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Warren Benson's "The Dream Net for Alto Saxophone and String Quartet" (1975): A Performance GuideStookey, Matthew Stephen 07 1900 (has links)
Warren Benson's The Dream Net for alto saxophone and string quartet (1975) is often overlooked in the chamber music repertoire. Benson aims to blend the differing timbres of the saxophone with a string quartet through the use of extended techniques and non-standard notation in the parts of all ensemble members. As composers have sought to utilize the full timbral potential of the saxophone, they have found the need to invent notation markings for the performer to interpret as a means of achieving the desired effect. The Dream Net is a perfect example of this, and visually the score can be quite difficult to read. The purpose of this document is to serve as a guide for any saxophonists and string quartets that wish to perform the work. Included in this document is a performance guide of The Dream Net as well as an analysis of Benson's use of extended techniques.
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Improving Dilemma Zone Protection Control Issues at Signalized Intersection Using a Web-GameKasaraneni, Yatish 05 November 2009 (has links)
Web games provide a platform for creative instructional activities that can capture the students' attention towards the course. These games can be used to emulate the realistic situations which can be used as effective lab experiments that could give the students a hands-on experience using real world scenarios. This thesis presents an innovative web-based game developed for the demonstration of the driver-behavior at signalized intersections that can be used as a supplementary tool for the Transportation Engineering course. The game format is carefully designed to supplement the understanding of the class learning material through a fun environment. It was designed to be widely accessible through the internet and have an attractive user interface and was improved from the feedback obtained from the pilot study. The game is programmed on the .NET Framework using the Microsoft Visual C# as a core programming language, ASP to develop the web interface, and Microsoft Access as the databases for the program. The thesis also provides a methodological framework for collecting data about student engagement in a course and in particular presents the data collection procedure used in Transportation Engineering Course (CEE 4609). The collected data was analyzed to find the student engagement in the course after the introduction of the game. The thesis gives the conclusions drawn from the research with insights into possible drawbacks and scope for future improvements. / Master of Science
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SCIL processor : a common intermediate language processor for embedded systemsZhou, Tongyao January 2008 (has links)
Mémoire numérisé par la Division de la gestion de documents et des archives de l'Université de Montréal.
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PixBeije, Gustav January 2019 (has links)
This thesis is about the creation of a new game framework named Pix and a comparison between it and the game engine Godot. The purpose is to create a game framework that focuses on making the workflow streamlined for the pro- grammer and at the same time giving the programmer a lot of creative power. Pix uses C# as programming language which runs on the .NET Core platform. Pix is built with Entity Component System (ECS) design which means that the design is data-oriented and that it focuses on composition. Thus the ECS design brings with it a clear separation between logic and data. The ECS design also makes it easy to write multithreaded code and to serialize the game world state. The comparison against Godot shows clear differences between how you use them and the philosophy about how the users become familiar with them. The obvious difference between them is that the main time spent working with Godot will be in the graphical user interface. In Pix on the other hand you will only work in a text-editor or an IDE if you do not create your own editor. The coding in Godot is done primarily with the script language GDScript. It is made for creating common game functionality but can’t be used to extend the engine with new advanced functionality. Thus to integrate new more advanced features Godot will need to be recompiled. Being forced to recompile the engine to add new advanced features results in that extending the engine can both be time consuming and challenging. In Pix there is no difference between coding game functionality and extending the framework. This equality in Pix between coding game functionality and extending the framework brings with it that when you can make a game in Pix you can also extend the engine with more functionality. The differences results in that Godot is simpler to learn but also gives the regu- lar user less power. Pix is the opposite of that. I you look at the workflow of us- ing Pix and combine that with the technologies Pix is built upon you can see that Pix differentiates itself from the already existing alternatives. The work- flow Pix provides and the technologies it is built upon shows that Pix can be a good alternative for creating complex games that doesn't need the most ad- vanced graphical features. / Rapporten handlar om skapelsen av ett nytt spelramverk namngivet Pix som jämförs mot den existerande spelmotorn Godot. Syftet är att skapa ett spelram- verk som fokuserar på att göra arbetssättet smidigt för programmeraren samtidigt som det ger mycket kreativ makt till programmeraren. Pix använder C# som programmeringsspråk vilket körs på .NET Core plattformen. Det är upp- byggt med en Entity Component System (ECS) design vilket betyder att det är en dataorienterad design med ett fokus på komposition. Det medför en klar separation mellan logik och data. ECS designen medför också att serialisering samt använda sig av flera trådar blir väldigt enkelt. Jämförelsen mot spelmotorn Godot visar tydliga skillnader i hur man använder spelmotorn/spelramverket samt tydliga skillnader i filosofin kring hur en användare blir bekant med spelmotorn/spelramverket. De tydliga skillnader är hur större delen av arbetstiden i Godot spenderas i Godots grafiska gränssnitt medans Pix kan kontrolleras endast från kod om man inte skapar en editor själv. Programmering i Godot görs med skriptspråket GDScript. Det är gjort för att skapa vanlig spel funktionalitet och inte utöka spelmotorn med ny funktionalitet. Det betyder att hela motorn måste kompileras om för att lägga till mer avancerad funktionalitet vilket kan vara tidskrävande. I Pix är är det samma sak att programmera spel funktionalitet och utöka ramverket med ny funktionalitet. Det medför att så fort som man kan programmera ett spel i Pix kan man också utöka ramverket med mer funktionalitet. Det resulterar i att Godot är enklare att lära sig men samtidigt ger mindre makt till den vanlige användaren medans Pix är tvärtom. Kollar man på hur man använder sig av Pix samt de teknologierna Pix är uppbyggt med så kan man se att det skiljer sig från redan existerande alternativ. Det leder till att Pix kan vara ett gott alternativ för komplexa spel som inte kräver den mest avancerade grafiken.
