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Impacts de l'alimentation et du mode de vie sur la susceptibilité génétique à l'obésité : études de randomisation mendélienne et de médiationDelisle, Annabelle 05 November 2024 (has links)
Les facteurs de l'alimentation et du mode de vie pouvant expliquer la susceptibilité génétique à l'obésité sont peu connus. Afin d'étudier cette question, des analyses de randomisation mendélienne suivies d'analyse de médiation ont été effectuées au sein de la cohorte UK Biobank, une cohorte de plus de 500,000 participants âgés de 40 à 66 ans recrutés à travers le Royaume-Uni. Les analyses de randomisation mendélienne ont révélé que la sédentarité (temps de TV), le rythme de marche, l'éducation (collège université) le temps passé à l'extérieur l'été, la consommation de céréales, la consommation de lait écrémé, la consommation de fromage, la consommation d'alcool avec le repas, la consommation de café, les sieste le jour et le ronflement étaient associés de façon causale à l'obésité. Les analyses de médiation ont pour leur part révélé qu'une sédentarité accrue et un faible rythme de marche contribuaient à expliquer, en partie, l'impact de la susceptibilité génétique à l'obésité. Ces résultats suggèrent que des interventions visant à réduire le niveau de sédentarité et promouvoir l'activité physique pourraient contribuer à prévenir l'obésité. / Dietary and lifestyle factors that may explain genetic susceptibility to obesity are not well understood. To investigate this issue, Mendelian randomization analyses followed by mediation analysis were carried out within the UK Biobank cohort, a cohort of more than 500,000 participants aged 40 to 66 years recruited across the United Kingdom. Mendelian randomization analyses revealed that sedentariness (TV time), walking pace, education (college, university), time spent outdoors in the summer, consumption of cereals, skimmed milk intake, cheese consumption, alcohol intake with meals, coffee consumption, daytime napping, and snoring were causally associated with obesity. Mediation analyses, on their part, revealed that increased sedentariness and a slower walking pace partially explained the impact of genetic susceptibility to obesity. These findings suggest that interventions aimed at reducing sedentary levels and promoting physical activity could help prevent obesity.
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Type-2 Neuro-Fuzzy System Modeling with Hybrid Learning AlgorithmYeh, Chi-Yuan 19 July 2011 (has links)
We propose a novel approach for building a type-2 neuro-fuzzy system from a given set of input-output training data. For an input pattern, a corresponding crisp output of the system is obtained by combining the inferred results of all the rules into a type-2 fuzzy set which is then defuzzified by applying a type reduction algorithm. Karnik and Mendel proposed an algorithm, called KM algorithm, to compute the centroid of an interval type-2 fuzzy set efficiently. Based on this algorithm, Liu developed a centroid type-reduction strategy to do type reduction for type-2 fuzzy sets. A type-2 fuzzy set is decomposed into a collection of interval type-2 fuzzy sets by £\-cuts. Then the KM algorithm is called for each interval type-2 fuzzy set iteratively. However, the initialization of the switch point in each application of the KM algorithm is not a good one. In this thesis, we present an improvement to Liu's algorithm. We employ the result previously obtained to construct the starting values in the current application of the KM algorithm. Convergence in each iteration except the first one can then speed up and type reduction for type-2 fuzzy sets can be done faster. The efficiency of the improved algorithm is analyzed mathematically and demonstrated by experimental results.
Constructing a type-2 neuro-fuzzy system involves two major phases, structure identification and parameter identification. We propose a method which incorporates self-constructing fuzzy clustering algorithm and a SVD-based least squares estimator for structure identification of type-2 neuro-fuzzy modeling. The self-constructing fuzzy clustering method is used to partition the training data set into clusters through input-similarity and output-similarity tests. The membership function associated with each cluster is defined with the mean and deviation of the data points included in the cluster. Then applying SVD-based least squares estimator, a type-2 fuzzy TSK IF-THEN rule is derived from each cluster to form a fuzzy rule base. After that a fuzzy neural network is constructed. In the parameter identification phase, the parameters associated with the rules are then refined through learning. We propose a hybrid learning algorithm which incorporates particle swarm optimization and a SVD-based least squares estimator to refine the antecedent parameters and the consequent parameters, respectively. We demonstrate the effectiveness of our proposed approach in constructing type-2 neuro-fuzzy systems by showing the results for two nonlinear functions and two real-world benchmark datasets. Besides, we use the proposed approach to construct a type-2 neuro-fuzzy system to forecast the daily Taiwan Stock Exchange Capitalization Weighted Stock Index (TAIEX). Experimental results show that our forecasting system performs better than other methods.
