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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.
71

Desempenho de leitões submetidos a diferentes densidades durante a fase de creche / Performance of pigs submitted to differents stocking densities during the nursery phase

Marimon, Bruno Teixeira January 2018 (has links)
O objetivo deste estudo foi avaliar o efeito da densidade sobre o desempenho e o comportamento de leitões na fase de creche. Um total de 560 leitões desmamados (peso médio de 5,75 ± 0,9 kg e idade média de 20,92 ± 0,8 dias) foram aleatoriamente alojados em quatro tratamentos com diferentes densidades: T0,33, T0,28, T0,23 e T0,18 (0,33, 0,28, 0,23 e 0,18 m²/animal respectivamente). As baias continham 20 animais e a ração foi fornecida à vontade. As lesões de cauda e orelha foram graduadas em escores de 0 a 4 e o número de lesões de briga foram avaliados semanalmente. Dezesseis baias foram filmadas em três momentos (1ª, 4ª e 6ª semana de alojamento) para avaliação da frequência de brigas e de belly nosing. Foi observado um efeito linear da densidade sobre o ganho de peso diário (GPD; P=0,049), um efeito quadrático sobre o peso aos 42 dias (P=0,030) e uma tendência de efeito quadrático para o consumo médio diário (CMD; P=0,075). Não houve efeito da densidade na conversão alimentar (CA) e no coeficiente de variação (CV) do peso aos 42 dias. Foi observado um maior número de leitões apresentando lesões severas de orelha no grupo T0,18 quando comparado ao T0,33 (P = 0,019) e T0,28 (P = 0,056). Um maior número de animais com lesões moderadas ou severas foi observado no grupo T0,18 (P < 0,05) do que nos demais grupos para lesões de orelha, e do que T0,33 para lesões de cauda. Houve um efeito linear da densidade sobre a frequência de brigas, com uma maior ocorrência nos grupos com menos espaço. Contudo, não foi observado efeito sobre o número de lesões de briga ou de casos de belly nosing. Em conclusão, o aumento da densidade afetou negativamente o desempenho dos leitões, além de aumentar a ocorrência de comportamentos indesejáveis. / The aim of this study was to evaluate the effect of space allowance on performance and behavior of nursery pigs. At weaning 560 pigs (5.75 ± 0.9 kg of body weight and 20.92 ± 0.8 days of age) were randomly assigned in four treatments with different stocking densities: T0.33, T0.28, T0.23 and T0.18 (0.33, 0.28, 0.23 and 0.18 m²/pig respectively). Pens were standardized to have the same group size (20 pigs/pen) and feed was provided ad libitum. Tail and ear biting lesions and the fighting lesions were weekly observed. Sixteen pens were videotaped in three different moments (1st, 4th and 6th housing week) and the frequency of fights and belly nosing were recorded. A linear effect was observed of stocking density on average daily gain (ADG; P=0.049), a quadratic effect and a quadratic tendency of effect were observed on body weight at 42 days after weaning and on average daily feed intake (ADFI) (P=0.030; P=0.075, respectively). There was no effect of stocking density on the gain:feed ratio or weight coefficient of variation (CV) at day 42. Higher graduation of severe ear lesions was observed in pigs from T0.18 when compared to T0.33 (P = 0.0196) and T0.28 (P = 0.056). A higher number of pigs with moderate or severe tail and ear lesions was observed in T0.18 (P > 0.05). Moreover, it was observed a linear effect of density on the frequency of fights, with higher occurrence in groups housed in restricted spaces. However, no effect of stocking density was observed on fight lesions or belly nosing among treatments. In conclusion, increased density negatively affected the performance of piglets and increased the occurrence of unsuitable behaviors.
72

Multi-fragment visibility determination in the context of order-independent transparency rendering / Determinação de visibilidade de efeitos multi-fragmentos no contexto de transparência independente de ordem

