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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
191

Performance, Modularity and Usability, a Comparison of JavaScript Frameworks

Olsson, Niclas, Ockelberg, Nicklas January 2020 (has links)
JavaScript frameworks have become a rapidly growing and changing industry which led to the process of choosing a suitable framework becoming increasingly difficult. This is what this project address, it takes three of the most popular frameworks and compare them concerning three aspects; performance, modularity and usability to determine the most suitable one for a modern single-page application. The purpose was to be able to give a well-founded recommendation on which framework would be most suited for a given project. To determine which framework is most suitable, three of the most popular frameworks are considered: Angular, React and Vue. These are often referred to as the big three when it comes to JavaScript frameworks and hints at the fact that they are by far the most popular frameworks. By developing and deploying a modern single-page application with a focus on the front-end in each of the frameworks and performing tests in regards to the three aspects performance, modularity and usability test data could be measured and compared. The comparison was performed by evaluating the test results of the three aspects using a method called the analytical hierarchy process. The results show that the most suitable JavaScript framework for developing a frontend heavy single-page application would be React since it performed best in regards to performance and modularity. Vue comes in second with the most notable advantage being performing best when comparing usability since it was the framework considered to be the easiest one to learn. Angular comes in at a third place with the most notable advantage being that it was considered best at DOM-manipulation. All three frameworks are considered suitable to create a single-page application but from the perspective of this project, the most suitable would be React. Further research may be done into additional frameworks to give the study even more width. It would also be interesting to go more into depth in either of the aspects to get a more extensive analyze. / JavaScript-ramverk har blivit en snabbt växande och förändrande bransch som har innebärt att processen att välja lämpliga ramverk har blivit allt svårare. Detta är vad detta projekt försöker utreda, vi kommer att ta tre av de mest populära ramverken och jämföra dem angående tre aspekter, prestanda, modularitet och användarvänlighet för att bestämma det mest lämpliga för en modern single-page application. Syftet var att kunna ge en välgrundad rekommendation om vilket ramverk som skulle vara bäst lämpat för ett visst projekt. För att bestämma vilket ramverk som är bäst lämpat betraktas tre av de mest populära ramverken: Angular, React och Vue. Dessa benämns ofta de stora tre när det gäller JavaScript-ramverk och anknyter på att de överlägset är de mest populära ramverken. Genom att utveckla och sätta i produktion en modern single-page application med fokus på front-end i vart och ett av ramverken och utföra tester med avseende på de tre aspekterna prestanda, modularitet och användarvänlighet kan testdatan mätas och jämföras. Jämförelsen genomfördes genom att utvärdera testresultaten för de tre aspekterna med hjälp av metoden Analytic hierarchy process. Resultaten visar att det mest lämpliga JavaScript-ramverket för att utveckla en front-end tung single-page application skulle vara React eftersom det presterade bäst i aspekterna prestanda och modularitet. Vue kommer på andra plats med den mest anmärkningsvärda fördelen att den presterar bäst när man jämför användarvänlighet eftersom det var det ramverk som ansågs vara den enklaste att lära sig. Angular kommer in på en tredje-plats med den mest anmärkningsvärda fördelen att Angular ansågs bäst vid DOM-manipulation. Alla tre ramverk anses vara lämpliga för att skapa en single-page application men ur projektets perspektiv är React det mest lämpade ramverket. Vidare undersökning kan utföras i yttligare ramverk för att ge studien ytterligare bredd. Det skulle också kunna vara intressant att gå mer på djupet i någon av aspekterna för att få en mer omfattande analys.
192

L'incompatibilité de deux visions darwiniennes de l'esprit humain : la psychologie évolutionniste et le "darwinisme neuronal"

