Academic literature on the topic 'Digitalt bevis'

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Journal articles on the topic "Digitalt bevis"

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Hjort, Maria Astrup. "Stefan Kronqvist: Brott och digitala bevis. En handledning. 2. uppl." Tidsskrift for Rettsvitenskap 121, no. 04-05 (2009): 648–49. http://dx.doi.org/10.18261/issn1504-3096-2008-04-05-15.

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Sunde, Nina. "Digitale bevis i norske gjenåpningsbegjæringer – kan vi utelukke systematiske feil?" Tidsskrift for strafferett 20, no. 01 (2020): 18–37. http://dx.doi.org/10.18261/issn.0809-9537-2020-01-03.

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Lütge, Christiane, Thorsten Merse, Claudia Owczarek, and Michelle Stannard. "Crossovers: Digitalization and literature in foreign language education." Studies in Second Language Learning and Teaching 9, no. 3 (2019): 519–40. http://dx.doi.org/10.14746/ssllt.2019.9.3.5.

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Digitalization produces increasingly multimodal and interactive literary forms. A major challenge for foreign language education in adopting such forms lies in deconstructing discursive borders between literary education and digital education (romance of the book vs. euphoric media heavens), thereby crossing over into a perspective in which digital and literary education are intertwined. In engaging with digital literary texts, it is additionally important to consider how different competencies and literary/literacy practices interact and inform each other, including: (1) a receptive perspective: reading digital narratives and digital literature can become a space for literary aesthetic experience, and (2) a productive perspective: learners can become “produsers” (Bruns, 2008) of their own digital narratives by drawing on existing genre conventions and redesigning “available designs” (New London Group, 1996). Consequently, we propose a typology of digital literatures, incorporating functional, interactive and narrative aspects, as applied to a diverse range of digital texts. To further support our discussion, we draw on a range of international studies in the fields of literacies education and 21st century literatures (e.g., Beavis, 2010; Hammond, 2016; Kalantzis & Cope, 2012; Ryan, 2015) and, in turn, explore trajectories for using concrete digital literary texts in the foreign language classroom.
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Hegazy, Omar, Mohamed El Baghdadi, Joeri Van Mierlo, and Philippe Lataire. "Modeling and analysis of different control techniques of conductive battery chargers for electric vehicles applications." COMPEL: The International Journal for Computation and Mathematics in Electrical and Electronic Engineering 34, no. 1 (2015): 151–72. http://dx.doi.org/10.1108/compel-11-2013-0382.

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Purpose – The purpose of this paper is to analyze and simulate the control techniques that can be used to control the on-board conductive battery chargers (OCBCs) for electric vehicles applications. This paper also provides a comparative study of these control techniques. Design/methodology/approach – Battery chargers would play an important role in the development of new battery electric vehicles (BEVs). The control techniques of these OCBCs can significantly influence the BEV performance during the charging mode from the ac grid. In addition, the proper selection of control systems of the OCBCs has a great impact on the power quality of the AC grid during the charging period. Therefore, this paper presents the analysis of different control techniques that are commonly used to control the battery chargers. In addition, a comparative study of different control techniques of the OCBCs for BEVs is provided. Findings – The results have demonstrated that it is possible to significantly improve the efficiency, power factor and total harmonic distortion by using proportional-integral control and proportional-resonant control. The digital control can be used to validate the selected control technique. Originality/value – The main objective of this paper is to analyze the different control methods that can be used to control the OCBCs during charging mode from the ac grid. In addition, this paper presents a comparative analysis between these control methods. In this paper, a digital control based on TMS320F2808 DSP is used to implement the proper control method for OCBCs.
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Freitag, Klaus, Gernot Felfernig, and Andreas Pammer. "Vektorisierung und Automatisierung am BEV – ein Zwischenbericht zur Erstellung von KM50-Vektor." Abstracts of the ICA 2 (October 9, 2020): 1–2. http://dx.doi.org/10.5194/ica-abs-2-33-2020.

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Abstract. Die vom Bundesamt für Eich- und Vermessungswesen (BEV) herausgegebene topographische Grundkarte Österreichs im Maßstab 1:50.000 (ÖK50) basiert bislang flächendeckend auf einem Kartographischen Rasterdatenmodell (KM50-R). Ein vektor-/objektbasiertes Datenmodell bietet demgegenüber mehrere Vorteile: Neben erweiterten Abfragemöglichkeiten und der Erstellung von Routennetzwerken weist dieses ein deutlich größeres Potenzial für die Etablierung automatisierter Generalisierungsprozesse auf.Genau dieses Ziel setzt sich das Projekt KM50-Vektor: Aus den bereits in Vektorform vorliegenden Daten des Digitalen Landschaftsmodells (DLM) soll mittels GIS-gestützter Verfahren das Kartographische Modell 1:50 000 – Vektor (KM50-V) automatisiert abgeleitet werden. Dieses wird anschließend von erfahrenen Kartographen überprüft und gegebenenfalls korrigiert. Das Feedback der Kartographen fließt wiederum in die Verfeinerung der automatisierten Verfahren. Diese werden unter Berücksichtigung gängiger Geoprozessierungs-Tools in ArcGIS sowie eigens programmierter Scripts modelliert. Die große Herausforderung besteht darin, die teils subjektiv gefällten Generalisierungsentscheidungen einheitlich in maschinenlesbare Form zu bringen. Dabei müssen sowohl die Geometrie und die Topologie als auch die Sachdaten des DLM manipuliert werden.Des Weiteren entstehen bei der synchronen Bearbeitung der großen (Geo-)Datenmengen Probleme anderer Art: Häufige Abstürze aufgrund unterschiedlicher Tool-interner Topologie-Regeln oder einer Überbelastung des Arbeitsspeichers verhinderten bis vor kurzem das Rechnen größerer Ausschnitte. Durch den Einsatz zusätzlicher Werkzeuge und kartographischer Partitionen konnten die Fehler minimiert und erstmals größere Blöcke konsequent gerechnet werden. Zudem ist die Entwicklung mittlerweile soweit fortgeschritten, dass die Mehrheit der im KM50 vorkommenden Objektarten automatisiert abgeleitet werden kann.In einem finalen Schritt werden die Modelle um die noch fehlenden Objektarten ergänzt und der Vorgang auf die gesamte Staatsfläche Österreichs ausgedehnt. Dabei ist aber zu berücksichtigen, dass einzelne wichtige Objektbereiche der Bodenbedeckung des Digitalen Landschaftsmodells (wie z.B. Einzelhäuser) zur Zeit noch flächendeckend aufgebaut werden.Die anlaufende produktive Erstellung eines KM50-V erfolgt somit blattweise und traditionell im Aktualisierungszyklus des DLM. 2021 werden die ersten auf dem KM50-V basierenden ÖK50-Blätter gedruckt und die KM50-V-Daten über eGeodata Austria (eGA) – dem Geodaten-Portal des BEVs – verfügbar sein. Im Rahmen des Vortrags werden Voraussetzungen, Fortschritte, Zwischenergebnisse und Ausblicke des Projekts präsentiert.
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Pendrill, L. R., A. Allard, N. Fischer, P. M. Harris, J. Nguyen, and I. M. Smith. "Software to Maximize End-User Uptake of Conformity Assessment With Measurement Uncertainty, Including Bivariate Cases. The European EMPIR CASoft Project." NCSL International Measure 13, no. 1 (2021): 58–69. http://dx.doi.org/10.51843/measure.13.1.6.

