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O aumento verbal na narrativa Homérica / Verbal augment in Homeric narrativeLopes, Caroline Evangelista 09 October 2013 (has links)
A construção, transmissão e preservação dos versos que compõem os poemas homéricos constituem questões que acompanham a filologia desde seu surgimento. A teoria oral e sua hipótese de composição em performance trouxeram para os estudos homéricos novas formas de abordar essas questões. Nas últimas décadas, pesquisadores da teoria oral analisam até que ponto esse contexto de apresentação e/ou criação dos poemas homéricos influenciou sua construção e como é possível identificar os traços dessa enunciação nos textos atuais. É o caso de Egbert J. Bakker, que se baseia no contexto de enunciação, ou seja, a própria performance, para evidenciar o caráter dêitico do aumento verbal no aoristo indicativo. Partindo da visão da Ilíada e da Odisseia como resultados de atos de enunciação em contextos específicos de apresentação oral, a pesquisa aqui apresentada estudará a variação das formas aumentadas ou não aumentadas dos tempos secundários do indicativo em algumas passagens dos cantos XI, XVI e XXII da Ilíada, a fim de verificar se há um contexto específico na narração que motive o uso do aumento verbal. / The composition, transmission and preservation of the verses that compose the Homeric poems are matters that accompany philology since its inception. The oral theory and its hypothesis of composition in performance brought to Homeric studies new ways to approach these matters. In the last decades, researchers on oral theory have been analyzing to what extent this presentation or creation context of the Homeric poems influenced its construction and how it is possible to identify traces of enunciation in the current texts. It is the case of Egbert J. Bakker, who, based on the context of enunciation, that is, the performance itself, highlighted the deictic aspect of verbal augment in indicative aorist. Based on the vision of the Iliad and Odyssey as results of enunciation acts in specific contexts of oral presentation, this research examine the variation of augmented or not augmented forms of secondary indicative in some passages of books XI, XVI and XXI of the Iliad to check for a specific context in the narration that motivates the use of verbal augment.
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O aumento verbal na narrativa Homérica / Verbal augment in Homeric narrativeCaroline Evangelista Lopes 09 October 2013 (has links)
A construção, transmissão e preservação dos versos que compõem os poemas homéricos constituem questões que acompanham a filologia desde seu surgimento. A teoria oral e sua hipótese de composição em performance trouxeram para os estudos homéricos novas formas de abordar essas questões. Nas últimas décadas, pesquisadores da teoria oral analisam até que ponto esse contexto de apresentação e/ou criação dos poemas homéricos influenciou sua construção e como é possível identificar os traços dessa enunciação nos textos atuais. É o caso de Egbert J. Bakker, que se baseia no contexto de enunciação, ou seja, a própria performance, para evidenciar o caráter dêitico do aumento verbal no aoristo indicativo. Partindo da visão da Ilíada e da Odisseia como resultados de atos de enunciação em contextos específicos de apresentação oral, a pesquisa aqui apresentada estudará a variação das formas aumentadas ou não aumentadas dos tempos secundários do indicativo em algumas passagens dos cantos XI, XVI e XXII da Ilíada, a fim de verificar se há um contexto específico na narração que motive o uso do aumento verbal. / The composition, transmission and preservation of the verses that compose the Homeric poems are matters that accompany philology since its inception. The oral theory and its hypothesis of composition in performance brought to Homeric studies new ways to approach these matters. In the last decades, researchers on oral theory have been analyzing to what extent this presentation or creation context of the Homeric poems influenced its construction and how it is possible to identify traces of enunciation in the current texts. It is the case of Egbert J. Bakker, who, based on the context of enunciation, that is, the performance itself, highlighted the deictic aspect of verbal augment in indicative aorist. Based on the vision of the Iliad and Odyssey as results of enunciation acts in specific contexts of oral presentation, this research examine the variation of augmented or not augmented forms of secondary indicative in some passages of books XI, XVI and XXI of the Iliad to check for a specific context in the narration that motivates the use of verbal augment.
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An Integrated Screening and Optimization StrategyRohbock, Nathaniel Jackson 19 July 2012 (has links) (PDF)
Within statistical methods, design of experiments (DOE) is well suited to make good inference from a minimal amount of data. Two types of designs within DOE are screening designs and optimization designs. Traditionally, these approaches have been necessarily separated by a gap between the objectives of each design and the methods available. Despite being so separated, in practice these designs are frequently connected by sequential experimentation. In fact, from the genesis of a project, the experimentor often knows that both designs will be necessary to accomplish his objectives. Due to advances in the understanding of experimental designs with complex aliasing and their analysis, a current topic within statistics is how to desegregate these methods into a more unified and economical approach. This project is one treatment of that issue.