Potvin, Stéphane 04 1900 (has links)
Mémoire numérisé par la Direction des bibliothèques de l’Université de Montréal / Alors que l'on assiste, depuis l'aube des années 1990, à un regain de popularité de la pensée de Charles Darwin dans l'étude de l'être humain, on constate que les deux principales écoles qui sont responsables de cette réhabilitation, la psychologie évolutionniste et le "darwinisme neuronal, défendent des thèses nettement incompatibles au sujet de la nature de la psyché humaine. L'esprit se compose-t-il exclusivement de modules ? Se développe-t-il sous l'emprise tyrannique des gènes ? Si tel est le cas, est-il possible de réduire la psychologie à la biologie évolutionniste ? À ces trois questions, la psychologie évolutionniste, qui découle historiquement de la sociobiologie, répond par l'affirmative, alors que le "darwinisme neuronal", développé par les neurologues Jean-Pierre Changeux et Gerald Edelman, répond par la négative. Après avoir exposé, à l'aide de la littérature philosophique des dernières années, les failles épistémologiques et ontologiques de la psychologie évolutionniste, le présent projet procède à une analyse philosophique du "darwinisme neuronal". Ce que ce second examen permet de suggérer, sans le démontrer hors de tout doute, c'est que l’esprit n'est pas massivement modulaire, que son développement est épigénétique, et par conséquent, que la psychologie préserve son autonomie épistémique par rapport à la biologie évolutionniste.
193

Development of a reconfigurable assembly system with an integrated information management system

Smith, Lyle. Christopher. January 1900 (has links)
Thesis (M. Tech. (Engineering Electrical)) -- Central University of Technology, Free State, [2014] / This dissertation evaluates the software and hardware components used to develop a Reconfigurable Assembly System with an Integrated Information Management System. The assembly system consists of a modular Cartesian robot and vision system. The research focuses on the reconfigurability, modularity, scalability and flexibility that can be achieved in terms of the software and hardware components used within the system. The assembly system can be divided into high-level control and low-level control components. All information related to the product, Cartesian positioning and processes to follow resides in the Information Management System. The Information Management System is the high-level component and consists of a database, web services and low-levelcontrol drivers. The high-level system responds to the data received from the low-level systems and determines the next process to take place. The low-level systems consist of the PLC (Programmable Logic Controller) and the vision system. The PLC controls the Cartesian robot’s motor controllers and handles all events raised by field devices (e g. sensors or push buttons). The vision system contains a number of pre-loaded inspections used to identify barcodes and parts, obtain positioning data and verify the products’ build quality. The Cartesian robot’s positioning data and the vision system’s inspections are controlled by the Information Management System. The results showed that the high-level control software components are able to add more modularity and reconfigurability to the system, as it can easily adapt to changes in the product. The high-level control components also have the ability to be reconfigured while the assembly system is online without affecting the assembly system. The low-level control system is better suited to handling the control of motor controllers, field devices and vision inspections over an industrial network.
194

Architektura regulační sítě metabolismu / The architecture of regulatory network of metabolism

Geryk, Jan January 2013 (has links)
The thesis focus on the modularity of metabolic network and foremost on the architecture of regulatory network representing direct regulatory interactions between metabolites and enzymes. I focus on the "modularity measure" in my first work. Modularity measure is quantitative measure of network modularity commonly used for module identification. It was showed that algorithms using this measure can produce modules that are composed of two clearly pronounced sub-modules. Maximum size of module for which there is a risk that is is composed of two sub-modules is called resolution limit of modularity measure. In my first work I generalize resolution limit of modularity measure. The generalized version provide insight to the origin of resolution limit in the null-model used by modularity measure. Moreover it is showed that the risk of omitting of sub-modular structures applies for bigger modules than mentioned in the original publication. The second work is focused on the question how does the modular structure of E. coli metabolic network change if we add regulatory interactions. I find that the modularity of modular core of network slightly increase after regulatory edges addition. The modularity increase is significant with respect to randomized ensemble of regulatory networks. Identified modules...
195

Modularity and Plasticity of olfactory learning and memory in Drosophila / Modularité et plasticité de l’apprentissage et mémoire olfactive chez Drosophila melanogaster