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Biodiversity and Business : Multiple Case-Studies on Biodiversity Strategy in SwedenGoaied, Amna, Sjöland, Christian January 2019 (has links)
Biodiversity loss has been stated as one of the greatest risks for the future society according to the World Economic Forum (2018, p. 5). A million species is risking extinction due to current societies’ practices according to a report published during the conduction of this study(Brondizio et al., 2019, p. 3). This situation of biodiversity has led an increasing amount of countries to enforce legislation which requires companies that work with land development to comply with no net loss goal. In Sweden, no such legislation existed with regards to biodiversity. Against this background, a group of seven companies in Sweden voluntarily chose to strive toward the goal of biodiversity net gain. According to BNG strategy, a company does not only avoid, minimise, restore and offset to reach the point where zero net loss of biodiversity is achieved, but goes farther to create a net gain. As it is not sufficient for companies to stop emissions in order to halt the loss of biodiversity, BNG practices can help mend and even reverse the negative impacts until a gain of biodiversity is attained. A greater understanding of the opportunities that companies can benefit from implementing BNG helps spread this practice across industries. No previous research within the business literature explains companies’ voluntary initiatives to embrace BNG. Therefore, this explorative study suggested the research question of what the drivers are encouraging companies to voluntarily work towards achieving biodiversity-net-gain in Sweden. Due to the lack of previous research about companies’ drivers to engage with BNG, our theoretical framework was found based on the drivers from business case for sustainability and CSR approaches as a factor to generate change. To be able to answer the research question, it was necessary to establish what BNG is and how it has developed from the concept of ecosystem services. Having an interpretivistic standpoint, this study was completed according to an inductive and deductive approach. This was in order to facilitate the exploratory nature that our qualitative and comparative study. We conducted a multiple-case study through semi-structured interviews with seven large companies in the context of Sweden. These businesses are considered as the most ambitious in working towards BNG’s goal. The findings from the primary data was complemented by secondary data about the companies, the status of current legislation in Sweden and the sustainability status in Sweden. As a result of this thesis, we found that cost and cost reduction, risk and risk reduction, sales and profit margin, reputation and brand value, attractiveness as employer, innovative capabilities, stakeholders and health and well-being of future society to all be drivers for BNG. By applying our theoretical framework in the Swedish context, the seven companies were identified to engage in a proactive corporate biodiversity behaviour. Business cases for biodiversity were identified in some of the companies.
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Modelagem de sistemas de eventos discretos utilizando rede de Petri virtual / Modeling of discrete events systems using virtual Petri netFerraz, Patrícia 07 April 2004 (has links)
Rede de Petri é uma poderosa ferramenta de modelagem gráfica e matemática bastante aplicada no desenvolvimento de projetos de sistemas de eventos discretos. Porém a sua aplicação na análise e interpretação de tais sistemas torna-se inviável por resultar em modelos grandes, com muitos elementos gráficos. Para solucionar tal problema, vários pesquisadores têm concentrado esforços no desenvolvimento de novas extensões e métodos de síntese de rede de Petri, para reduzir o tamanho dos modelos e assim facilitar a sua aplicação e análise de sistemas grandes e complexos. Rede de Petri Virtual é uma nova extensão de rede de Petri que possibilita a modelagem de tais sistemas de forma modular. Cada elemento do sistema é representado por um módulo e a comunicação entre eles é feita através dos nós virtuais. Esse trabalho formaliza a definição de rede de Petri virtual, desenvolve algoritmo e procedimento de junção dos módulos para gerar o modelo final, uma rede de Petri ordinária que representa o sistema completo. / Petri net is a powerful graphical and mathematical modeling tool commonly used to project Discrete Events Systems. The increasing complexity of such systems does not allow the use of Petri net tools due to the large size of the models (many graphical elements), which is difficult to understand and analyze. Due to this fact, researchers have been made efforts to the development of new synthesis methods for Petri nets, in order to reduce the models size and become easier its use and the analysis task of the systems properties. Virtual Petri net is a new kind (extension) of Petri net, combining its best in control and representation of discrete events systems to the best of modular modeling. This king of Petri net allows to build up models of complex systems from the modules that represent its elements, linked by the virtual nodes. The present work formalizes the definition of Virtual Petri Net. Also develops an algorithm to its use in the discrete events systems and presents a procedure to link and assemble the modules in the whole model. The modular modeling makes easier the understanding and graphical visualization of the system, keeping the final model the same features of the common Petri nets.