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Ljudmiljö och interaktivitet: Designa och utveckla en audiell AAR-upplevelseBåth, Peter, Leitner, Max January 2023 (has links)
AR media or augmented reality has become increasingly prevalent in today's society, and more and more applications leverage the technology's ability to present digital 3D objects in the physical space, particularly in gaming. However, the auditory aspect, also known as audio augmented reality (AAR), has not received much attention despite its presence in various forms in our daily lives. From information systems that announce the arrival of the next train through speakers to museums that provide guided tours through buildings using headphones, AAR surrounds us almost every day. But how would a game be experienced and constructed solely using AAR? This article explores the construction of an interactive auditory gaming experience using Audio Augmented Reality (AAR). The focus is on analyzing the techniques employed to create this gaming experience entirely through AAR. Furthermore, the potential inherent in this medium as an inclusive experience for a broad audience is discussed. By exploring and analyzing the implementation of Dolby Atmos in the interactive auditory game "Ambience," this article contributes to the understanding of AAR as an innovative technology and its potential to create unique and accessible experiences for different users. / AR medier eller augmented reality är en teknik som har blivit allt vanligare förekommande i dagens samhälle och fler och fler applikationer använder sig av teknikens förmåga att framställa digitala 3D-objekt i det fysiska rummet, framför allt inom spel. Trots detta har den auditiva delen, även kallad audio augmented reality (AAR), inte fått mycket uppmärksamhet, trots att den existerar i någon form runt omkring oss nästan dagligen. Allt från informationssystem som kan berätta via högtalare när nästa tåg anländer till museer som använder hörlurar för att ge guidade turer genom byggnader. Men hur skulle en interaktivupplevelse byggas upp som endast använder sig av AAR? Denna artikel undersöker uppbyggnaden av en interaktiv audiell upplevelse med hjälp av Audio Augmented Reality (AAR). Fokus ligger på att analysera de tekniker som användes för att skapa denna upplevelse helt genom AAR. Vidare diskuteras den potentiella inneboende kraften i denna typ av medium som en inkluderande upplevelse för en bred publik. Genom att utforska och analysera implementeringen av Dolby Atmos i den interaktiva audiella upplevelsens ambiens, bidrar denna artikel till förståelsen av AAR som en nyskapande teknik och dess potential att skapa unika och tillgängliga upplevelser för olika användare.
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Σχέση κλίσης και παραγωγής : η εμφάνιση εσωτερικής αύξησης στους προθηματοποιημένους ρηματικούς τύπους της ΚΝΕΚουτσούκος, Νίκος 25 May 2009 (has links)
Στην παρούσα εργασία, διερευνούμε τη σχέση μεταξύ κλίσης και παραγωγής και διατυπώνουμε επιχειρήματα υπέρ της θεώρησης της κλίσης ως μορφολογικής διαδικασίας που διέπεται από τις ίδιες αρχές και τους ίδιους κανόνες την παραγωγή. Για να στηρίξουμε τη θέση μας, εξετάζουμε την εμφάνιση της εσωτερικής αύξησης στους προθηματοποιημένους ρηματικούς τύπους της ΚΝΕ και διαπιστώνουμε ότι το καθολικό του Greenberg που ορίζει ότι η πλίση εμφανίζεται πιο περιφερειακά από την παραγωγή δεν αποτελεί απαραβίαστη αρχή. / In this thesis we discuss the main theoretical problem of the relation between Inflection and Derivation. Every approach to such a topic entails taking a position in the current theoretical debate about the issue if there is a sharp boundary between the two categories. We adopt the idea there is a cline from derivation to inflection rather than a clear-cut dichotomy between the two. In this view, interactions between Derivation and Inflection show that Inflection may feed Derivation. Central to the discussion are Modern Greek prefixed verbs with internal augment but also other European languages that is to say Germanic Languages, Romance Languages and some Modern Greek dialects.
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Augmenting MPI Programming Process with Cognitive ComputingKazilas, Panagiotis January 2019 (has links)
Cognitive Computing is a new and quickly advancing technology. In thelast decade Cognitive Computing has been used to assist researchers in theirendeavors in many different scientific fields such as Health & medicine,Education, Marketing, Psychology and Financial Services. On the otherhand, Parallel programming is a more complex concept than sequentialprogramming. The additional complexity of Parallel Programming isintroduced by its nature that requires implementations of more complexalgorithms and it introduces additional concepts to the developers, namelythe communication between the processes (Distributed memory systems)that execute the parallel program and their synchronization (Share memorysystems). As a result of this additional complexity, a lot of novice developersare reserved in their attempts to implement parallel programs. The objectiveof this research project was to investigate whether we can assist parallelprogramming process through cognitive computing solutions. In order toachieve our objective, the MPI Assistant, a Q&A system has been developedand a case study has been carried out to determine our application’s efficiencyin our attempt to assist parallel programming developers. The case studyshowed that our MPI Assistant system indeed helped developers reduce thetime they spend to develop their solutions, but not improve the quality ofthe program or its efficiency as these improvements require features that areout of this research project’s scope. However, the case study had limitednumber of participants, which may affect our results’ reliability. As a nextstep in our attempt to determine if cognitive computing technologies are ableto assist developers in their parallel programming development, we movedto investigate if cognitive solutions can extract better and more completeresponses compared to our manually-created responses that we created forthe MPI Assistant. We have experimented with 2 different approaches to theproblem. An approach where we manually created responses for the MPIAssistant, and an approach where we investigated if cognitive solutions canautomatically extract better and complete responses. We compared the qualityof the latter automatic responses with the quality of the former which weremanually created.
