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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.
11

Result Prediction by Mining Replays in Dota 2

Johansson, Filip, Wikström, Jesper January 2015 (has links)
Context: Real-time games like Dota 2 lack the extensive mathematical modeling of turn-based games that can be used to make objective statements about how to best play them. Understanding a real-time computer game through the same kind of modeling as a turn-based game is practically impossible. Objectives: In this thesis an attempt was made to create a model using machine learning that can predict the winning team of a Dota 2 game given partial data collected as the game progressed. A couple of different classifiers were tested, out of these Random Forest was chosen to be studied more in depth. Methods: A method was devised for retrieving Dota 2 replays and parsing them into a format that can be used to train classifier models. An experiment was conducted comparing the accuracy of several machine learning algorithms with the Random Forest algorithm on predicting the outcome of Dota 2 games. A further experiment comparing the average accuracy of 25 Random Forest models using different settings for the number of trees and attributes was conducted. Results: Random Forest had the highest accuracy of the different algorithms with the best parameter setting having an average of 88.83% accuracy, with a 82.23% accuracy at the five minute point. Conclusions: Given the results, it was concluded that partial game-state data can be used to accurately predict the results of an ongoing game of Dota 2 in real-time with the application of machine learning techniques.
12

Character Balance in MOBA Games

Teodor, Norén, Emanuel, Palm January 2015 (has links)
As live streaming of video games has become easier, electronic sports have grown quickly and they are still increasing as tournaments grow in viewers and prizes. The purpose of this paper is to examine the theory Metagame Bounds by applying it to League of Legends and Dota 2, to see if it is a valid way of looking at character balance in the Multiplayer Online Battle Arena game genre. The main mode of both games consist of matches played on a map where a team of five players is up against another team of five players. Characters in the games generally have four abilities and a number of attributes, making them complex to compare without context. We gathered character data from websites and entered the data into a file that we used with the Metagame Bounds application. We compared the graphs that the data yielded with how often a character wins and how often it is played. To examine whether the characters were balanced we also played the games and analysed the characters in depth. All statistical data gathered was retrieved over the span of a few hours on the 21st of April 2015 from the websites Champion.gg for League of Legends and Dotabuff for Dota 2. Sirlin’s (2001) definition of multiplayer game balance is “A multiplayer game is balanced if a reasonably large number of options available to the player are viable – especially, but not limited to, during high-level play by expert players.” and with the data we see that these games are balanced in terms of characters according to that definition. Overall we believe that Metagame Bounds is a valid way of looking at balance within the genre, but the data is not completely reliable on its own and should be compared with other statistics.
13

Using statistics and game knowledge to create better bots in Dota 2

Viro, Sebastian January 2021 (has links)
Multiplayer online battle arena (MOBA) games and games in general offer developers opportunities to design and test AI to further push research within the area. MOBA is a genre that has seen an increase in popularity during recent years alongside a rapidly growing esports scene.  The game's main purpose is ultimately to be enjoyed and played by human players, who often come up with and are encouraged to create their own strategies in order to beat the game or win out over their opponents.  This thesis will explore how mimicking human behavior in AI and using statistics from human players can be beneficial to AI design. The AI will be developed in a framework similar to that used by the Conference of Games for their Dota 2 5v5 AI competition. Three different strategies will be created, each of which will mimic some aspect of human behaviour, and then tested against the built-in AI in Dota 2. All the developed AI’s managed to win with varying results. The results showed some support for the notion that human gameplay and statistics can be beneficial to AI design. There are, however, difficulties with the complexity of the game that is Dota 2.
14

Case Study: Can Midjourney produce visual character design ideas for Dota 2 that meet the game’s art guidelines?

