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探討影響社會閑散與社會助長因素鄭美芳, ZHENG, MEI-FANG Unknown Date (has links)
現代社會中分工愈細,個人無時無刻不是處於團體之中。因此,個人在團體中的表現
便成為重要的課題。團體績效是個十分複雜的現象,個體在團體中,有時表現較個人
時表現佳;但是,有時,個體在團體中表現不若獨處時的表現(如,steiner,1972)
在許多團體現象中,研究者最感關心的是二種現象:一是社會助長(social facilit
ation ),一是社會閑散(social loafing)。社會助長是指當有他人在場時,會使
個體產生激起,助長其強勢行為來,如果個體所從事的是簡單的工作,那麼其強勢反
應為正確的行為,所以,在此現象中,團體績效優於個人績效。而社會閑散是指個體
在團體中工作,團體總績效雖大於個人單獨的績效,卻未達團體之潛在績效,也就是
說,個體出現了混水摸魚的現象,使得團體績效不如每位團體成員單獨表現的總和。
所以,在此現象中,團體績效不如個人績效。同樣在團體中,卻出現了二種不同的表
現,因此,研究者欲探討有那些因素可以區別出二種現象,希望能抑制社會閑散的發
生,轉為社會助長現象。
在本研究中,研究者探討工作情境、作業難度、與參與目標決定方式等三因素是否能
區別出上述二種現象,並將社會閑散轉為社會助長,故為3 (工作情境,包括單獨、
團體╱可以辨認、團體╱不能辨認三組)×2 (作業難度,包括較簡單與較困難二組
)×2 (參與目標決定方式,包括參與目標設定及分配目標二組)的設計,假設為ぇ
單獨組與團體╱可以辨認組相較,有社會助長現象;但單獨組與團體╱不可以辨認組
相較,有社會閑散現象。え即使在團體╱不可以辨認組的情況下,若受試從事較困難
的工作,與單獨組相較,並不會產生社會閑散,而是產生社會助長。ぉ即使在團體╱
不可以辨認組的情況下,若受試本身參與目標設定,則與單獨組相較的結果,並不會
產生社會閑散,而是產生社會助長。
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多網卡無線網狀網路下支援點對點串流的品質感知多重骨幹建置設計 / Quality-Aware Multiple Backbone Construction on Multi-interface Wireless Mesh Networks for P2P Streaming陳維鴻, Chen, Wei Hung Unknown Date (has links)
無線網狀網路(WMNs)為目前熱門的廣域無線網路接取技術。使用者可以透過WMNs隨時在各處使用即時影音播放的服務。相較於傳統的主從式架構,低成本且容易建置的點對點架構更適用於影音串流的應用;在進行即時影音播放的時候,影音播放的品質便為相當重要的目標。因為多媒體應用服務對於延遲及網路傳輸效能相當敏感,且WMNs的傳輸過程中常會面臨同頻道干擾的問題而使得傳輸的效能銳減,當每個網路節點都具有多張無線網路卡時,如何善用WMNs多頻道傳輸的特性提升效能更是顯得特別重要。在本篇論文中,我們利用WMNs多頻道傳輸的特性進行多媒體群播傳輸,參考史坦納樹的概念來改善現有的MAODV路由演算法,以傳輸品質較佳的鏈結改良原本尋找最小跳躍數路徑的方式,建立兩棵完全互斥的群播樹作為點對點傳輸的骨幹網路,並以MDC的概念將影像串流編碼成兩份獨立的子串流分別經由不同的群播樹傳輸。經實驗評估,我們的方法在網路負載較高的環境下能有效的降低延遲並提高整體系統的效能。 / In WMNs, users can enjoy the real-time video streaming service anytime and anywhere through the services. Compared to the client/server model, P2P approaches is more suitable for video streaming applications because of its low cost and easy deployment. But when using the real-time multimedia service in WMNs, the multimedia applications are very sensitive to delay time and the performance of packets transmission. And the performance is significantly influenced by the co-channel interference, so that it is important to know how to transmit by multi-channel to enhance the performance. In our approach, we choose the better quality links for routing instead of the minimum hop-count path in MAODV. Then we distribute the video streaming to receivers by multicast in multi-channel WMNs, and refer to the Steiner tree concept to modify the MAODV routing protocol to construct two disjoint multicast trees as the backbone for the P2P structure. Therefore, we can adopt the MDC scheme to encode the video into two independent sub-streams and transmit separately along these trees. Experiment results show that in higher network traffic load environment, our scheme is more effective to reduce the latency and improve overall system performance.
