• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 8
  • 2
  • 2
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • Tagged with
  • 22
  • 11
  • 4
  • 3
  • 3
  • 3
  • 3
  • 3
  • 3
  • 3
  • 2
  • 2
  • 2
  • 2
  • 2
  • 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

Wind Effects on Water Exchange and Residence Time in Ta-pong Bay

Chang, Hsiang-an 13 July 2005 (has links)
Ta-pong Bay is a shallow coastal lagoon located at the southwestern Taiwan, with only one inlet permanently connecting to the sea. The water exchange, flowing out or into the Bay, is chiefly driven by tidal force. Many kinds of nutrition are gradually accumulated in the Bay, leading to the situation of eutrophication to be more serious. This research utilizes the POM numerical model (Princeton Ocean Model) to simulate the circulation of Ta-pong Bay and long-term water mass transportation. Further, we had used a towed ADCP to survey the flow fields of the Bay and set up a fixed ADCP to measured local velocity for 15 days, for helping us more to understand the flow field. This study using high-resolution 3-D numerical model had been developed with 50m by 50m horizontal resolutions to calculate the problem of water exchange of the lagoon. The model is driven by tidal force, northerly and southerly wind stress. The model results show that the tide-generated force is quite revealed at the tidal inlet where the biggest velocity can researches to 1 m/s during ebb tide, 0.5 m/s during flood tide. The low-frequency motion of the bay is mainly driven by wind stress. The residual current is about 0.03 m/s during blowing northerly wind and about 0.05 m/s during blowing southerly wind. Generally speaking, the average residence time in the south of the lagoon is over 30 days and in the central bay is about 7~12 days and in the north of the lagoon near the tidal mouth is about 1~2 days.
2

Biomechanical analysis and model development applied to table tennis forehand strokes

Zhang, Zhiqing January 2017 (has links)
Table tennis playing involves complex spatial movement of the racket and human body. It takes much effort for the novice players to better mimic expert players. The evaluation of motion patterns during table tennis training, which is usually achieved by coaches, is important for novice trainees to improve faster. However, traditional coaching relies heavily on coaches qualitative observation and subjective evaluation. While past literature shows considerable potential in applying biomechanical analysis and classification for motion pattern assessment to improve novice table tennis players, little published work was found on table tennis biomechanics. To attempt to overcome the problems and fill the gaps, this research aims to quantify the movement of table tennis strokes, to identify the motion pattern differences between experts and novices, and to develop a model for automatic evaluation of the motion quality for an individual. Firstly, a novel method for comprehensive quantification and measurement of the kinematic motion of racket and human body is proposed. In addition, a novel method based on racket centre velocity profile is proposed to segment and normalize the motion data. Secondly, a controlled experiment was conducted to collect motion data of expert and novice players during forehand strokes. Statistical analysis was performed to determine the motion differences between the expert and the novice groups. The experts exhibited significantly different motion patterns with faster racket centre velocity and smaller racket plane angle, different standing posture and joint angular velocity, etc. Lastly, a support vector machine (SVM) classification technique was employed to build a model for motion pattern evaluation. The model development was based on experimental data with different feature selection methods and SVM kernels to achieve the best performance (F1 score) through cross-validated and Nelder-Mead method. Results showed that the SVM classification model exhibited good performance with an average model performance above 90% in distinguishing the stroke motion between expert and novice players. This research helps to better understand the biomechanical mechanisms of table tennis strokes, which will ultimately aid the improvement of novice players. The phase segmentation and normalization methods for table tennis strokes are novel, unambiguous and straightforward to apply. The quantitative comparison identified the comprehensive differences in motion between experts and novice players for racket and human body in continuous phase time, which is a novel contribution. The proposed classification model shows potential in the application of SVM to table tennis biomechanics and can be exploited for automatic coaching.
3

Playing pong together : a new experimental paradigm to study social coordination in a doubles interception task / Jouer pong ensemble : un nouveau paradigme expérimental pour l'étude de la coordination sociale dans une tâche d'interception en double