Maule, Marilena January 2015 (has links)
No contexto de imagens geradas por computador, efeitos multi-fragmento são aqueles que determinam a cor do pixel baseados em informações computadas a partir de mais de um fragmento. Nesse tipo de efeito, a contribuição de cada fragmento é extraída de sua visibilidade com respeito a um determinado ponto de vista. Observando uma sequencia de fragmentos vista através de um pixel, a visibilidade de um fragmento depende da sua relação espacial com os demais fragmentos. Essa relação pode ser reduzida ao problema de ordenação de múltiplos fragmentos. Portanto, ordenação é essencial para correta avaliação de efeitos multi-fragmento. A pesquisa desta tese foca em dois problemas multi-fragmento clássicos: transparência independente de ordem e anti-aliasing de fragmentos transparentes. Enquanto o efeito de transparência necessita de ordenação de fragmentos ao longo do raio de visualização do pixel, anti-aliasing aumenta a complexidade do problema ao adicionar informação espacial do fragmento com respeito à área do pixel. A contribuição desta tese é o desenvolvimento de uma solução para visibilidade de fragmentos que pode tirar proveito do pipeline de transformação e iluminação, implementando nas GPUs de hoje. Nós descrevemos ambos os problemas de transparência e anti-aliasing, discutindo soluções anteriores, além de classificá-las e compará-las. Nossa análise associa soluções a implementações específicas, comparando uso de memória, desempenho e qualidade de imagem. Os documentos resultantes fornecem uma visão geral das áreas abordadas, contendo: qual é o estado-da-arte atualmente, o que ele é capaz de fazer e quais são suas limitações, ou seja, onde melhorias são possíveis. Como parte integrante desta tese, nós propomos duas novas técnicas para processar transparência independente de ordem. Nós mostramos como obter o menor consumo de memória para cálculo exato de transparência, em um número finito de passos de geometria; permitindo aumento da complexidade das cenas representadas e da resolução da imagem final, em relação aos métodos anteriores, dada uma determinada configuração de hardware. Adicionalmente, demonstramos que, para a maior parte dos casos, os fragmentos mais próximos ao observador tem maior impacto sobre a cor final do pixel. Também mostramos como esta perspectiva sobre o problema inspirou novas técnicas. A pesquisa também inclui a investigação de uma nova abordagem para anti-aliasing para fragmentos transparentes. Através do uso de uma única amostra por fragmento, nosso objetivo é reduzir o consumo de memória enquanto melhoramos desempenho e qualidade. Experimentos preliminares apresentam resultados promissores em comparação com a técnica mais usada para anti-aliasing. / Multi-fragment effects, in the computer-generated imagery context, are effects that determine pixel color based on information computed from more than one fragment. In such effects, the contribution of each fragment is extracted from its visibility with respect to a point of view. Seen through a pixel’s point of view, the visibility of one fragment depends on its spatial relationship with other fragments. This relationship can be reduced to the problem of sorting multiple fragments. Therefore, sorting is the key to multi-fragment evaluation. The research on this dissertation is focused on two classical multi-fragment effects: order-independent transparency and anti-aliasing of transparent fragments. While transparency rendering requires sorting of fragments along the view ray of a pixel, anti-aliasing increases the problem complexity by adding spatial information of fragments with respect to the pixel area. This dissertation contribution relies on the work towards the development of a solution for the visibility of fragments that can take advantage of the transformation and lighting pipeline implemented in current GPUs. We describe both transparency and aliasing problems, for which we discuss existing solutions, analyzing, classifying and comparing them. The analysis associates solutions to specific applications, comparing memory usage, performance, and quality. The result is a general view of each field: which are the current state-of-the-art capabilities and in which direction significant improvements can be made. As part of this dissertation, we proposed two novel techniques for order-independent transparency rendering. We show how to achieve the minimum memory footprint for computing exact transparency in a bounded number of geometry passes; allowing increasing scene complexity and image resolution to be feasible within current hardware capabilities. Additionally, we demonstrate that, for most scenarios, the front-most fragments have the greatest impact on the pixel color. We also show how the perspective we propose has inspired recent transparency techniques. The research includes the investigation of a novel anti-aliasing approach for transparent fragments. Through the use of a single sample per fragment, we aim at reducing memory footprint while improving performance and quality. Preliminary experiments show promising results, in comparison with a well established and largely used anti-aliasing technique.
73

Multi-fragment visibility determination in the context of order-independent transparency rendering / Determinação de visibilidade de efeitos multi-fragmentos no contexto de transparência independente de ordem

