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“Mauritania is an Eye:” A Community Association’s Effort to Promote UnityMeyara, Sidi Becar A. 19 September 2017 (has links)
No description available.
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Utveckling av program för generering av 3D-miljö i Unity : Baserat på gatu- och kontorsritningar / Generating 3D environment in Unity : Based on floor plan and street map dataÅgren, Anton, Olsson, Tom January 2022 (has links)
Inom telekommunikation använder man sig av radioantenner för att sända radiovågor, vilket levererar data till enheter med mottagare. När man placerar antennen är målet att uppnå den mest optimala räckvidden för radiovågor. Detta kräver att någon måste befinnas på den platsen i verkligenheten där antennen ska placeras. Sedan utförs tester med testutrustning för att se att radioantennen ger optimal räckvidd, vilket är kostsamt och tar tid. Målet med detta projekt är att ta fram ett program för att simulera en genererad gatu- och kontorsmiljö i en spelmotor med materialegenskaper för att kunna simulera radiovågor och se hur de reagerar i denna miljö. För att lyckas med detta utfördes arbete om spelmotorer, hantering av data för gatu- och kontorsmiljö och metoder för att implementera materialegenskaper. Resultatet av detta arbete är att projektets alla mål blev uppfyllda. Programmet kan nu användas för att generera en simulerad gatu-/kontorsmiljö. Den simulerade miljön har även materialegenskaper vilket kan användas till simulering av radiovågor i denna miljö. / Telecommunication uses radio antennas to transmit radio waves, which gets delivered to devices with receivers. When placing antennas, the goal is to achieve the optimal range for the radio wave. This requires that you to go the place where you want to place the radio antenna and run tests with testing equipment to see if the radio antenna gives the optimal reception, which is expensive and time consuming. The goal with this project is to develop a program that generates a virtual street and office environment, in a game engine, that can be used to simulate radio waves and see how these radio waves react in this environment. To succeed with this, investigation on game engines, handling of street and floor plan data and methods to implement material characteristics was made. The result of this work is that all the goals that were set for this project has been achieved. The simulated enviorment also has material characteristics which can be used to simulate radiowaves in this enivorment.
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Characterizing the Construct of Organizational Unity of Effort In the Interagency National Security Policy ProcessSeverance, Paul Michael 24 June 2005 (has links)
The sea state changes that have occurred in the global security arena since the fall of the Berlin Wall and the demise of the Soviet Union dramatically transformed the U.S. interagency national security process. More recently, the tragic events of 9-11 have further refocused national security endeavors inward to homeland security imperatives while Operations Enduring Freedom and Iraqi Freedom have revalidated the need effective interagency coordination.
This research represents a "first cut" at characterizing the construct of unity of effort in the interagency national security process by identifying attributes of this organizational virtue. The intent was to examine the dimensionality of the construct and thus facilitate theory building by consolidating extant knowledge and identifying key success factors as well as elements threatening operational success. This study focused on the interagency national security policy process and was intended to accommodate a wider understanding of unity of effort as it applies to that area of endeavor. Multiple interviews, focus groups, and surveys from 448 military and civilian adult respondents were used in the analysis. Content analysis, analysis of variance, and principle component analysis were the primary analytic methods used.
The most conceptually sound factor structure for organizational unity of effort consisted of four factors: (a) Organizational Context and Interpersonal Dynamics, (b) Leadership and Decision Making Structure, (c) Strategic Orientation, and (d) Organizational Infrastructure and Resources. The detailed examination of this construct produced clearly acceptable internal reliability coefficients on all scales and relatively strong evidence of construct validity in the related factor analyses. Separate internal factor structures were investigated for two test groups drawn from the sample population. Although there was not perfect fidelity in the two derived factor structures, sufficient internal structures emerged that strongly validated the underlying factor structure for organizational unity of effort. This factor structure remained relatively stable when examined for selected demographic sub-groups drawn from the larger sample.
The clear relationships of this factor construct revealed strong empirical support for a theoretical basis for the construct of organizational unity of effort. Moreover, the results of this study offer the potential for development of a simple and valid conceptualization of organizational unity of effort. It is hoped that this research serves to advance a conceptual framework that helps the interagency national security community evaluate unity of effort in the national security policy process and create new or reconfigure existing organizational entities in response to threats to U.S. national security. / Ph. D.
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Small TalesSuess, Maureen Elizabeth 06 July 2018 (has links)
<em>Small Tales</em> is a 2D video game with hand drawn and watercolor painted assets that incorporates a series of vignettes centered on the collection of artifacts. Growing up, I experimented with and investigated a wide variety of media, such as Alice and GameMaker but ultimately decided to sharpen my fine arts skills and incorporate them in to video game engines in this thesis. A variety of point and click adventure games such as the <em>King's Quest</em> and <em>Monkey Island</em> series inspired the development of this game due to their emphasis on narrative and player interaction.
