way that is totally transparent to the user. The author integrates this additional functionality into a new or existing training through a drag-and-drop interface which is very easy to use, creating a monitoring experience which is totally transparent to the trainee and the Training Manager receives a summary database of student progress. Specifically the system uses a library of C++ functions that interface to Authorware, Director, Toolbook or a C++ application. The functions permit an author to open a monitoring database at the start of a training session and close it at the end. Whilst the database is open we can record any data that we require regarding student progress and performance. On closing the session the resulting database is sent to a central collation point using FTP. Students are identified automatically through their IP address, from their network login or ask them to logon to the training session manually. The system can write any database format that is required and if the network is unavailable when the session ends the database will be saved locally until the next training session. At the central collation point a specially written application takes the many databases created by individual training sessions and collates them into one large database that can be queried by the training manager. Small trials were initially performed with a prototype system at the collaborating company, CBL Technology Ltd, which in turn led to larger trials at both Cable and Wireless Communication PLC and the University of Huddersfield. In these trials authors of CBT applications found the system extremely easy to integrate into their applications and the training managers and course leaders responsible for training outcomes, found the feedback on student performance, that the system provided, invaluable. This research had demonstrated that it is possible to create a generic monitored training solution that balances the needs of the trainee, the author and the Training Manager. Trainees can train at any time, anywhere in the world, over the Internet or from CDROM and a training manager can monitor their progress provided that at some time they connect to a computer network.
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Andrews, Pierre Y. "Persuasive Computer Dialogue Improving Human-Computer Communication". Thesis, University of York, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.503304.

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Rihan, Jonathan. "Computer vision based interfaces for computer games". Thesis, Oxford Brookes University, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.579554.

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Abstract (sommario):
Interacting with a computer game using only a simple web camera has seen a great deal of success in the computer games industry, as demonstrated by the numerous computer vision based games available for the Sony PlayStation 2 and PlayStation 3 game consoles. Computational efficiency is important for these human computer inter- action applications, so for simple interactions a fast background subtraction approach is used that incorporates a new local descriptor which uses a novel temporal coding scheme that is much more robust to noise than the standard formulations. Results are presented that demonstrate the effect of using this method for code label stability. Detecting local image changes is sufficient for basic interactions, but exploiting high-level information about the player's actions, such as detecting the location of the player's head, the player's body, or ideally the player's pose, could be used as a cue to provide more complex interactions. Following an object detection approach to this problem, a combined detection and segmentation approach is explored that uses a face detection algorithm to initialise simple shape priors to demonstrate that good real-time performance can be achieved for face texture segmentation. Ultimately, knowing the player's pose solves many of the problems encountered by simple local image feature based methods, but is a difficult and non-trivial problem. A detection approach is also taken to pose estimation: first as a binary class problem for human detection, and then as a multi-class problem for combined localisation and pose detection. For human detection, a novel formulation of the standard chamfer matching algo- rithm as an SVM classifier is proposed that allows shape template weights to be learnt automatically. This allows templates to be learnt directly from training data even in the presence of background and without the need to pre-process the images to extract their silhouettes. Good results are achieved when compared to a state of the art human detection classifier. For combined pose detection and localisation, a novel and scalable method of ex- ploiting the edge distribution in aligned training images is presented to select the most potentially discriminative locations for local descriptors that allows a much higher space of descriptor configurations to be utilised efficiently. Results are presented that show competitive performance when compared to other combined localisation and pose detection methods.
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Skulkhu, Jaruwan. "Computer Literacy Levels and Attitudes toward Computers of Thai Public University Students". Thesis, University of North Texas, 1989. https://digital.library.unt.edu/ark:/67531/metadc330671/.

