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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.
21

Modals in Legal Language

Aher, Martin 07 October 2013 (has links)
This dissertation proposes a novel treatment of deontic modals such as permission, obligation and prohibition with special attention to applicability to legal language.
22

Fyzikální rébusy v mimoškolním vzdělávání / Physics puzzles in extracurricular education

Pechman, Matouš January 2021 (has links)
Title: Physics puzzles in extracurricular education Author: Bc. Matouš Pechman Department: Department of Physics Education Supervisor: RNDr. Marie Snětinová, Ph.D., Department of Physics Education Abstract: Non-formal education is practically ongoing today. There is a growing demand for leisure activities that will not only offer entertainment as such, but also broaden the horizons of participants in various areas. In their free time, people look not only for rest, but also for new challenges and stimuli, on which they test their skills and ability to respond to new situations. These activities include, for example, escape games. Escape games usually require skill, knowledge and logical thinking to succeed. The game created in this work is composed of physical puzzles. Except one, all puzzles are based on problems that primary school students already face in physics classes. Puzzles combine concepts that were voiced at school with practical examples. Participants can try out for themselves how things work and solve puzzles with the help of physics. The work contains detailed instructions so that potential candidates know how to prepare the game. It also contains a brief physical explanation of the individual physical principles used in the individual puzzles. The game was tested on six groups. Based on...
23

Environmental pussel i escape rooms : Hur kan berättelsedrivna pussel bidra till den estetiska utformningen av miljön i ett escape room? / Environmental puzzles in escape rooms : How can story-driven puzzles contribute to the aesthetic design of the environment in an escape room?

Bengthagen, Lina January 2022 (has links)
Följande arbete handlar om hur kan pussel dra nytta av den estetiska utformningen av miljön i ett escape room. Arbetet har innefattat samarbete med andra studenter i skapandet av en artefakt av ett fysiskt escape room. Caillois taxonomi har används som ett designverktyg där semiotik och tidigare forskning av Scott Nicholson om escape rooms har komplimenterat de designval som övervägts i skapandeprocessen. Testerna av denna studie har utförts med studenter som från dataspelsutveckling. / <p>Artefakt??!!</p>
24

Mitigating Network-Based Denial-of-Service Attacks with Client Puzzles

McNevin, Timothy John 04 May 2005 (has links)
Over the past few years, denial-of-service (DoS) and distributed denial-of-service (DDoS) attacks have become more of a threat than ever. These attacks are aimed at denying or degrading service for a legitimate user by any means necessary. The need to propose and research novel methods to mitigate them has become a critical research issue in network security. Recently, client puzzle protocols have received attention as a method for combating DoS and DDoS attacks. In a client puzzle protocol, the client is forced to solve a cryptographic puzzle before it can request any operation from a remote server or host. This thesis presents the framework and design of two different client puzzle protocols: Puzzle TCP and Chained Puzzles. Puzzle TCP, or pTCP, is a modification to the Transmission Control Protocol (TCP) that supports the use of client puzzles at the transport layer and is designed to help combat various DoS attacks that target TCP. In this protocol, when a server is under attack, each client is required to solve a cryptographic puzzle before the connection can be established. This thesis presents the design and implementation of pTCP, which was embedded into the Linux kernel, and demonstrates how effective it can be at defending against specific attacks on the transport layer. Chained Puzzles is an extension to the Internet Protocol (IP) that utilizes client puzzles to mitigate the crippling effects of a large-scale DDoS flooding attack by forcing each client to solve a cryptographic problem before allowing them to send packets into the network. This thesis also presents the design of Chained Puzzles and verifies its effectiveness with simulation results during large-scale DDoS flooding attacks. / Master of Science
25

Využití japonských hlavolamů ve výuce matematiky na 1. stupni základní školy / Use of Japanese Puzzles in Teaching Mathematics at Primary School

Pěničková, Barbora January 2012 (has links)
This diploma thesis deals with Japanese puzzles and their use in teaching mathematics at primary school. Its main aim is to verify if it is possible for the pupils to achieve comparable results with older pupils and adult Sudoku solvers supposing that these learners are systematically guided through an escalating set of Sudoku puzzles. The theoretical part of the thesis is focused on the history of Sudoku, several strategies of its solving, other examples of Japanese puzzles and also on Sudoku in the context of its use at school. The practical part describes a series of experiments with pupils of the first, later second grade of a primary school, which were conducted in order to verify the hypothesis of this thesis.
26