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Facilitating the uptake of established methodologies for risk-based decision-making in product conformity assessment taking into account measurement uncertainty by providing dedicated software is the aim of the European project EMPIR CASoft(2018–2020), involving the National Measurement Institutes from France, Sweden and the UK, and industrial partner Trescal (FR) as primary supporter. The freely available software helps end-users perform the required risk calculations in accordance with current practice and regulations and extends that current practice to include bivariate cases. The software is also aimed at supporting testing and calibration laboratories in the application of the latest version of the ISO/IEC 17025:2017 standard, which requires that“…the laboratory shall document the decision rule employed, taking into account the level of risk […] associated with the decision rule and apply the decision rule.” Initial experiences following launch of the new software in Spring 2020 are reported.
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Bazinet, Nolan. "Towards narrative-centred digital texts for advanced second language learners." OLBI Working Papers 7 (July 21, 2015). http://dx.doi.org/10.18192/olbiwp.v7i0.1363.

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Recently, there has been a steady influx of language development software and games intended for use both at home and in the classroom. Although some of these technologies are effective for language learners to develop certain skills such as sight word recognition, many of them lack aspects of advanced level literacy such as expanded narrative and character development, which can allow for higher cognitive function and thus greater language mastery. While recent research emphasizes the pedagogical possibilities for video games and interactive fiction when teaching basic L1 literacy and literature respectively (Simanowski, Schäfer and Gendolla, 2010; Beavis, O’Mara and McNeice, 2012), this paper makes the argument that similar texts and media can help advanced L2 language learners further develop a knowledge of figurative, culturally imbued language which they could analyze and substantiate in relatively autonomous environments. Furthermore, these digital texts function as dynamic, pedagogical tools that can elicit critical technological literacy, a skill that is ever more crucial in our increasingly mediatised and technological age.
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Finn, Mark. "Computer Games and Narrative Progression." M/C Journal 3, no. 5 (2000). http://dx.doi.org/10.5204/mcj.1876.