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Návrh a zefektivnění parametrů FDM tisku / Design and efficiency of FDM printing parametersSysel, Karel January 2012 (has links)
The essence of the work is to test the possibilities specific type of simple 3D printing device, which has recently been getting more and more into the awareness of professionals and the general public. First, the work is focused on presentation 3D printing technology and current professional equipment, in the second part are experimentally evaluated possibilities of of a simple kind of 3D printers followed by assessment of the applicability of the device in engineering practice.
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Studentský dům na Starém Brně / Student House in the Neighbourhood Old BrnoKadaňka, Petr January 2009 (has links)
Old Brno as a centre of students‘ life. Culturally-social potential can be used for a development of education especially by virtue of creating sufficient social background for more intensive students‘ life in the centre of Brno. Regulation of problematic Mendel Square rectifies transportation and gives back recreational character of the area. It is connected with a conception of the student house as a combination of simple and low-cost living and background for students‘ leisure time. Top part of the Křížová Street is become a colonnade whose recreative importance is seconded by vertical swamps of the new student house.
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NOVÉ STARÉ BRNO Návrat bydlení do center měst / New Old Brno Return of living to the city centresVáclavíková, Lucie January 2019 (has links)
The diploma thesis deals with the creation of an urban study in the area of Old Brno. The proposal builds on the transport solution for the Mendel Square competition, ie the creation of a new street by extending Hybešova Street to Mendel Square. The study complements existing buildings to create traditional blocks, supplemented with solitaires, while maintaining the patency of the area. It also includes an architectural study of selected four apartment buildings.
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Studentský dům na Starém Brně / Student House in the Neighbourhood Old BrnoKadaňka, Petr January 2009 (has links)
Old Brno as a centre of students‘ life. Culturally-social potential can be used for a development of education especially by virtue of creating sufficient social background for more intensive students‘ life in the centre of Brno. Regulation of problematic Mendel Square rectifies transportation and gives back recreational character of the area. It is connected with a conception of the student house as a combination of simple and low-cost living and background for students‘ leisure time. Top part of the Křížová Street is become a colonnade whose recreative importance is seconded by vertical swamps of the new student house.
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NOVÉ STARÉ BRNO Návrat bydlení do center měst / New Old Brno Return of living to the city centresŠtancl, Michal January 2019 (has links)
The thesis deals in its first part with the urban design of the brownfield site in Brno in the Old Brno district. The analytical part deals with the issue of the zoning of urban plan and the results of the Mendel Square architectural competition. The proposed urban solution is based on a traditional block of flats combined with a solitaire and defines various public spaces. In the second part, the architectural design of a typical block and four multifunctional apartment buildings in it is proposed.
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Projeto Genus: uma ferramenta pedagógica para auxiliar no processo ensino-aprendizagem de genética / Genus project: an educational object to assist in the process of learning and teaching geneticsDoliveira, Helio Sylvestre Dias 18 December 2015 (has links)
Acompanha: Manual do usuário do produto pedagógico Projeto Genus / O presente trabalho tem por objetivo a produção de um objeto educacional no formato de jogo didático, intitulado Projeto Genus, que constitui material de apoio e recurso facilitador para a compreensão da Genética mendeliana clássica. Este jogo é o produto referente a mestrado profissional desenvolvido no âmbito do Programa de Pós-Graduação em Formação Científica, Educacional e Tecnológica – PPGFCET – da Universidade Tecnológica Federal do Paraná (UTFPR). Parte-se da constatação que a compreensão dos fenômenos hereditários é constantemente referenciada como ponto de grandes dificuldades no ensino de biologia, particularmente o ensino de genética. O Projeto Genus foi concebido enquanto proposta metodológica e elemento motivacional para instigar uma prática de ensino visando à construção do conhecimento científico em contexto que proporciona uma interação de maior qualidade entre alunos e professores, estimulando relações cooperativas. Considerando o aspecto educacional, foram utilizados como princípios pedagógicos norteadores a aprendizagem significativa e as metodologias ativas aplicadas na fixação dos conhecimentos teóricos a respeito da genética mendeliana clássica trabalhada no ensino médio. A dinâmica do jogo inclui elementos que remetem à ficção científica e é inspirada em conceitos de “gamificação”. São apresentadas evidências, a partir da utilização do Projeto Genus em sala de aula, de que o jogo constitui material didático com potencial de ser utilizado em aulas genética, fomentando a interação entre professor e alunos no sentido de promover o protagonismo destes no processo educativo. / This work aims at the production of an educational object based on a game platform, entitled Genus Project. Our objective is to support and facilitate the understanding of classical mendelian genetics. This project is under a Professional Masters’ program in Scientific, Educational and Technological Formation – PPGFCET – at the Federal University of Technology, Paraná (UTFPR). Game platforms constitute important educational objects and motivational strategies to stimulate students’ learning. Games can also be considered as alternative proposals for the teaching of diverse aspects of scientific knowledge; in addition, they provide high quality interaction between students and teachers, encouraging cooperative relations between them. From the educational aspect, we focused on meaningful learning and active learning methodologies as pedagogical principles for the teaching of classical mendelian genetics at high school level. Hereditary phenomena are often pointed out as a especially difficult subject in the learning of genetics. Therefore, the Genus Project was developed in order to present alternatives to overcome those difficulties by establishing a science fiction scenario for the game – which is inspired by concepts of "gamification" – including traditional exercises and problems in genetics. In this way, the game stimulates students’ interaction, and promotes educational strategies to empower students and make them protagonists of their own learning process.
