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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.
81

Pavages de l'espace affine / Tilings of the affine space

Smilga, Ilia 12 November 2014 (has links)
Pour tout entier naturel impair d, on construit un domaine fondamental pour l'action sur l'espace affine de dimension 2d+1 de certains groupes de transformations affines libres non abéliens, discrets, agissant proprement et de partie linéaire Zariski-dense dans SO(d+1, d). Pour tout groupe de Lie semisimple réel non compact G, on construit ensuite un groupe de transformations affines de son algèbre de Lie g qui est libre non abélien, discret, agit proprement sur g et a sa partie linéaire Zariski-dense dans Ad G. Enfin, on donne quelques résultats sur le comportement local des fonctions harmoniques sur le triangle de Sierpinski, plus précisément de leur restriction à un bord du triangle. / For every odd positive integer d, we construct a fundamental domain for the action on the 2d+1-dimensional space of certain groups of affine transformations which are free, nonabelian, act properly discontinuously and have linear part Zariski-dense in SO(d+1,d). Next for every semisimple noncompact real Lie group G, we construct a group of affine transformations of its Lie algebra g which is free, nonabelian, acts properly discontinuously and has linear part Zariski-dense in Ad G. Finally, we give some results about the local behavior of harmonic functions on the Sierpinski triangle restricted to a side of the triangle.
82

"平妖傳"研究 / Study of the early Chinese vernacular novel, P'ing-yao Chuan ;"Study of the early Chinese vernacular novel, Ping yao Chuan";"平妖傳研究"

林嵩 January 2002 (has links)
University of Macau / Faculty of Social Sciences and Humanities / Department of Chinese
83

Effekter av spelifiering : På lärplattformen PING PONG / Effects of gamification : On the learning management system PING PONG

Odisho, Sankhero, Rylander Nordberg, Kevin January 2017 (has links)
Spelifiering definieras som användningen av speldesignelement inom icke-spelsammanhang. Detta är ett koncept vars popularitet har ökat och fortsätter att öka. På senare år har spelifiering tillämpats inom utbildning men även andra områden som: marknadsföring, politik och interaktiva system. Studier har visat märkbar inverkan av spelifiering på användares beteende men trots detta finns det en brist på tillämpningar och forskning av spelifiering på informationssystem och undervisning. Avsikten med denna studie är att redogöra för vilka känslor studenter upplever när de använder sin primära lärplattform samt hur en spelifierad lärplattform skulle påverka studenters känslor och därmed deras studieupplevelse. Detta utförs genom en kvalitativ forskningsansats som baseras på semistrukturerade intervjuer med fem studenter vilket innehar en aktiv utbildning vid Högskolan i Borås. I samband med de semistrukturerade intervjuerna presenterades en interaktiv IT-artefakt i form av en prototyp där spelelement har tillämpats på studenternas primära lärplattform. Prototypen användes för att informanterna skulle kunna få en djupare förståelse kring vad spelifiering innebär och hur det skulle kunna se ut i praktiken tillämpat vid lärplattformen. Slutsatserna som presenteras tyder på att studenters studieupplevelse förbättras till viss del då det framkommer mer positiva känslor i samband med användningen av den spelifierade lärplattformen. Detta till skillnad från vad det gjorde i samband med användningen av den primära lärplattformen där spelifiering inte var tillämpat. De positiva känslor som uppstod bland studenterna var främst en ökad motivation, ett förbättrat självförtroende och en ökad gemenskap. Vissa delar av den spelifierade lärplattformen har framkallat negativa känslor såsom stress och prestationsångest. Slutsatserna tyder även på vad man som utvecklare behöver ta i åtanke för att undvika stress och prestationsångest bland studenterna. Vi finner i övrigt att slutsatserna är väsentliga för utvecklare till följd att lyckas med en praktisk tillämpning av spelifiering på en lärplattform där studenternas studieupplevelse ligger i huvudfokus. / Gamification is defined as the use of game design elements in non-gaming context. This is a concept whose popularity has increased and continues to increase. In recent years, gamification has been applied in education but also other areas such as: marketing, politics and interactive systems. Studies have shown a noticeable impact of gamification on user behavior, but despite this, there is a lack of applications and research of gamification applied on information systems and teaching. The purpose of this study is to describe what feelings students experience when using their primary learning management system and how a gamified learning management system would affect students' feelings and thus their study experience. This is done through a qualitative research assignment that is based on semi structured interviews with five students, which holds an active education at the University of Borås. In connection with the semi structured interviews, an interactive IT artefact was presented in the form of a prototype where game elements have been applied to the students' primary learning management system. The prototype was used to enable the informants to gain a deeper understanding of what gamification involves and what it could look like in practice applied to the learning management system. The conclusions presented indicate that students' study experience is improved to some extent as there are more positive feelings in connection with the use of the gamified learning management system. This is unlike what it did in connection with the use of the primary learning management system where gamification was not applied. The positive emotions that arose among the students were primarily an increase of motivation, improved self-esteem and an increased community. Some parts of the gamified learning management system have caused negative feelings such as stress and performance anxiety. The conclusions also indicate what developers need to keep in mind in order to avoid stress and performance anxiety among the students. We also find that the conclusions are essential for developers to succeed in the practical application of gamification on a learning management system where the students' study experience is the main focus.
84

