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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.
221

A Comparative Evaluation Of Fdsa,ga, And Sa Non-linear Programming Algorithms And Development Of System-optimal Methodology For Dynamic Pricing On I-95 Express

Graham, Don 01 January 2013 (has links)
As urban population across the globe increases, the demand for adequate transportation grows. Several strategies have been suggested as a solution to the congestion which results from this high demand outpacing the existing supply of transportation facilities. High –Occupancy Toll (HOT) lanes have become increasingly more popular as a feature on today’s highway system. The I-95 Express HOT lane in Miami Florida, which is currently being expanded from a single Phase (Phase I) into two Phases, is one such HOT facility. With the growing abundance of such facilities comes the need for indepth study of demand patterns and development of an appropriate pricing scheme which reduces congestion. This research develops a method for dynamic pricing on the I-95 HOT facility such as to minimize total travel time and reduce congestion. We apply non-linear programming (NLP) techniques and the finite difference stochastic approximation (FDSA), genetic algorithm (GA) and simulated annealing (SA) stochastic algorithms to formulate and solve the problem within a cell transmission framework. The solution produced is the optimal flow and optimal toll required to minimize total travel time and thus is the system-optimal solution. We perform a comparative evaluation of FDSA, GA and SA non-linear programming algorithms used to solve the NLP and the ANOVA results show that there are differences in the performance of the NLP algorithms in solving this problem and reducing travel time. We then conclude by demonstrating that econometric iv forecasting methods utilizing vector autoregressive (VAR) techniques can be applied to successfully forecast demand for Phase 2 of the 95 Express which is planned for 2014
222

The CLEM Model: Path Analysis of the Mediating Effects of Attitudes and Motivational Beliefs on the Relationship Between Perceived Learning Environment and Course Performance in an Undergraduate Nonmajor Biology Course

Partin, Matthew L. 25 July 2008 (has links)
No description available.
223

Detecting Rare Haplotype-Environmental Interaction and Nonlinear Effects of Rare Haplotypes using Bayesian LASSO on Quantitative Traits

Zhang, Han 27 October 2017 (has links)
No description available.
224

Soil moisture, fire, and tree community structure

White, William Patrick 07 April 2011 (has links)
No description available.
225

A Data-driven Approach to Identify Opportunities to Reduce Missing Doses

Lydick, Jaide E. 21 September 2016 (has links)
No description available.
226

Distribution of and relationship between medically classified weight and self-perceived body size across sexual orientation: An Add Health analysis

Strauss, Ashley J. 28 November 2016 (has links)
No description available.
227

Etude de la production et de l'émanation de composés volatils malodorants sur textile à usage sportif / Production and emission of human body odors from textile for sports