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As one of the more visible manifestations of the boom in new media, computer games have attracted a great deal of attention, both from the popular press, and from academics. In the case of the former, much of this coverage has focussed on the perceived danger games pose to the young mind, whether that danger be physical (in terms of bodily atrophy due to inactivity) or social (in terms of anti-social and even violent behaviour, caused by exposure to specific types of content). The massacre at Columbine High School in the United States seems to have further fuelled these fears, with several stories focusing on the fact that the killers were both players of violent video games (Dickinson 1999; Hansen 1999). These concerns have also found their way into political circles, promoting a seemingly endless cycle of inquiries and reports (for example, see Durkin 1995; Durkin and Aisbett 1999). Academic discourse on the subject has, perhaps somewhat surprisingly, tended to adopt a similar line, tracing out a return to the dark days of media effects theory. This is especially true of those studies that focus on the psychological aspects of computer game usage. For example, Scott (1995) conducted a study specifically aimed at investigating "to what extent, if any, aggressive computer game playing would have on individuals of different personality composition, and in which particular aspects of aggressiveness this might be experienced" (Scott 1995, 122). Similarly, Ballard (1999) examined the relationship between gender and violent computer games arguing that the level of violence depicted in a game directly affects the interaction between players of different genders. Almost without exception, these studies come from the experimental tradition of media research, often employing laboratory experiments in order to test their hypotheses. As the problems with this methodology have been covered extensively elsewhere (for example, see Hall 1982; Murdock and Golding 1977; Lowery and DeFleur 1983) I will not go into detail here, except to point out that most experimental research underestimates the importance of physical context in media use. Other studies have attempted to approach the subject from a more qualitative perspective, often utilising theories derived from post-structuralism to examine the construction of identity in games. For example, Alloway and Gilbert (1998) explore relationship between computer games and notions of masculinity, arguing that simplistic notions of effects dramatically underestimate the sophistication of the readers. Similarly, Beavis (1998) argues that it is necessary to more fully explore the relationship between games players and games before engaging in debates about the social benefits or dangers of the medium. According to Beavis: Other studies have attempted to approach the subject from a more qualitative perspective, often utilising theories derived from post-structuralism to examine the construction of identity in games. For example, Alloway and Gilbert (1998) explore relationship between computer games and notions of masculinity, arguing that simplistic notions of effects dramatically underestimate the sophistication of the readers. Similarly, Beavis (1998) argues that it is necessary to more fully explore the relationship between games players and games before engaging in debates about the social benefits or dangers of the medium. According to Beavis: However, while arguments like that of Beavis clearly take the debate in another direction, in many cases the writers find themselves mired in the same ideological paradigm as the effects theorists. While stressing the need for a more nuanced conceptualisation of the game-player relationship, Beavis also implies that games are potentially destructive, stating that "young people need to be helped to critique and resist the subject positions and ideologies of video games" (Beavis, 1998). In response, the games industry itself has launched several attacks on the academic community, many of which, ironically, are framed in the kind of aggressive terminology the researchers are themselves concerned about. For example, Green argues, But for a group of academics to draw sweeping conclusions about an industry they are so obviously clueless about, based on a ludicrous, half-assed experiment that sounds like something out of a Simpsons episode, adds absolutely nothing to the discussion. (136) While it could be argued that Green's "from the hip" response itself adds little to the dialogue, it does serve to highlight one of the more surprising aspects of the computer games debate. As Green asserts, it is apparent that many of the scholars conducting research into computer games seem to know very little about the subject they are studying, a situation analogous to television researchers watching only cinematic films. Indeed, given the descriptions some researchers give of particular games, it is doubtful that they have actually played the game themselves, raising questions about the extent to which they are authorities in the area. This paper is, at least in part, aimed at rectifying this situation, by providing some broad commentary on the specific characteristics of the game medium. For the sake of convenience, I will be focussing mainly on games available on home consoles such as the Sony Playstation, and will restrict my argument to single-player games. Computer games are clearly a distinct form of media; while many are played through established technology like televisions and computers, there would seem to be something intrinsically different about their mode of address. This is primarily a function of their interactivity; unlike most forms of media, computer games respond to direct input from their audience. However, at the same time, games also display characteristics that are, at least superficially, similar to existing media forms. While games are often categorised according to the type of action required of the player (eg shooting, driving, puzzle-solving etc), they can also readily be categorised into the same genres used for other entertainment media such as films and video cassettes. Games can be based on sports, action, drama, comedy and even music, although admittedly the broad category of "simulation" game has no direct counterpart in film and video, except, perhaps philosophically, for documentary. Film and television genres are traditionally defined in terms of a set of key textual characteristics, with iconography, setting and narrative being perhaps the most obvious. Applying these notions to computer games it soon becomes clear why the generic classifications used for other media have been so easily adapted to the new medium. For example, the iconography of an action film like Face Off (explosions, guns, corpses etc) can all be found in an action game such as Syphon Filter. Similarly, the settings of horror films like I Know What You Did Last Summer (old houses, dark alleys etc) are all faithfully reproduced in horror games like Resident Evil. These correlations are true of most filmic genres and computer games, to such an extent that there is a growing trend in crossover production of "game of the film" (eg. Tomorrow Never Dies, Die Hard, Independence Day) and "film of the game" (Pokémon, Mortal Kombat) texts. When we turn our attention to narrative, however, the situation becomes somewhat more complex. Like films and television programs, games usually have definite beginning and end points, but what happens between these points seems, at least superficially, to be dramatically different. Regardless of their genre, films and television programs are self-propelling entities; the actions of the characters drive the narrative forward toward some kind of resolution. In the case of a television series, this resolution might only be partial, but at the end of the program's duration there is still some kind of finality to the narrative process, albeit temporary. Games, on the other hand, are designed for extended and often repeated playing, and as such necessarily resist narrative closure, and therefore have to provide pleasure for the player in other ways. In some cases, games adopt a strategy that is similar in many ways to episodic television; the game is divided in into several "sub-games", with overall narrative resolution only being achieved through the successful completion of the sub-games. A good example of this is Dreamworks' Medal of Honor, a first-person action game set is World War Two. In order to complete the game, players must successfully carry out a series of missions, which are themselves divided into several tasks. In keeping with the action orientation of the genre, these tasks usually involve destroying some piece of military equipment, and players are rewarded based upon their proficiency in carrying them out. What is especially interesting about games like Medal of Honor is their ability to create an illusion of narrative freedom; players can effectively dictate the course the narrative takes depending on how they perform certain tasks. Resident Evil and its sequels take this concept one step further, creating a virtual gaming environment in which the player is seemingly free to go wherever they want. However, while the players are free to dictate the narrative flow at the level of what I have termed the sub-game, completion of the overall game (and therefore narrative closure) requires the player to follow a rigidly pre-established path through the game's levels. Players could in theory spend days wandering the desolate landscape of Resident Evil 2, but they just wouldn't get anywhere. Other genres of game present different problems in terms of narrative progression, and indeed some would argue that certain games progress without possessing a narrative at all. Racing games are the most obvious example of this; driving around the same track for up to 80 laps does not constitute a narrative as it is traditionally conceptualised. However, racing games are increasingly adopting narrative conventions in order to deepen the gaming experience. Formula One 99, for example, allows the player to take the place of any of the drivers from the 1999 Formula One season, accruing points depending on finishing position in the same way as the real championship. In this context, each race operates as a sub-game, and the successful completion of each race allows the game as a whole to be completed. A slightly different take on the idea of a racing narrative is taken by Gran Turismo, a game that quickly became the most successful title from Sony's Polyphony Digital. Over the traditional racing format, Polyphony superimposed a narrative based on the game's own fictional economy. Players begin the game with enough credits to purchase a low-performance vehicle, which can then be upgraded as players win races and earn enough credits to afford the necessary parts. In this way, Gran Turismo generates a narrative that is described by the player's quest to constantly purchase faster and better cars, a narrative which, given the game's 400-car menu, can take months to reach its conclusion. One aspect of computer game narratives that has surprisingly received little attention to this point is the introductory video: the short animated sequence used to set the scene for the game that follows. Typically, these sequences are created entirely from computer generated images, and in terms of genre, perform a similar function to film trailers. As well as introducing the main characters, introductory videos inform the player about the type of game they're about to play, whether it be a racing game like Gran Turismo or a sports simulation like Cricket 2000. More importantly, introductory videos also work to discursively position the player within the narrative, providing them with information about the subject positions they are permitted to assume. For fighting-based action games like Tekken and its sequels, the introductory video provides information about all the characters in the game, telling the player that they can assume any one of the multiple identities the game offers. Other games, like Medal of Honor, are much more restrictive in terms of their subject possibilities, allowing the player to adopt only one role in the single-player version. In fact, the introductory video for Medal of Honor explicitly positions the player in a very narrowly-defined role, using a first person voice over to instruct the player that they will be acting as a particular American soldier, "Jimmy Patterson". However, even games that offer very limited latitude in terms of subject positioning can still be open to radical interpretation. The very interactivity that differentiates games from other forms of audio-visual media means that players can actively "read against" the narrative provided for them, driving the game toward new (but still inherently limited) conclusions. For example, players of Medal of Honor can attempt to achieve the game's goals through stealth rather than violence, a tactic which, interestingly, always results in a lower score. Similarly, players of some racing games can usurp the game's internal logic, substituting the goal of a race win with one of vehicular destruction. The key here is that pleasure seems to be derived through a complex relationship between the player-driven narrative and the narrative imposed by the game engine. This notion of the "resistant" reading of game narratives serves to demonstrate that the relationship between the player and game text is more complex than it at first appears; certainly it is more complex than simple media effects studies imply. What is needed now is a more rigorous investigation of both the textual characteristics of the game medium, and of how players interact with those characteristics. It is only after such an investigation has been carried out that a more constructive dialogue on the socio-cultural implications of game playing can be begun. References Alloway, N., and P. Gilbert. "Video Game Culture: Playing with Masculinity, Violence and Pleasure." Wired-up: Young People and the Electronic Media. Ed. S. Howard. London: UCL Press, 1996. Ballard, M. E. "Video Game Violence and Confederate Gender: Effects on Reward and Punishment Given." Sex Roles: A Journal of Research Oct. 1999: 541. Beavis, C. "Computer Games: Youth Culture, Resistant Readers and Consuming Passions." 1998. 23 Mar. 2000 <http://www.swin.edu.au/aare/98pap/bea98139.php>. Dickinson, A. "Where Were the Parents?" Time 153.17 (1999): 40. Durkin, K., and K. Aisbett. Computer Games and Australians Today. Sydney: Office of Film and Literature Classification, 1999. Durkin, K. Computer Games: Their Effects on Young People. Sydney: Office of Film and Literature Classification, 1995. Green, J. "The Violence Problem -- And My Humble Solution: Kill the Academics." Computer Gaming World July 2000: 136. Hall, S. "The Rediscovery of Ideology; The Return of the Repressed in Media Studies." Culture, Society and The Media. Ed. M. Gurevitch et al. London: Methuen, 1982. Hansen, G. "The Violent World of Video Games." Insight on the News 15.24: 14. Lowery, S., and M. L. DeFleur. Milestones in Mass Communications Research: Media Effects. New York: Longman, 1983. Murdock, G., and P. Golding. "Capitalism, Communication and Class Relations." Mass Communication and Society. Ed. J. Curran et al. London: Edward Arnold, 1977. Scott, D. "The Effect of Video Games on Feelings of Aggression." The Journal of Psychology 129.2 (1995): 121-134. Games and Films Cited Face Off. Film. Paramount Pictures, 1997. Formula One 99. Sony Playstation Game. Psygnosis, 1999. Gran Turismo. Sony Playstation Game. Polyphony Digital, 1999. I Know What You Did Last Summer. Film. Sony Pictures, 1997. Independence Day. Sony Playstation Game. Fox Interactive, 1998. Mortal Kombat. New Line Pictures, 1995. Pokémon. Film. Warner Brothers, 1999. Resident Evil. Sony Playstation Game. Capcom, 1997. Resident Evil 2. Sony Playstation Game. Capcom, 1998. Syphon Filter. Sony Playstation Game. Sony Interactive, 1999. Tekken. Sony Playstation Game. Namco, 1997. Tomorrow Never Dies. Sony Playstation Game. Electronic Arts, 1999. Citation reference for this article MLA style: Mark Finn. "Computer Games and Narrative Progression." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/narrative.php>. Chicago style: Mark Finn, "Computer Games and Narrative Progression," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/narrative.php> ([your date of access]). APA style: Mark Finn. (2000) Computer games and narrative progression. M/C: A Journal of Media and Culture 3(5). <http://www.api-network.com/mc/0010/narrative.php> ([your date of access]).
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Dissertations / Theses on the topic "Digitalt bevis"