The oral epidemiology of 45-64 year-old Chinese residents of a housingestate in Hong Kong: coronal and rootcaries

Lee, Kwok-lun., 李國綸. January 1988 (has links)
published_or_final_version / Dentistry / Master / Master of Dental Surgery
85

中共改革保守兩派有關路線政策、意識型態與權力鬥爭之研究(一九七九-一九八七)

尤慶助, YOU, GING-ZHU Unknown Date (has links)
本論文研究目的,乃試以路線政策、意識型態與權力鬥爭三個面向來研究現階段中共 改革派與保守派的衝突情形。全文一冊,共分六章十七節,約七萬餘言,各章大要如 下﹕ 第一章﹕導論。主要分為研究動機目的、研究範圍方法與名詞概念的界定澄清。 第二章﹕本章主要探討改革保守兩派在路線政策方面的衝突。共分四節一一政策路線 在中共派系衝突中所扮演的角色、「鄧小平路線」的形成與內涵、改革保守兩派的路 線糾結與衝突、經濟體制改革與「鄧小平路線」的出路。 第三章﹕本章主要探討改革保守兩派在意識型態面向的衝突。共分四節一一意識型態 在中共政權下的特殊地位、「鄧小平路線」與馬克思主義關係、改革保守兩派的思想 紛歧與論爭、現階段中共意識型態運作的取向與困境。 第四章﹕本章主要探討改革派、保守派的權力鬥爭。共分三節一一權力在中共派系衝 突中所占有的地位、鄧小平領導體系的結構與障礙、權力繼承與領導權的爭奪。 第五章﹕本章主要研究現階段中共派系衝突的方式與特徵。栱分三節一一中共黨內鬥 爭的原則、改革保守兩派衝突的方式、現階段中共派系衝突的特徵。 第六章﹕結論。先就本文做個小結。並依研究結果對中共派系衝突的演變做一評估。
86

「具有中國特色」的社會主義一一革命理論或發展策略爭議的探討

華士傑, HUA, SHI-JIE Unknown Date (has links)
鄧小平提出「具有中國特色」的社會主義作為中國大陸現階段社會主義建設的口號, 希望能為中共奉行貳的馬列主義與現實環境之間的矛盾,提供一個可能的解決方案。 本篇論文的主旬就是從「革命理論」(由資本主義社會過渡到共產主義社會的理論) 以及「發展策略「(達成社會主義生產方式的方法、手段)兩個面向,來觀察中共如 何在一個「半殖民、半封建」的社會,建立起社會主義。中共在歷經蘇聯模式、毛澤 東的「大躍進」模式式二種發展策略後,體會出中國大陸的社會主義建設依舊無法解 決生產力和生產關係之門的矛盾,因此在鄧小平上臺後便實行「經濟體制改革(,以 發展生產力作為關鍵。但是為了解決僵硬的意識形態影響改革的問題,而對馬克思主 義採取「發展」的態度終必使得「革命理論」本身也產生修正或改變的現象,仗得發 展策略與革命理論發生辯證的關係。 「中國特色」的社會主義本身就還是一項不斷在發展的體,它未來的走向是一項耐人 尋味的問題。由於中國大陸社會主義本身繼承了史達林主義以黨和國家控制一切的特 質,因此它處處顯示出「國家主義」的色彩,雖然中共也採行某些市場機制以搞活經 濟,但是基本上具有中國特色的社會主義仍然是局限於「國家主義」模式的範疇;這 是由於在資本主義盛行的世界體系之下,社會主義建設本身還是得利用國家機器以爭 取世界分工秩序下一個較有利的地位。中國特色的社會主義一方面要求堅守社會主義 的原則,而另一方面則要求快速現代化。打破這種僵局的方法,還是在於找尋生產力 和生產關係在某一歷史階段的平衡點。
87

猫霧捒社(Babusaga)的研究 ——猫霧捒社非猫霧捒族考 / Study of Babusaga:Babusaga Village not Babuza Tribe

