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The Influence of Organizational Demographics and Whistleblowing Factors on Employee Perceptions of Procedural JusticeExmeyer, Patrick Clark 06 May 2017 (has links)
This dissertation seeks to advance the base of both whistleblowing and procedural justice literature. Building upon previous whistleblowing and procedural justice literature is accomplished through analysis of how organizational, demographic, and legislative factors contributing to whistleblowing shape employee perceptions of procedural justice. The act of whistleblowing has garnered considerable attention over the course of the past several decades. Employee disclosures of organizational wrongdoing have shaped influential research focusing on the characteristics of whistleblowers, organizational conditions contributing to whistleblowing, the motivations and intentions of whistleblowers, as well as both the personal and professional consequences of employees engaging in whistleblowing. These literary advancements have contributed to a robust base of scholarly knowledge concerning whistleblowing. However, previous research has neglected employee perceptions of procedural justice as it relates to the processing of whistleblowing disclosures. Utilizing data derived from regulatory agency employee responses to the Federal Employee Viewpoint Survey, along with Office of Special Counsel Annual Reports to Congress, this research aims to fill a literary gap concerning both whistleblowing and procedural justice research. This research examines the role of organizational, demographic, and legislative factors as they influence employee perceptions of procedural justice within a whistleblowing context. The findings of this research suggest that while the annual proportion of whistleblower disclosures substantiated by agency review and the introduction of federal whistleblower legislation does not correlate with increased employee perceptions of procedural justice, organizational demographics such as supervisory status and employee intention to remain with their respective agency consistently contribute to higher annual perceptions of procedural justice.
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Automatic Scenario Generation Using Procedural Modeling TechniquesMartin, Glenn Andrew 01 January 2012 (has links)
Training typically begins with a pre-existing scenario. The training exercise is performed and then an after action review is sometimes held. This “training pipeline” is repeated for each scenario that will be used that day. This approach is used routinely and often effectively, yet it has a number of aspects that can result in poor training. In particular, this process commonly has two associated events that are undesirable. First, scenarios are re-used over and over, which can reduce their effectiveness in training. Second, additional responsibility is placed on the individual training facilitator in that the trainer must now track performance improvements between scenarios. Taking both together can result in a multiplicative degradation in effectiveness. Within any simulation training exercise, a scenario definition is the starting point. While these are, unfortunately, re-used and over-used, they can, in fact, be generated from scratch each time. Typically, scenarios include the entire configuration for the simulators such as entities used, time of day, weather effects, entity starting locations and, where applicable, munitions effects. In addition, a background story (exercise briefing) is given to the trainees. The leader often then develops a mission plan that is shared with the trainee group. Given all of these issues, scientists began to explore more purposeful, targeted training. Rather than an ad-hoc creation of a simulation experience, there was an increased focus on the content of the experience and its effects on training. Previous work in scenario generation, interactive storytelling and computational approaches, while providing a good foundation, fall short on addressing the need for iv adaptive, automatic scenario generation. This dissertation addresses this need by building up a conceptual model to represent scenarios, mapping that conceptual model to a computational model, and then applying a newer procedural modeling technique, known as Functional L-systems, to create scenarios given a training objective, scenario complexity level desired, and sets of baseline and vignette scenario facets. A software package, known as PYTHAGORAS, was built and is presented that incorporates all these contributions into an actual tool for creating scenarios (both manual and automatic approaches are included). This package is then evaluated by subject matter experts in a scenario-based “Turing Test” of sorts where both system-generated scenarios and human-generated scenarios are evaluated by independent reviewers. The results are presented from various angles. Finally, a review of how such a tool can affect the training pipeline is included. In addition, a number of areas into which scenario generation can be expanded are reviewed. These focus on additional elements of both the training environment (e.g., buildings, interiors, etc.) and the training process (e.g., scenario write-ups, etc.).
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Untersuchung der Nutzung von Cellular Automata zur Generierung von Terrain-Karten für VideospieleSchulze, Jan Eric 26 September 2023 (has links)
Die Arbeit bildet einen Einstieg in das Themengebiet der prozeduralen Karten
Generierung mit Cellular Automata und verweist auf fortführende Möglichkeiten.