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Abstract (sommario):
The purpose of this study was to investigate and analyze computer literacy and general attitudes toward computers of students at Thai public unversities. The comparative study of computer literacy levels and attitudes toward computers among Thai students with various demographic classification was performed followed by the study of relationships between the two variables among the samples. A fifty-eight-item questionnaire was adapted from the computer literacy questionnaire developed by the researchers at the Minnesota Educational Computing Consortium. The items were designed to assess knowledge and attitudes relative to computers. The questionnaire was administered to a random sample of 492 students who took at least one computer course from thirteen public universities in Thailand. Statistical tests used to analyze the data included t-test, one-way analysis of variance, and Pearson product moment correlations. Based on the research findings, the following conclusions were drawn: (1) Thai university students exhibited a moderate computer literacy level. (2) While a higher proportion of female students enrolled in computer classes, male and female students reported similar computer literacy levels. (3) Graduate students had higher computer literacy levels than did other students from different educational levels. (4) Academic majors and academic performance (GPAs) were also factors affecting computer literacy levels. Education majors displayed higher computer literacy levels than mathematics majors and science majors. (5) Students with higher GPAs had higher levels of computer literacy than the groups with lower GPAs. (6) Computer literacy was not age dependent. (7) Generally, Thai university students showed positive attitudes toward computers. (8) Males and females both showed positive attitudes toward computers. (9) Graduate students exhibited more positive attitudes toward computers than all other groups. (10) The groups of students with lower GPAs displayed lower positive attitudes toward computers. (11) There was a strong positive relationship between students' knowledge and their attitudes toward computers. It is recommended that computer education should be viewed in relation to its contribution to educational process as a whole. It should be relevant to the local environment, work, individuals and. society needs sis well as development of positive attitude toward manual skills. More research is needed in the areas of teacher education, evaluation techniques to assess students' progress in a new teaching context, and ethical values relative to computers.
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Applebee, Andrelyn C., e n/a. "Attitudes toward computers in the 1990s: a look at gender, age and previous computer experience on computer anxiety, confidence, liking and indifference". University of Canberra. Education, 1994. http://erl.canberra.edu.au./public/adt-AUC20060206.123119.

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Abstract (sommario):
The purpose of this study was to investigate the relationship between computer attitudes held by tertiary students and the selected variables of gender, age and previous computer experience. It was hypothesized that no statistically significant differences would be found within the relationships tested. A questionnaire comprising the Computer Attitude Scale (CAS), demographic and other questions was administered to the population enrolled in an introductory computer unit at the University of Canberra, Australian Capital Territory in Semester 1, 1992. The results were subjected to t-test and one-way analysis of variance testing. Statistically significant findings were noted between both gender and computer anxiety, and gender and computer confidence, with female students being more anxious and male students being more confident. Students with previous computer experience were found to be significantly less anxious and more confident with computers. More research on possible causes of these relationships and ways of overcoming computer anxiety is needed before the findings can be fully implemented.
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11

Abdul, Karim Mohamad Sharis. "Computer-aided aesthetics in evolutionary computer aided design". Thesis, Loughborough University, 2004. https://dspace.lboro.ac.uk/2134/27913.