Léal, Françoise 04 November 2011 (has links)
Si la sueur fraîchement émise par le corps humain est inodore, la dégradation de celle-ci par la flore bactérienne cutanée produit des composés volatils malodorants, responsables des odeurs de transpiration. Les odeurs de transpiration apparaissent également sur les vêtements au cours de leur utilisation, particulièrement sur les textiles réalisés en fibres synthétiques. Ce travail a pour but d’améliorer la compréhension du phénomène d’émanation d’odeurs en étudiant l’effet du sujet testé, l’effet de la flore bactérienne et l’effet du textile sur les émissions de composés volatils malodorants.L’intérêt de ce travail réside dans l’approche globale de la problématique des odeurs de transpiration et dans la diversité des méthodes de mesure mises en place, tant dans l’étude de la flore microbiologique que dans les méthodes de mesures des composés odorants émis.Dans un premier temps, le dénombrement simultané de la flore bactérienne sur la peau et sur le vêtement a été réalisé sur un échantillon de 15 sujets à l’issue d’un exercice physique. Cette expérimentation a permis d’évaluer le taux de transfert bactérien moyen lors d’une activité sportive et d’étudier son rôle dans l’émission d’odeurs. Ensuite, afin d’affiner ces résultats, une méthode basée sur la biologie moléculaire a été mise en place pour réaliser le suivi qualitatif de la stabilité de la flore commensale axillaire d’un sujet pendant 3 mois. Le transfert bactérien spécifique entre la peau du testeur et le vêtement a été étudié pour 4 matières textiles sélectionnées (dont le coton et le PET). Ceci a permis de déterminer le rôle du transfert bactérien spécifique dans l’émission des odeurs à partir de textile.Enfin, le dernier chapitre est consacré à l’étude de l’émission de composés volatils et odorants à l’aide de mesures olfactives et d’un nez électronique au cours du temps par 8 composants textiles sélectionnés. Après traitement statistique par analyse en composante principale et étude détaillée des mesures, 9 composés chimiques ont été identifiés comme indicateurs d’un comportement textile malodorant. Ces derniers pourraient être utilisés dans la mise en place d’une méthode ciblée de mesure physico-chimique des mauvaises odeurs.Ce travail a permis de déterminer l’impact de chacun des facteurs sujet, flore bactérienne et textile dans l’émission d’odeurs. En outre, ce travail ouvre des perspectives sur l’étude des contaminations bactériennes par contact, mais également dans l’étude des odeurs, sur les phénomènes de désorption de molécules volatiles à partir de différentes matrices textiles et sur les solutions pouvant être envisagées pour limiter les émissions odorantes à partir de textiles. / Fresh human sweat is odorless. Odoriferous volatile compounds are produced by the metabolism of bacteria living on the skin, generating strong malodor. Sweaty body odors do also appear on clothes during use, and especially on synthetic fabrics. The aim of this document is to improve understanding of odor emission by investigating subject effect, microbiota effect and fabric effect on the emission of odoriferous volatile compounds.Odors of perspiration are hereby globally approached with a wide use of methods and experimental devices, for microbial flora study as well as for odoriferous volatile compounds emission study.First, microflora enumeration has been simultaneously processed on the skin and on the fabric after exercise for 15 subjects. This experiment allowed an evaluation of the average bacterial transfer yield during physical activity and the beginning of the investigation of its effect on odor emission.A molecular biology methodology has then been developed in order to refine these results. Monitoring of qualitative composition of the microbiota has been performed to study the stability of the armpit’s ecosystem on a subject during 3 months. Specific microbial transfer from subject’s skin to clothe has been performed for 4 textile fabrics (including cotton and PET). This leaded to characterize the effect of specific bacterial transfer on odor emission from fabric.The last chapter is dedicated to the study of the emission of odoriferous volatile compounds over time using olfactory measurements and electronic nose for 8 selected fabrics. Principal component analysis targeted 9 chemical compounds that have been selected as malodorous behavior indicators for a given fabric. Those 9 compounds could be used for setting up a fitted physicochemical method of malodor.To conclude, this study helped to understand the effect of 3 factors in odor perception from a fabric after sport : subject, microbial flora and fabric. Perspectives have been charted on contact microbial contamination, but also on odor, and especially on desorption of odoriferous volatile molecules from a textile or knitted matrix. The solutions that could be used to limit malodorous emission from fabrics have also been discussed.
228

網路圖書市場與傳統圖書市場定價行為之研究

王亭享 Unknown Date (has links)
摘 要 台灣地區近日網路購物的人數快速成長,因此,消費者對於網路商品的需求大增,是否能從網路商店購買到價廉物美的商品乃為消費者關心的焦點。且根據資策會的調查,書籍是網路購物者的最愛,基於探討網路商店定價行為的國外文獻大抵僅以美國為研究對象,偏重於簡單的統計與迴歸分析,欠缺較深入的統計方法如單因子變異數分析法及集群分析法,加上國內缺乏針對網路商店定價行為從事分析的實證文獻,於是本研究將以書籍為研究對象,蒐集國內傳統書店和網路書店銷售書籍的價格,綜合了迴歸分析、無母數統計、單因子變異數分析及集群分析四大方法從事書店定價行為的分析。本研究先以複迴歸分析探討不同書店之書籍售價的決定因素;再以無母數統計法比較不同購買數量及不同種類的書籍售價;然後,以單因子變異數分析和Turkey、Scheffe兩兩比較法剖析書籍的售價與書店的關聯性;最後,以策略群組分析法探索書店間經營策略的類似性及差異性。 結果顯示,網路書店彼此之間的價格競爭較實體書店之間激烈。書店的書籍銷售價格和資本額、員工數成正向關係,資本額越大、員工數越多則書籍銷售價格越高,書店歷史、商品種類則和書店書籍銷售價格有負向關係,書店歷史越久、商品種類越多,則書籍銷售價格越便宜。再者,比較不同購買數量的書籍售價後發現消費者只要購買兩本書籍以上,網路書店比實體書店便宜,而若消費者只購買一本書籍,在網路書店購買會較吃虧。還有,在工商企管、健康旅遊及文學類三類書籍的價格比較下,書籍售價排序由低到高為文學類、健康旅遊類、工商企管類。接下來,從書籍與書店的關聯性來看,誠品網路書店的書籍銷售價格最高,華文網和搜主義的書籍最便宜。此外,本研究發現,實體書店所開設的網路分店書籍的售價都較實體書店高,而且純網路書店的書籍銷售價格顯著較實體書店的網路分店便宜。 最後,在策略群組分析法中發現19家書店可分為6個群組:節省開銷,專於本業型 (政大書城、上達書局、聯經出版社、今日書局、搜主義網路書店、三民網路書店及誠品網路書店)、圖書館結合百貨公司型 (誠品書店)、大規模經營型 (金石堂書店、新學友書局、博客來網路書店及新絲路網路書店);第四群小百貨公司型 (建宏書局、三民書局、摩爾書店、金石堂網路書店及華文網路書店);第五群致力服務型 (何嘉仁書店);第六群國際級圖書館型 (紀伊國屋書店)。
229

