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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.
1

Data Oriented Interactive Water : An Interactive Water Simulation For PlayStation 3

Lennartsson, Joel January 2012 (has links)
In this report, a method for simulating interactive height-field based water on a parallel architecture is presented. This simulation is designed for faster than real time applications and is highly suitable for video games on current generation home computers. Specifically, the implementation proposed in this report is targeted at the Sony PlayStation 3. This platform requires code to be both highly parallelized and data oriented in order to take advantage of the available hardware which makes it an ideal platform for evaluating parallel code. The simulation captures the dispersive property of water and is scalable from small collections of water to large lakes. It also uses dynamic Level Of Detail to achieve constant performance while at the same time presenting high fidelity animated water to the player. This report describes the simulation method and implementation in detail along with a performance analysis and discussion.
2

Recombinant expression of the pRb- and p53-interacting domains from the human RBBP6 protein for in vitro binding studies

Ndabambi, Nonkululeko January 2004 (has links)
>Magister Scientiae - MSc / This thesis describes the cloning and recombinant expression of domains from the human RBBP6 protein for future in vitro binding studies with pRb and p53. RBBP6 is a splicing-associated protein that is known to interact with both p53 and the Retinoblastoma gene product (pRb), and has recently been shown to be highly upregulated in oesophageal cancer. The pRb binding domain (RbBD) and the p53 binding domain (p53BD) were each expressed using the glutathione-S-transferase (GST) tag affinity system, and affinity purified using a glutathione-linked agarose column. Purified fusion proteins were cleaved to separate the target protein from GST using PreScission ™ Protease, for which there is a recognition sequence located immediately upstream of the multiple cloning site on the pGEX-6P series of plasmids. The pRb binding and p53 binding domains were further purified using cation exchange chromatography. Mass spectrometry confirmed that the RbBD was expressed as a single species of the expected molecular weight. However preliminary NMR analysis suggested that the domain was not fully folded. A total yield of 8 mg of protein was achieved from 11 of culture, which make it feasible to express 15Nand 12Clabelled samples for NMR. The p53BD was found to be expressed at lower levels and subject to C-terminal degradation, which suggest that the C-terminus is unstructured most likely due to the presence of polylysine tail. Human pRb protein was also successfully expressed and purified using the GST affinity system. Human p53 protein was expressed but was found to be insoluble and attempts to purify it were not pursued. Attempts to confirm the interactions between human RBBP6 and p53 and pRb proteins are on-going but fall outside the scope of this thesis. Expression constructs for the RING and zinc finger domains from human RBBP6 were also cloned into the pGEX system for future structural studies using NMR. Both domains were found to be expressed as soluble fusion proteins in preliminary expression studies.
3

Ukradeno 77 milionů účtů služby PlayStation Network, týká se nás to?: analýza internetových diskuzí pod články týkajícími se tématu / 77 millions user accounts have been stolen, should we worry? Analysis of Internet discussions relevant to the topic

Gregor, Filip January 2013 (has links)
Diploma thesis 77 million PlayStation Network accounts stolen, does it affect us?: An analysis of Internet discussions revolving around this topic deals with the case of what so far seems to be the biggest case of user information leak on the Internet. The introduction outlines the history and development of PlayStation consoles and maps major attempts to jailbreak the last generation of the console by hackers. The following section presents PlayStation Network itself, whose users were at risk of the loss of their online identity because of the attack and chronologically describes the course of breach-related events including the subsequent theft of user data. It also focuses in detail on the case of GeoHot - a hacker whose dispute with Sony alienated fellow hacker community and initiated retaliatory activities which as a result led to loss of data. Another part of the thesis examines the issue of digital identity and its protection, gives an insight into the history of the formation of the hacker community and further explains the phenomenon of existence and perception of the term hacker in the context of the Internet. The final section is devoted to analysis of selected discussion posts under thematically relevant articles, analyzes them in terms of content relevance, information sentiment and...
4

Beräkningar med GPU vs CPU : En jämförelsestudie av beräkningseffektivitet med avseende på energi- och tidsförbrukning / Calculations with the CPU vs CPU : A Comparative Study of Computational Efficiency in Terms of Energy and Time Consumption