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Gustavsson, Daniel. "Molnforensik : En litteraturstudie om tekniska utmaningar och möjligheter inom IT-forensik mot molnet." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19049.

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Molntjänster används idag över hela världen och ger många fördelar för en användare eller företag. En nackdel med molnet är att det är en miljö som kriminella kan använda sig av för att utföra brott. En anledning till att molnet är en attraktiv plats för kriminella är på grund av bristen på IT-forensiska metoder för att utföra en undersökning mot molnmiljön. När ett brott har anmälts i molnet så kommer en IT-forensiker utföra en undersökning genom att samla in digitala bevis för att avgöra vad som har hänt, dock kan detta vara problematiskt på grund av molnets komplexitet. Det traditionella sättet för att utföra en IT-forensisk undersökning blir en utmaning i molnet på grund av flera anledningar, några av dem är molnets dynamiska miljö och att flera användare delar på samma resurser. Denna studie genomför en systematiskt litteraturstudie för att identifiera tekniska utmaningar och möjligheter vid en IT-forensisk undersökning i molnet. Flera utmaningar och möjligheter identifierades från existerande litteratur som i sin tur kategoriserades och sammanställdes i modeller. Flera utmaningar tas upp som att datan i molnet inte är centraliserad och att virtuella maskiner kan vara i ett volatilt tillstånd. Vid möjligheter så går det exempelvis att hämta ögonblicksbilder från molnet för att utföra en analys på och även hämta bevis från en klients dator.<br>Cloud services are being used all over the world today and provides several benefits for a user or a company. A downside with the cloud is that it is an environment that criminals can use to conduct a crime. One reason why a criminal uses the cloud to conduct a crime is due to the lack of suitable digital forensic techniques against the cloud environment. When a crime has been reported in the cloud, a digital forensics investigation can occur to gather digital evidence to determine what has happened. Unfortunately, this could be problematic because of the complexity of the cloud environment. The traditional way of conducting a digital forensic investigation becomes a challenge in the cloud because of several reasons. Some of the reasons are the dynamic environment of the cloud and that several users share the same resources. This study will conduct a systematic literature review to identify technical challenges and possibilities in a digital forensic investigation in the cloud. Several challenges and possibilities were identified from existing literature which in turn got categorized and compiled into models. This study presents challenges, for example the data in the cloud is not centralized and virtual machines may be in a volatile state. There are several possibilities for instance, collecting snapshot for analysis and collect evidence from a client’s computer.
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Ekfeldt, Jonas. "Om informationstekniskt bevis." Doctoral thesis, Stockholms universitet, Juridiska institutionen, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-125286.