Es wird gezeigt, wie eine zwei-dimensionale und hexagonale Terrain-Karte für
Strategiespiele mit Cellular Automata erzeugt werden kann. Dazu wird eine allgemeine Einführung zu zellulären Automaten gegeben. Zusätzlich werden
Fashion-based Cellular Automata und Cellular Automata mit mehreren aktiven
Zellen erklärt. Es werden die Anforderungen an eine Karte des Strategie-Genres
bestimmt, wobei der Fokus, auf dem durch Civilisation definierten Sub-Genre
liegt. Anschließend wird gezeigt, wie die verschiedenen Bestandteile der Karte
jeweils mit einem Cellular Automaton generiert werden können. Zu diesen werden Vorteile und Nachteile dargestellt und dabei auf die Performance eingegangen. Es zeigt sich das zelluläre Automaten in der Lage sind eine geeignete Karte
zu erzeugen.:1 Einleitung
1.1 Videospiele im Trend
1.2 Produktionsaufwand
1.3 Prozedurale Content Generierung
1.4 Cellular Automata
1.5 Kartengenerierung
1.6 Aufbau der Arbeit
1.7 Verwendete Werkzeuge
2 Hintergrund
2.1 Cellular Automata
2.1.1 Grundsätze
2.1.2 Initiale globale Konfiguration eines CA
2.1.3 CA-Ansätze
2.1.3.1 Lattice Gases
2.1.3.2 CA mit mehreren aktiven Zellen
2.1.3.3 Fashion-based
3 Anforderungsanalyse
3.1 Eingrenzung der Karte
3.2 Betrachtete Spiele
3.3 Analyse der Karten
3.4 Anforderungen
4 Implementierung
4.1 Schichtenmodell
4.1.1 Regionen
4.1.1.1 Ansatz
4.1.1.2 Resultat
4.1.2 Höhenstufen
4.1.2.1 Ansatz
4.1.2.2 Resultat
4.1.3 Flüsse
4.1.3.1 Initiale Konfiguration
4.1.3.2 Flussrichtung
4.1.3.3 Resultat
4.1.4 Ressourcen
4.1.4.1 Wälder
4.1.4.2 Allgemeine Ressourcen
4.1.4.3 Siedlungen
4.1.5 Dynamische Veränderungen
4.1.6 Performance
5 Fazit
5.1 Ausblick
6 Verzeichnisse
6.1 Literaturverzeichnis
6.2 Abbildungsverzeichnis
6.3 Tabellenverzeichnis
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Procedural Text Generation from Instructional Videos / 作業映像からの手順書生成Nishimura, Taichi 25 September 2023 (has links)
京都大学 / 新制・課程博士 / 博士(情報学) / 甲第24928号 / 情博第839号 / 新制||情||141(附属図書館) / 京都大学大学院情報学研究科知能情報学専攻 / (主査)教授 森 信介, 教授 西野 恒, 教授 中村 裕一 / 学位規則第4条第1項該当 / Doctor of Informatics / Kyoto University / DFAM
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Procedural Content Generation for Computer GamesShi, Yinxuan 28 December 2016 (has links)
No description available.
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What Virginia Principals Should Know and Be Able to Do to Minimize Special Education Disputes Between Parents and Schools. A Delphi StudyMoody, Pamela Neil 27 April 2014 (has links)
Today's schools face a mounting number of court cases resulting from conflicts between parents of children with special needs and educators tasked with meeting those needs (Osborne, 2009). Principals have the enormous responsibility to ensure appropriate services to educate students with disabilities and, as special education leaders, require a skill set that includes knowledge of current laws, litigation, student learning needs, and how to support parents' decision making rights and responsibilities. A gap is evident between what principals know about special education leadership and case law and what principals are doing in the field.
The purpose of this study was to identify effective actions and behaviors that support Virginia principals' leadership in special education decision making. More specifically, the study examined what can be done to minimize special education disputes between parents and schools and identify principals' skill sets to minimize special education disputes. Two concurrent Delphi studies were conducted with 16 member panels; stakeholders with familial responsibilities to children with disabilities and professional experts with responsibility to special education compliance participated. A final round exchanged findings between the panels. The study identified a list of best practices for Virginia school principals to support special education leadership and decision making. / Ed. D.
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Effekten av lustgas på barn vid procedursmärtaNilsson, Marina January 2016 (has links)
Procedursmärta är den vanligaste orsaken till smärta hos barn i sjukvården. Dagligen genomförs diagnostiska och terapeutiska procedurer på barn, som både är skrämmande och smärtsamma. Barn som upplever otillräcklig smärtlindring under medicinska procedurer har en högre nivå av rädsla och ångest inför framtida procedurer, de reagerar dessutom kraftigare på akut smärta. Att låta barn inhalera en blandning av lustgas och syrgas ger både en smärtlindring och sedering. Stor fördel är att lustgas är enkel att administrera, har en kort anslagstid och effekten avklingar snabbt när inhalationen avslutas, och ger få biverkningar. Syftet med litteraturstudien var att beskriva effekten av lustgas i samband med att barn utsätts för smärtsamma procedurer inom hälso- och sjukvården. En litteraturstudie utfördes där tio vetenskapliga studier grundlade resultetet. Vid bearbetningen identifierades tre olika teman, dessa var; Lustgas och smärta, Lustgas och biverkningar, Lustgas och fasta. I resultatet framkom att lustgassedering är en effektiv och säker metod för att uppnå smärtlindring och sedering under mindre, men smärtsamma medicinska procedurer, med få biverkningar. Allt fler barn sederas med lustgas vid olika medicinska procedurer av icke anestesiutbildade sjuksköterskor. En konklusion av resultatet var, för att sjuksköterskan ska kunna möta kraven måste systematisk utbildning och träning finnas och tydliga guidelines utarbetas och vara förankrad hos all personal. Detta måste prioriteras, förbättras och kontinuerligt uppdateras.