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The double edged sword: the cult of Bildung, its downfall and reconstitution in fin-de-siècle Germany (Thomas Mann, Rudolf Steiner, and Max Weber)Myers, Perry 28 August 2008 (has links)
Not available / text
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ROSES : Un moteur de requêtes continues pour l'agrégation de flux RSS à large échelleCreus Tomàs, Jordi 07 December 2012 (has links) (PDF)
Les formats RSS et Atom sont moins connus du grand public que le format HTML pour la publication d'informations sur le Web. Néanmoins les flux RSS sont présents sur tous les sites qui veulent publier des flux d'informations évolutives et dynamiques. Ainsi, les sites d'actualités publient des milliers de fils RSS/Atom, souvent organisés dans différentes thématiques (politique, économie, sports, société...). Chaque blog possède son propre flux RSS, et des sites de micro-blogage comme Twitter ou de réseaux sociaux comme Facebook publient les messages d'utilisateurs sous forme de flux RSS. Ces immenses quantités de sources de données continues sont accessibles à travers des agrégateurs de flux comme Google Reader, des lecteurs de messages comme Firefox, Thunderbird, mais également à travers des applications mash-up comme Yahoo! pipes, Netvibes ou Google News. Dans cette thèse, nous présentons ROSES -Really Open Simple and Efficient Syndication-, un modèle de données et un langage de requêtes continues pour des flux RSS/Atom. ROSES permet aux utilisateurs de créer des nouveaux flux personnalisés à partir des flux existants sur le web à travers un simple langage de requêtes déclaratif. ROSES est aussi un système capable de gérer et traiter des milliers de requêtes d'agrégation ROSES en parallèle et un défi principal traité dans cette thèse est le passage à l'échelle par rapport au nombre de requêtes. En particulier, on propose une nouvelle approche d'optimisation multi-requête fondée sur la factorisation des filtres similaires. Nous proposons deux algorithmes de factorisation: (i) STA, une adaptation d'un algorithme d'approximation pour calculer des arbres de Steiner minimaux [CCC+98], et (ii) VCA, un algorithme glouton qui améliore le coût CPU d'optimisation du précédant. Nous avons validé notre approche d'optimisation avec un important nombre de tests sur des données réelles.
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Timing-Driven Routing in VLSI Physical Design Under UncertaintySamanta, Radhamanjari January 2013 (has links) (PDF)
The multi-net Global Routing Problem (GRP) in VLSI physical design is a problem of routing a set of nets subject to limited resources and delay constraints. Various state-of-the-art routers are available but their main focus is to optimize the wire length and minimize the over ow. However optimizing wire length do not necessarily meet timing constraints at the sink nodes. Also, in modern nano-meter scale VLSI process the consideration of process variations is a necessity for ensuring reasonable yield at the fab. In this work, we try to nd a fundamental strategy to address the timing-driven Steiner tree construction (i.e., the routing) problem subject to congestion constraints and process variation.
For congestion mitigation, a gradient based concurrent approach (over all nets) of Erzin et. al., rather than the traditional (sequential) rip-and-reroute is adopted in or- der to propagate the timing/delay-driven property of the Steiner tree candidates. The existing sequential rip-up and reroute methods meet the over ow constraint locally but cannot propagate the timing constraint which is non-local in nature. We build on this approach to accommodate the variation-aware statistical delay/timing requirements.
To further reduce the congestion, the cost function of the tree generation method is updated by adding history based congestion penalty to the base cost (delay). Iterative use of the timing-driven Steiner tree construction method and history based tree construction procedure generate a diverse pool of candidate Steiner trees for each net. The gradient algorithm picks one tree for each net from the pool of trees such that congestion is e ciently controlled.
As the technology scales down, process variation makes process dependent param- eters like resistance, capacitance etc non-deterministic. As a result, Statistical Static Timing Analysis or SSTA has replaced the traditional static timing in nano-meter scale VLSI processes. However, this poses a challenge regarding the max/min-plus algebra of Dijkstra like approximation algorithm that builds the Steiner trees. A new approach based on distance between distributions for nding maximum/minimum at the nodes is presented in this thesis. Under this metric, the approximation algorithm for variation aware timing driven congestion constrained routing is shown to be provably tight and one order of magnitude faster than existing approaches (which are not tight) such as the MVERT.