Benerink, Niek 11 December 2017 (has links)
Dans une tâche virtuelle d'interception, nous nous sommes intéressés à la façon dont deux individus, pouvant déplacer chacun une raquette le long d'un axe d'interception commun, coordonnaient leurs actions dans le but d'intercepter une balle qui s'approchait. En tant que contact entre les raquettes rendrait interception impossible, la tâche de double-pong demandait aux participants de décider à chaque essai qui allait être celui à réaliser l'interception. Sans possibilités pour communication orale, seules les informations visuelles sur l’écran pouvaient être utilisées lors processus décisionnel. A travers trois expériences, en manipulant les positions initiales des raquettes et les différences individuelles de niveaux au sein des équipes, nous avons examiné comment ces équipes organisaient leur comportement d'interception. Les résultats ont révélé que toutes les équipes établissaient spontanément une division du travail caractérisée par des domaines d'interception individuels séparés par des frontières floues. Bien que les positions des limites puissent varier d'une équipe à l'autre, celles-ci ont été systématiquement affectées par les positions initiales des raquettes. Les différences de niveaux ne semblaient pas avoir un tel effet. Une définition basée sur l'action de l'opportunité selon laquelle, à chaque instant, chaque joueur se déplace vers la future position d'interception, a permis de prédire qui finirait par intercepter la balle. Dans l'ensemble, nos études suggèrent que la prise de décision de qui va intercepter la balle émerge d'un couplage informationnel entre les membres de l'équipe, considérant que la division de l'espace est un résultat émergent. / We studied the way two individuals coordinate their actions in order to intercept an approaching ball by moving individually-controlled paddles along a common interception-axis in a video game-like doubles interception task. With contact between paddles leading to their immediate disintegration, the doubles-pong task required team members to decide on each trial who would be the one to actualize the interception. Because overt communication was precluded, these decisions were informed exclusively by vision of the on-screen movements of paddles and ball. In three experiments, manipulating initial conditions (i.e., initial paddle positions) and individual skill differences within teams, we examined how teams organized their joint interception behavior. Results revealed that all teams spontaneously demonstrated a division of labor, characterized by individual interception domains separated by fuzzy (i.e., overlapping) boundaries. While boundary locations could vary over teams within a given experimental condition, they were nevertheless systematically affected for each team by initial paddle positions. Skill differences between individual team members did not appear to have such an effect. An action-based definition of the (time-evolving) expediency with which each player moved towards the future interception position allowed predicting which of the two players would end up intercepting the ball and which would abandon the interception attempt. Overall, our studies suggest that the decision of who will intercept the ball emerges from an informational coupling between team members, with the division of space being an emergent result.
4

Der Computer schlägt zurück

Lange, Andreas 03 April 2014 (has links) (PDF)
No description available.
5

Ensaio enzimático on-line baseado em enzimas imobilizadas e cromatografia zonal para identificação e caracterização de inibidores da enzima Nucleosídeo Difosfato Quinase B / Enzymatic on-line assay based on immobilized enzyme coupled to zonal chromatography to identify and characterize inhibitors for Nucleoside Diphosphate Kinase B

Lima, Juliana Maria de 11 May 2018 (has links)
As enzimas desempenham papel fisiológico fundamental nos organismos, seja em condições normais e patológicas, o que as tornam atrativos alvos para intervenções terapêuticas. Pequenas moléculas capazes de inibir enzimas alvos são utilizadas para o tratamento de diversas doenças inflamatórias, câncer, AIDS, entre outras. Contudo, a identificação de pequenas moléculas inibidores ainda é uma etapa limitante no desenvolvimento de fármacos. Nesse contexto, o aprimoramento e novos ensaios robustos e confiáveis para acelerar a descoberta e a caracterização de novos inibidores é de extrema relevância. Nesta tese apresentamos o desenvolvimento de apropriados métodos para a quantificação direta da atividade das enzimas alvos Nucleosídeo Difosfato Quinase B (NDKb), humana (NME2) e de Leishmania major (LmNDKb), livres em solução ou imobilizadas em colunas capilares (ICER). A separação dos produtos e substratos da reação foi realizada por cromatografia de par iônico, que possibilitou a quantificação direta da atividade enzimática da NDKb livre em solução, método 1D-LC-UV. Já para a quantificação da atividade das enzimas imobilizadas foi elaborado um método on-line ICER-LC-UV, no qual a reação enzimática do ICER foi transferida à coluna analítica, permitindo a separação e quantificação da atividade de fosfotransferência. Utilizando esses métodos foi possível determinar o pH ótimo e os parâmetros cinéticos das enzimas livres e imobilizadas. Inibidores de NDKb de diferentes potências e mecanismos de ação foram utilizados para modulação do sistema ICER-LC-UV como ensaio de triagem de inibidores. O (-)-Epicatequina galato (ECG) foi utilizado como prova de conceito, para validar a aplicação do método on-line ICER-LC-UV na identificação e caracterização de inibidores para as enzimas alvo NME2 e LmNDKb. Em suma, a quantificação direta associada ao uso de enzimas imobilizadas representa um grande avanço aos métodos consolidados para o monitoramento da atividade enzimática e triagem de inibidores das enzimas alvo. / Enzymes play a key physiological role in organisms, either under normal and pathological conditions, which make them attractive targets for therapeutic interventions. Small molecules capable to inhibit specific target enzymes are used for the treatment of several inflammatory diseases, cancer, AIDS, among others. However, to identify small inhibitory molecules is still a limiting step in drugs discovery. In this context, the improvement and development of robust and reliable novel assays to accelerate the discovery and characterization of new inhibitors have become extremely relevant. This study describes an appropriate direct method to quantify the enzymatic activity of Nucleoside Diphosphate Kinase B (NDKb) from human (NME2) and Leishmania major (LmNDKb). It can be applied to free enzyme in solution or immobilized enzyme into silica capillary (ICER). The separation of both the substrates and products was achieved using ion-pair chromatography, it can be applied to direct quantification of free NDKb activity, method 1D-LC-UV. In order to quantify the activity of the immobilized enzymes, an on-line ICER-LC-UV method was developed. Initially, the enzymatic catalysis occurred into the ICER. Sequentially, the reaction mixture was transferred to an analytical column, where analytes were separated. From this method, it was possible to determine the optimum pH and kinetic parameters for the immobilized enzymes. Well stablished NDKb inhibitors with different strenght and mechanisms of action were used to modulate the on-line ICER-LC-UV method as an inhibitor screening assay. (-)-Epicatechin gallate was used as proof of concept in order to validate the application of the on-line ICER-LC-UV method to identify and characterize the target\'s enzymes NME2 and LmNDKb inhibitors. In summary, the direct quantification method coupled to the immobilized enzymes increases the likelihood of identifying the enzymatic activity and screening of inhibitors of the target enzymes when compared methods well described in the literature.
6