This thesis developed from a series of earlier projects that helped me settle on four primary objectives: vignetted narratives, player choice and consequences, visual and text components working harmoniously, and replayability via randomized generation. A Processing sketch emphasized the need for strong visual assets in addition to text-based narrative; in addition to replayability via randomized strings or text for a unique narrative every iteration. Afterwards, a Twine game further encouraged visual assets working with text, but solidified a foundation in player choice and consequences. Finally, my first experiment in Unity with the Adventure Creator helped me establish a functional workflow to achieve my four goals.
<em>Small Tales</em> itself revolves around a series of vignettes connected by the world of the player character. Players wander an unfamiliar neighborhood to find artifacts that at the end of the game reveal tiny stories about other worlds. The game was received well by players during my defense for its ethereal atmosphere and for creating an engaging story world. But a handful of suggestions from these same players could push the game to be even better. <em>Small Tales</em> will be available online after these critiques are taken under consideration. / Master of Fine Arts / Small Tales is a 2D video game designed for children ages 8 - 12, with hand drawn assets that incorporates a series of vignettes centered on the collection of virtual artifacts. Growing up, I experimented with and investigated a wide variety of media, but ultimately decided to sharpen my fine arts skills and incorporate them in to video game engines in this thesis. A variety of early adventure games inspired the development of this game due to their emphasis on narrative and player interaction.
This thesis developed from a series of earlier projects that helped me settle on four primary objectives: vignetted narratives, player choice and consequences, visual and text components working harmoniously, and replayability via randomized generation. After learning from these experiments, I settled on using the Unity game engine with the Adventure Creator toolkit to establish a functional workflow to achieve my four goals.
Small Tales itself revolves around a series of vignettes connected by the world of the player character. Players wander an unfamiliar neighborhood, using their mouse to navigate and find artifacts that at the end of the game reveal tiny stories about other worlds. The game was received well by players during my defense for its ethereal atmosphere and for creating an engaging story world. But a handful of suggestions from these same players could push the game to be even better. Small Tales will be available online after these critiques are taken under consideration.
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A Single Transistor Unity Power Factor RectifierTunc, Murat 01 February 2007 (has links) (PDF)
This thesis analyzes unity power factor rectifiers since this type of rectifiers use energy as efficient as possible. Throughout the thesis, some unity power factor rectifier topologies are investigated and some of them selected to investigate in detail. Afterwards, a new single transistor unity power factor rectifier topology is proposed, simulated, implemented and compared with one of the selected unity power factor rectifier topology on the basis of efficiency, total harmonic distortion, input current ripple and output voltage ripple.
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ChessCraft nätverk / ChessCraft NetworkBodén, Mattias, Rakovic, Nandin January 2015 (has links)
Denna rapport beskriver processen för utvecklingen av nätverksdelen för spelet ChessCraft. Spelet har skickats in till nordens största spelutvecklartävling vid namnet Swedish Game Award. / This report is describing the process for the development of the networking part of the game called ChessCraft. This game is submitted to the largest game developing contest in Scandinavia that goes under the name of Swedish Game Awards.
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Conflict Management of the Organization of African Unity in Intra- African Conflicts, 1963-1980Olvo, Samuel L. O. 08 1900 (has links)
The purpose of this dissertation is to examine and evaluate the role of the Organization of African Unity as an international organization in the solution of intra-African conflicts. For the purpose of this paper, eight conflicts from 1963 to 1980 were investigated. Utilizing these cases, the paper (a) examines four assumptions: (1) that regional actions promote settlements by isolating soluble local conflicts from more complex ones; (2) that intrastate conflicts are more difficult to resolve by regional organizations than interstate or border disputes; (3) that most of the boundary disputes in Africa are due to the arbitrary colonial boundary demarcations; and (4) that most of the causes of the ineffectiveness in its conflict resolution is as a result of poor administrative set-up, lack of resources, and failure of its commissions to operate effectively; (b) it answered the following questions: (1) Did the O.A.U. stop, help stop, or fail to stop the fighting; (2) Did the O.A.U. settle, help settle, or fail to settle the conflict; and (3) Was there super power intervention, and if so, to what effect? The methodology used is primarily case study method. Most attention is given to the way the O.A.U. handled the conflicts.