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This thesis presents research into the possibility of developing a computerised system that can evaluate the aesthetics and engineering aspects of solid shapes. One of the research areas is also to include such an evaluation system into an existing evolutionary CAD system which utilizes the Genetic Algorithms (GAs) technology. An extensive literature survey has been carried out to better understand and clarify the vagueness and subjectivity of the concept of aesthetics, which leads to the work of defining and quantifying a set of aesthetic parameters. This research achieves its novelty in aiming to assist designers in evaluating the aesthetics and functional aspects of designs early in the conceptual design stage, and its inclusion into an evolutionary CAD system. The field of Computer Aided Design (CAD) lacks the aesthetics aspect of the design, which is very crucial in evaluating designs especially considering the trend towards virtual prototypes replacing physical prototypes. This research has managed to suggest, define and quantify a set of aesthetic and functional elements or parameters, which will be the basis of solid shape evaluation. This achievement will help designers in determining the fulfilment of design targets, where the designers will have a full control to determine the priority of each evaluation element in the developed system. In achieving this, computer software including a programming language package and CAD software are involved, which eventually led to the development of a prototype system called Computer Aided Aesthetics and Functions Evaluation (CAAFE). An evolutionary CAD system called Evolutionary Form Design (EFD), which utilizes GAs, has been available for few years now. It evolves shapes for quick and creative suggestions, however it lacks the automated evaluation and aesthetics aspects of the design. This research has worked into the integrating of CAAFE into EFD, which led to a system that could evolve objects based on a selected and weighed aesthetic and functional elements. Finally, surveys from users have also been presented in this thesis to offer improvement to the scoring system within the CAAFE system.
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Mansourian, Lida. "The Association Between Exposure to Computer Instruction and Changes in Attitudes Toward Computers". Thesis, North Texas State University, 1987. https://digital.library.unt.edu/ark:/67531/metadc331898/.

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Abstract (sommario):
The problem with which this study was concerned is the association between exposure to computer instruction and changes in attitudes toward computers. The study had a two-fold purpose. The first was to determine the attitudes of undergraduate students toward computers. The second was to determine whether exposure to information about computers and their uses is associated with changes in students' attitudes toward computers. A computer literacy test was administered to subjects as a pre-and post-test. The major findings of the study indicate that there were significant, positive attitude changes among students exposed to computer instruction. There were also significant increases in knowledge about computers among participants exposed to computer instruction. The major conclusions are that attitudes are not fixed and develop in the process of need satisfaction. Participants in the study experienced attitude changes, which supports the suggestion that attitudes are developmental. Futhermore, the attitude changes observed in the study occurred in the process of learning about computers, a process assumed to be rooted in the educational and/or career needs of the participants. Attitudes are shaped by the information to which people are exposed. Attitude modification seldom, if ever, occurs in a vacuum. Instead, it most often takes place in the context of information dissemination and exposure. In this study, attitudes toward computers changed positively and significantly as participants were exposed to information about computers.
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13

Feblowitz, Joshua. "Computer, MD". Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/60839.

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Thesis (S.M. in Science Writing)--Massachusetts Institute of Technology, Dept. of Humanities, Graduate Program in Science Writing, 2010.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 43-46).
Clinical decision support is an emerging type of healthcare information technology that aims to actively guide doctors' decision-making processes. In its various forms, it can help physicians design treatment regimens, regulate dosage, avoid potentially harmful drug interactions and allergies, order preventative screenings, and even establish a diagnosis. This project is a journalistic investigation of this new technology, its applications, and its effect on the medical profession. It examines two decision support systems, Partners Healthcare's clinical reminder system, and Logical Images' product VisualDx, in order to explore the potential for these technologies and how their use may change the practice of medicine. Through extensive interviews of experts in medicine, healthcare IT, and healthcare policy, it considers the major problems in implementing decision support, with emphasis on how the technology may affect doctors' autonomy, and how physicians' financial and professional incentives may influence how it is used.
by Joshua Feblowitz.
S.M.in Science Writing
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14

Gorbunov, Ivan. "Computer graphics". Thesis, Дніпровський національний університет залізничного транспорту імені академіка В. Лазаряна, 2019. https://er.knutd.edu.ua/handle/123456789/14700.

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The purpose of the research is to tell about computer graphics as the core technology in digital photography, film, video games, cell phone and computer displays, and many specialized applications.
Мета дослідження – розповісти про комп'ютерну графіку як про основну технологію цифрової фотографії, кіно, відеоігор, дисплеїв стільникового телефону, комп’ютера та багатьох спеціалізованих прикладних програм.
Цель исследования – рассказать о компьютерной графике как основной технологии цифровой фотографии, кино, видеоигр, дисплеев для мобильных телефонов, компьютеров и многих специализированных приложениях.
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Плохута, Тетяна Миколаївна, Татьяна Николаевна Плохута, Tetiana Mykolaivna Plokhuta e O. Panchenko. "Computer worms". Thesis, Вид-во СумДУ, 2009. http://essuir.sumdu.edu.ua/handle/123456789/16966.