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Information technology evidence consists of a mix of representations of various applications of digital electronic equipment, and can be brought to the fore in all contexts that result in legal decisions. The occurrence of such evidence in legal proceedings, and other legal decision-making, is a phenomenon previously not researched within legal science in Sweden. The thesis examines some of the consequences resulting from the occurrence of information technology evidence within Swedish practical legal and judicial decision-making. The thesis has three main focal points. The first consists of a broad identification of legal problems that information technology evidence entails. The second focal point examines the legal terminology associated with information technology evidence. The third focal point consists of identifying sources of error pertaining to information technology evidence from the adjudicator’s point of view. The examination utilizes a Swedish legal viewpoint from a perspective of the public trust in courts. Conclusions include a number of legal problems in several areas, primarily in regards to the knowledge of the adjudicator, the qualification of different means of evidence and the consequences of representational evidence upon its evaluation. In order to properly evaluate information technology evidence, judges are – to a greater extent than for other types of evidence – in need of (objective) knowledge supplementary to that provided by parties and their witnesses and experts. Furthermore, the current Swedish evidence terminology has been identified as a complex of problems in and of itself. The thesis includes suggestions on certain additions to this terminology. Several sources of error have been identified as being attributable to different procedures associated with the handling of information technology evidence, in particular in relation to computer forensic investigations. There is a general need for future research focused on matters regarding both standards of proof for and evaluation of information technology evidence. In addition, a need for deeper legal scientific studies aimed at evidence theory has been identified, inter alia regarding the extent to which frequency theories are applicable in respect to information technology evidence. The need for related further discussions on future emerging areas such as negative evidence and predictive evidence are foreseen.
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Pålsson, Philip. "De digitala bevisens utveckling : En stuide kring användandet av digitala bevis och dess svårigheter." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-31386.

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Vi lever i ett digitalt informationssamhälle som ställer höga krav på tillgänglighet,snabbhet och smidighet. Idag kan vi praktiskt taget göra alla våra vardagssysslor onlineoch när och var som helst under dygnet men vilka digitala spår lämnar vi egentligenefter oss och hur kan de användas i rättssalen? Polisen har idag stora resurser för attsäkra många typer av digitala bevis men vilken kunskap besitter egentligen våraåklagare, domare och nämndmän? och vad kan göras för att förbättra denna kunskap? För att skapa en större förståelse för hur framfarten för de digitala bevisen har sett utkontrollerades förekomsten av digitala bevis från domslut och intervjuer med berördaparter vid en rättegång utfördes för att på så sätt se vilken kunskap som idag finns kringde bevis som presenteras i domstol och i vilken utsträckning de ökar. Användandet av digitala bevisen vid mordåtal har mellan 2005 och 2014 ökat. I snittförekommer digitala bevis i sju av tio domslut vilket betyder att det är vanligare att deförekommer än att de inte förekommer. Det har skett en förändring gällandeanvändandet av digitala bevis. Den procentuella andelen digitala bevis som presenteras ivåra domstolar idag har haft en positiv ökning på 21,3 procent för tidsperioden 2005-2014. Om vi enbart kollar på perioden 2010-2014 ser vi en stark positiv ökning på 34,1procent. Den tekniska kompetensen i rättssalen är idag förhållandevis låg. De främstaanledningarna till den begränsade kunskapen är avsaknaden av utbildningsunderlagkring digitala bevis för åklagare, nämndemän och domare kan ta del av samt det högaåldersnittet bland nämndemännen i rättssalen. Åklagaren Andreas Bergman förklararatt en god pedagogisk förmåga väger tyngre än kunskapen kring de digitala bevis som skall presenteras.
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Sobeh, Abedallah. "Exploration of using Blockchaintechnology for forensically acceptableaudit trails with acceptableperformance impacts." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18240.

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In this work, we will test the possibility to use Blockchain to preserve data suchas logs. Data inside Blockchain is preserved to be used as digital evidence. Thestudy will examine if Blockchain technology will satisfy the requirement for digitalevidence in a Swedish court. The study will simulate different test scenarios. Eachscenario will be tested on three different hardware configurations. The test has twomain categories, stream test and batch test. In stream test, we test performanceimpact on different systems in case each log is sent in a separate block. While inbatch test, we have two categories batch with data and batch without data. In thistest, we simulate sending 80GB of data each day. In total we send 80GB of data,but the difference here is that we change the time between each block and adjustthe size of the block. In our tests, we focused on three metrics: CPU load, networkbandwidth usage and storage consumption for each scenario. After the tests, wecollected the data and compared the results of each hardware configuration withinthe same scenario. It was concluded that Blockchain does not scale up in streammode, and it is limited to ten blocks/s regardless of hardware configuration. On theother hand, Blockchain can manage 80GB of data each day without stressing systemresources.<br>Det följande arbetet undersöker vilka möjligheter som Blockchain har som ett verk-tyg för att spara och bevara känslig data, för att kunna användas som digitala be-vis. Dessutom ska studien undersöka giltigheten av Blockchain-tekniken som bevisi domstolen. Studien bygger på ett test som simulerar 15 scenarier med tre olikahårdvarukonfigurationer. Testet delas upp i två huvudkategorier, stream test ochbatch test. I stream testet, testar vi prestationseffekten på olika system när varjelogg skickas i ett separat block. Under batch testet har vi två underkategorier vilkaär batch med data och batch utan data. I batch testet simulerar vi att skicka 80GB data varje dag. Under batch testet har vi dessutom testat att ändra på tidenmellan varje block generering och även justerat blockens storlek. I våra test har vifokuserat på tre mätvärden: CPU-belastning, användning av nätverksbandbredd ochkonsumtion av lagringsutrymmet i varje scenario. När samtliga test slutförts, bör-jade vi med datainsamling och jämförde resultaten från varje system inom sammascenario. Slutsatsen är att Blockchain inte skalar upp i stream testet, då max antalblock som skapas och skickas till data-noder är begränsat till tio block/sek, oavsetthårdvarukonfiguration. Däremot, vid batch testet , kan Blockchain hantera över-föring av 80 GB data varje dag (24 timmar) utan att anstränga systemsresurser.
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Mosgeller, Johanna. "IT-forensik i dagens rättssamhälle : En studie om kunskapen kring IT-forensik och användandet av digitala bevis i Sverige." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-29850.