Lagasse, Fabrice 16 December 2011 (has links)
La cognition se réfère aux mécanismes par lequel l’animal perçoit, apprend, mémorise et agit selon les informations auquel il est confronte dans son environnement. Les animaux on chacun leur propre monde sensoriel et il est primordial qu’ils s’y adaptent en développant des compétences spécialisées en fonction des informations sensorielles qui lui sont le plus utile. Il en est de même des informations qu’il est utile de stocker afin de pouvoir les utiliser ultérieurement. Les mécanismes sous-jacents à ces processus d’adaptation comportementale sont lies à la plasticité du système. Comment cette plasticité permet la mise en place de modules adaptatif reste actuellement une question sans complète explication. Le thème de cette thèse porte sur la plasticité et la modularité des capacités d’apprentissage et de mémoire olfactive chez Drosophila melanogaster. Dans la nature, la drosophile est confrontée à des environnements sensoriels complexes comprenant plusieurs stimuli sensoriels qu’elle doit associées à des renforcements négatifs ou positifs selon les conditions. En laboratoire il est possible de reproduire ce genre d’événement et j’ai ainsi pu tester le niveau d’adaptation des drosophiles à différent niveaux de traitement de l’information. Je démontre dans ce manuscrit que l’adaptation se produit à différents niveaux que ce soit la perception de l’information, les mécanismes de stockage des informations pertinentes et aussi la mise a jour de mémoires qui ne sont plus utiles. Ces processus ont révèle l’existence de modules cognitifs plus ou moins spécialisés qui permettent a l’animal de s’adapter spécifiquement a son milieu. De plus, la réalisation d’une sélection artificielle sur les compétences à stocker les informations révèle l’implication de l’évolution dans la mise en place de ces modules. / Cognition refers to the mechanisms by which animals acquire, store, process and act on information from the environment and this include perception, learning, memory and decision making. Animals have their own perceptual world and adaptation seems to be crucial in order to survive by developing specialized ability in regard of the relevance of each sensory information. The process of storage is another mechanism important for adaptation because learned information can be retained from one occasion to the next. The underlying mechanisms of behavioral adaptation are based on the learning and phenotypic plasticity. How this plasticity induces the formation of these adaptive specialized modules still remains unsolved. The general aim of this PhD hold on the modularity and plasticity of olfactory learning and memory ability in Drosophila melanogaster. Drosophila is always confronted to complex environments with generally more than one stimulus that need to be associated with positive or negative reinforcements. In laboratory, it is possible to reproduce that kind of behavior in various protocols of associative learning. I tested adaptation processes at different level of information processing. I demonstrate in this manuscript that adaptation occurs at each level: perception of complex stimuli, storage of relevant information and also update of memory trace not relevant anymore. This processes revealed the existence of adaptive modules more or less specialized that allows the animal to adapt to its specific environment. Moreover, artificial selection on specific memory ability demonstrates the implication of evolution in the modularity of animal cognition.
196

BEGINNING MIDDLE AND

Samuelsson, Kajsa January 2019 (has links)
BEGINNING MIDDLE AND is a project that takes a textile approach to explore repeated pattern and the ongoing. This paper, being a part of this project, is describing and discussing the potentiality of using notions such as softness, folds and ongoingness to widen the views on what a craft practice can be and do. This raises questions about the relevancy of ideas such as finished and the one piece, in a craft context. Based on the properties of a resist dyeing technique, the paper puts the fold in relation to pattern and modularity. It wants to discuss what a fold is and how ideas of folding and unfolding could engage with process based artistic work. Constantly shifting between perspectives and looking for overlaps, the text then touches upon paradoxes and dilemmas found when unfolding the systems and the unruliness that together form the work. Looking at acts of unfinishing, it tries to understand the fascination and the fear that is triggered by incompleteness. The beginning is a wish to enhance the complexity of my craft practice, and to expand the understanding of it. But realizing the difficulties in doing so, the reasoning eventually ends up at the challenging task to break free from your own habits, trying to find a new beginning.
197

