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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

Parallel magnetic resonance imaging: characterization and comparison

Rane, Swati Dnyandeo 01 November 2005 (has links)
Magnetic Resonance Imaging (MRI) is now increasingly being used for fast imaging applications such as real-time cardiac imaging, functional brain imaging, contrast enhanced MRI, etc. Imaging speed in MRI is mainly limited by different imaging parameters selected by the pulse sequences, the subject being imaged and the RF hardware system in operation. New pulse sequences have been developed in order to decrease the imaging time by a faster k-space scan. However, they may not be fast enough to facilitate imaging in real time. Parallel MRI (pMRI), a technique initially used for improving image SNR, has emerged as an effective complementary approach to reduce image scan-time. Five methods, viz., SENSE [Pruesmann, 1999], PILS [Griswold, 2000], SMASH [Sodickson, 1997], GRAPPA [Griswold, 2002] and SPACE RIP [Kyriakos, 2000]; developed in the past decade have been studied, simulated and compared in this research. Because of the dependence of the parallel imaging methods on numerous factors such as receiver coil configuration, k-space subsampling factor, k-space coverage in the imaging environment, there is a critical need to find the method giving the best results under certain imaging conditions. The tools developed in this research help the selection of the optimal method for parallel imaging depending on a particular imaging environment and scanning parameters. Simulations on real MR phased-array data show that SENSE and GRAPPA provide better image reconstructions when compared to the remaining techniques.
2

Pace and variability in the badminton jump smash and the tennis serve

Miller, Romanda Nyetta January 2016 (has links)
Full-body three-dimensional kinematic characteristics were determined for the badminton jump smash and the tennis serve in order to investigate contributions to pace and variability. Kinematic (400 Hz) data were collected for a group of badminton and tennis players, using an 18 camera Vicon Motion Analysis System. Each participant performed 24 jump smashes or tennis serves. The best trials - maximal velocity with minimal marker loss - were analysed for each participant using a 18 segment rigid body model customised for each participant using subject-specific segmental properties. Parameters were calculated describing elements of the badminton jump smash and tennis serve technique as well as variability. The effect of these technique parameters on: speed were addressed using stepwise linear regression and on variability using one-way ANOVA. The results suggest that the fastest badminton players had a smaller elbow extension angle at the end of retraction, a larger wrist extension angle at shuttle contact, and a larger time between preparation and shuttle contact; that accounted for 84% of variation in shuttle speed. The results also showed that variability in the badminton smash was caused by differences in body placement, shuttle location on the racket at impact and movement timings. In the tennis serve, linear regressions showed that there were no variables significant to speed when players hit to the right and left centre court lines. When players hit in the advantage court trunk rotation at the racket lowest point key instant could explain 35.2% of the variation in speed, and when hitting towards the deuce court timing from the end of retraction to ball contact explained 33.6% of ball speed. The results show that there are differences in technique between the badminton jump smash and the tennis serves especially in the first half of the sporting actions.
3

SMASH 1: A VERY FAINT GLOBULAR CLUSTER DISRUPTING IN THE OUTER REACHES OF THE LMC?

Martin, Nicolas F., Jungbluth, Valentin, Nidever, David L., Bell, Eric F., Besla, Gurtina, Blum, Robert D., Cioni, Maria-Rosa L., Conn, Blair C., Kaleida, Catherine C., Gallart, Carme, Jin, Shoko, Majewski, Steven R., Martinez-Delgado, David, Monachesi, Antonela, Muñoz, Ricardo R., Noël, Noelia E. D., Olsen, Knut, Stringfellow, Guy S., van der Marel, Roeland P., Vivas, A. Katherina, Walker, Alistair R., Zaritsky, Dennis 05 October 2016 (has links)
We present the discovery of a very faint stellar system, SMASH 1, that is potentially a satellite of the Large Magellanic Cloud. Found within the Survey of the MAgellanic Stellar History (SMASH), SMASH 1 is a compact (r(h) 9.1(-3.4)(+5.9)pc) and very low luminosity (M-V = -1.0 +/- 0.9, L-V = 10(2.3 +/- 0.4) L-circle dot) stellar system that is revealed by its sparsely populated main sequence and a handful of red giant branch candidate member stars. The photometric properties of these stars are compatible with a metal-poor ([Fe/H] = -2.2) and old (13 Gyr) isochrone located at a distance modulus of similar to 18.8, i.e., a distance of similar to 57 kpc. Situated at 11 degrees.3 from the LMC in projection, its three-dimensional distance from the Cloud is similar to 13 kpc, consistent with a connection to the LMC, whose tidal radius is at least 16 kpc. Although the nature of SMASH 1 remains uncertain, its compactness favors it being a stellar cluster and hence dark-matter free. If this is the case, its dynamical tidal radius is only less than or similar to 19 pc at this distance from the LMC, and smaller than the system's extent on the sky. Its low luminosity and apparent high ellipticity (epsilon = 0.62(-0.21)(+0.17)) with its major axis pointing toward the LMC may well be the tell-tale sign of its imminent tidal demise.
4

