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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

Možnosti a limity stanovení specifických markerů zánětu oka na základě analýzy slz / Determination of inflammatory markers of the eye based on the analysis of tears - potential and limits

Mandíková, Šárka January 2018 (has links)
In this study, we aimed to determine the levels of cytokines IL-1β, IL-4, IL-10, IFN-γ, MIF and VEGF in tears derived from healthy subjects. We tested cytokines as potential markers of inflammation for their potential use in clinical practice. Having reliable method for measuring cytokine levels in tears would enable an early diagnosis of eye diseases. In two phases, cytokines in tears of healthy individuals were analyzed using Bio-Plex Cytokine Assay (Bio-Rad). We assessed the suitability of methods for diagnostic purposes as well as the suitability of our selected cytokines. Statistically significant positive correlations of cytokines were confirmed: IL-10 with IFN-γ (r = 0,81), MIF with VEGF (r = 0,42 / r = 0,49), IL-1β with IL-10 (r = 0,52), IL-1β with IFN-γ (r = 0,55), IL-1β with VEGF (r = 0,38), IFN-γ with VEGF (r = 0,45) and IL-4 with VEGF (r = 0,48) in healthy subjects in tears. IL-4 (r = -0,37) and IFN-γ (r = -0,42) correlate negatively with age. In healthy individuals, there seem to be no differences with regard to gender, BMI, body fat, time of meal consumption prior to tear collection, eye strain when using a computer, dry eyes. Thus, studied cytokines are suitable for diagnostic purposes. Significant differences in concentrations of four (IL-1β, IL-10, IFN-γ a VEGF) of the five...
12

Exekveringsmiljö för Plex-C på JVM / Run-time environment for Plex-C on JVM

Möller, Johan January 2002 (has links)
The Ericsson AXE-based systems are programmed using an internally developed language called Plex-C. Plex-C is normally compiled to execute on an Ericsson internal processor architecture. A transition to standard processors is currently in progress. This makes it interesting to examine if Plex-C can be compiled to execute on the JVM, which would make it processor independent. The purpose of the thesis is to examine if parts of the run-time environment of Plex-C can be translated to Java and if this can be done so that sufficient performance is obtained. It includes how language constructions in Plex-C can be translated to Java. The thesis describes how a limited part of the Plex-C run-time environment is implemented in Java. Optimizations are an important part of the implementation. It is also described how the JVM system was tested with a benchmark test. The test results indicate that the implemented system is a few times faster than the Ericsson internal processor architecture. But this performance is still not sufficient for the JVM system to be an interesting replacement for the currently used processor architecture. It might still be useful as a processor independent test platform.
13

Students' Attitudes toward Educational Gamification in Online Learning Environments

Abu Dawood, Sumayah Mohammadlutfi 05 1900 (has links)
This study explored undergraduate and graduate students' attitudes toward the pleasurability of educational gamification in online learning environments. The study is a sequential explanatory mixed-methods research that investigated students' attitudes quantitatively, then qualitatively. In the quantitative phase, an online survey, the Pleasurable Learning Experiences scale (PLLEXs), was administrated at one of the largest public southwestern universities in the U.S. (N = 119). The qualitative phase involved conducting eight semi-structured interviews with selected participants. The PLLEXs uses a 4-point Likert scale that encompasses 4 subscales: (a) Preferences for Instructions, (b) Preferences for Instructors' Teaching Styles, (c) Preferences for Activities, and (d) Preferences for Learning Effectiveness. A series of analyses of variances (ANOVAs) were used to identify predictors of students' overall attitudes toward educational gamification. The main findings were: (a) students had strong preferences toward educational gamification with Preferences of Instructions rated the highest subscale and Preferences for Activities rated the lowest subscale, (b) major was a statistically significant predictor of students' attitudes toward educational gamification, (c) international students had statistically significant lower preferences toward educational gamification compared with U.S. domestic students, (c) online learning experiences measured by the number of previous online courses and the number of hours spent weekly on computers for academic-related work were statistically significant predictors of students' attitudes toward educational gamification, (d) instructor's feedback was the most important aspect and online collaboration was the most challenging aspect in online learning environments, and (e) the use of multimedia in LMSs can support or hinder teaching and learning activities.

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