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Arbetsprocesser inom spelutveckling : En kvalitativ fallstudie som granskar arbetsprocessen hos ett svenskt spelutvecklingsföretagPaskell, Elin, Wilhelm, Tengdahl January 2012 (has links)
Dice is one of Sweden's largest game manufacturers. They have produced a game series called “Battlefield”, which recently celebrated its tenth anniversary, releasing it gradually over the years. In order to create a game some form of work structure is required. In this essay we discover what the Dice work process looks like today and how it has changed over the years. Game development is progressing and market changes require game developers to constantly adapt to the current situation. To investigate this issue, we conducted intensive interviews with two wellestablished game developers from the Dice enterprise, as well as done further investigation and a small interview to confirm the results. We have individually drawn conclusions and created theories based on previous research and self-reflection. Hopefully our results will be applied by future studies, as well as by those interested in games and the related work process.
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Carbon capture and storage potential contribution to mitigate climate changeBaca, Angel Mario 20 September 2010 (has links)
Carbon Capture and Storage Potential Contribution to Mitigate Climate Change
By
Angel Mario Baca, M.A.
The University of Texas at Austin, 2009
Supervisor: Dr. Eric Bickel
This thesis evaluates the potential of the Carbon Capture and Storage technologies to mitigate climate change. This work emerged from the current debate regarding when CCS technologies are going to be ready in a commercial-scale, or whether they are going to be economically viable. Geologically, the world contains enough room for storing CO2 emissions, but it is still unsolved if leakage can be controlled and monitored. This research focuses on the development of an economic model to estimate the value of CCS.. This model uses equations from the DICE (Dynamic Integrated model on Climate and the Economy). Then, it estimates what change in temperature could occur, and computes the present value of damages to the economy. Moreover, emissions are simulated using the 40 scenario emissions from the Intergovernmental Panel on Climate Change. As the main conclusion of this model, CCS has to be deployed in almost in the entire number of fossil fuel plants around the world and has to be done in the next 30 years to see CCS having an impact, otherwise it would be relatively small and not worth it. Moreover, CCS technologies are part of the components to reduce climate change, but not the main one. It is required that governments, companies, and institution focus their efforts in working collaboratively towards the enforcement of new policies and development of more technologies. / text
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Quantifying and Valuating Radiative Forcing of Land-use Changes from Potential Forestry Activities across the GlobeLiu, Dan 30 July 2018 (has links)
No description available.
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O problema do Hiker Dice em tabuleiro compacto: um estudo algor?tmicoPereira, Elder Gon?alves 21 March 2014 (has links)
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Previous issue date: 2014-03-21 / Coordena??o de Aperfei?oamento de Pessoal de N?vel Superior / The Hiker Dice was a game recently proposed in a software designed by Mara Kuzmich and Leonardo Goldbarg. In the game a dice is responsible for building a trail on an n x m board. As the dice waits upon a cell on the board, it prints the side that touches the surface. The game shows the Hamiltonian Path Problem Simple Maximum Hiker Dice (Hidi-CHS) in trays Compact Nth , this problem is then characterized by looking for a Hamiltonian Path that maximize the sum of marked sides on the board. The research now related, models the problem through Graphs, and proposes two classes of solution algorithms. The first class, belonging to the exact algorithms, is formed by a backtracking algorithm planed with a return through logical rules and limiting the best found solution. The second class of algorithms is composed by metaheuristics type Evolutionary Computing, Local Ramdomized search and GRASP (Greed Randomized Adaptative Search). Three specific operators for the algorithms were created as follows: restructuring, recombination with two solutions and random greedy constructive.The exact algorithm was teste on 4x4 to 8x8 boards exhausting the possibility of higher computational treatment of cases due to the explosion in processing time. The heuristics algorithms were tested on 5x5 to 14x14 boards. According to the applied methodology for evaluation, the results acheived by the heuristics algorithms suggests a better performance for the GRASP algorithm / O Hiker Dice foi um jogo proposto recentemente em um software projetado por Mara Kuzmich e Leonardo Goldbarg. No