A lógica da descoberta nos jogos digitais

Tonéis, Cristiano Natal 10 May 2010 (has links)
Made available in DSpace on 2016-04-29T14:23:55Z (GMT). No. of bitstreams: 1 Cristiano Natal Toneis.pdf: 14474137 bytes, checksum: 81bf760195af01ca56123ea3b53bf71f (MD5) Previous issue date: 2010-05-10 / Secretaria da Educação do Estado de São Paulo / The present study into the perspective of development the reasoning logicalmathematical by means of the ontological structures in the digital games happens on a specific modality of digital games that present many structures narratives, and its structural development in the form of logical puzzles, practical, related with the idea Greek of mathéma. The methodology has used combines the conceptual efforts in philosophy of the logical positivism, hermeneutic phenomenology, the pragmatic logic, the genetic epistemology, Ethnomathematics and games practical theory, showing that puzzles in the digital games constitute in cognitives structures of high value for the promotion and production of the knowledge, practical and scientifical, as well as achievement and promotion of its structures narratives that they culminate in uncurling of an interactive history. The research takes as example shape the game Myst, establishing it as descriptionconceptual reference that allows the integration of new forms to stimulate and to support the apprehension of logical-mathematicians knowledge, being assumed and demonstrating that to the reasoning logical-mathematician, organized in the form of puzzles, structured in a way thought oncologic. Thus, it shows the organization of new and versatile forms for the modeling, symbolization, analysis, exploration, conjecture and demonstration of the knowledge mathematician, in the playful-cognitive form of puzzles into the immersive digital universes, more recently assigned as metaverses. From then on, the research demonstrates the theoretician-pragmatic value of creation and organization of digital games that can serve to advancement human culture, in reference the promotion of the human subjectivity in the culture, as well as in the structuralization and equilibration of structures logical-cognitives in immersive experience through the adventure games and by means its puzzles. Thus, we indicate the value of use of the digital games (metaverses) as complementary structure for the development of critical abilities in the citizen in a process of continuous education, as well as in its aspects of widening of the mathematical understanding as logical as cultural, where from universalisation and generalization the experience into the puzzles in metaverses. We show the results of an experience with children in school age, which the use of the game model promoted an increment in his general cognitives abilities and change the form they see the world and solving problems that demand an attitude logical-mathematics. Students not only must use multimedia to learn, but they can also use it to communicate their understanding of the subject to those around them. Virtual reality has the potential to move education from its reliance on books to experiential learning in naturalistic settings. The research culminates with the proposal of a heuristic for the resolution of problems, which as children as adult chance over a new species of epistemologists that, from the experience in the digital games, argue in to think the forms of thinking , or rethink, look at problems in many different ways mathéma by the resolution of puzzles / A presente dissertação na perspectiva do desenvolvim V dentro das estruturas ontológicas presentes nos jogos digitais incide sobre uma modalidade específica de jogos digitais nos quais se fazem presentes, tanto estruturas narrativas, bem como o seu desenvolvimento estrutural na forma de puzzles lógicos, práticos e, relacionados com a idéia grega de mathéma. A metodologia utilizada combina os esforços conceituais presentes na filosofia do positivismo lógico, da fenomenologia hermenêutica, da lógica pragmática, da epistemologia genética, da etnomatemática e da teoria e prática dos jogos, mostrando que os puzzles presentes nos jogos digitais se constituem em estruturas cognitivas de alto valor para a promoção e produção do estruturas narrativas que culminam no desenrolar de uma história interativa. A pesquisa toma como exemplo modelar o game Myst, estabelecendo-o como referência histórico-conceitual que permite a integração de novas formas para incentivar e apoiar a apreensão de conhecimentos lógico-matemáticos, assumindo e demonstrando que o raciocínio lógico-matemático, organizado na forma de puzzles, se estrutura em um modo de ser ontológico do pensamento. Neste sentido mostra a organização de novas e versáteis formas para a modelagem, simbolização, análise, exploração, conjectura e demonstração do conhecimento, inclusive matemático, na forma lúdico-cognitiva dos puzzles no interior de universos digitais imersivos, mais recentemente designados como metaversos. A partir daí, a pesquisa demonstra o valor teórico-pragmático da criação e organização de jogos digitais que podem servir como promotores da cultur promoção da subjetividade humana na cultura, bem como na estruturação e equilibração das estruturas lógico-cognitivas dos sujeitos imersivos que realizam a aventura dos games por meio de seus puzzles. Com isso indicamos o valor da utilização dos jogos digitais (metaversos) como estrutura complementar para o desenvolvimento de habilidades críticas no sujeito humano em um processo de educação contínua, tanto em seus aspectos de alargamento da compreensão matemática como lógica e também cultural, a partir do pressuposto da universalização e generalização da experiência dos puzzles no interior dos metaversos. Neste sentido mostramos os resultados de uma experiência de campo com crianças em idade escolar na qual a utilização do jogo modelo promoveu um incremento em suas habilidades gerais cognitivas e uma mudança na forma de ver o mundo e colocar problemas que demandam uma atitude lógico-matemática. A pesquisa culmina com a proposta de uma heurística para a resolução de problemas, na qual tanto crianças como adultos se convertem em uma nova espécie de epistemólogos que, a partir da experiência nos jogos digitais, se defrontam com a tarefa continuada e falibilista de pensar as formas do pensar mathéma por meio da resolução dos puzzles
27