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Augment App: Potential Implications on E-commerce : A Multi-Case Study on Swedish Online Fashion RetailersKostadinova, Mila Dimitrova, Embaye, Natalie January 2018 (has links)
Retail is shifting from physical shopping experience to a more online experience. However, the transition is not happening without pains and both consumers and companies alike face challenges when it comes to utilizing all the benefits that the flexibility brings. One of the biggest issues that the online fashion industry is facing, is product evaluation and the resulting high returns rate. Customers are unable to fully evaluate the products due to, for example, insufficient information, faulty information and the fact that size guides are not reliable, which are incentives for the customers to send the products back. Thus, the aim of this thesis is to investigate and determine what the key challenges that the online fashion companies face related to their most common product evaluation tools and what effects those challenges have on the companies. Further, this thesis evaluates how implementing an augmented reality tool, the Augment app would affect those challenges. Finally, this study investigates how implementing the Augment app would affect the Swedish online fashion retailers’ competitiveness. To answer these questions, a qualitative multi-case study was conducted with three Swedish online fashion retailers. Conducting an embedded multi-case study allowed for meaningful and generalizable findings as it allowed for both within-case analysis as well as cross-case analysis. The results of the study found that companies face challenges in regards to providing quality customer service, ensuring e-satisfaction as well as reducing the high percentage of customer product returns for the Swedish online retailers. Further, the study found that the Augment app could not automatically solve all of the challenges on its own. Rather, the Augment app would act as a complement to the current product evaluation tools and be a most welcome addition. Further, by implementing it, a company could build sustainable competitive advantage.
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Exploring Grade 11 English first additional learner's competence in the use of tenses: a case study of selected schools in the Vhumbedzi Circuit, South AfricaNephawe, Farisani Thomas 20 September 2019 (has links)
PhD (English) / Department of English / Learning English as a second language by the South African learners studying English First Additional language (EFAL) presents many challenges, such as poor competence in the use of tenses, because of the differences between the learners’ first and second languages. In Grade 11, which is the closest point with regard to the exit point to institutions of higher learning or to the workplace, learners still display certain discrepancies in the mastery of the English tenses. These discrepancies occur despite the fact that in many South African schools, English is used as a medium of instruction and is learnt as a First Additional Language. The study used pragmatist research paradigm to collect data from the sampled respondents.
The study answered four questions based on the types of errors committed in the use of tenses, the description and evaluation of errors, establishment of the causes of errors; and remedial measures for the errors committed by the Grade 11 EFAL learners in the use of tenses. Thus, Error Analysis Approaches were applied to find learners’ errors committed in written tasks.
The types of errors identified include the inter-lingual transfer, overgeneralisation, false concept hypothesised, inadequate learning, fossilisation and ignorance of rule restrictions. Learners’ errors occurred in the domains of the simple present, the simple past, the present perfect and the past perfect tenses, regular and irregular verb inflectional morphemes, third person singular and plural subjects; and subject-verb agreement. In essence, this study reveals that some learners still face challenges in the use of tenses. Thus, remedial measures were suggested for the errors committed. / NRF
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Gamifizierte Augmented Reality-Anwendungen im Tourismuskontext: Ein Literaturreview zu Gestaltungsansätzen, Chancen und RisikenBreitenstein, Marcus, Münster, Sander, Nebling, Florian 18 December 2019 (has links)
Der Einsatz von Informations- und Kommunikationstechnologien (IKT) im Tourismus gewinnt zunehmend an Relevanz und es erwachsen immer neue und innovative Forschungsrichtungen. Der Einsatz von Augmented Reality (AR) im IKT-gestützten Tourismus stellt so ein neues Forschungsfeld dar, dessen überwiegender Teil der Literatur folglich noch sehr jung ist. Eine wichtige Rolle beim motivationalen und pädagogischen Design solcher Anwendungen nimmt das Konzept Gamification ein. Durch die systematische Einbindung spieltypischer Elemente soll dabei eine höhere Partizipation von Tourist*innen und die Steigerung von Lernerfolgen im Bereich des Kulturerbetourismus erreicht werden. Dieser Artikel hat zum Ziel, den State of the art gamifizierter AR-Anwendungen, Möglichkeiten sowie Chancen und Risiken von Gamification im Tourismuskontext unter Anwendung von AR-Technologie mit dem Schwerpunkt auf der Präsentation von kulturellem Erbe, aufzuzeigen. Die Ergebnisse basieren auf einer Literaturrecherche in der Fachdatenbank Scopus und bilden im Rahmen der Nachwuchsforschungsgruppe HistStadt4D eine Grundlage für die Entwicklung einer gamifizierten AR-Anwendung für Tourist*innen am Beispiel des Dresdner Zwingers. [... aus der Einleitung]
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Process Development and Capabilities of Chemically Augmented Laser Impact WeldingLewis, Troy Brayden 09 August 2022 (has links)
No description available.
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