Exploration robotique de l’environnement aquatique : les modèles au coeur du contrôle / Robotic exploration of the aquatic environment : Models at the core of the control

Lasbouygues, Adrien 10 December 2015 (has links)
Les robots sous-marins peuvent aujourd'hui évoluer dans des environnements complexes difficilement accessibles à l'Homme pour des raisons de coût ou de sécurité. Ils peuvent donc intervenir dans une grande variété de missions en environnement aquatique. Or, la complexité de ces milieux impose de doter le vecteur robotique d'une autonomie opérationnelle suffisante afin qu'il puisse mener sa mission à bien tout en préservant son intégrité. Cela nécessite de développer des lois de commande répondant aux spécificités de l'application. Ces lois de commande se basent sur des connaissances provenant de différentes disciplines scientifiques ce qui souligne l'interdisciplinarité inhérente à la robotique. Une fois la loi de commande développée, il faut implémenter le contrôleur sur le robot sous forme de logiciel de contrôle basé sur une architecture logicielle temps-réel.Or la conception actuelle des lois de commande, sous forme de blocs "monolithiques", rend difficile l'évolution d'une loi de commande d'une application à l'autre, l'intégration de connaissances provenant d'autres disciplines scientifiques que ne maitrisent pas forcément les automaticiens et pénalisent son implémentation sur des architectures logicielles qui nécessitent la modularité. Pour résoudre ces problèmes nous cherchons à proprement séparer les différentes connaissances afin que chacune soit aisément manipulable, son rôle clair et que les relations établies entre les différentes connaissances soient explicites. Cela permettra en outre une projection plus efficace sur l'architecture logicielle. Nous proposons donc un nouveau formalisme de description des lois de commande selon une composition modulaire d'entités de base appelées Atomes et qui encapsulent les différents éléments de connaissance. Nous nous intéressons également à l'établissement d'une meilleure synergie entre les aspects automatique et génie logiciel qui se construit autour de préoccupations communes telles que les contraintes temporelles et la stabilité. Pour cela, nous enrichissons nos Atomes de contraintes chargées de véhiculer les informations relatives à ces aspects temporels. Nous proposons également une méthodologie basée sur notre formalisme afin de guider l'implémentation de nos stratégies de commande sur un Middleware temps-réel, dans notre cas le Middleware ContrACT développé au LIRMM.Nous illustrons notre approche par diverses fonctionnalités devant être mises en oeuvre lors de missions d'exploration de l'environnement aquatique et notamment pour l'évitement de parois lors de l'exploration d'un aquifère karstique. / Underwater robots can nowadays operate in complex environments in a broad scope of missions where the use of human divers is difficult for cost or safety reasons. However the complexity of aquatic environments requires to give the robotic vector an autonomy sufficient to perform its mission while preserving its integrity. This requires to design control laws according to application requirements. They are built on knowledge from several scientific fields, underlining the interdisciplinarity inherent to robotics. Once the control law designed, it must be implemented as a control Software working on a real-time Software architecture.Nonetheless the current conception of control laws, as "monolithic" blocks, makes difficult the adaptation of a control from an application to another and the integration of knowledge from various scientific fields which are often not fully understood by control engineers. It also penalizes the implementation of control on Software architectures, at least its modularity and evolution. To solve those problems we seek a proper separation of knowledge so that each knowledge item can be easily used, its role precisely defined and we want to reify the interactions between them. Moreover this will allow us a more efficient projection on the Software architecture. We thus propose a new formalism for control laws description as a modular composition of basic entities named Atoms used to encapsulate the knowledge items.We also aim at building a better synergy between control and software engineering based on shared concerns such as temporal constraints and stability. Hence we extend the definition of our Atoms with constraints carrying information related to their temporal behaviour. We propose as well a methodology relying on our formalism to guide the implementation of control on a real-time Middleware. We will focus on the ContrACT Middleware developed at LIRMM.Finally we illustrate our approach on several robotic functionalities that can be used during aquatic environments exploration and especially for wall avoidance during the exploration of a karst aquifer.
198