Löfgren, Robin, Dahl, Kristoffer January 2010 (has links)
<p>Examensarbetet handlar om en jämförelsestudie av beräkningseffektivitet med avseende på energi- och tidsförbrukning mellan grafikkort och processorer i persondatorer och PlayStation 3.</p><p>Problemet studeras för att göra allmänheten uppmärksam på att det går att lösa en del av energiproblematiken med beräkningar genom att öka energieffektiviteten av beräkningsenheterna.</p><p>Undersökningen har genomförts på ett explorativt sätt och studerar förhållandet mellan processorer, grafikkort och vilken som presterar bäst i vilket sammanhang. Prestandatest genomförs med molekylberäkningsprogrammet F@H och med filkomprimeringsprogrammet WinRAR. Testerna utförs på MultiCore- och SingleCorePCs och PS3s av olika karaktär. I vissa test mäts effektförbrukning för att kunna räkna ut hur energieffektiva vissa system är.</p><p>Resultatet visar tydligt hur den genomsnittliga effektförbrukningen och energieffektiviteten för olika testsystem skiljer sig vid belastning, viloläge och olika typer beräkningar.</p> / <p>The thesis is a comparative study of computational efficiency in terms of energy and time consumption of graphics cards and processors in personal computers and Playstation3’s.</p><p>The problem is studied in order to make the public aware that it is possible to solve some of the energy problems with computations by increasing energy efficiency of the computational units.</p><p>The audit was conducted in an exploratory way, studying the relationship between the processors, graphics cards and which one performs best in which context. Performance tests are carried out by the molecule calculating F@H-program and the file compression program WinRAR. Tests performed on MultiCore and SingleCore PC’s and PS3’s with different characteristics. In some tests power consumption is measured in order to figure out how energy-efficient certain systems are.</p><p>The results clearly show how the average power consumption and energy efficiency for various test systems at differ at load, sleep and various calculations.</p><p> </p>
5

Beräkningar med GPU vs CPU : En jämförelsestudie av beräkningseffektivitet med avseende på energi- och tidsförbrukning / Calculations with the CPU vs CPU : A Comparative Study of Computational Efficiency in Terms of Energy and Time Consumption

Löfgren, Robin, Dahl, Kristoffer January 2010 (has links)
Examensarbetet handlar om en jämförelsestudie av beräkningseffektivitet med avseende på energi- och tidsförbrukning mellan grafikkort och processorer i persondatorer och PlayStation 3. Problemet studeras för att göra allmänheten uppmärksam på att det går att lösa en del av energiproblematiken med beräkningar genom att öka energieffektiviteten av beräkningsenheterna. Undersökningen har genomförts på ett explorativt sätt och studerar förhållandet mellan processorer, grafikkort och vilken som presterar bäst i vilket sammanhang. Prestandatest genomförs med molekylberäkningsprogrammet F@H och med filkomprimeringsprogrammet WinRAR. Testerna utförs på MultiCore- och SingleCorePCs och PS3s av olika karaktär. I vissa test mäts effektförbrukning för att kunna räkna ut hur energieffektiva vissa system är. Resultatet visar tydligt hur den genomsnittliga effektförbrukningen och energieffektiviteten för olika testsystem skiljer sig vid belastning, viloläge och olika typer beräkningar. / The thesis is a comparative study of computational efficiency in terms of energy and time consumption of graphics cards and processors in personal computers and Playstation3’s. The problem is studied in order to make the public aware that it is possible to solve some of the energy problems with computations by increasing energy efficiency of the computational units. The audit was conducted in an exploratory way, studying the relationship between the processors, graphics cards and which one performs best in which context. Performance tests are carried out by the molecule calculating F@H-program and the file compression program WinRAR. Tests performed on MultiCore and SingleCore PC’s and PS3’s with different characteristics. In some tests power consumption is measured in order to figure out how energy-efficient certain systems are. The results clearly show how the average power consumption and energy efficiency for various test systems at differ at load, sleep and various calculations.

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