BOT附屬事業放棄選擇權之研究-以台灣南北高速鐵路計畫為例

黃劉乾, Liu, Chang Huang Unknown Date (has links)
國內外對BOT實質選擇權之研究,大多集中於BOT主體本身所隱含之各種選擇權價值,鮮少論及BOT附屬事業之選擇權價值。惟因交通運輸BOT主體之自償率往往偏低,故須以保證最小運量或特許經營附屬事業等方式,來吸引潛在投資者。附屬事業對整個BOT計畫價值的影響頗大,如何針對其選擇權之價值加以分析為本研究的主要課題。個案將以台灣南北高速鐵路計畫為例,對其附屬事業之放棄選擇權加以探討。 本研究將主要探討下列課題,並提出研究結果: 一、有限差分法及蒙地卡羅模擬法計算選擇權價值,其間之差異?本 文利用有限差分法及蒙地卡羅模擬法來各別求算BOT 附屬事業的 放棄選擇權價值,一來了解 BOT 附屬事業的放棄選擇權價的大 小,二來比較有限差分法及蒙地卡羅模擬法兩者間的差異。 二、BOT附屬事業的放棄選擇權是否受主體事業的經營績效所影響? 三、BOT附屬事業是否須考量履約保證金之設計? 四、BOT主體決定經營或放棄時,是否會影響其附屬事業之放棄選擇 權價值? 本研究係以蒙地卡羅模擬法及有限差分法單獨估計台灣南北高速鐵路附屬事業之放棄選擇權價值,並建立運輸主體與附屬事業間價值的關聯,再以蒙地卡羅模擬法作更精確的估算。另使用單因子變異數分析及Tukey's Multiple Comparison Method之統計方法,驗證BOT主體與其附屬事業選擇權間之相關性,期能有助於日後BOT計畫之參與者評估及決策使用。 / The study of the Real Option Analysis (ROA) thesis of BOT generally focus is on the principal parts of the project only, rarely is considered the option of ancillary business of BOT. Because the self-liquidation-ratio of the transportation of BOT is low, it needs the government financial support (minimum traffic guarantee or revenue enhancements) to attract the interest of intended investors. The influence of the ancillary business of BOT is huge, so how to evaluate the option is the big issue of thesis. The case focus on the Taiwan High Speed Rail BOT project, and will study the option value of it’s ancillary business. Thesis will discuss the following issues, and develop the result of study. 1.The calculation difference between Monte Carlo Simulation & Finite Difference Method to work out option value, Thesis will use the Monte Carlo Simulation & Finite Difference Method to work out the abandon option value of ancillary business of BOT. To get the abandon option value and compare the calculation difference between Monte Carol Simulation & Finite Difference Method. 2.Will the abandon option value of ancillary business of BOT be influenced by the principal parts of the project? 3.Is there a need to consider the performance security deposit of ancillary business of BOT? 4.Will the decision of BOT impact the abandon option value of ancillary business or not? The thesis will use the Monte Carol Simulation & Finite Difference Method to calculate the abandon option value of ancillary business of Taiwan North-South High-Speed Railway Project (THR), and create the relation between the BOT & it’s ancillary business. The thesis will use the ANOVA & Tuley’s Multiple Comparison Method to validate the relationship, and hope it will let the participator to consider in the future.
230