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Projeto Genus: uma ferramenta pedagógica para auxiliar no processo ensino-aprendizagem de genética / Genus project: an educational object to assist in the process of learning and teaching geneticsDoliveira, Helio Sylvestre Dias 18 December 2015 (has links)
Acompanha: Manual do usuário do produto pedagógico Projeto Genus / O presente trabalho tem por objetivo a produção de um objeto educacional no formato de jogo didático, intitulado Projeto Genus, que constitui material de apoio e recurso facilitador para a compreensão da Genética mendeliana clássica. Este jogo é o produto referente a mestrado profissional desenvolvido no âmbito do Programa de Pós-Graduação em Formação Científica, Educacional e Tecnológica – PPGFCET – da Universidade Tecnológica Federal do Paraná (UTFPR). Parte-se da constatação que a compreensão dos fenômenos hereditários é constantemente referenciada como ponto de grandes dificuldades no ensino de biologia, particularmente o ensino de genética. O Projeto Genus foi concebido enquanto proposta metodológica e elemento motivacional para instigar uma prática de ensino visando à construção do conhecimento científico em contexto que proporciona uma interação de maior qualidade entre alunos e professores, estimulando relações cooperativas. Considerando o aspecto educacional, foram utilizados como princípios pedagógicos norteadores a aprendizagem significativa e as metodologias ativas aplicadas na fixação dos conhecimentos teóricos a respeito da genética mendeliana clássica trabalhada no ensino médio. A dinâmica do jogo inclui elementos que remetem à ficção científica e é inspirada em conceitos de “gamificação”. São apresentadas evidências, a partir da utilização do Projeto Genus em sala de aula, de que o jogo constitui material didático com potencial de ser utilizado em aulas genética, fomentando a interação entre professor e alunos no sentido de promover o protagonismo destes no processo educativo. / This work aims at the production of an educational object based on a game platform, entitled Genus Project. Our objective is to support and facilitate the understanding of classical mendelian genetics. This project is under a Professional Masters’ program in Scientific, Educational and Technological Formation – PPGFCET – at the Federal University of Technology, Paraná (UTFPR). Game platforms constitute important educational objects and motivational strategies to stimulate students’ learning. Games can also be considered as alternative proposals for the teaching of diverse aspects of scientific knowledge; in addition, they provide high quality interaction between students and teachers, encouraging cooperative relations between them. From the educational aspect, we focused on meaningful learning and active learning methodologies as pedagogical principles for the teaching of classical mendelian genetics at high school level. Hereditary phenomena are often pointed out as a especially difficult subject in the learning of genetics. Therefore, the Genus Project was developed in order to present alternatives to overcome those difficulties by establishing a science fiction scenario for the game – which is inspired by concepts of "gamification" – including traditional exercises and problems in genetics. In this way, the game stimulates students’ interaction, and promotes educational strategies to empower students and make them protagonists of their own learning process.
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Kompaktní formy bydlení v Brně, Černá Pole / High-density, Low-rise housing in Brno, Černá PoleFajkusová, Kateřina January 2017 (has links)
This diploma thesis deals with the urban study on the revitalization of the barracks in Brno, the Black Fields. In the defined area a new residential complex is designed to integrate the area into the surrounding area. The proposal also envisages the creation of development areas for Mendel University, where within these areas will be created a sports hall, accommodation facilities for students library and a representative building. An interesting element is the creation of a public space shielded from traffic.
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