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Digitala bevis ökar i takt med att tekniken i samhället blir vanligare. Ett perfekt exempel på detta är mobiltelefoner som idag är mer lik en dator än någonsin förr, och den används flitigt i vardagen. Men även datorer och annan teknik har blivit en större del av vardagen. Tack vare att det används som de gör, så följer en del teknikutrustning alltid med användaren och genom att ta en titt i, ex. en mobil eller dator kan du få rätt mycket information av användaren.Framför allt mobiltelefoner har blivit en värdefull källa för bevis i en rättegång. Men hur ser den tekniska kunskapen ut i rättssamhället? Lyckas man följa med tekniken och utnyttja detta?I takt med att digitala bevis ökar så ökar så klart även den digitala forensiken, IT-forensiken. Hur ser IT-forensiken ut i praktiken?I detta arbete så är målet att ta reda på hur den tekniska kunskapen ser ut inom rättsväsendet men även få en större inblick över hur insamlingen av bevis m.m. ser ut i praktiken. Stämmer det med teorin?
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Bevis, Nicholas Frederick [Verfasser], and Christian [Akademischer Betreuer] Güldner. "Evaluation von Artefakten von Cochleaelektroden der Firma Cochlear in der digitalen Volumentomographie / Nicholas Frederick Bevis ; Betreuer: Christian Güldner." Marburg : Philipps-Universität Marburg, 2019. http://d-nb.info/118390925X/34.

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Keyzer, Jim. "Forensic Carving from Unallocated Space." Thesis, Blekinge Tekniska Högskola, Avdelningen för programvarusystem, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1301.

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Computer Forensics investigations have become more and more common while investigating IT-related issues. From experience, hard disks, USB thumb, memory sticks contains information that might be useful. Computer Forensics is regulary conducted by Police, Customs, Tax investigators but also within private companies and organisations. However, there are areas within the storage device that are not part of the organisied structure that a file system gives. The reason for that might be that the information has been erased by intention, a virus destroyed the file system and so on. Areas without this structure are referred to as Unallocated Space and there are issues to locate specific file information within Unallocated Space. Today, two methods are used. The first is to use specific keywords to locate a specific file. The other method is to search for file signatures, such as file header or file footer. However, these methods are not especially successful. During 2006-2007 the organisation DFRWS arranged two challenges to try to overcome these shortcomings. The results from the challenges gave interesting aspects and might be possible to work further with. Most of the specific forensic software available do not incorperate good methods for file extraction and basically they rely on the two methods mentioned above.<br>IT-forensiska undersökningar, sk Computer Forensics, har idag blivit mer och mer vanligt i samband med IT-relaterade ärenden. Erfarenhetsmässigt har det visat sig att hårddiskar, USB-minnen, minneskort m.m. ofta innehåller information av betydelse och IT-undersökningar görs idag regelmässigt av bl a polis, tull, skattemyndigheter men också inom privata företag och organisationer. Emellertid finns det områden på ett lagringsmedia som inte omfattas av någon filstruktur. Det kan ha sin orsak i att filer medvetet raderats från mediet, att ett virusangrepp förstört tillgänglig struktur osv. De områden på lagringsmediat som saknar nämnda struktur benämns som oallokerat utrymme och det medför avsevärda svårigheter att hitta de filer som trots allt finns där. I dag används i huvudsak två metoder för uppgiften. Den ena baseras sig på vissa specifika nyckelord som kan återfinnas i filer. Den andra använder en metod där filer extraheras baserat på viss information i filens specifika signatur. Det är ofta en sekvens tecken som återfinns i filens huvud men i förekommande fall kan det också finnas sådana typiska sekvenser i filens slut. Metodiken är emellertid inte särskilt effektiv och därför pågår arbete för att hitta nya metoder. I ett öppet forum på Internet, http://www.dfrws.org, har under åren 2006-2007 anordnats sk utmaningar på temat. De metoder som diskuterats och framkommit via DFRWS bygger på alternativa sökningar och kombinationer av dessa, vilka visat sig ge ett gott resultat. Många av de metoder som inkommit har innehållit intressanta aspekter som sannolikt kommer att vidareutvecklas. I stort sett alla av de tillgängliga analysprogramvarorna som i dag finns på marknaden har begränsade möjligheter att återskapa filer från oallokerat utrymme och framförallt förlitar de sig på signatur- och nyckelordssökningar.
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Eriksson, Annelie. "Utökade möjligheter att säkra digital bevisning - Hur väl upprätthålls integritetsskyddet för enskilda i strävan efter en effektivare brottsbekämpning?" Thesis, Umeå universitet, Juridiska institutionen, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-158270.

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Jacobsson, Emma, and Wistad Ebba Andersson. "Digital bevisning : En definition." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-44963.

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The digitalization of society has contributed to a more convenient lifestyle for the Swedishpopulation. Our everyday life includes digital technology that saves information about us and our actions from digital devices. Collected digital information can be admissible as evidence in a legal process. Despite the increase in crimes involving IT, Sweden seems to lack an official description for the concept of digital evidence. The purpose of this report is to propound two definitions: one for the general public and one more suitable for specific technical usage by people in the field. This report focuses on three different areas which together contribute to a holistic approach to gaining the basic knowledge and understanding of what digital evidence is. These areas include the value of digital evidence in a court decision, how anti-computer forensics can affect its extraction, and the legitimacy of digital evidence. To explore the various areas, employees within the police authority have answered questions based on their professional roles. The participants work as either investigators, preliminary investigation leaders, IT-computer forensic scientists, or prosecutors. The participants' answers have, together with literature, contributed to the definition of the concept of digital evidence and to the creation of a basic understanding of the subject of digital evidence.<br>Digitaliseringen av samhället har bidragit till en enklare vardag för den svenskabefolkningen. Denna vardag består till stor del av digital teknik som sparar information om oss och våra handlingar från digitala enheter. Insamlad digital information kan användas som bevismaterial i en rättsprocess. Trots den kraftfulla ökningen av IT-brott verkar Sverige sakna en officiell vedertagen beskrivning för begreppet digital bevisning. Arbetets syfte har varit att föreslå två definitioner; en för lekmän och en som lämpar sig för tekniskt kunniga. Arbetet fördjupar sig inom tre områden och bidrar därmed till ett helhetsperspektiv för att få en förståelse för vad digital bevisning är. Problemområdena innefattar den digitala bevisningens värde i ett domstolsbeslut, hur anti-forensik påverkar utvinningen och legitimiteten av digitala bevis. För att få en större förståelse för utmaningarna inom de angivna problemområdena har ett antal anställda inom polismyndigheten fått svara på frågor som riktar sig till deras arbetsuppgifter. Deltagarna som har blivit tillfrågade arbetar som utredare, förundersökningsledare, IT-forensiker och åklagare. Deltagarnas svar har tillsammans med tidigare forskning skapat utgångspunkten för att definiera begreppet digital bevisning och skapa en mera gedigen förståelse för digitala bevis.
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Camargo, Alessandra Silva Santana. "Percep????es sobre o uso das m??dias digitais como recurso pedag??gico de professores que atuam em cursos de Ci??ncias Cont??beis oferecidos na modalidade a dist??ncia." FECAP, 2015. http://tede.fecap.br:8080/jspui/handle/tede/665.