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Дядечко, Алла Миколаївна, Алла Николаевна Дядечко, Alla Mykolaivna Diadechko e V. O. Hlushchenko. "Computer modeling". Thesis, Видавництво СумДУ, 2011. http://essuir.sumdu.edu.ua/handle/123456789/13473.

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Початко, Тетяна Володимирівна, Татьяна Владимировна Початко, Tetiana Volodymyrivna Pochatko, A. Reshetnik e V. Piddubniy. "Computer crimes". Thesis, Вид-во СумДУ, 2009. http://essuir.sumdu.edu.ua/handle/123456789/16765.

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Rudenko, S. "Computer languages". Thesis, Сумський державний університет, 2012. http://essuir.sumdu.edu.ua/handle/123456789/28523.

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Sylenko, E. V. "Brain-computer". Thesis, Sumy State University, 2016. http://essuir.sumdu.edu.ua/handle/123456789/45871.

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Abstract (sommario):
The development of different variants of the interface ―brain-computer‖ (BCI) in recent years ceased to be an experimental direction and finds its practical application. What were the expectations like, what works now and what to expect from this technology in the future?
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Phelps, James D. (James Dee). "Computer Simulacra". Thesis, University of North Texas, 1989. https://digital.library.unt.edu/ark:/67531/metadc331100/.

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Abstract (sommario):
Computer Simulacra is a musical work composed for amplified instrumental ensemble and computer instruments on tape. It is a computer-assisted work, composed with the help of a stochastic compositional algorithm, called PTERIO, designed by the composer.
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Tarnoff, David. "Episode 6.03 – Makin’ Rectangles". Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/computer-organization-design-oer/43.

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Tarnoff, David. "Episode 6.09 – Multiplexers". Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/computer-organization-design-oer/49.

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Tarnoff, David. "Episode 6.10 – Demultiplexers". Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/computer-organization-design-oer/50.

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Abstract (sommario):
A demultiplexer takes a single data stream and routes it to a selected output channel, a bit like one of those old A-B printer switches we used to physically select which printer we were sending data to. In this episode, we show how to design one.
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Tarnoff, David. "Episode 0.0 – Prologue". Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/computer-organization-design-oer/3.

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Witt, Hendrik. "Human computer interfaces for wearable computers a systematic approach to development and evaluation /". kostenfrei kostenfrei, 2007. http://deposit.d-nb.de/cgi-bin/dokserv?idn=987607065.

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Luff, Paul. "Computers and interaction : the social organisation of human-computer interaction in the workplace". Thesis, University of Surrey, 1997. http://epubs.surrey.ac.uk/742233/.

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Mori, Kensaku. "Advances in Computer Aided Diagnosis and Computer Assisted Surgery". INTELLIGENT MEDIA INTEGRATION NAGOYA UNIVERSITY / COE, 2004. http://hdl.handle.net/2237/10452.

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Pickrell, Nathan. "Efficiently managing the computer engineering and Computer Science labs". Thesis, California State University, Long Beach, 2013. http://pqdtopen.proquest.com/#viewpdf?dispub=1522647.

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Abstract (sommario):

University lab environments are handled differently than corporate, government, and commercial Information Technology (IT) environments. While all environments have the common issues of scalability and cross-platform interoperability, educational lab environments must additionally handle student permissions, student files, student printing, and special education labs. The emphasis is on uniformity across lab machines for a uniform course curriculum.

This thesis construes how a specific set of Computer Science labs are maintained. It describes how documentation is maintained, how the lab infrastructure is setup, how the technicians managing the lab build master lab images, how all of the workstations in the lab are cloned, and how a portion of the maintenance is handled. Additionally, this paper also describes some of the specialty labs provided for courses with functional topics.