Maule, Marilena January 2015 (has links)
No contexto de imagens geradas por computador, efeitos multi-fragmento são aqueles que determinam a cor do pixel baseados em informações computadas a partir de mais de um fragmento. Nesse tipo de efeito, a contribuição de cada fragmento é extraída de sua visibilidade com respeito a um determinado ponto de vista. Observando uma sequencia de fragmentos vista através de um pixel, a visibilidade de um fragmento depende da sua relação espacial com os demais fragmentos. Essa relação pode ser reduzida ao problema de ordenação de múltiplos fragmentos. Portanto, ordenação é essencial para correta avaliação de efeitos multi-fragmento. A pesquisa desta tese foca em dois problemas multi-fragmento clássicos: transparência independente de ordem e anti-aliasing de fragmentos transparentes. Enquanto o efeito de transparência necessita de ordenação de fragmentos ao longo do raio de visualização do pixel, anti-aliasing aumenta a complexidade do problema ao adicionar informação espacial do fragmento com respeito à área do pixel. A contribuição desta tese é o desenvolvimento de uma solução para visibilidade de fragmentos que pode tirar proveito do pipeline de transformação e iluminação, implementando nas GPUs de hoje. Nós descrevemos ambos os problemas de transparência e anti-aliasing, discutindo soluções anteriores, além de classificá-las e compará-las. Nossa análise associa soluções a implementações específicas, comparando uso de memória, desempenho e qualidade de imagem. Os documentos resultantes fornecem uma visão geral das áreas abordadas, contendo: qual é o estado-da-arte atualmente, o que ele é capaz de fazer e quais são suas limitações, ou seja, onde melhorias são possíveis. Como parte integrante desta tese, nós propomos duas novas técnicas para processar transparência independente de ordem. Nós mostramos como obter o menor consumo de memória para cálculo exato de transparência, em um número finito de passos de geometria; permitindo aumento da complexidade das cenas representadas e da resolução da imagem final, em relação aos métodos anteriores, dada uma determinada configuração de hardware. Adicionalmente, demonstramos que, para a maior parte dos casos, os fragmentos mais próximos ao observador tem maior impacto sobre a cor final do pixel. Também mostramos como esta perspectiva sobre o problema inspirou novas técnicas. A pesquisa também inclui a investigação de uma nova abordagem para anti-aliasing para fragmentos transparentes. Através do uso de uma única amostra por fragmento, nosso objetivo é reduzir o consumo de memória enquanto melhoramos desempenho e qualidade. Experimentos preliminares apresentam resultados promissores em comparação com a técnica mais usada para anti-aliasing. / Multi-fragment effects, in the computer-generated imagery context, are effects that determine pixel color based on information computed from more than one fragment. In such effects, the contribution of each fragment is extracted from its visibility with respect to a point of view. Seen through a pixel’s point of view, the visibility of one fragment depends on its spatial relationship with other fragments. This relationship can be reduced to the problem of sorting multiple fragments. Therefore, sorting is the key to multi-fragment evaluation. The research on this dissertation is focused on two classical multi-fragment effects: order-independent transparency and anti-aliasing of transparent fragments. While transparency rendering requires sorting of fragments along the view ray of a pixel, anti-aliasing increases the problem complexity by adding spatial information of fragments with respect to the pixel area. This dissertation contribution relies on the work towards the development of a solution for the visibility of fragments that can take advantage of the transformation and lighting pipeline implemented in current GPUs. We describe both transparency and aliasing problems, for which we discuss existing solutions, analyzing, classifying and comparing them. The analysis associates solutions to specific applications, comparing memory usage, performance, and quality. The result is a general view of each field: which are the current state-of-the-art capabilities and in which direction significant improvements can be made. As part of this dissertation, we proposed two novel techniques for order-independent transparency rendering. We show how to achieve the minimum memory footprint for computing exact transparency in a bounded number of geometry passes; allowing increasing scene complexity and image resolution to be feasible within current hardware capabilities. Additionally, we demonstrate that, for most scenarios, the front-most fragments have the greatest impact on the pixel color. We also show how the perspective we propose has inspired recent transparency techniques. The research includes the investigation of a novel anti-aliasing approach for transparent fragments. Through the use of a single sample per fragment, we aim at reducing memory footprint while improving performance and quality. Preliminary experiments show promising results, in comparison with a well established and largely used anti-aliasing technique.
74

Reasons for fire fighting in projects

Ask, Anna Vikström January 2003 (has links)
This work is a study examining the causes of fire fighting in software projects. Fire fighting is the practice of reactive management, i.e. focus being put at solving the problem of the moment. The study in the thesis is performed in two parts, one part is a literature study examining what academia considers as the reasons of fire fighting and how to minimise the problem. The other part of the thesis is an interview series performed in the industry with the purpose of finding what they consider the causes of the fire fighting phenomena. What is indicated by the interview series, as being the main causes of the problems are problems that are related to requirements, and problems caused by persons with key knowledge leaving the project. / Detta arbete undersöker orsakerna bakom &quot;fire fighting&quot; i mjukvaru projekt. &quot;Fire fighting&quot;, eller brandsläckning, är utövandet av reaktivt management, dvs. att gruppen lägger fokus på att lösa de problem som för tillfället finns i projektet. Arbete är uppbyggt i två delar, den ena delen är en literaturstudie och den andra en studie av vad industrin anser orsaka &quot;fire fighting&quot; beteendet.
75