jogo um dado ? respons?vel pela constru??o de uma trilha sobre um tabuleiro n x m. O dado ao visitar uma c?lula do tabuleiro imprime (marca) a face que entra em contato com a superf?cie. O jogo apresenta o Problema do Caminho Hamiltoniano Simples M?ximo Hiker Dice (CHS-HiDi) em Tabuleiros Compactos de ordem N , esse problema ? ent?o caracterizado por buscar um caminho hamiltoniano que maximize a soma dos faces do dado marcados no tabuleiro. A pesquisa presentemente relatada, modela o problema atrav?s de Grafos, e prop?e duas classes de algoritmos de solu??o. A primeira classe, pertencente aos algoritmos exatos, ? constitu?da por um algoritmo em backtracking aparelhado com um retorno realizado atrav?s de regras l?gicas e limite da melhor solu??o encontrada. A segunda classe de algoritmos ? constitu?da por metaheur?sticas do tipo Computa??o Evolucion?ria, Busca Local Aleatorizada e GRASP (Greed Randomized Adaptative Search). Para os algoritmos foram criados tr?s operadores espec?ficos da seguinte forma: de reestrutura??o, de recombina??o com duas solu??es e construtivo guloso aleat?rio. O algoritmo exato foi testado em tabuleiros 4x4 a 8x8 esgotando a possibilidade de tratamento computacional dos casos maiores em virtude da explos?o em tempo de processamento. Os algoritmos heur?sticos foram testados nos tabuleiros 5x5 at? 14x14. Segundo a metodologia de avalia??o utilizada, os resultados encontrados pelos algoritmos heur?sticos sugere um melhor potencial de desempenho para o algoritmo GRASP
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Modelo computacional da córnea e do humor aquoso / not availableBordin, Vivian Gomes Deolindo 10 December 2003 (has links)
A pressão intra-ocular (PO) é um importante parâmetro na avaliação da saúde ocular, sendo que o diagnóstico e a monitorização do glaucoma dependem de sua adequada mensuração. Entretanto estudos recentes mostram uma redução na PO medida através de tonômetros de aplanação após a cirurgia, o que provavelmente, é provocado por alterações da forma, estrutura e espessura da córnea em decorrência de procedimento cirúrgico freqüente no tratamento da miopia. A medida da PO é realizada aplicando uma pressão externa sobre o centro da córnea até que essa esteja totalmente plana. A deformação provocada pela pressão externa depende não somente da pressão intra-ocular mas também da energia de interação entre as moléculas da córnea, entre as moléculas do humor aquoso assim como, da interação mútua entre as moléculas do humor aquoso e da córnea. A quantidade e o tamanho das moléculas que formam estas estruturas (humor aquoso e córnea) também influenciam a deformação. Portanto, propomos neste trabalho, um modelo computacional que permite representar as moléculas da córnea e do humor aquoso com suas devidas espessuras e arranjos em função das energias de interação. O trabalho foi desenvolvido utilizando o programa DICE, o qual tem a finalidade de simular sistemas moleculares densos, compostos por diferentes tipos de partículas interagindo através de uma função (U) que descreve como a energia potencial de interação varia com a distância entre elas. Após diversas modificações dos parâmetros iniciais verificamos a tendência para o equilíbrio do sistema provando que o modelo é viável e factível de ser aplicado a avaliação da PO. / Intraocular pressure is an important parameter in the evaluation of eye health so that the diagnosing and monitoring of glaucoma depend on their correct measuring. However recent studies show a reduction in intraocular pressure measured by means of plaining tonometers after surgery, what is probably caused by alterations in the form, structure and thickness of the cornea as a result of the surgical procedure frequent in treatment of miopy. Intraoculoar pressure is measured by applying an external pressure on the center of the cornea until it is completely plain (flat). The deformation caused by external pressure depends not only on intraocular pressure but also on the interaction force among the molecules of the cornea, among the molecules of the aqueous humour and also on the mutual interaction among the molecules of the aqueous humour and those of the cornea. The quantity and size of the molecules that make up these structures (aqueous humour and cornea) have an influence on the deformation as well. So, we propose in this work a computational model that allows to represent the molecules of the cornea and aqueous humour with their respective thickness and arrangements in relation to the interaction forces. The work has been developed with the program DICE, whose objective is to simulate dense molecular systems, composed by different types of particles interacting by means of a function (U) that describes how the potential interaction force varies according to thedistance between them. After various modifications of the initial parameters we verified the tendency to the balance of the system, proving that the model is viable and feasible of being applied in evaluation of intraocular pressure.