Liu, Dong January 2023 (has links)
This case study investigates if the AI text-to-image generator Midjourney can generate visual game character idea images for Dota 2 that meet the game’s art guidelines. The author defined the term “visual game character ideas” as the idea images at the early stage of visual character design process to help artists get inspiration. To achieve this, an experiment was designed and conducted where three new Dota 2 heroes’ backgrounds were developed by the author, and 32 images per hero were generated with Midjourney bot. These 96 images were evaluated to examine Midjourney’s performance based on seven aspects: accurate content, readability and identifiability, value gradient, value patterning, the number of colors, areas of rest and detail, and directionality. “YES” was given to each criterion if they meet the requirement. The value of this case study is to present the strength and weakness of the text-to-image generators for visual character design ideas, which can potentially show game artists when and how to use them in visual character design process. The result suggested that Midjourney could be used to generate visual character design ideas for Dota 2 unstably, and this instability was mainly caused by its identified flaw: content accuracy. Furthermore, it performed better for non-color-related aspects, while the performance for color-related items was significantly worse than others.
15

Synthèse et étude de nouvelles sondes fluorescentes pour l'imagerie optique, l'imagerie Cherenkov et les imageries multimodales / Synthesis and study of new fluorescent probes for optical imaging, Cherenkov imaging and multimodal imaging

Bernhard, Yann 20 April 2015 (has links)
Le travail présenté dans ce mémoire avait pour but d’étudier le potentiel de nouvelles sondes fluorescentes pour la mise au point d’agents d’imagerie optique et d’imagerie Cherenkov inédits. Le premier chapitre porte sur la synthèse de subphtalocyanines et phtalocyanines fluorescentes possédant des fonctions chimiques qui confèrent à la molécule des propriétés adaptées à une application en imagerie médicale. Les composés obtenus ont été étudiés pour déterminer s’ils possèdent les propriétés requises pour l’application visée, en considération du cahier des charges propre aux fluorophores. Dans un deuxième temps, certaines sondes fonctionnelles préparées ont été utilisées pour créer des agents d’imagerie inédits. Dans le cas des subphtalocyanines, la biovectorisation a été explorée par association directe de la sonde avec un peptide, ou indirecte grace à un liposome encapsulant la sonde. Dans le cas des phtalocyanines, les sondes fonctionnelles ont été engagées dans la préparation de nanohybrides constitués de nanoparticules d’oxyde de fer ou de nanotubes d’oxyde de titane, afin d’obtenir des agents bimodaux ou théranostiques. Le troisième chapitre présente l’étude du phénomène de transfert d’énergie (CRET) entre des radioéléments émetteurs Cherenkov et des fluorophores organiques a été étudié. La détermination des paramètres de transfert optimaux a ensuite guidé la mise au point d’une sonde CRET composée d’un fragment fluorescéine lié covalentement à un complexe d’yttrium-90. Pour finir, la possibilité d’émettre dans la fenêtre du proche infrarouge a été explorée par multi-transfert de type CRETFRET. / The goal of this work was to prepare and study new fluorescent probes, which could give rise to novel optical or Cherenkov imaging agents. The first section of this work describes the synthesis of fluorescent subphthalocyanines and phthalocyanines probes, which possess relevant chemicals groups suitable for optical imaging applications. The optical and physico-chemical properties of the new probes were carefully examined to ensure they comply with the specification of the fluorophores for the desired application. The second part focused on the subsequent development of a few selected probes into real imaging agents. The biovectorisation of subphtalocyanines was achieved upon conjugation of a peptide either with the probe or with a liposome that encapsulate the probe. Phthalocyanine-based functional probes were engaged in the synthesis of nanohybrides made of iron oxide nanoparticles or titania nanotubes, to afford bimodal or theranostic agents. In a final part, the energy transfer phenomenon (CRET) between Cherenkov emitting radionuclides and organic fluorophores was studied. The optimal transfer parameters were considered to prepare a CRET probe made of a fluorescein moiety covalently attached to an Yttrium-90 complex. Finally, the ability to emit in the near infrared window was explored by multi-CRET-FRET transfer.
16

Synthèse d'agents chélatants bifonctionnels macrocycliques pour le marquage de molécules biologiques par des métaux : application en imagerie médicale / Synthesis of bifunctional chelating agents based on macrocyclic polyanines for medical imaging applications