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Optimization and Control in Procedural ModelingVojtech Krs (6824948) 14 August 2019 (has links)
Procedural modeling is a powerful technique used in computer graphics to create geometric models. Instead of manual geometry definition, models are generated implicitly from a set of rules and parameters. Procedural systems have found widespread use in generating content for games, film, and simulation of natural phenomena. Their strength comes from the ability to automatically generate large amount of varied geometry. One of their drawbacks is lack of control because a small change in input parameters often causes large changes in the generated model. <br>In this work we present three novel procedural systems, investigate different forms of control, namely simulation and optimization, and discuss them in terms of general procedural modeling workflow. First we show modeling of 3D objects with arbitrary topology via erosion and deposition simulation controlled by Smoothed Particle Hydrodynamics. Next, we present an algorithm for generating 3D curves using 2D sketches and contextual geometry. Finally, we propose a novel procedural system capable of generating arbitrary type of geometry with respect to user-defined constraints. <br>We show that these systems can be controlled via several means and identify common preconditions that facilitate control: maximizing interactivity and amount of structured information input, minimizing unexpected behaviour, and local control akin to traditional modeling.
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Expressividade procedural: narrativas e jogos digitais / -Ferreira, Daniel Peixoto 20 May 2016 (has links)
Esta tese trata a respeito de uma abordagem criativa específica em mídias digitais: o emprego expressivo da autoria procedural (isto é, da criação ou manipulação de algoritmos). Esta abordagem, denominada aqui como expressividade procedural, difere fundamentalmente do emprego do computador unicamente para emular formas e linguagens tradicionais. Nossa investigação inclui estudos práticos realizados no contexto do projeto Playing Beowulf (University College London), no qual trabalhei como parte da equipe de pesquisa e desenvolvimento do MissionMaker, um aplicativo educacional para criação de narrativas e jogos digitais. Esperamos com esta tese contribuir na compreensão sobre o uso expressivo da autoria procedural em mídias digitais, e no seu papel fundamental na realização da expressividade própria deste meio. / This thesis is about a specific creative approach in digital media: the expressive use of procedural authorship (i.e., the creation or manipulation of algorithms). This approach, which we call procedural expressiveness, distinguishes itself in a fundamental manner from the use of computers solely to emulate traditional forms and languages. Our investigation includes practical studies conducted in the context of the Playing Beowulf project (University College London), where I worked as part of the research and development team of MissionMaker, an educational software for creating digital narratives and games. With this thesis we hope to contribute in understanding the expressive use of procedural authorship in digital media, and its fundamental role in achieving the unique expressiveness of this medium.
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Modelagem procedural de grupos em ambientes internosFlach, Laura Mattos 15 March 2013 (has links)
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Previous issue date: 2013-03-15 / This work presents the utilization of procedural modelling to populate environments with virtual agents. It uses previously procedurally generated environments together with a crowd simulator to generate the agents locomotion. This work creates groups based on semantic informations of the environment to be populated and on data retrieved from IBGE for the population of Porto Alegre. It also generates behaviour for each member of the group created. These behaviours are coherent to the environment, to the group?s and member?s characteristics and also to time. All of these characteristics and specifications are transformed into seeds, wich makes the persistence of the data possible (the possibility of the regeneration of the context at any moment without the use of data structures) and the execution more simple (the model is fully automatic). / Este trabalho apresenta a utiliza??o de modelagem procedural para povoar ambientes com agentes virtuais. S?o utilizados ambientes previamente gerados tamb?m de forma procedural, juntamente com um simulador de multid?es para realizar a locomo??o dos agentes. O trabalho, al?m de criar grupos que se baseiam em informa??es sem?nticas do ambiente a ser povoado e em dados retirados do IBGE em rela??o ? popula??o de Porto Alegre, gera comportamentos para cada membro do grupo. Estes comportamentos gerados s?o coerentes com o ambiente, ?s caracter?sticas do grupo e do pr?prio membro, e ao tempo. Todas estas caracter?sticas e especifica??es s?o transformadas em seeds, o que permite a persist?ncia dos dados (possibilita que o contexto seja gerado novamente a qualquer momento sem a utiliza??o de estruturas de dados) e facilita a execu??o (o modelo ? totalmente autom?tico).
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