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Vis?es sobre a conquista de M?xico: os relatos de Bernardino de Sahag?n e seus auxiliares ind?genas / Views on the conquest of Mexico: the reports of Bernardino de Sahag?n and his indigenous auxiliariesRodrigues, Flora Alice Lima 15 July 2016 (has links)
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Previous issue date: 2016-07-15 / Coordena??o de Aperfei?oamento de Pessoal de N?vel Superior - CAPES / The Florentine Codex was written during the colonial period by Franciscan Bernardino of Sahag?n, aided by native Mexicans from the College of Santa Cruz Tlatelolco, Mexico. Written in two columns of text, the first in Spanish and the other in Nahuatl, the Florentine Codex still contains imagery by native Mexicans from Tlacuilos. The Codex is divided in twelve books, with content ranging from the beginning of the native Mexican world until the conquest of M?xico-Tenochtitl?n. When analyzing the last book of the Codex, which tells the conquest of M?xico-Tenochtitl?n, we realize that there are many discrepancies between the nahuatl narratives and castilian. The two columns, as well as the images, form three distinct narratives about the conquest. These narratives form a blend of indigenous and European traditions. / O C?dice Florentino, escrito no per?odo colonial, foi elaborado pelo franciscano Bernardino de Sahag?n com o aux?lio dos alunos ind?genas do Col?gio de Santa Cruz de Tlatelolco, no M?xico. Escrita em duas colunas de textos, a primeira em castelhano e a segunda em nahuatl, a obra ainda cont?m imagens confeccionadas pelos tlacuilos ind?genas. O C?dice est? dividido em doze Livros, cujo conte?do abarca desde a origem do mundo ind?gena at? a conquista da cidade de M?xico-Tenochtitl?n. Ao analisarmos o ?ltimo Livro do C?dice, que narra a conquista de M?xico-Tenochtitl?n, percebemos que h? muitas diverg?ncias entre a narrativa nahuatl e a castelhana. As duas colunas, assim como as imagens, formam tr?s narrativas distintas sobre a conquista. Essas narrativas formam uma mescla entre as tradi??es ind?genas e europeias
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The Design and Implementation of the Dynamic Ionosphere Cubesat Experiment (Dice) Science InstrumetnsBurr, Steven Reed 01 August 2013 (has links)
Dynamic Ionosphere Cubesat Experiment (DICE) is a satellite project funded by the National Science Foundation (NSF) to study the ionosphere, more particularly Storm Enhanced Densities (SED) with a payload consisting of plasma diagnostic instrumentation. Three instruments onboard DICE include an Electric Field Probe (EFP), Ion Langmuir Probe (ILP), and Three Axis Magnetometer (TAM). The EFP measures electric elds from 8V and consists of three channels a DC to 40Hz channel, a Floating Potential Probe (FPP), and an spectrographic channel with four bands from 16Hz to 512Hz. The ILP measures plasma densities from 1x104 cm�3 to 2x107 cm�3. The TAM measures magnetic field strength with a range 0.5 Gauss with a sensitivity of 2nT. To achieve desired mission requirements careful selection of instrument requirements and planning of the instrumentation design to achieve mission success. The analog design of each instrument is described in addition to the digital framework required to sample the science data at a 70Hz rate and prepare the data for the Command and Data Handing (C&DH) system. Calibration results are also presented and show fulllment of the mission and instrumentation requirements.
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Textural features for bladder cancer definition on CT imagesLiao, Hanqing January 2013 (has links)
Genitourinary cancer refers to the presence of tumours in the genital or urinary organs such as bladder, kidney and prostate. In 2008 the worldwide incidence of bladder cancer was 382,600 with a mortality of 150,282. Radiotherapy is one of the main treatment choices for genitourinary cancer where accurate delineation of the gross tumour volume (GTV) on computed tomography (CT) images is crucial for the success of this treatment. Limited CT resolution and contrast in soft tissue organs make this difficult and has led to significant inter- and intra- clinical variability in defining the extent of the GTV, especially at the junctions of different organs. In addition the introduction of new imaging techniques and modalities has significantly increased the number of the medical images that require contouring. More advanced image processing is required to help reduce contouring variability and assist in handling the increased volume of data. In this thesis image analysis methodologies were used to extract low-level features such as entropy, moment and correlation from radiotherapy planning CT images. These distinctive features were identified and used for defining the GTV and to implement a fully-automatic contouring system. The first key contribution is to demonstrate that second-order statistics from co-occurrence matrices (GTSDM) give higher accuracy in classifying soft tissue regions of interest (ROIs) into GTV and non-GTV. Loadings of the principal components (PCs) of the GTSDM features were found to be consistent over different patients. Exhaustive feature selection suggested that entropies and correlations produced consistently larger areas under receiver operating characteristic (AUROC) curves than first-order features. The second significant contribution is to demonstrate that in the bladder-prostate junction, where the largest inter-clinical variability is observed, the second-order principal entropy from stationery wavelet denoised CT images (DPE) increased the saliency of the bladder prostate junction. As a result thresholding of the DPE produced good agreement between gold standard clinical contours and those produced by this approach with Dice coefficients. The third contribution is to implement a fully automatic and reproducible system for bladder cancer GTV auto-contouring based on classifying second-order statistics. The Dice similarity coefficients (DSCs) were employed to evaluate the automatic contours. It was found that in the mid-range of the bladder the automatic contours are accurate, but in the inferior and superior ends of bladder automatic contours were more likely to have small DSCs with clinical contours, which reconcile with the fact of clinical variability in defining GTVs. A novel male bladder probability atlas was constructed based on the clinical contours and volume estimation from the classification results. Registration of the classification results with this probabilistic atlas consistently increases the DSCs of the inferior slices.