簡史朗, Jean, Shih Lang Unknown Date (has links)
台灣西部平埔族群Papora(拍瀑拉族)及Babuza(巴布薩族)之間存在著 族、社分類歸屬的問題,其中以「猫霧捒社」所引發的疑點及爭論最多。猫霧捒 社的社址在現今台中市的「南屯區番社腳」一帶,其社域廣泛分布於台中市市區 的南半部,但是從日治時代到當今的研究及學術分類中,「猫霧捒社」一直被歸 類為Babuza,甚至於以社名「猫霧捒」做為Babuza 的漢文族名,稱呼Babuza 為「猫霧捒族」。 本論文以考古出土的資料、語言的證據,配合歷史發展過程、命名制度、祭 典歌謠(猫霧捒社番曲)、語料提供人的家世、系譜、古契文書等,證明「猫霧 捒社」屬於Papora(拍瀑拉族),並不屬於Babuza(猫霧捒族/巴布薩族);而 且猫霧捒社與大肚南、中、北社及水裡社合稱為「大肚五社」,是一個具有地緣 關係和血緣關係的社群結合,其關係之緊密甚至於可以上溯到荷蘭時代「大肚王 (Quataong)」的權力運作結構。 傳統認知裡「Papora 分布於大肚山以西」及「Papora 包含大肚社、水裡社、 沙轆社、牛罵社等四大社群」的說法均應予以修正。本論文認為Papora 的組成 應該再加入猫霧捒社。而「Papora 的原始分布範圍」為:西邊從清水海岸平原起, 東邊到台中盆地東側的豐原、太平、霧峰山地止,北邊到大甲溪、南邊以大肚溪 與彰化平原的Babuza(巴布薩族)為界。台中平原除了豐原丘陵及太平丘陵山 地一帶為Pazeh 族群(朴仔籬社、烏牛欄社、阿里史社)的領域之外,絕大部分 都都屬於Papora 的原始分布領域。 廓清「猫霧捒」的問題之後,對於台灣西部平埔族的研究,當可引發全新的 視野及研究的取向。
88

Table tennis event detection and classification

Oldham, Kevin M. January 2015 (has links)
It is well understood that multiple video cameras and computer vision (CV) technology can be used in sport for match officiating, statistics and player performance analysis. A review of the literature reveals a number of existing solutions, both commercial and theoretical, within this domain. However, these solutions are expensive and often complex in their installation. The hypothesis for this research states that by considering only changes in ball motion, automatic event classification is achievable with low-cost monocular video recording devices, without the need for 3-dimensional (3D) positional ball data and representation. The focus of this research is a rigorous empirical study of low cost single consumer-grade video camera solutions applied to table tennis, confirming that monocular CV based detected ball location data contains sufficient information to enable key match-play events to be recognised and measured. In total a library of 276 event-based video sequences, using a range of recording hardware, were produced for this research. The research has four key considerations: i) an investigation into an effective recording environment with minimum configuration and calibration, ii) the selection and optimisation of a CV algorithm to detect the ball from the resulting single source video data, iii) validation of the accuracy of the 2-dimensional (2D) CV data for motion change detection, and iv) the data requirements and processing techniques necessary to automatically detect changes in ball motion and match those to match-play events. Throughout the thesis, table tennis has been chosen as the example sport for observational and experimental analysis since it offers a number of specific CV challenges due to the relatively high ball speed (in excess of 100kph) and small ball size (40mm in diameter). Furthermore, the inherent rules of table tennis show potential for a monocular based event classification vision system. As the initial stage, a proposed optimum location and configuration of the single camera is defined. Next, the selection of a CV algorithm is critical in obtaining usable ball motion data. It is shown in this research that segmentation processes vary in their ball detection capabilities and location out-puts, which ultimately affects the ability of automated event detection and decision making solutions. Therefore, a comparison of CV algorithms is necessary to establish confidence in the accuracy of the derived location of the ball. As part of the research, a CV software environment has been developed to allow robust, repeatable and direct comparisons between different CV algorithms. An event based method of evaluating the success of a CV algorithm is proposed. Comparison of CV algorithms is made against the novel Efficacy Metric Set (EMS), producing a measurable Relative Efficacy Index (REI). Within the context of this low cost, single camera ball trajectory and event investigation, experimental results provided show that the Horn-Schunck Optical Flow algorithm, with a REI of 163.5 is the most successful method when compared to a discrete selection of CV detection and extraction techniques gathered from the literature review. Furthermore, evidence based data from the REI also suggests switching to the Canny edge detector (a REI of 186.4) for segmentation of the ball when in close proximity to the net. In addition to and in support of the data generated from the CV software environment, a novel method is presented for producing simultaneous data from 3D marker based recordings, reduced to 2D and compared directly to the CV output to establish comparative time-resolved data for the ball location. It is proposed here that a continuous scale factor, based on the known dimensions of the ball, is incorporated at every frame. Using this method, comparison results show a mean accuracy of 3.01mm when applied to a selection of nineteen video sequences and events. This tolerance is within 10% of the diameter of the ball and accountable by the limits of image resolution. Further experimental results demonstrate the ability to identify a number of match-play events from a monocular image sequence using a combination of the suggested optimum algorithm and ball motion analysis methods. The results show a promising application of 2D based CV processing to match-play event classification with an overall success rate of 95.9%. The majority of failures occur when the ball, during returns and services, is partially occluded by either the player or racket, due to the inherent problem of using a monocular recording device. Finally, the thesis proposes further research and extensions for developing and implementing monocular based CV processing of motion based event analysis and classification in a wider range of applications.
89