Bernhard, Claire 27 May 2011 (has links)
L’imagerie moléculaire est devenue incontournable pour le diagnostic et le traitement de cancers. Cette discipline regroupe un ensemble de techniques telles que la tomodensitométrie (CT), l’Imagerie par Résonance Magnétique (IRM), l’imagerie optique ou encore l’imagerie nucléaire (tomographie par émission de positons TEP, tomographie d’émission monophotonique TEMP). Chacune de ces techniques possède ses propres avantages et inconvénients et ne peut apporter à elle seule des informations anatomiques et fonctionnelles suffisantes. Les travaux actuels sont portés sur la conception de systèmes dits multimodaux afin de combiner les avantages de différentes techniques, voire de bénéficier d’un effet synergique. De par leur sensibilité comparable et leur complémentarité, coupler l’imagerie nucléaire à l’imagerie optique devient alors avantageux. La conception des systèmes monomoléculaires (MOMIA) contenant deux fonctions détectables par imagerie nucléaire (complexe de radiométaux) et imagerie optique (sonde fluorescente) nécessite en amont la mise au point d’outils de synthèses performants. La première partie de ce travail de thèse est consacrée à la synthèse d’agents chélatants bifonctionnels à base de polyamines macrocycliques, destinés à une utilisation en imagerie médicale. Ces agents doivent présenter d’excellentes propriétés de coordination vis-à-vis du métal visé, et posséder une fonction de greffage pour assurer le couplage avec une biomolécule vectrice. L’accès à de tels systèmes a nécessité le développement d’outils de synthèse efficaces de précurseurs macrocycliques dérivés du cyclène et du 13aneN4. L’introduction sélective de diverses fonctions de greffage visant principalement les résidus de type lysine a permis la préparation de plusieurs familles de composés, dont certains ont pu être « bioconjugués» à des peptides ou anticorps au sein du laboratoire ou dans le cadre de diverses collaborations. Plus particulièrement, la facilité d’utilisation du système « DOTAGA anhydride » a permis l’introduction aisée d’unités DOTA sur des nanoparticules ou des anticorps monoclonaux. Egalement, l’introduction d’une fonction alcyne a permis l’accès à de nouvelles briques moléculaires préparées par « click chemistry ». Dans une seconde partie sont présentés les travaux relatifs à la synthèse d’agents bimodaux originaux. Pour accéder à de tels systèmes, l’introduction d’un fluorophore de la famille des bodipys a été envisagée. L’absence de travaux antérieurs relatifs au couplage d’une polyamine cyclique et une entité bodipy a nécessité la préparation préalable d’un système modèle « DOTA bodipy », permettant de s’assurer par des études photophysiques que la présence des complexes métalliques macrocycliques ne va pas, ou peu, interférer avec les propriétés de fluorescence du bodipy. L’utilisation d’un espaceur « acide aminé » a alors permis d’accéder à de nouveaux bodipys porteurs de deux groupes fonctionnels en position méso. La fonctionnalisation a posteriori de ces briques de construction a permis l’introduction en dernier lieu d’unités macrocycliques N- et/ou C- fonctionnalisés. La préparation de système émettant dans le proche I.R. a été également envisagée. / Molecular imaging became a major tool for the diagnosis and the treatment of cancers. This research field includes different techniques, such as Tomography (CT), Magnetic Resonance Imaging (MRI), Optical Imaging or nuclear Imaging (PET Positron Emission Tomography, SPECT Single Photon Emission Computed Tomography). Each imaging modality has its own strengths and weaknesses, and thus, combining different and complementary systems can overcome inherent limitations associated with any one individual techniques and improve the accuracy of disease diagnosis and enhancing patient management. In particular dual-modality Optical/Nuclear imaging may find important preclinical and clinical applications. One possible approach seeks to fuse the two imaging systems into one molecule (MonOmolecular Multimodality Imaging Agent [MOMIA]) in order to ensure the same biodistribution of the two probes. Our strategy consists in combining a DOTA-like compound allowing complexation of radiometal for nuclear imaging (SPECT or PET) with a bodipy moiety, valuable probe those fluorescent properties can be finely adjusted. The first part of this work is dedicated to the synthesis of bifunctional chelating agents based on macrocyclic polyamines for medical imaging application. These compounds must show excellent coordination properties towards the aimed radiometal and possess a grafting function to allow the coupling with a biomolecule. Powerful and general routes for the synthesis of a wide range of N- and C-functionalized macrocycles derived from cyclen and 13aneN4 are described, which enable to access to a wide range of new BFCs by introduction of different functional groups reactive towards primary amines, such as carboxylic acid, isothiocyanate or anhydride function. Some compounds were conjugated to different biomolecules, such as peptides or antibodies. Morever, the introduction of an alkyne function yields a novel family of bifunctional agents allowing chemoselective attachment to functionalized biomolecules or to modified amino acids using « click chemistry ». In a second part, we focused on the introduction of a bodipy moeity to obtain new bimodal agents for dual Optical/Nuclear imaging. Interestingly, the attachment of the polyaminocarboxylate (DOTA derivative) to the bodipy makes it soluble in water and complexation of different metal cations of interest in the macrocyclic cavity does not significantly alter the luminescence properties of the whole system. In addition, the functionalization of the meso position by using an appropriate linker between the bodipy and DOTA-like units, i.e. a 4-nitrophenylalanine derivative, could provide a new bimodal tag for labeling antibodies or peptides. Optimisation of the second generation bodipy-DOTA, i.e. derivatization reaction to reach the near-IR range or introduction of C-functionalised macrocycles was also investigated.
17