Der Computer schlägt zurück: Wege zum Heimvideospiel der 1970er Jahre

Lange, Andreas January 2006 (has links)
No description available.
7

La mode du ping-pong de 1901 à 1939 : d’un jeu de salon mondain à un sport moderne / The fashion of ping-pong from 1901 to 1939 : from a worldly salons’ game to a modern sport

Mousset, Kilian 06 December 2017 (has links)
Du jeu de société dans les salons mondains au début du XXe siècle au sport couru des années 1932 et 1933, ce jeu de balle casse une représentation réductrice et vestimentaire de la mode. Le ping-pong, qui est à l’origine une simple boîte de jeu, connaît deux forts engouements au cours de la première moitié du XXe siècle. En 1902, la mode est au divertissement de salon prétexte à la distinction sociale. Prenant place après les dîners de la Haute bourgeoisie, la droiture du corps est de rigueur. Le jeu respecte un code de galanterie qui en fait un jeu lent. Sa mode s’estompe dès 1903 lorsque le jeu se démocratise à la petite et moyenne bourgeoisies. Vivotant en tant que jeu de salon anodin, le ping-pong réapparaîtcomme une nouveauté en 1932 et 1933. Il est décrit comme un spectacle sportif à l’image de ses champions, de leurs prouesses techniques et des efforts physiques. Il prend également la forme d’une mode populaire en gonflant les rangs du sport ouvrier. Cette reconnaissance sportive dans les représentations sociales est effective quelques années après soninstitutionnalisation. Discours monolithique, la mode cache et relance aussi d’autres vogues. Une réminiscence bourgeoise en fait un jeu prisé des lieux de villégiature. Il se développe également au travers des cafés. L’apogée passée, le ping-pong « sport » perd des effectifs dans les fédérations au milieu des années 1930. Son image sportive chancelle. Elle s’explique par la place difficilement mesurable du jeu informel qui contente les pratiquants. Ce divertissement est alors autant perçu comme un jeu de détente qu’il constitue une manière informelle de faire du sport en dehors des institutions / From the board game in the worldly salons in the beginning of the 20th century to the sought-after sport in 1932 and 1933, this ball game breaks a reductive representation of fashion, mostly about clothing. Ping-pong, which is originally a simple game box, knows two major popular movements during the first half of the 20th century. In 1902, the trend is about salon entertainment, a pretext for social distinction. Taking place after diners in the wealthy bourgeoisie, straightness of the body is required. This game respects the gallantry code, which makes is a slow game. Its popularity is the upper class fades from 1903 when the game knows a democratisation in the petty bourgeoisie and the middle class. Eking out as a trivialsalon game, ping-pong reappears as a novelty in 1932 and 1933. It is described as a sporting show magnified by its champions, their technical feats and physical efforts. It also gains in popularity as it enters the habits of the working class. This sporty recognition in social representations is effective a few years after its institutionalisation. Monolithic vision, fashionalso hides and revives other tendencies. A bourgeois reminiscence makes it a popular game in the holiday destinations. It also expands in the coffee shops. Once passed its height, pingpong as a « sport » loses members in the federations in the middle of the 1930s. Its sporty image falters. This phenomenom explains itself by the hardly mesurable place of the informalgame, which satisfies the players. This entertainment is perceived as a relaxing game, as an informal way to practice sport out of the institutions
8