Deformations of Quantum Symmetric Algebras Extended by Groups

Shakalli Tang, Jeanette 2012 May 1900 (has links)
The study of deformations of an algebra has been a topic of interest for quite some time, since it allows us to not only produce new algebras but also better understand the original algebra. Given an algebra, finding all its deformations is, if at all possible, quite a challenging problem. For this reason, several specializations of this question have been proposed. For instance, some authors concentrate their efforts in the study of deformations of an algebra arising from an action of a Hopf algebra. The purpose of this dissertation is to discuss a general construction of a deformation of a smash product algebra coming from an action of a particular Hopf algebra. This Hopf algebra is generated by skew-primitive and group-like elements, and depends on a complex parameter. The smash product algebra is defined on the quantum symmetric algebra of a nite-dimensional vector space and a group. In particular, an application of this result has enabled us to find a deformation of such a smash product algebra which is, to the best of our knowledge, the first known example of a deformation in which the new relations in the deformed algebra involve elements of the original vector space. Finally, using Hochschild cohomology, we show that these deformations are nontrivial.
5

How character gameplay identities are preserved across genres : A case study of Pokémon Trainer in Super Smash Bros.

Le Therisien, Cédric, Young-Rogers, James January 2023 (has links)
Deeper understanding of character gameplay identity is crucial for designers in an industry where crossover content is more commonplace than ever. Despite its relevance, however, research in the field of game design has yet to be widely conducted on character gameplay identity. Consequently, this study explores how a character’s gameplay identity is preserved across genres through the use of gameplay mechanics. This was achieved by using Pokémon Trainer as a case study, examining how they were adapted from the Pokémon games into the Super Smash Bros. games. By analysing gameplay and select online sources, we conducted a close reading of the Pokémon Trainer, granting insight into the various mechanics that the game designers use to retain the character’s gameplay identity. We have broken these mechanics down into systems, which we then analysed and categorised according to systems theory, giving further insight into the nature of gameplay systems. The results from our analyses show that understanding a character’s gameplay identity can be adapted through multiple different types of gameplay mechanics, and that systems theory is a useful tool to categorise different types of gameplay mechanics.
6

COUNTER UNMANNED AERIAL DEFENSE FOR HIGH VALUE UNITS AFLOAT PIERSIDE

Christopher R Hood (11186037) 27 July 2021 (has links)
<div>Counter Unmanned Aerial System (C-UAS) development and fielding has greatly accelerated over the last several years to protect against all classes of Unmanned Aerial System (UAS) threats. Integration of the detection and tracking systems, the engagement systems, and other portions of the kill chain including command and control (C2) is ongoing. A significant concern is that the majority of these developments are designed for defending ships at sea. Most of these technological advances cannot be used within restricted waters or in port, foreign or domestic, due to the potential of high collateral damages and the fact that they are not currently readily available for dissemination to the Fleet.</div><div>The problem addressed by this project is to determine how to defend high value units from the threat of weaponized UAVs while moored pier-side with currently in-place weapons systems. This study will take a parameter-driven approach based on existing technologies to determine if an enhanced fire-control system integrated with standard issue weaponry can increase watchstander accuracy required to safely defend a high value unit pierside.</div>
7

Gaming in Conversation: The Impact of Video Games in Second Language Communication

Laws, Dannielle Kaye January 2016 (has links)
No description available.

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