Where does this fit? : A Comparative Study of the Graphical Portrayal of Keys as a system in Survival-horror Games

Andersson, Jessica January 2015 (has links)
Puzzles have always been a central part of games. One of the simplest manifestations of a puzzle in games is an obstruction that prevents the player from progressing and an object that removes the obstruction. The system of unlocking new areas with keys is used in order to provide interesting level design and help build narrative in games. This examination intends to provide knowledge and insight into how this type of system is commonly portrayed visually and thus provide a basis for designers to build upon when creating similar challenges, providing a greater awareness of the design norms that are commonly applied. In the majority of the cases that have been examined during this study, text-based information is used to convey the majority of the essential information given to the players regarding the relationship of the key and the lock. In many cases the graphics serve only to highlight important features of the objects and help the player to quickly tell the different items apart in the inventory.
28

Essays in Open Economy Macroeconomics

Gonzalez Hernandez, Ramon Antonio 01 April 2008 (has links)
Research macroeconomists have witnessed remarkable methodological developments in mathematical, statistical, and computational tools during the last two decades. The three essays in this dissertation took advantage of these advances to analyze important macroeconomic issues. The first essay, “ Habit Formation, Adjustments Costs, and International Business Cycle Puzzles” analyzes the extent to which incorporating habit formation and adjustment costs in investment in a one-good two-country general equilibrium model would help overcome some of the international business cycle puzzles. Unlike standard results in the literature, the model generates persistent, cyclical adjustment paths in response to shocks. It also yields positive cross-country correlations in consumption, employment, investment, and output. Cross-country correlations in output are higher than the ones in consumption. This is qualitatively consistent with the stylized facts. These results are particularly striking given the predicted negative correlations in investment, employment, and output that are typically found in the literature. The second essay, “Comparison Utility, Endogenous Time Preference, and Economic Growth,” uses World War II as a natural experiment to analyze the degree to which a model where consumers' preferences exhibit comparison-based utility and endogenous discounting is able to improve upon existing models in mimicking the transitional dynamics of an economy after a shock that destroys part of its capital stock. The model outperforms existing ones in replicating the behavior of the saving rate (both on impact and along the transient paths) after this historical event. This result brings additional support to the endogenous rate of time preference being a crucial element in growth models. The last essay, “Monetary Policy under Fear of Floating: Modeling the Dominican Economy,” presents a small scale macroeconomic model for a country (Dominican Republic) characterized by a strong presence of fear of floating (reluctance to have a flexible exchange rate regime) in the conduct of monetary policy. The dynamic responses of this economy to external shocks that are of interest for monetary policy purposes are analyzed under two alternative interest rate policy rules: One being the standard Taylor rule and another that responds explicitly to deviations of the exchange rate with respect to its long-term trend.
29