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Modelo computacional da córnea e do humor aquoso / not availableVivian Gomes Deolindo Bordin 10 December 2003 (has links)
A pressão intra-ocular (PO) é um importante parâmetro na avaliação da saúde ocular, sendo que o diagnóstico e a monitorização do glaucoma dependem de sua adequada mensuração. Entretanto estudos recentes mostram uma redução na PO medida através de tonômetros de aplanação após a cirurgia, o que provavelmente, é provocado por alterações da forma, estrutura e espessura da córnea em decorrência de procedimento cirúrgico freqüente no tratamento da miopia. A medida da PO é realizada aplicando uma pressão externa sobre o centro da córnea até que essa esteja totalmente plana. A deformação provocada pela pressão externa depende não somente da pressão intra-ocular mas também da energia de interação entre as moléculas da córnea, entre as moléculas do humor aquoso assim como, da interação mútua entre as moléculas do humor aquoso e da córnea. A quantidade e o tamanho das moléculas que formam estas estruturas (humor aquoso e córnea) também influenciam a deformação. Portanto, propomos neste trabalho, um modelo computacional que permite representar as moléculas da córnea e do humor aquoso com suas devidas espessuras e arranjos em função das energias de interação. O trabalho foi desenvolvido utilizando o programa DICE, o qual tem a finalidade de simular sistemas moleculares densos, compostos por diferentes tipos de partículas interagindo através de uma função (U) que descreve como a energia potencial de interação varia com a distância entre elas. Após diversas modificações dos parâmetros iniciais verificamos a tendência para o equilíbrio do sistema provando que o modelo é viável e factível de ser aplicado a avaliação da PO. / Intraocular pressure is an important parameter in the evaluation of eye health so that the diagnosing and monitoring of glaucoma depend on their correct measuring. However recent studies show a reduction in intraocular pressure measured by means of plaining tonometers after surgery, what is probably caused by alterations in the form, structure and thickness of the cornea as a result of the surgical procedure frequent in treatment of miopy. Intraoculoar pressure is measured by applying an external pressure on the center of the cornea until it is completely plain (flat). The deformation caused by external pressure depends not only on intraocular pressure but also on the interaction force among the molecules of the cornea, among the molecules of the aqueous humour and also on the mutual interaction among the molecules of the aqueous humour and those of the cornea. The quantity and size of the molecules that make up these structures (aqueous humour and cornea) have an influence on the deformation as well. So, we propose in this work a computational model that allows to represent the molecules of the cornea and aqueous humour with their respective thickness and arrangements in relation to the interaction forces. The work has been developed with the program DICE, whose objective is to simulate dense molecular systems, composed by different types of particles interacting by means of a function (U) that describes how the potential interaction force varies according to thedistance between them. After various modifications of the initial parameters we verified the tendency to the balance of the system, proving that the model is viable and feasible of being applied in evaluation of intraocular pressure.
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Per-face parameterization for Texture Mapping of Geometry in Real-Time / Parameterisering per-primitv för texturmappning av geometri i realtidNoren, Johan January 2014 (has links)
We investigate the mesh colors method for per-face parameterization for texture-mapping of geometry, implemented in the game engine Frostbite 3, for the purpose of evaluating the method compared to traditional texture-mapping in a real-time application. Traditional UV-mapping often causes discontinuities which commonly results in visible seams in the end results. If any change is done to the vertex positions or the topology a remapping of the UV-map has to be done. Mesh colors aims to avoid these problems by skipping the transformation to 2D space as in UV-mapping, and associating color samples directly with the geometry of a mesh. The implementation was done in Frostbite 3 in C++ and HLSL shader code, and rendered with the DirectX graphics API. The results show that mesh colors is a viable alternative in a real-time renderer. Though not as fast as regular UV-mapped textures due to lack of hardware accelerated filtering operations, mesh colors is a realistic alternative for special cases where regular texture-mapping would be cumbersome to work with or produce sub-par results. Possible areas of future research are efficient data structures suitable to handle data insertion dynamically, compression of mesh colors data, and mesh colors in the context of mesh LOD generation.
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