Impacts environnementaux des agents de contraste à base de Gadolinium : situation locale, approche cellulaire et in vivo / Environmental impacts of Gadolinium-based contrast agents : local situation, cellular and in vivo approaches

Perrat, Emilie 12 December 2017 (has links)
L’utilisation de plus en plus fréquente des agents de contraste à base de Gd (AC-Gd) au cours des examens d’Imagerie par Résonnance Magnétique (IRM), engendre le rejet de ces produits pharmaceutiques dans les eaux usées retraitées en STation d’EPuration (STEP). En l’absence de retraitement spécifique de ces AC-Gd en STEP, ils sont rejetés dans le milieu aquatique, où de nombreuses études ont relevé leur présence aussi bien dans les eaux de surface que dans les eaux souterraines et jusqu’à l’eau du robinet. Le manque de connaissances concernant les effets des AC-Gd suite à leur rejet a mis en évidence la nécessité d’étudier leurs impacts environnementaux sur les organismes vivants dans les milieux aquatiques. Dans ce contexte, nous avons choisi de déterminer les concentrations en Gd d’origine anthropique à proximité de rejets de STEP et de zones de captage en eau potable situés en région Lorraine. Nos mesures ont permis de montrer la présence Gd d’origine anthropique sur l’ensemble des échantillons prélevés, avec des concentrations mesurées comprises de quelques ng(Gd)/L à quelques dizaines de µg(Gd)/L. Ces concentrations de Gd anthropique seraient dues à la présence d’AC-Gd. Nous nous sommes plus particulièrement intéressés aux effets de l’AC-Gd le plus stable et l’un des plus fréquemment commercialisé : le Gd-DOTA (Dotarem®). Pour cela, nous avons choisis plusieurs espèces représentatives des taxons rencontrés dans les cours d’eau Lorrains. Des essais ont été menés en conditions contrôlées de laboratoire afin de mesurer l’accumulation du Gd-DOTA dans les tissus et les effets de l’AC-Gd ont été appréhendés au travers de mesures de croissance, de reproduction et de mortalité au niveau individuel chez les microalgues vertes unicellulaires (Chlorella vulgaris et Pseudokirchneriella subcapitata), chez un microcrustacé (Daphnia magna) et chez un vertébré aquatique (Danio rerio) exposés à des concentrations en Gd-DOTA réalistes d’un point de vue environnemental. L’accumulation du Gd-DOTA a aussi été mesurée chez les bivalves (Corbicula fluminea et Dresseina rostriformis bugensis) et comparée à des mesures d’accumulation du Gd in situ. Les réponses physiologiques des bivalves ont été évaluées à l’aide d’une batterie de 11 biomarqueurs dans leurs branchies et leur glande digestive. Les effets de l’AC-Gd ont également été étudiés in vitro sur des fibroblastes de D. rerio (cellules ZF4 - ATCC-2050). Nos travaux ont montré que les AC-Gd et le Gd-DOTA en particulier étaient responsables d’effets écotoxiques indirects à différents niveaux d’organisation biologiques. Seuls les bivalves accumulent le Gd-DOTA mais tous les individus semblent mettre en place des mécanismes de dépuration pour parer à la toxicité de l’AC-Gd. Les résultats obtenus au cours de cette recherche ont confirmé la nécessité d’un suivi des concentrations en AC-Gd dans le milieu aquatique et la nécessité d’approfondir les études de l’écotoxicité de ces produits pharmaceutiques. Ceci pourra aboutir à une évaluation pertinente de leur risque environnemental et de proposer des solutions pour la gestion environnementale de ces composés / The increasing use of Gadolinium-based Contrast Agents (Gd-CA) for Magnetic Resonance Imaging (MRI) results in their rejection in Waste Water Treatment Plants (WWTPs). Due to the lack of specific recycling process in European WWTPs, these pharmaceutical produces enter the aquatic environment from river to tap water. The effects of Gd-CA in aquatic media have been not studied yet. The lack of knowledge about these effects highlighted the need to study their environmental impacts on aquatic organisms. In this context, we decided to measure anthropogenic concentrations of Gd in the aquatic environment in the Lorraine region (France) closed to WWTPs outputs and catchment areas used for drinking water. Our measurements underlined the presence of anthropogenic Gd on all the collected samples at concentrations ranging from few ng/L to several dozen of µg/L. In this research we focused on the effects of the most frequently used Gd-CA, the gadoteric acid (Gd-DOTA - Dotarem®) which is also the most stable one. Several representative species of aquatic environment were selected for ecotoxicological assays: i.e. unicellular green microalgae (Chlorella vulgaris and Pseudokirchneriella subcapitata), microcrustacean (Daphnia magna) and aquatic vertebrate (Danio rerio). Assays were conducted in laboratory under controlled conditions as well as in situ. Gd-DOTA accumulation was measured in the tissues of the different organisms. Environmental realistic concentrations of Gd-CA were used to assess their effects at the individual level by means of growth, reproduction and mortality measurements. The Gd-DOTA accumulation was also measured in bivalves’ tissues (Corbicula fluminea and Dresseina rostriformis bugensis) and compared to Gd ones in situ in these organisms. Physiological responses were assessed based on a battery of 11 complementary biomarkers measured in the digestive gland and in the gills of both bivalve species. At cellular level, the effects of Gd-DOTA were studied in vitro on D. rerio fibroblasts (ZF4 – ATCC-2050). Indirect ecotoxicological effects of Gd-CA and of Gd-DOTA especially have been highlighted at all biological levels. Accumulation of Gd-DOTA was observed in bivalves only, but defense systems were mobilized in all organisms to limit toxicity. Our results demonstrated that following both research on ecotoxicological effects of the Gd-CA and evolution of their concentrations in aquatic ecosystem are necessary to assess more precisely their environmental risk and to propose solutions for their environmental management
18

Enhancing the Value Proposition of Live Esports Consumption with AI Technology / Förbättrat Värdeerbjudande av Live Esports Konsumtion med AI Teknologi