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Submitted by Elba Lopes (elba.lopes@fecap.br) on 2015-12-21T13:23:36Z No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Alessandra_Silva_Santana_Camargo.pdf: 1266679 bytes, checksum: 24758c03a417603eff560c8b32df783c (MD5)<br>Made available in DSpace on 2015-12-21T13:23:36Z (GMT). No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Alessandra_Silva_Santana_Camargo.pdf: 1266679 bytes, checksum: 24758c03a417603eff560c8b32df783c (MD5) Previous issue date: 2015-04-08<br>Different ways of conceiving knowledge strengthen discussions on curriculum changes, active methods of teaching and learning and pedagogical innovations. Digital media are highlighted in this context and, thus, new questions arise to the pedagogical debate at the university. This research aimed to know and analyze the perceptions about the use of digital media as an educational resource for teachers who work in accounting courses offered in distance mode for two Higher Education Institutions - IES - Brazil, seeking to identify achievements and difficulties that may impact the performance of teachers facing the challenges and requirements regarding the use of technology in higher education. To this end, an exploratory research with a quantitative approach, in which data were collected through an online questionnaire and analyzed using descriptive statistics and content analysis was performed. It was found that the teaching practice is the main source of learning teaching 58 seconds questioned. As for the higher purpose of the internet stand out statements such as "seeking knowledge" and "doing research" with 63 responses (75%). The purpose of using the internet is presented as essential in the practice of teachers as 71 respondents claim to use it to "do research"; "Prepare lessons", 67 responses and "distributing materials via e-mail", 65 responses (77%). Stand out with lower average items "presentation classes", 51 responses (61%), and "develop forums, mailing lists and chats with students" with 42 responses (50%). As for the use of media in teaching practice has been that 78% of teachers have sufficient regarding the use of forums, mailing lists, chats, blogs, etc., followed by 82% who say they used social networks and 66% of teachers who say "create, edit and use videos in their classrooms." This shows that teachers have a good level of knowledge of the use of interactive digital media, as 95% of teachers say they use virtual environments in their classes. With regard to the perception of the field of knowledge on the use of digital media as an educational resource it has to be above 70% of teachers claim to have Total Domain or almost total in relation to: 1. Use AVA, and other virtual spaces ; 2. Using digital media as forums, mailing lists etc .; 3. Use social networks to create spaces of interaction and communication with students. For other media, approximately 40% claim to have Domain Enough about attitudes as: 1. Create learning situations with the use of interactive tools; 2. Create spaces for the student to carry out research. We conclude, therefore, that teachers use digital media more as teaching tools than as teaching resources. In many cases, teachers judge still has an insufficient mastery of the use of digital media in higher education. These limitations can be overcome, in the perception of teachers through training processes in which digital media are understood beyond the instrumental use, but as potentiating the expression and cultural production.<br>Modos diferentes de conceber o conhecimento fortalecem discuss??es sobre mudan??as curriculares, metodologias ativas de ensino-aprendizagem e inova????es pedag??gicas. As m??dias digitais ganham destaque nesse contexto e, desse modo, novas quest??es colocam-se ao debate pedag??gico na universidade. A presente pesquisa teve como objetivo conhecer e analisar as percep????es sobre o uso das m??dias digitais como recurso pedag??gico de docentes que atuam em cursos de Ci??ncias Cont??beis oferecidos na modalidade a dist??ncia por duas institui????es de Ensino Superior - IES - brasileiras, procurando identificar avan??os e dificuldades que podem impactar o desempenho docente diante dos desafios e exig??ncias quanto ao uso das tecnologias na educa????o superior. Para tanto, foi realizada uma pesquisa explorat??ria de abordagem quantitativa, onde dados foram coletados por meio de question??rio online e analisados por meio da estat??stica descritiva e da an??lise de conte??do. Foi poss??vel constatar que a pr??tica de ensino ?? a principal fonte de aprendizagem da doc??ncia segundo 58 questionados. Quanto ?? finalidade maior do acesso ?? internet destacam-se afirma????es tais como a ???busca de conhecimento??? e ???fazer pesquisa??? com 63 respostas (75%). Esta finalidade do uso da internet apresenta-se como fundamental na pr??tica dos docentes, pois 71 questionados afirmam utiliz??-la para ???fazer pesquisas???; ???preparar aulas???, 67 respostas e ???distribuir material via e-mail???, 65 respostas. Destacam-se com m??dias mais baixas os itens ???apresenta????o de aulas???,51 respostas (61%), e ???desenvolver f??runs, listas de discuss??o e chats com os alunos??? com 42 respostas, (50%). J?? quanto ao uso das m??dias na pr??tica pedag??gica tem-se que 78% dos docentes possuem n??vel suficiente quanto ao uso de f??runs, listas de discuss??es, chats, blogs, etc., seguido de 82% que afirmam utilizar-se das redes sociais e 66% dos docentes que dizem ???criar, editar e utilizar v??deos nas suas aulas???. Isso evidencia que os docentes possuem um bom n??vel de conhecimento do uso das m??dias digitais interativas, pois 95% dos docentes afirmam se utilizar de ambientes virtuais em suas aulas. No que se refere ?? percep????o sobre o dom??nio do conhecimento quanto ao uso de m??dias digitais como recurso pedag??gico tem-se que acima de 70% dos docentes afirmam possuir Dom??nio Total ou quase total em rela????o a: 1. Utilizar AVA, e outros espa??os virtuais; 2. Utilizar m??dias digitais como f??runs, listas de discuss??es etc.; 3. Usar as redes sociais para criar espa??os de intera????o e a comunica????o com alunos. Em rela????o a outras m??dias, aproximadamente 40%, afirmam possuir Dom??nio Suficiente quanto a atitudes como: 1. Criar situa????es de aprendizagem com o uso das ferramentas interativas; 2. Criar espa??os para que o aluno realize pesquisas. Conclui-se, assim, que os docentes utilizam as m??dias digitais mais como instrumentos did??ticos do que como recursos pedag??gicos. Em muitos dos casos, os docentes julgam possuir ainda um dom??nio insuficiente do uso das m??dias digitais na educa????o superior. Estas limita????es podem ser superadas, na percep????o dos docentes, mediante processos formativos em que as m??dias digitais sejam entendidas para al??m do uso instrumental, mas como potencializadoras da express??o e produ????o cultural.
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Books on the topic "Digitalt bevis"