Contribution à l'étude de la pensée du vide dans l'art du XXème siècle : Occident-Chine

Li, Shiyan 08 September 2011 (has links)
La pensée du vide anime les spiritualités de l’Extrême-Orient ; vide du taoïsme, vide du bouddhisme et leur rencontre dans des synthèses diverses. Elle est au cœur de l’art des lettres. Les artistes contemporains chinois ont reçu l’influence de l’art moderne occidental et, depuis une trentaine d’années de l’art contemporain ; certains d’entre eux ont su interroger cette matière nouvelle à l’aide d’une pensée clairement nourrie par la tradition. Loin d’être synonyme d’absence, le vide dans ces démarches rejoint une acceptation d’un réel lui-même soumis à la respiration du monde. Huang Yongping et Cai Guoqiang offrent deux exemples d’une approche où la question de l’identité et du dialogue avec l’Occident trouve son dépassement dans une stratégie récusant le dualisme qui prévaut habituellement dans ce genre de débat. Le monde occidental a été pour sa part fasciné depuis des siècles par l’art et par la pensée de l’Extrême-Orient. Le vide y a souvent pris les couleurs du néant dans un sens négatif (Hegel, Schopenhauer et Nietzsche). D’autres sources cependant sont venues enrichir l’ouverture à cette pensée. On ne citera ici que l'inspiration du bouddhisme zen si importante dans l'après-guerre (les publications récentes de Jacquelynn Baas, de Helen Westgeest et des auteurs rassemblés à l'occasion de l'exposition américaine The Third Mind en témoignent). Les artistes que j'ai retenus ici : Marcel Duchamp, Yves Klein, Robert Irwin, ont chacun un rapport original avec ce corpus d’images, de notions et d’expériences sans ignorer des apports proprement occidentaux. / Eastern spirituality is driven by thought about emptiness : that of Taoism and of Buddhism and their coming together in various syntheses. It is at the heart of the art of scholars. Contemporary Chinese artists have been influenced by Western modern art and, for the last thirty years, by contemporary art. Some of these artists have succeeded in using thought nourished by tradition in order to examine this new field. Far from being synonymous with absence, emptiness in these processes corresponds to an acceptance of a reality itself subordinated to the breathing of the world. Huang Yongping and Cai Guoqiang provide two examples of an approach in which the questions of identity and of dialogue with the West find its overcoming in a strategy disclaiming the dualism which usually prevails in this kind of debate. The Western world has been fascinated by the art and thought of the East for centuries. Emptiness has often been treated as nothingness in a negative sense (Hegel, Schopenhauer and Nietzsche). Other sources, however, have made us more open to the thought about emptiness. The inspiration of Zen Buddhism is only one example : recent publications by Jacquelynn Baas, Helen Westgeest and the authors gathered together by the American exhibition The Third Mind, all bear witness to its importance in the post-war period. The artists that I have selected here, Marcel Duchamp, Yves Klein and Robert Irwin, each have an original relationship with this corpus of images, concepts and experiences without ignoring the specifically Western contributions.
90

TRANSgressive Acts: Adapting Applied Theatre Techniques For A Transgender Community

Lefevre, Theo F 27 October 2017 (has links)
This MFA Thesis traces my work as a joker (a la Theatre of the Oppressed) and facilitator through a three-year-long project with a trans applied theatre troupe. The troupe explored several techniques, including Image Theatre, Playback Theatre, storytelling exercises, and somatic movement. In three semester-long workshops, the troupe focused work around three sets of techniques. In the first workshop, the troupe explored the community-based interview process of Undesirable Elements, as designed by Ping Chong in collaboration with Talvin Wilks and Sara Zatz. These techniques were interrogated using queer and trans temporalities. In the second unit, the troupe practiced Augusto Boal’s “Cops in the Head” techniques from The Rainbow of Desire, utilizing a sociological perspective to examine the “ghosts” these techniques produce. In the final semester, I devised techniques specifically for and about transgender people, invoking trans theory and queer theory to explore issues of naming, trauma, and trans possibilities. Through this work I argue that techniques designed for cisgender bodies require adaptation to find success in transgender communities. I argue that the future of this work is not transforming existing techniques to suit our needs, rather it is creating techniques with transgender bodies and identities at the core.

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