Larsson, Marcus January 2018 (has links)
When a company includes a new technology or innovation into their value proposition, customers may perceive it as an enhancement or deterioration. This phenomenon was explored in this study with a case study of a present case in the esports industry. Research have shown that AI (Artificial Intelligence) technology can be used to predict which team is going to win in a match in the esports game DotA 2. A prototype AI called Znipe Sense was developed and analyzed during this study to answer the question: How can a predictive AI affect the value proposition of live esports consumption? Znipe Sense was included into Znipe Esports’ value proposition during a tournament in February 2018. It was observed that Znipe Sense could predict outcomes of professional matches with a higher accuracy than human experts. The observations of Znipe Sense, an interview with experienced players, interviews with business professionals and internal company documents were used as empirical material for the analysis. How Znipe Sense affected the value proposition was analyzed through the factors: Performance, Ease-of-use, Reliability, Flexibility and Affectivity, also known as the PERFA framework. It was concluded that a predictive AI can enhance the value proposition of live esports consumption through the Performance and Ease-of-use factors, and it would not affect the value proposition through Reliability or Flexibility. However, in the analysis of the Affectivity factor it was identified that there is a risk related to negative effects of gambling addiction that could deteriorate the value proposition. / När ett företag inkluderar en ny teknik eller innovation i sitt värdeerbjudande kan kunderna uppleva det som en förbättring eller försämring. Detta fenomen undersöktes i denna studie med en fallstudie av ett aktuellt fall i esportsindustrin. Forskning har visat att AI (Artificiell Intelligens) teknik kan användas för att förutsäga vilket lag som kommer att vinna i en match i esports spelet DotA 2. En AI prototyp, Znipe Sense, utvecklades och analyserades under denna studie för att svara på frågan: Hur kan ett prediktivt AI påverka värdeerbjudandet av live esports konsumtion? Znipe Sense inkluderades i Znipe Esports värdeerbjudande under en turnering i februari 2018. Det observerades att Znipe Sense var bättre än mänskliga experter på att förutse det vinnande laget i professionella matcher. Observationerna av Znipe Sense, en intervju med erfarna spelare, intervjuer med affärsfolk och interna företagsdokument användes som empiriskt material. Hur Znipe Sense påverkade värdeerbjudandet analyserades genom faktorerna: ”Performance”, ”Ease-of-use”, ”Reliability”, ”Flexibility” och ”Affectivity”, även känt som PERFA-ramverket. Slutsatsen visar på att ett prediktivt AI kan öka värdeerbjudandet av live esports konsumtion genom Performance och Ease- of-use faktorerna, och att värdeerbjudandet inte skulle påverkas genom Reliability och Flexibility. I analysen av Affectivity-faktorn identifierades emellertid att det finns en risk i relaterat till negativa effekter av spelberoende som kan försämra värdeerbjudandet.
19

Développement des méthodes bio analytique pour l’analyse quantitative et qualitative des peptides et protéines marqués par le couplage de la chromatographie et la spectrométrie de masse / Development of bio-analytical methods for the quantitative and qualitative analysis of labelled peptides and proteins via hyphenation of chromatography and mass spectrometry