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Rôle des cellules endothéliales avec mutation JAK2V617F et des polynucléaires neutrophiles dans la physiopathologie de la thrombose des néoplasies myéloprolifératives / Implication of JAK2V617F endothelial cells and neutrophils in the physiopathology of thrombosis during myeloproliferative neoplasmsGuy, Alexandre 20 November 2018 (has links)
Les néoplasies myéloprolifératives (NMP) sont des maladies hématologiques acquises de la cellule souche hématopoiétique (CSH) caractérisées par une prolifération accrue de cellules sanguines. Une mutation activatrice de la protéine JAK2 (JAK2V617F) a été identifiée chez plus de 50% des patients. La survenue de thromboses au niveau artériel et veineux constitue une des principales complications au cours de ces maladies. Au cours d’un premier axe de travail, nous avons souhaité étudier les conséquences sur la physiopathologie de la thrombose de la présence de la mutation JAK2V617F dans les cellules endothéliales (CE). Utilisant deux approches complémentaires, in vitro avec l’utilisation de cellules endothéliales veineuses, et in vivo avec l’utilisation d’un modèle murin permettant la présence de la mutation JAK2V617F dans le compartiment endothélial, nous avons démontré que la présence de CE JAKV617F favorisait la survenue de thrombose. Cette augmentation de la survenue de thrombose était médiée par une augmentation de l’adhésion des leucocytes au niveau des CE JAK2V617F, secondaire à une augmentation d’expression de P-Sélectine à leur surface. Ce travail a permis de mettre en évidence un nouveau mécanisme de la physiopathologie de la thrombose au cours des NMP JAK2V617F. Au cours d’un second axe de travail, nous avons étudié les polynucléaires neutrophiles (PNN) et le phénomène de NETose (formation de neutrophil extracellular traps ou NET) au cours des NMP. Nous avons démontré que la formation de NET était augmentée dans une cohorte de patients avec NMP, tout comme des marqueurs indirects de NETose (ADN plasmatique, MPO-ADN plasmatique). Nous avons mis en évidence que les taux de MPO-ADN plasmatique étaient plus élevés chez les patients avec antécédents de thrombose par rapport aux patients sans. Nous avons confirmé ces résultats à l’aide de deux modèles murins différents dans lesquels nous avons également retrouvé une formation de NET augmentée. Nous avons mis en évidence que cette formation de NET participait à la physiopathologie de la thrombose, l’administration de DNAse entraînant une réduction de la survenue de thrombose. Enfin, nous avons démontré que les plaquettes JAK2V617F stimulaient la production de NET par les PNN JAK2V617F, suggérant une collaboration de ces deux types cellulaires au cours de la physiopathologie de la thrombose des NMP. / Myeloproliferative neoplasms (MPN) are acquired hematologic diseases of the hematopoietic stem cell (HSC) characterized by blood cell proliferation. An activating mutation of the protein JAK2 (JAK2V617F) has been identified in more than 50% of patients. The occurrence of arterial and venous thrombosis is one of the main complications during these diseases. We first studied the consequences of the presence of the JAK2V617F mutation in endothelial cells (EC) on the physiopathology of thrombosis. We used two complementary approaches, in vitro with the use of human venous endothelial cells, and in vivo with the use of a mouse model allowing the presence of the JAK2V617F mutation only in the endothelial compartment: the PDGFb-iCreERT2;JAK2V617F/WT model. We first observed that PDGFbiCreERT2; JAK2V617F/WT mice displayed a higher propensity for thrombosis. This increased thrombus formation was mediated by an increased leukocyte adhesion in presence of JAK2V617F EC, secondary to an increase in P-Selectin expression at their surface. This work made it possible to highlight a new mechanism of the physiopathology of thrombosis during JAK2V617F MPN. Then we studied neutrophils and the phenomenon of NETosis (formation of neutrophil extracellular traps or NET) during MPN. We demonstrated that NET formation was increased in a cohort of patients with MPN, such as indirect markers of NETosis (plasmatic DNA and MPO-DNA). We found that plasma MPO-DNA levels were higher in patients with a history of thrombosis compared to patients without. We confirmed these results using two different mouse models in which we also found increased NET formation. We found that NET formation was involved in the physiopathology of thrombosis, as DNAse administration resulted in a reduction of thrombosis occurrence. Finally, we demonstrated that JAK2V617F platelets stimulated NET formation by JAK2V617F neutrophils, suggesting collaboration of these two cell types during the physiopathology of thrombosis during MPN.