Reinforcement Learning AI till Fightingspel

Borgstrand, Richard, Servin, Patrik January 2012 (has links)
Utförandet av projektet har varit att implementera två stycken fightingspels Artificiell Intelligens (kommer att förkortas AI). En oadaptiv och mer deterministisk AI och en adaptiv dynamisk AI som använder reinforcement learning. Detta har utförts med att skripta beteendet av AI:n i en gratis 2D fightingsspels motor som heter ”MUGEN”. AI:n använder sig utav skriptade sekvenser som utförs med MUGEN’s egna trigger och state system. Detta system kollar om de skriptade specifierade kraven är uppfyllda för AI:n att ska ”trigga”, utföra den bestämda handlingen. Den mer statiska AI:n har blivit uppbyggd med egen skapade sekvenser och regler som utförs delvis situationsmässigt och delvis slumpmässigt. För att försöka uppnå en reinforcement learning AI så har sekvenserna tilldelats en variabel som procentuellt ökar chansen för utförandet av handlingen när handlingen har givit något positivt och det motsatta minskar när handlingen har orsakat något negativt.
76

Ballistic impact on composite armour

Bourke, P 25 November 2007 (has links)
Armoured vehicles in current military service are requiring ever more protection to enable them to carry out their mission in a safe, effective manner. This requirement is driving vehicle weight up to such an extent that the logistics of vehicle transport is becoming increasingly difficult. Composite materials are an important material group whose high specific properties can enable structures to be manufactured for a far lower weight than might otherwise be possible. Composite materials in an armoured vehicle will require structural performance as well as ballistic performance. The mechanical and ballistic performance of tl-kk armour and structural composites has been investigated against dcformable and armour-piercing ammunitions, over a range of impact velocities. Testing has indicated that heavy/coarse reinforcement weaves perform well against deformable ammunition and light/fine weaves well against armour piercing ammunition. The effect of individual mechanical properties on ballistic performance has been investigated as has the damage morphology of impacted materials. High tensile strength combined with low fracture toughness has been identified as an important requirement. Failure mechanisms have been identified from sections of ballistic impacts and through the use of mechanical test data the energy absorbed by each mechanism has been calculated. An energy audit has been carried out of all materials tested and a modelling procedure developed based on mechanical characteristics, damage morphology and failure mechanisms. This model has been tested against literature results and found to give very satisfactory performance.
77

Armes et guerriers de Kouch : de Kerma à Méroé, de l'objet à la tombe / Weapons and warriors of Kush : from Kerma to Meroe, from the object to the tomb

Drici, Faïza 10 October 2015 (has links)
Les guerriers kouchites avaient la réputation d’exceller en tant qu’archers, les anciens Égyptiens appelant ainsi la région Ta-Seti : « le Pays de l’arc ». Kouch est le nom d’un district mais également d’une entité politique. Et comme toute entité politique, les différents royaumes de Kouch présentaient une force guerrière, une force armée qui n’a cessé d’évoluer durant les siècles, dû également à la série d’importantes occupations égyptiennes et kouchites sur ce territoire. Cette étude consiste en une description et une classification typologique et technique des armes et équipements d’armes fabriqués et utilisés durant l’Antiquité dans le Nord du Soudan : couteaux, dagues, épées, haches de combat, massues, lances, carquois, arcs, flèches, brassards et anneaux d’archer, etc. Adaptées au contexte militaire de chaque époque, ces armes sont pour l’archéologie des outils de connaissance, les témoins d’une situation qui n’a cessé d’évoluer en fonction de multiples critères tels que la notion de « chaîne opératoire », l’organisation des ateliers, le savoir-faire des artisans, les choix et les influences techniques, stylistiques et culturels, les échanges commerciaux, la distinction entre importations et fabrications locales, le statut des guerriers et des autres porteurs d’armes, les dépôts en contexte funéraire, et, naturellement, les symboliques politiques et religieuses qui s’y rattachent. / Kushite warriors were reputed to excel as archers, ancient Egyptians called the region Ta-Seti, “the land of bow”. Kush is the name of a district but also a political entity. As any political unit, the different kingdoms of Kush had a warrior force, which has continuously evolved over the centuries, due also to the series of Egyptian and Kushite occupations of the territory. This study consists of a description and a typological and technical classification of weapons produced and used during the Sudanese antiquity: knives, daggers, swords, battle axes, maces, spears, quivers, bows, arrows, archer braces, archer rings, etc. Adapted to the military context of each period, these weapons are tools of knowledge, witnessing a situation that has evolved based on multiple criteria such as the notion of “chaîne opératoire”, the organization of workshops, the skills of artisans, the technical, stylistic and cultural choices and influences, the distinction between imports and local manufacturing, the warriors status, the funerary deposits, and the political and religious symbols attached to it.
78