The results (mean value) of our variation aware router are quite close to the mean of the several thousand Monte Carlo simulations of the deterministic router, i.e the results converge in mean. Therefore, instead of running so many deterministic Monte Carlo simulations, we can generate an average design with a probability distribution reasonably close to that of the actual behaviour of the design by running the proposed statistical router only once and at a small fraction of the computational e ort involved in physical design in the nano regime VLSI.
The above approximation algorithm is extended to local routing, especially non- Manhattan lambda routing which is increasingly being allowed by the recent VLSI tech- nology nodes. Here also, we can meet delay driven constraints better and keep related wire lengths reasonable.
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From the Other Side: A Critical Study of Edward Steiner's Approach to Twentieth-Century ImmigrationAlsulobi, Najwa 21 April 2023 (has links)
No description available.
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Tartuffe: A Modern AdaptationBenjamin, Stephen 12 September 2013 (has links)
No description available.
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Bound together : being-with gay and lesbian leather communities and visual cultures, 1966-1984Campbell, Andrew Raymond 05 May 2015 (has links)
Bound Together elucidates how gay and lesbian leather communities, in the years between 1966 and 1984, contested and expanded fungible notions of sex, community, and history, mostly through material and visual cultural systems: dress codes such as the hanky code, architectural spaces (bars, bathhouses, private clubs), garments, posters, advertisements, newsletters, films, and performances. In examining visual and material cultures, procedures of archival research, as well as the physical states of key archives associated with historic gay and lesbian leather communities, this dissertation opens out a discussion of a set of visual documents and terms rarely considered within the discipline of art history, or academia at large. Through rigorous rhetorical experimentation Bound Together seeks to propose new ways of writing histories. Long and short chapters are interpolated, telescoping between historical leather communities and key works of contemporary art which reformat 1970s documents and visual sources. Jean Luc-Nancy’s conception of “being-with,” a state of coterminous existence that lies at the foundation of being and subjecthood, provides an ideal framework for coming to terms with the challenges of writing leather histories. Nancy’s notion is one that privileges mutual and relational difference. The structure of Bound Together works similarly, building a set of differential modes of viewing, analyzing and writing. In this way I wish to, in the words of Tilottama Rajan, use “history as the condition for an internal distanciation and for self-reflection on what we do,” and to furthermore present alternatives to a discipline’s often “routinized, even commodified […] repeatable techniques.” / text
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A porous field: immersive inter-media installation and blurring the boundaries of perceptionVerban, Alison Jane January 2007 (has links)
Through creative and theoretical research, this practice-led PhD project investigates the conditions that facilitate embodied sensory awareness within digital inter-media installation. Central to this exploration are questions concerning ‘immersion.’ The research uses this term to describe a transformation in perception that allows us to shake off representational and symbolic meaning in favour of embodied, sensory and intuitive awareness within an installation space. Drawing from embodied memories of immersion in natural and spiritual environments, I consider the elements that contributed to these experiences and ask whether it is possible to create this sense of immersion in art. I then consider the elements that produce immersive, inter-media environments including space, sound, light, and projected moving images. Drawing on theoretical and artistic precedents, I propose a set of principles for producing a sense of embodied sensory immersion. The practical outcomes of the research - three digital inter-media installations included in the exhibition, in an other light - incorporate different combinations and treatments of these material elements to investigate and test the proposed principles.
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HRA VE WALDORFSKÉ MATEŘSKÉ ŠKOLE,NERUDOVA 53, ČESKÉ BUDĚJOVICE / GAME IN THE WALDORF KINDERGARTEN, NERUDOVA 53, ČESKÉ BUDĚJOVICEPRAJKOVÁ, Michaela January 2012 (has links)
The thesis is focused on the game in the Waldorf kindergarten, Nerudova 53, České Budějovice. In the theoretical part I deal with the characteristics of Waldorf early childhood education by Rudolf Steiner, I am engaged in the general educational program, in key competencies and in to the game and its definition and characteristics. The practical part is composed of a collection of the games and analysis of their key competencies from the point of view of developing child skills.
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