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Brott Och Digitala Bevis: En Handledning. Not Avail, 2003.

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Book chapters on the topic "Digitalt bevis"

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Bazinet, Nolan. "Engendering Multiliteracies Using Digital Games and Digital Literature." In Global Perspectives on Gameful and Playful Teaching and Learning. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2015-4.ch003.

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Recent calls for critical education in regards to social and digital media argue for the importance of 21st century media and literacy skills (Butler, 2017; Storksdieck, 2016). These calls join a chorus of academics who have long been calling for the importance of multiliteracy development in education (Cope &amp; Kalantzis, 2000; Lankshear &amp; Knobel, 2011; New London Group, 1996). In searching for texts that may facilitate multiliteracy development, digital games has emerged as an option in formal education, given the complex critical thinking, learning, and literacy practices they can afford (Beavis, O'Mara, &amp; McNeice, 2012; Gee, 2007; Squire, 2008; Steinkhueler, 2010). The chapter explores the multiliterate affordances when using digital literature and digital games at an English language college in Quebec. Results show that the implications of using digital games to engender multiliteracy development are substantive.
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Conference papers on the topic "Digitalt bevis"

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Lindley, B., D. Allen, J. Lillington, et al. "Modelling and Simulation Activities in Support of the UK Nuclear R&D Programme on Digital Reactor Design." In 2018 26th International Conference on Nuclear Engineering. American Society of Mechanical Engineers, 2018. http://dx.doi.org/10.1115/icone26-81090.

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The UK Department of Business, Energy and Industrial Strategy (BEIS) recently launched an R&amp;D programme in Digital Reactor Design, incorporating the development of a Nuclear Virtual Engineering Capability with an integrated Modelling and Simulation programme. A key challenge of nuclear reactor design and analysis is the system complexity, which arises from a wide range of multi-physics phenomena being important across multiple length scales. This project constitutes the first step towards developing an integrated nuclear digital environment (INDE) linking together models across physical domains and incorporating real world data across all stages of the nuclear lifecycle. Simulation case studies will be developed within the INDE framework, delivering an enhanced modelling capability while ensuring the framework has immediate application. For these case studies have been specified that are relevant to design and operation phases for AGR and PWR type reactors. The AGR case considers the through-life structural performance of graphite bricks. This involves modelling of multi-scale, multi-physics phenomena in the support of reactor operations. The PWR case study is based on core multiphysics modelling, with potential relevance to operating and future PWRs, and in particular in the design of SMRs.
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Underwood, Nicholas, Paul Nevitt, Andrew Howarth, and Nicholas Barron. "Overview of UK Policy and Research Landscape Relevant to Deploying Advanced Nuclear Technologies in the UK." In ASME 2020 Pressure Vessels & Piping Conference. American Society of Mechanical Engineers, 2020. http://dx.doi.org/10.1115/pvp2020-21790.

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Abstract The UK government is committed to tackling climate change through clean growth — cutting emissions while seizing the benefits of the low carbon economy [1,2]. In June 2019 UK government set a legally binding target to achieve net zero greenhouse gas emissions from across the UK economy by 2050. Nuclear energy is seen as a vital contributor to decarbonising the UK economy as outlined in the Industrial Strategy [2] and subsequent Nuclear Sector Deal [3], and £180 million of funding has been provided by Government for a Nuclear Innovation Programme (NIP) over the period 2016–21, administered through the Department for Business, Energy and Industrial Strategy (BEIS). Initial phases of the NIP have researched advanced nuclear fuel cycles, digital reactor design methods and advanced materials and manufacturing techniques. Throughout this programme the UK has developed a better understanding of a range of Advanced Nuclear Technologies (ANT), including Advanced Modular Reactors (AMRs) and the opportunities that they provide in decarbonising a future energy system. In parallel, UK government has established a policy framework designed to encourage the development of Advanced Nuclear Technologies [4] and awarded an initial phase of development for a Small Modular Reactor (SMR) [5]. These programmes of work are enabling the development of technologies towards commercialisation, whilst enabling regulations are advanced. For this paper, AMRs are defined as a broad group of advanced nuclear reactors which differ from conventional reactors that use pressurised or boiling water for primary cooling. AMRs use novel cooling systems or fuels and in order to achieve operational efficiencies and enhanced safety performance, they are typically planned to operate in harsh conditions, including high temperatures, radiation field and corrosive environments. As a result of this there are still many questions which need addressing in relation to how materials and fuels will perform in these more extreme conditions. Within the NIP, an Advanced Manufacturing and Construction initiative is supporting answering these questions. This paper provides an overview of the policy and research landscape that aims to bring AMR and SMR technologies to deployment in the UK, and how the Advanced Manufacturing and Construction initiatives are helping to underpin the R&amp;D needs for AMR deployment in the UK. One example is a programme of work titled “Establishing AMR Structural Integrity Codes and Standards for UK GDA” (EASICS). The aim of this project is to establish guidance on the structural integrity codes and standards that are required to support the Generic Design Assessment (GDA), which is a UK licensing process, of an AMR design through technology innovation and transfer (primarily for high temperature reactors). An overview of project EASICS will be described in further detail in another paper presented at PVP2020, PVP2020-21721.
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