Holste, Angela Sarah 24 February 2014 (has links)
Cette thèse est le résultat d’une cotutelle entre l'Université de Pau et des Pays de l'Adour (UPPA) à Pau, en France et l'Université Christian Albrecht (CAU) à Kiel, en Allemagne. Dans le cadre de cette collaboration internationale, des méthodes bio-analytiques sont développées pour analyser quantitativement et qualitativement des peptides et protéines marquées par le couplage de la chromatographie avec la spectrométrie de masse. Les peptides et les digestats des protéines sont marquées selon un protocole optimisé par des lanthanides en utilisant des composés à base de DOTA. La séparation des peptides est réalisée par IP-RP-nanoHPLC. Des données complémentaires sont acquises par MALDI-MS pour l'identification et par ICP-MS pour la quantification. Dans ce contexte, une étape de pré-nettoyage en ligne est développée et mise en œuvre dans le protocole de séparation par nanoHPLC. Cette étape permet l'élimination efficace des réactifs appliqués en excès et ainsi la diminution du bruit de fond lié à la présence de métaux lors des analyses par ICP-MS. Les données obtenues sont alors plus facile à interpréter, la sensibilité des signaux des peptides n’étant par ailleurs pas modifié. L'extraction en phase solide (SPE) appliquée comme alternative entraîne des pertes importantes de peptides et peut être considérée comme inadaptée pour l'analyse quantitative. Des additifs pour éluants de nanoHPLC, tels que l'EDTA et le HFBA sont testés et jugés non bénéfiques pour l'analyse des échantillons peptidiques normaux. HFBA peut être reconsidéré pour une application spéciale sur des peptides très hydrophiles. Des peptides marqués sont développés. Leur utilisation en quantité connue pourrait permettre la quantification rapide et simple d'un échantillon de digestat à faible complexité. De plus, cet ensemble de peptides permet la superposition fiable des chromatogrammes, et ainsi de comparer des données complémentaires obtenues par l’analyse d’échantillon par ICP-MS et MALDI-MS. Expériences d'application avec le couplage laser femtoseconde avec ICP-MS sont effectuées sur des plaques métalliques de MALDI MS et montrent des résultats très prometteurs. Pour cela, les échantillons préalablement identifiés par MALDI-MS sont analysés par fsLA-ICP-MS. Les premières tentatives de quantification sur la plaque en acier modifiée sont satisfaisantes et donnent des résultats répondant aux attentes. L’optimisation des paramètres de MALDI-MS facilite l’identification des peptides. / This PhD thesis was a Cotutelle between the Université de Pau et des Pays de l’Adour (UPPA) in Pau, France and the Christian-Albrechts University (CAU) in Kiel, Germany. In the course of this international collaboration, bio-analytical methods for the quantitative and qualitative analysis of labelled peptides and proteins were developed, which were based on the hyphenation of chromatography with mass spectrometry. Peptides and protein digests were lanthanide labelled using DOTA-based compounds according to an optimised protocol. Separation on the peptide level was performed using IP-RP-nanoHPLC. Complementary data sets were acquired using MALDI-MS for identification and ICP-MS for quantification. In this context, an online precleaning step was developed and implemented in the nanoHPLC separation routine, which allowed for effective removal of excess reagents. This lead to lowered metal backgrounds during ICP-MS measurements and thus better data interpretability, while guarding peptide recovery at a maximum level. An alternative offline purification using solid phase extraction (SPE) resulted in important peptide losses and can be considered unsuitable for quantitative analysis. Additives to the nanoHPLC eluents, such as HFBA and EDTA were tested and not deemed beneficial for the analysis of normal peptide samples. HFBA can be reconsidered for special application on very hydrophilic peptide species. A set of labelled peptides was developed, which due to application of known quantities could be employed for quick and simple quantification of a low complexity digest sample. In addition this peptide set allowed for the reliable superposition of chromatograms, enabling sample comparability especially for complementary ICP-MS and MALDI-MS data. Experiments for application of fsLA-ICP-MS on MALDI-MS target plates were conducted and showed very promising results. For this purpose, samples that were already identified using MALDI-MS were supposed to be remeasured using fsLA-ICP-MS. First quantification attempts on the modified steel target plate were successful and in the range of expectance. Adjusted parameters for MALDI-MS allowed for proper peptide identifications.
20

Empirical Investigation on Measurement of Game Immersion using Real World Dissociation Factor

Gadila Swarajya, Haritha Reddy January 2016 (has links)
Context: Games involve people to a large extent where they relate themselves with the game characters; this is commonly known as game immersion. Generally, some players play games for enjoyment, some for stress relaxation and so on.Game immersion is usually used to describe the degree of involvement with a game. When people play games, they don’t necessarily realize that they have been dissociated with the surrounding world. Real world dissociation (RWD) can be defined as the situation where a player is less aware of the surroundings outside the game than about what is happening in the game itself. The RWD factor has been expected to measure the losing track of time, lack of awareness of surroundings and mental transportation. Objectives: In this thesis, we measure and compare the difference in game immersion between experienced and inexperienced players using RWD factor. In addition, the study involves exploring the significance of game immersion and various approaches used to measure it. Methods: In this study literature review has been carried out to explore the meaning of game immersion and further user studies in the form of an experiment has been conducted to measure game immersion between experienced and inexperienced gamers. The game immersion has been measured using the real world dissociation (RWD) factor. After the experiment has been conducted, a statistical technique has been carried out to measure the difference in game immersion among the two groups. Results:The empirical investigation on the measurement of game immersion has been done using RWD factor. The results state that the significance value is less than 0.05 and hence null hypothesis is rejected for both the games. The measurable difference has been calculated by using Cohen’s d effect size between experienced and inexperienced players. The Cohen’s d value between experienced players and inexperienced players for Dota 2 is 0.7423 and CS:GO is 0.8383. Conclusions: After analyzing the data and calculating the effect size, the overall results state that inexperienced group of players are more immersed than the experienced group of players when measured by RWD factor. Hence it can be concluded that irrespective of the game played, inexperienced players are more dissociated from the real world than the experienced players.

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