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Tibbetts, Tracey D. "Computer generated music : a methodology for computer music composition". Virtual Press, 1999. http://liblink.bsu.edu/uhtbin/catkey/1125059.

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Abstract (sommario):
This study will prove the fact that computers provide unprecedented opportunities to create music. Several distinct levels of computer participation can exist in the creative process. The lowest level, involving record-keeping functions, results in programs that serve as compositional aids. The intermediate level incorporates stochastic (literally "random") processes on a limited basis, and represents the midpoint between computer-assisted and computercomposed works. The highest level focuses on the design of algorithms that result in compositions determined in most of their details by stochastic processes and computer decision making. Although there is no clear dividing line between levels of computer/composer interaction, it is possible to characterize the degree to which the computer has provided outcomes for a given work, from low-level random generation of pitches to high-level Markovian chain distributions.
Department of Computer Science
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Cooper-Gaiter, Elizabeth Diane. "Computer Anxiety and Computer Self-Efficacy of Older Adults". ScholarWorks, 2015. https://scholarworks.waldenu.edu/dissertations/349.

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Abstract (sommario):
Many older adults (aged 55 and older) need training to acquire computer knowledge and skills. Using computers and the Internet could provide access to vital resources for improving older adults' health and maintaining their connections with family and society. This study examined 2 psychological constructs--computer anxiety and computer self-efficacy--that have been shown to impact a person's successful use of computers and related technology. Guided by Bandura's self-efficacy theory, which emphasizes the importance of adult learners being motivated and taking charge of their learning, this study examined the impact of a computer knowledge and skills workshop on older adults' computer anxiety and computer self-efficacy. A concurrent, mixed-methods design was used to collect and analyze survey data and interview transcripts from a convenience sample of African American older adults (N = 11). Mobile technology (i.e., tablet PCs and portable hotspots) was used to access the Internet and e-mail. Data analyses included thematic coding of the interview notes and descriptive statistics to present the survey results. The themes that emerged from the interview data were learning opportunities, positive attitudes, and user-friendly tools and equipment for reducing computer anxiety and constructive attitude changes and learning environments for improving computer self-efficacy. The descriptive statistics indicated favorable changes for computer anxiety with scores averaging a decrease of -26.5% and computer self-efficacy with scores averaging an increase of 62.1%. This study illustrated the feasibility of a low-cost approach for establishing a mobile computer laboratory to help older persons become proficient in their use of computers, the Internet, and related technology.
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Tarnoff, David. "Episode 1.1 – The Importance of Hardware Design". Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/computer-organization-design-oer/1.

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Tarnoff, David. "Episode 4.09 - Simplification of Boolean Expressions". Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/computer-organization-design-oer/2.

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Abstract (sommario):
In this episode, we take a break from proving identities of Boolean algebra and start applying them. Why? Well, so we can build our Boolean logic circuits with fewer gates. That means they’ll be cheaper, smaller, and faster. That’s why.
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Tarnoff, David. "Episode 1.2 – Analog vs. Digital". Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/computer-organization-design-oer/4.

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Abstract (sommario):
In this episode, we make the distinction between analog (real-world) values and the values that a computer uses, i.e., digital. We discuss the benefits of digital over analog and describe a simple system to capture analog values.
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Tarnoff, David. "Episode 1.3 – Anatomy of a Binary Signal". Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/computer-organization-design-oer/5.

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Abstract (sommario):
In this episode, we define the components of a single binary signal as its value changes over time. This will provide us with a starting point for the terminology we will be using throughout the rest of the series.
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Tarnoff, David. "Episode 2.1 – How Computers Count without Fingers". Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/computer-organization-design-oer/7.