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Visualization of Platooning in Unity / Visualisering av Platooning i UnityEstreen, Tobias, Nord, Sofia January 2018 (has links)
The goal of this project was to create an accurate and flexible visualization of an already existing platooning simulation with the use of Unity. This was done by using the output of the simulation as input for the visualiza- tion with information about the speed, position and status of each vehicle in the platoon. A simple steering algorithm was created for test cases with a curved road. With no exact information between two input points, linear interpolation was utilized to estimate the velocity. Without adjusting the position at each input, the maximum errors between the visualization and the simulation for each vehicle were approximately 3.5 meters. After intro- ducing a position adjustment at each input, the maximum errors decreased to between 0.6 and 0.8 meters at the cost of non-continuous motion. The error threshold for the visualization to be considered accurate is 2 meters, implying that the position adjustment is required for good results. / Målet med detta projekt var att skapa en noggrann och exibel visualisering av en existerande konvojkörning simulering med hjälp av Unity. Detta gjordes genom att använda utdata från simuleringen som indata i visualiseringen med information om hastighet, position och status för varje fordon i konvojen. En enkel styrningsalgoritm skapades för testfall där vägen svänger. Utan exakt information mellan varje indata användes linjär interpolering för att uppskatta hastigheten. Utan att justera positionen vid varje indata blev de maximala felen mellan visualiseringen och simuleringen ungefär 3.5 meter för varje fordon. Efter det att positionsjustering introducerats minskade felen till mellan 0.6 och 0.8 meter men med icke-kontinuerlig rörelse hos fordonen. Felgränsen för att visualiseringen ska räknas som noggrann är 2 meter, vilket betyder att positionsjustering är nödvändig för bra resultat.
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Procedurellt genererade eldbollar är framtiden av magi : Utveckling av metoder för procedurell generering av förmågor till MOBA-spelJohansson, Martin January 2023 (has links)
Procedurell generering är ofta använt av spelutvecklare i dagens moderna samhälle. Generellt så används procedurell generering mestadels till att generera terräng och texturer, vilket är ett välutforskat område, men det är bara början till vad det kan användas till. Därför är den här artikeln istället fokuserad på användandet av procedurell generering för att generera förmågor som kan användas till ett spel i MOBA genren, i ett försök att sprida kunskap och utveckla andra användningsområden för procedurell generering. För att utforska den möjliga metodiken till användandet av procedurell generering för att generera förmågor så dokumenterar artikeln först redan existerande metoder, sedan föreslås en ny metod för att göra upp för bristerna i den existerande metoden och slutligen så implementeras den nya metoden i en spelprototyp för att undersöka dess funktionalitet. För att validera resultaten av den nya metoden för procedurell generering av förmågor så jämförs den direkt med de redan existerande metoderna för att klargöra vad för- och nackdelarna är med den nya metoden. Resultatet av undersökningen visar att den nya metoden är långt ifrån felfri, men den är duglig nog för att vara ett alternativ till de existerande metoderna. I slutet av artikeln så tas möjligheten av att kombinera den nya och den existerande metoden för procedurell generering av förmågor upp i syfte att göra upp för varandras brister. / Procedural generation is commonly used by game developers in today's modern world. Generally procedural generation gets mostly used for generating terrain and textures, which is a well explored area, but that is merely scratching the surface of possible use cases. This article therefore instead focuses on the usage of procedural generation to generate abilities to be used in a MOBA game, in an attempt to spread knowledge and develop other use cases for procedural generation. To explore possible methodologies of using procedural generation to generate abilities this article first documents already existing methods, then proposes a new method to make up for the shortcomings in the already existing methods and finally implements the new method in a game prototype to test its viability. To validate the results of the new method for procedural generation of abilities implemented in the game prototype it is directly compared to the already existing methods to ascertain what the pros and cons are of using the new method. The results of the research show that the new method for procedural generation of abilities is not the end all solution, but it is a viable alternative to the already existing methods. To tie things up this article brings up the possibility of combining both the existing methods for procedural generation of abilities and the newly designed one in the future in an attempt to mitigate the methods shortcomings.
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Utvecklingen av ett AR tillägg inom inredning : ”Från Null till något”Santhakumar, Anojan January 2022 (has links)
The purpose of this project has been to create a prototype that uses AR functions. The goal with this has been to use it to enable users to place furniture that is seen in pictures, in a real environment such as their home or an office. For this to happen, a design process has been used where information and the collection of data has happened. This data has since formed the basis for being able to create a number of different prototypes with two different approaches. These were Figma and Unity. The results from this project are two different prototypes that show users how AR can be used in the interior design industry or similar domains. This result has received positive feedback and has shown that there is a future potential, but that more work is required, for example, the addition of several distinct functions. / Syftet med detta projekt har varit att skapa en prototyp som använder sig av AR funktioner. Målsättningen med detta är att använda den för att kunna placera möbler som ses på bilder, i en verklig miljö exempelvis sitt hem eller en kontorsmiljö. För att detta ska ske har en designprocess använts där information och data har samlats in. Denna data har sedan legat som grund för att kunna skapa ett flertal olika prototyper med två olika tillvägagångssätt. Dessa var Figma och Unity. Resultatet från detta projekt är två olika prototyper som visar för användare hur AR kan användas inom inredningsbranschen eller liknande domäner. Detta resultat har fått en positiv återkoppling och har visat på en framtida potential finns, men att mera arbete krävs exempelvis tillägget av flera olika funktioner.
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