Význam mikrofinancování pro rozvoj ve střední Asii / Importance of microfinance for development in Central Asia

Pavlíček, Jiří January 2012 (has links)
Diploma thesis aims at analysing impacts of microfinance on economimies of particular countries in Central Asia region. Kyrgyzstan, Tajikistan and Kazakhstan were chosen for the analysis. First part of the thesis characterizes socioeconomic development and situation in selected countries. Second part of the thesis analyses specific form of microfinance and governments' attitude to this area of financial sector. The last part of the thesis compares impacts of microfinance on chosen economies with each other. It also deals with comparation of microfinance system in Central Asia and vision of Muhammad Yunus, pioneer of modern microfinance.
79

MMA, den förbjudna frukten – En kvantitativ studie om hur svensk nyhetsmedia gestaltar MMA

Bringsén, Filip January 2020 (has links)
Syftet med studien är att undersöka hur MMA framställs i svensk nyhetsmedia eftersom det historiskt sätt har varit en väldigt omtalad sport och nyhetsmedier tenderar att framställa den väldigt våldsamt, vilket tidigare forskning visar. Studien applicerar två teoretiska perspektiv för att undersöka detta, gestaltningsteorin och moralpanik. Genom en kvantitativ innehållsanalys kombinerat med gestaltningsanalys analyseras ett urval artiklar i från några av de största nyhetsmedierna i Sverige, Aftonbladet, Expressen och SVT Nyheter samt två MMA inriktade nyhetsmedier, Kimura och MMANytt. Detta görs för att undersöka hur olika sorters nyhetsmedier skildrar MMA och på så vis se skillnader ochlikheter för att skapa en helhetsbild av problemet. Resultatet visar att sporten har växt ochblivit mer legitim de senaste åren jämfört med tidigare studier. Trots detta förmedlas ändåen grad av moralpanik i sättet artiklarna ramar in både sporten och sportens utövare på. / The purpose of this study is to examine how MMA is portrayed in Swedish news mediasince historically speaking there has been a stigma about the sport and news media tends to depict it in a very violent manner, which previous studies also shows. The study appliestwo theoretical perspectives, framing theory and moral panic. Through a quantitativecontent analysis combined with a framing analysis a selection of articles are analyzed from some of the biggest sources of news media in Sweden, Aftonbladet, Expressen and SVT Nyheter as well as two MMA focused ones, Kimura and MMANytt. This is done toexamine how different types of news media depicts MMA and, in that way, see differencesand similarities to create a comprehensive understanding of the problem. The results show that the sport has grown and become more legitimate the last few years when compared to previous studies. Despite this a level of moral panic is being mediated in the way articles frame both the sport and its practitioners.
80

TOURNAMNET PREDICTIVE INDICATORS AND TOURNAMENT SUBGAME THEORY FOR TEKKEN 7

Kurtis Dieter Homan (11230902) 05 August 2021 (has links)
<p>Esports have been a growing market segment for recreation and competition. Few works of research examine the decisions that competitors need to make to maximize the probability of winning. Game theory Nash equilibriums are used to evaluate options available for players to select out of game decisions related to side selection, character selection, and stage selection. Backward induction techniques are used to solve these subgame decisions. The introduction of a rating system for players is derived from traditional sport statistics. The primary factor tracked in damage dealt and damage received using the same framework from sabermetrics was used to predict outcomes of baseball games. Conclusions demonstrated tracking damage can be used to predict the outcome of a match. Other techniques such as principal component analysis did not provide adequate data to measure individual metrics for the use of predictive application.</p>

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