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Abstract (sommario):
In this episode, we visit some ancient Sumerians so we can expand our view of finger counting and see how this applies to counting with transistors. From this, we will have the basis for unsigned binary integers and the humble binary digit or bit. We also show how to calculate the upper limit to which a fixed number of transistors can count.
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36

Tarnoff, David. "Episode 2.3 – Hexadecimal or Sixteen ways to nibble at binary". Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/computer-organization-design-oer/9.

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Abstract (sommario):
Binary can be challenging. The values tend to have a lot of digits, long sequences of ones or zeros can be difficult to distinguish, and the relative magnitudes of multiple binary values can be difficult to resolve. In this episode, we discuss a couple of the popular methods to quickly represent binary in a more human readable form.
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37

Tarnoff, David. "Episode 2.9 – Introduction to Gray Code". Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/computer-organization-design-oer/15.

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Abstract (sommario):
Counting is pretty basic, right? Zero, one, two, three, four, and so on. This episode of Geek Author presents a situation where we might want to rearrange the sequence of integers in order to provide better reliability in our digital circuits.
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38

Tarnoff, David. "Episode 3.02 – Tens Complement Arithmetic". Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/computer-organization-design-oer/18.

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Abstract (sommario):
In 1645, Blaise Pascal presented his Pascaline to the public. Using only addition and the method of tens complement, the device could add, subtract, multiply, and divide. We discuss tens complement as an introduction to signed representations in binary.
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39

Tarnoff, David. "Episode 3.03 – An Introduction to Twos Complement Representation". Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/computer-organization-design-oer/19.

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40

Tarnoff, David. "Episode 4.01 – Intro to Logic Gates". Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/computer-organization-design-oer/29.

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Abstract (sommario):
Logic gates are the fundamental building blocks of digital circuits. In this episode, we take a look at the four most basic gates: AND, OR, exclusive-OR, and the inverter, and show how an XOR gate can be used to compare two digital values. Click here to read the show transcript.
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41

Tarnoff, David. "Episode 4.02 – Truth Tables". Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/computer-organization-design-oer/30.

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Abstract (sommario):
In this episode, we introduce one of the most important tools in the description of logic operations: the truth table. Not only do truth tables allow us to describe a logic operation, they provide a means for us to prove logical equivalence.
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42

Tarnoff, David. "Episode 4.03 – Combinational Logic". Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/computer-organization-design-oer/31.

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Abstract (sommario):
Individual logic gates are not very practical. Their power comes when you combine them to create combinational logic. This episode takes a look at combinational logic by working through an example in order to generate its truth table.
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43

Tarnoff, David. "Episode 4.05 – Introduction to Boolean Algebra". Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/computer-organization-design-oer/33.

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Abstract (sommario):
Truth tables and circuit diagrams fall short in many ways including their abilities to evaluate and manipulate combinational logic. By using algebraic methods to represent logic expressions, we can apply properties and identities to improve performance.
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44

Tarnoff, David. "Episode 4.08 – DeMorgan’s Theorem". Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/computer-organization-design-oer/36.

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45

Tarnoff, David. "Episode 4.10 – More Boolean Simplifications". Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/computer-organization-design-oer/37.

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Abstract (sommario):
Because many students have trouble when trying to simplify Boolean expressions, we’re going to dedicate another episode to examples of simplification. We’re also going to show how sometimes, there’s more than one way to crack an egg.
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46

Tarnoff, David. "Episode 5.02 – NAND Logic". Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/computer-organization-design-oer/39.

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47

Tarnoff, David. "Episode 6.01 – Introduction to Karnaugh Maps". Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/computer-organization-design-oer/41.

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48

Tarnoff, David. "Episode 6.08 – Binary Decoders". Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/computer-organization-design-oer/48.

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49

Tarnoff, David. "Episode 7.01 – The Need for Bitwise Operations". Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/computer-organization-design-oer/51.

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50

Tarnoff, David. "Episode 7.03 – Coding Bitwise Operations". Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/computer-organization-design-oer/53.

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