Efficient modularity density heuristics in graph clustering and their applications

Santiago, Rafael de January 2017 (has links)
Modularity Density Maximization is a graph clustering problem which avoids the resolution limit degeneracy of the Modularity Maximization problem. This thesis aims at solving larger instances than current Modularity Density heuristics do, and show how close the obtained solutions are to the expected clustering. Three main contributions arise from this objective. The first one is about the theoretical contributions about properties of Modularity Density based prioritizers. The second one is the development of eight Modularity Density Maximization heuristics. Our heuristics are compared with optimal results from the literature, and with GAOD, iMeme-Net, HAIN, BMD- heuristics. Our results are also compared with CNM and Louvain which are heuristics for Modularity Maximization that solve instances with thousands of nodes. The tests were carried out by using graphs from the “Stanford Large Network Dataset Collection”. The experiments have shown that our eight heuristics found solutions for graphs with hundreds of thousands of nodes. Our results have also shown that five of our heuristics surpassed the current state-of-the-art Modularity Density Maximization heuristic solvers for large graphs. A third contribution is the proposal of six column generation methods. These methods use exact and heuristic auxiliary solvers and an initial variable generator. Comparisons among our proposed column generations and state-of-the-art algorithms were also carried out. The results showed that: (i) two of our methods surpassed the state-of-the-art algorithms in terms of time, and (ii) our methods proved the optimal value for larger instances than current approaches can tackle. Our results suggest clear improvements to the state-of-the-art results for the Modularity Density Maximization problem.
199

Calcul de représentations galoisiennes modulaires / Computing modular Galois representations

Mascot, Nicolas 15 July 2014 (has links)
J.-P. Serre a conjecturé à la fin des années 60 et P. Deligne a prouvé au début des années 70 que pour toute newform f = q + ∑ n⩾2 a n q n 2 S k (N; "), k ⩾ 2, et tout premier l du corps de nombres Kf = Q(a n ; n ⩾ 2), il existe une représentation galoisienne l-adique pf;l : Gal(Q=Q) ! GL2 (ZKf;l) qui est non-ramifiée en dehors de ℓN et telle que le polynôme caractéristique du Frobenius en p ∤ ℓN est X2 a pX + "(p)p k 1 .Après réduction modulo l et semi-simplification, on obtient une représentation galoisienne pf;l : Gal(Q=Q) ! GL2 (Fl) modulo l, non-ramifiée en dehors de ℓN et telle que lepolynôme caractéristique du Frobenius en p ∤ ℓN est X 2 a pX + "(p)p k 1mod l, d'où un moyen de calcul rapide de ap mod l pour p gigantesque.L'objet de cette thèse est l'étude et l'implémentation d'un algorithme reposant sur cette idée (initialement due à J.-M. Couveignes and B. Edixhoven), qui calcule les coefficients ap modulo l en calculant d'abord cette représentation modulo l, en s'appuyant sur le fait que pour k < ℓ, cette représentation est réalisée dans la ℓ-torsion de la jacobienne de la courbe modulaire X1 (ℓN ).Grâce à plusieurs améliorations, telles que l'utilisation des méthodes de K. KhuriMakdisi pour calculer dans la jacobienne modulaire J1(ℓN ) ou la construction d'une fonction a 2 Q (J1(ℓN )) au bon comportement arithmétique, cet algorithme est très efficace, ainsi qu'illustré par des tables de coefficients. Cette thèse se conclut par la présentation d'une méthode permettant de prouver formellement que les résultats de ces calculs sont corrects. / It was conjectured in the late 60's by J.-P. Serre and proved in the early 70's by P.Deligne that to each newform f = q +Σn ⩾2 anqn 2 Sk(N; "), k ⩾2, and each primel of the number field Kf = Q(an; n ⩾ 2), is attached an l-adic Galois representationPf;l : Gal(Q=Q) ! GL2(ZKf;l ), which is unrami fied outside ℓN and such the characteristicpolynomial of the Frobenius element at p ∤ ℓN is X2 apX +"(p)pk1. Reducing modulo land semi-simplifying, one gets a mod l Galois representation Pf;l : Gal(Q=Q) ! GL2(Fl),which is unrami filed outside ℓN and such that the characteristic polynomial of the Frobeniuselement at p ℓN is X2 apX +"(p)pk1 mod l. In particular, its trace is ap mod l, whichgives a quick way to compute ap mod l for huge p.The goal of this thesis is to study and implement an algorithm based on this idea(originally due to J.-M. Couveignes and B. Edixhoven) which computes the coefficients apmodulo l by computing the mod l Galois representation first, relying on the fact that ifk < ℓ, this representation shows up in the ℓ-torsion of the jacobian of the modular curveX1(ℓN).Thanks to several improvements, such as the use of K. Khuri-Makdisi's methods tocompute in the modular Jacobian J1(ℓN) or the construction of an arithmetically well-behaved function alph 2 Q(J1(ℓN)), this algorithm performs very well, as illustrated bytables of coefficients. This thesis ends by the presentation of a method to formally provethat the output of the algorithm is correct.
200