Water quality studies in relation to human settlements : a case study of Nam Pong reservoir Northeast Thailand /

Sakda Supapongpichate, Nart Tuntawiroon, January 1979 (has links) (PDF)
Thesis (M.Sc. (Technology of Environmental Management))--Mahidol University, 1979.
9

PING-PONG AUTO-ZERO AMPLIFIER WITH RAIL-TO-RAIL OUTPUT BUFFER

Naini, Srikar Reddy 12 October 2018 (has links)
No description available.
10

The influence of drinking games on drinking behavior, psychosocial variables, and harmful behaviors

Touhy, Carol M. 01 January 2010 (has links)
College student alcohol use is a major public health concern in the United States due to high personal (e.g., risky sexual behavior, alcohol poisoning) and societal (e.g., driving under the influence) costs associated with this behavior. Drinking games have emerged as a significant influence on heaviness and frequency of college student drinking. The purpose of this study was to learn more about drinking games on college campuses using data from an intervention study targeting a primarily undergraduate student population of heavy drinkers. Specific research questions were: (1) What are the most common types of drinking games observed on a large state university campus?; (2) Are specific demographic and psychosocial variables related to playing drinking games and the choice of drinking game?; (3) Are there gender differences in drinking behavior?; (4) Are specific harmful behaviors (e.g., drunk driving) related to playing drinking games and the choice of drinking game? Research questions were addressed using a secondary data analysis conducted with baseline data from an intervention study targeting heavy drinkers using university health services at a large state university (n = 363; NIAAA grant #1 U18 2AA015673- 0l). Data were collected using a self-administered questionnaire. Demographic (age, gender, ethnicity, grade level, GPA), psychosocial data (church attendance, significant life event, stress level, depressed/hopeless, loss of pleasure) and harmful behaviors (fighting, not do homework, miss school or work, driven after 3 or more drinks, ridden with someone who drank 3 or more drinks, regrets) were collected using close ended items. Drinking game data were collected using a free response measure (respondents listed up to 5 drinking games they regularly played). Additionally, drinking behaviors (age first use alcohol, in high school how many days in 30 drink 4-5 drinks in a row, currently how many days in 30 drink 4-5 drinks in a row, in past 30 days greatest amount of drinks in a row, in typical week how many days drunk) were also collected using a free response measure. In preparation for data analysis, drinking game data were coded using 6 categories identified by Bosari, et al (2004; motor skills, verbal skills, gambling, media, team, consumption) and an additional category, board (board games). Research questions were addressed using descriptive statistics, chi-square tests. The results of this study indicate that 7 6% of the respondents play drinking games. Of those who play drinking games motor skills games (Beer Pong 70.3%), gambling games (Circle of Death (34.8%), F*** the Dealer (14.5%), and A **hole (10.9%)), and team games (Flip Cup 38.8%) were the most common types of drinking games. Gender, age, educational year, and ethnicity were all associated with type of drinking game (p < .05). Depression and feelings of hopelessness lasting at least 30 days was significantly associated with an increased likelihood of involvement in consumption games and attending religious services was associated with a decreased likelihood of involvement in consumption games (p < .05). Harmful behaviors were significantly associated with participation in drinking games (p < .05). As freshman and younger persons were more likely than others to play the different types of drinking games and the five most popular drinking games tl\is places them at risk for accidents, injury or death. Colleges and Universities need to provide programs to incoming freshman educating them about the risks involved in heavy or frequent alcohol consumption. Additionally, "don't drink and drive" campaigns must become stronger and include a "don't ride with someone who is driving drunk" component because almost 60% of respondents have driven a motor vehicle after having 3 or more drinks and 71.4% have ridden in a motor vehicle with someone they knew had three or more drinks. Finally, as 25% of the respondents started drinking before the age of 15, early intervention is needed to educate children about alcohol and the risks of heavy and frequent drinking. An alcohol awareness program should be started for elementary school children in the same way stop smoking programs have been implemented at early ages.

Page generated in 0.0363 seconds