A Guideline for Environmental Games (GEG) and a randomized controlled evaluation of a game to increase environmental knowledge related to human population growth

Pisinthpunth, C. January 2015 (has links)
People often have very little knowledge about the impact of unsustainable human population growth on the environment and social well-being especially in developing countries. Therefore, an efficient method should be explored in order to educate, and if possible, to convince the members of the public to realize the environmental and social problems caused by the unsustainable population growth. Digital Game-Based Learning (DGBL) has been highlighted by some studies as an innovative tool for learning enhancement. While only a handful of studies have scientifically evaluated the impact of DGBL on knowledge outcomes, the approach is an attractive tool to increase knowledge and motivate engagement with environmental issues surrounding population growth because of its potential to improve learners’ motivation and engagement thereby compared to traditional learning approaches. Therefore, the three primary research questions for this study are: 1) "Can a single-player digital game be an appropriate and attractive learning application for the players to gain insight about the relationship between the growing human population and the environmental issues?" 2) "How can we design environmental games for the players to gain insights about the relationship between the growing human population and the environmental issues via playing a game?" and 3) "What are the obstacles preventing the players from adapting environmental knowledge obtained from the learning mediums into the real-life?" To inform the development of an efficacious DGBL game to impact learning outcomes, critical reviews of environmental issues related to population growth as well as critical reviews of commercial and serious environmental games in terms of their educational and motivational values were undertaken in this study. The results of these critical reviews informed the development of a Guideline for Environmental Games (or GEG). The GEG was developed by combining the engaging game technology with environmental learning and persuasion theories. The GEG was then used to inform the development of a prototype game called THE GROWTH; a single-player, quiz-based, city-management game targeting young adolescents and adults. Multiple evaluation methods of the game were used to answer the three key research questions mentioned earlier. These methods included: 1) The Randomized Controlled Trial approach (RCT) where the participants were systematically divided into the experimental and the control group respectively and their knowledge scores (quantitative data) compared and analyzed, 2) The participants’ abilities to recall and describe the environmental and well-being issues were collected and analyzed qualitatively using The Content Analysis method (CA) and, 3) The participants’ overall feedback on the learning mediums was collected and analyzed to evaluate the motivational values of THE GROWTH itself. To this end, THE GROWTH was evaluated with 82 Thai-nationality participants (70 males and 12 females). The results showed that participants assigned to play THE GROWTH demonstrated greater environmental and social-well-being knowledge related to population growth (F(1,40) = 43.86, p = .006) compared to the control group participants assigned to a non-interactive reading activity (consistent with material presented in THE GROWTH). Furthermore, participants who played THE GROWTH recalled on average more content presented in the game when compared to participants who were presented with similar content in the reading material (t (59) = 3.35, p = .001). In terms of level of engagement, the study suggested that participants assigned to the game were more engaging with their learning medium on average when compared to participants assigned to the non-interactive reading activity. This is evidenced by the longer time participants spent on the task, the activity observed from participants’ recorded gameplay, and their positive responses in the survey. The semi-structured interviews used in this study highlighted the participants’ attitudes towards the environmental, social, and technological issues. Although the participants’ perceived behavioural intention towards the environmental commitments were not statistically differed between the two study group, their responses still provide some evidences that leaps may occur from the learning mediums to the real-world context. Furthermore, these responses can be valuable evidences for the policy makers and for the future development of environmental serious games. Overall, the results suggested that digital environmental games such as THE GROWTH might be an effective and motivational tool in promote the learning about sustainable population size, the environment, and the social well-being. The game’s ability to convince the participants to change towards sustainable lifestyles, however, might be subjected to the future research and other real-world circumstances such as the governmental and public supports. In summary, the research in this thesis makes the following contributions to knowledge: • The Guideline for Environmental Games (GEG) contributes to knowledge about making theoretically-based environmental games. It has particular significance because the guideline was validated by demonstrating learning improvements in a systematic randomized controlled trial. • The use of Multi-Strategy Study Design where multiple systematic evaluation methods were used in conjunction to provide conclusive findings about the efficacy of DGBL to impact outcomes. • THE GROWTH itself is a contribution to applied research as an example of an effective DGBL learning tool.

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