Digitala drömmar och industriell utveckling : en studie av den svenska dator- och tv-spelsindustrin 1980-2010 / Digital Dreams and Industrial Development : the Swedish computer and video game industry 1980-2010

Sandqvist, Ulf January 2010 (has links)
The aim of this thesis is to explore and analyse the development of the Swedish video and computer game industry. The main focus is on the Swedish game development industry. The research was conducted with two different methods. First with a macro approach where all Swedish game developers were identified and general data from the annual reports was collected. The second part is a case study with three Swedish game developing companies focusing on the production and development of the firms. The game industry has expanded and some of the successful games have generated spectacular revenues. In Sweden the industry has received attention from different actors like universities, government bodies and media. Yet little research has been done about the Swedish game industry. In general the game industry outside the larger videogame producing countries USA, Japan and the UK has been ignored to a large part in academic research. The first computer games were made for some of the very first computers in the 1940’s and 1950’s. In the 1970’s, a market for games was created when arcade machines and somewhat later home consoles were introduced. The industry has grown and today it includes some of the largest companies in the world. The Swedish industry follows the international pattern. Evidence suggests that the first Swedish games were created in the 1950’s at the large university computers. But a game developing industry seems to have developed a bit later than internationally when the first Swedish game companies were founded in the late 1980’s and early 1990’s. The Swedish industry entered an introduction phase from the middle of 1980’s, a couple of years after the introduction of personal computers, until the end of the 1990’s. An expansion phase started in 1998. The expansion was strong between 1998 to 2002 and 2006 to 2008. In 2008 the number of people employed in the industry had increased to over 1300. During the studied period the industry seems to have had constant problems making a profit. Especially in 2002 and 2003 the industry had economic problems and some of the larger companies went bankrupt. The distribution among the companies shows that the concentration within the industry is growing. A few companies have expanded rapidly and have well over a hundred employees. The industry is very gender segregated and the number of women working in the industry is under ten percent. To study the development on a micro level, three Swedish game developing companies were selected. The focus was the development and change in production and organisation. The structure of the industry seems to have been changing with the fast technical development. A more modular structure seems to be emerging within the industry. In a number of areas a modular system has emerged. It is possible to buy more parts and productions capacity on the market. It is possible to buy game engines and outsource motions-capture work to other specialized companies. The relation to game publishers seems to influence the companies and create uncertainty for the game developers when they do not own the rights to the intellectual properties. The three game developers also have a similar development being founded by computer interested young men wanting to pursuit their interest as a job. The Swedish subculture around the so called “demoscene” seems to have been a factor in the early development of the industry and a recruitment base for the early developers.

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