Les fonctions de la dialectique chez Aristote selon Topiques I,2

Yelle, Vincent 06 1900 (has links)
Le but de ce mémoire est d’expliciter en détail et de voir la portée d'un passage bien précis du traité des Topiques, ouvrage où Aristote tente d'élaborer une méthode qui permettra de raisonner de manière dialectique. Dans le deuxième chapitre du premier livre (I, 2), il énonce de manière succincte trois utilités que le traité en question peut procurer à celui qui possède et maîtrise adéquatement cette méthode. En premier lieu, la dialectique servirait de gymnastique intellectuelle pour former l'esprit et lui donner plus de souplesse dans ses raisonnements. Dans un second temps, elle serait utile dans les rencontres de tous les jours avec autrui parce qu’elle permettrait de discuter et d'argumenter sur un sujet donné avec le premier venu. Enfin, il semble également que la dialectique soit utile pour les «connaissances de caractère philosophique», en ce sens qu'elle permettrait de développer les apories et ultimement, d'établir les principes ou les notions premières de chaque science. Dans ce travail, je me propose donc d’examiner chacune de ces prétendues utilités afin de voir comment, et dans quelle mesure, nous pouvons réellement affirmer que la dialectique s’avère profitable pour chacun des services énumérés en Topiques I, 2. / The purpose of this dissertation is to explain in detail the importance of a very precise passage of the Topics, treatise where Aristotle tries to find a method which will allow to reason in a dialectical way. In the second chapter of the first book (I, 2), he expresses in a brief way three utilities that the treatise in question can provide to those who own and control this method properly. First of all, the dialectic would serve as a mental gymnastic to train the mind and give it more flexibility in its reasoning. Secondly, it would be useful in the everyday encounters with others, because it would allow to discuss and argue on any given subject with the first person we could meet. Finally, it also seems that the dialectic would be useful for the "philosophical knowledge ", in the sense that it would go through the puzzles and ultimately, would establish the first principles of each science. In this work, I thus suggest examining each of its claimed utilities to see how, and in which measures, we can really assert that the dialectic turns out profitable for each of the services enumerated in Topics I, 2.
30

Generating Solutions to the Jigsaw Puzzle Problem

Tybon, Robert, n/a January 2004 (has links)
This thesis examines the problem of the automated re-assembly of jigsaw puzzles. The objectives of this research are as follows: to provide a clear statement of the jigsaw puzzle re-assembly problem; to find out which solution technique is best suited to this problem; to determine the level of sensitivity of the proposed solution technique when solving different variations of this problem; and to explore solution methods for solving incomplete jigsaw puzzles (puzzles with missing pieces). The jigsaw puzzle re-assembly problem has been investigated only intermittently in the research literature. This work presents an extensive examination of the suitability and efficiency of the standard solution techniques that can be applied to this problem. A detailed comparison between different solution methods including Genetic Algorithms, Simulated Annealing, Tabu Search and Constraint Satisfaction Programming, shows that a constraint-based approach is the most efficient method of generating solutions to the jigsaw puzzle problem. The proposed re-assembly algorithm is successful. Consequently, it can be used in development of automated solution generators for other problems in the same domain, thus creating new theoretical and applied directions in this field of research. One potential theoretical line of research concerns jigsaw puzzles that do not have a complete set of puzzle pieces. These incomplete puzzles represent a difficult aspect of this problem that is outlined but can not be resolved in the current research. The computational experiments conducted in this thesis demonstrate that the proposed algorithm being optimised to re-assemble the jigsaw puzzles is not efficient when applied to the puzzles with missing pieces. Further work was undertaken to modify the proposed algorithm to enable efficient re-assembly of incomplete jigsaw puzzles. Consequently, an original heuristic strategy, termed Empty Slot Prediction, was developed to support the proposed algorithm, and proved successful when applied to certain sub-classes of this problem. The results obtained indicate that no one algorithm can be used to solve the multitude of possible scenarios involved in the re-assembly of incomplete jigsaw puzzles. Other variations of the jigsaw puzzle problem that still remain unsolved are presented as avenues for future research. The solution of this problem involves a number of procedures with significant applications in other computer-related areas such as pattern recognition, feature and shape description, boundary-matching, and heuristic modelling. It also has more practical applications in robotic vision and reconstruction of broken artefacts in archaeology.

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