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The development and evaluation of small specialized turtle excluder devices to reduce sea turtle bycatch in various small shrimp gearsGahm, Meghan P 05 August 2019 (has links)
In the southeastern United States, skimmer trawls, pusher-head trawls, wing nets, and small try nets (headrope length less than 12-ft (3.66-m)) are exempt from using a turtle excluder device (TED) and instead must adhere to tow time restrictions as a mode to mitigate sea turtle bycatch. However, observer and stranding data indicate that these tow times may often be exceeded and result in mortality of sea turtles. The National Marine Fisheries Service (NMFS) published a notice of proposed rulemaking in December 2016 to extend TED requirements to other trawl types, however there has been limited development of specialized TEDs for these smaller trawls. In anticipation of a regulatory change, we developed and identified multiple versions of a top-opening TED with a minimum width of 28-in (71-cm) and height of 24-in (61-cm) as the best option for small trawl gears. Prototypes were initially equipped within small try nets and tested for gear performance and sea turtle exclusion in Panama City, Florida. The final designs were then tested for target shrimp retention, bycatch reduction, and general usability of TEDs in the commercial fisheries. A paired comparison test was conducted in 8-ft (2.44-m) and 10-ft (3.05-m) try nets aboard the NMFS R/V Caretta, three commercial skimmer trawls in vesselsFarfantepenaeus duorarum) fishery. There was a general reduction of shrimp and bycatch averaging from a minimum loss of 3.31% in the Miami wing net fishery (FV FL-01) to 22.07% in the skimmer trawl fishery (FV LA-01). This dissertation research indicates that TEDs can function properly in small trawl types, however additional studies are recommended to minimize the shrimp loss and improve the overall TED effectiveness specific to each fishery and trawl type evaluated.
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Framtidens meny för ett IT-systemKvarnström, Dan, Jonsson, Mathias January 2008 (has links)
<p>The mission was to create a prototype of a menu system for the company</p><p>System Andersson AB. The instructions were that it has to be as interesting and</p><p>modern now as in 20 years. We had to look at technology from the cutting edge</p><p>of development to make our prototype survive in the future. Windows</p><p>Presentation Foundation (WPF) was the technique we focused on. There are</p><p>only a few applications that take advantage of WPF today, but it is predicted</p><p>that WPF will be the next generation method for developing applications to the</p><p>Windows platform.</p><p>To make our menu visually appealing, easy to use and at the same time</p><p>functional, we followed the clear path and guidelines that are available in</p><p>interaction design. Those guidelines tell us how the design process should be</p><p>executed. Through usage of the six basic ideas of interaction design and taken</p><p>the principles of richer user experience further, we were able to build a menu</p><p>system that will be as modern in 20 years as it is now. We took the thoughts of</p><p>physical design into account to make the menu understandable and easy to use.</p> / <p>Examensarbetets uppdrag var att skapa en prototyp av ett menysystem åt</p><p>System Andersson AB, som enligt instruktioner ska vara intressant och</p><p>modernt, även om 20 år. För att lyckas med detta tittade vi på "cutting edge" av</p><p>vad som används idag för att inte systemet skulle riskera att bli föråldrat i</p><p>framtiden. Tekniken som vi undersökte och använde oss av var Windows</p><p>Presentation Foundation (WPF). I dagsläget är det endast ett fåtal applikationer</p><p>som använder WPF men utvecklingsmetoden spås vara morgondagens sätt att</p><p>programmera windowsapplikationer.</p><p>För att vår meny skulle bli estetiskt tilltalande, enkel att använda och samtidigt</p><p>funktionell så finns det inom interaktionsdesign klara riktlinjer om hur</p><p>designutvecklingen bör gå till väga. Genom att nyttja de sex grundtankarna: att</p><p>ett system ska vara effektivt, ha hög verkningsgrad, säkert att använda, vara</p><p>användbart, enkelt att förstå samt okomplicerat; i designen och att bygga vidare</p><p>med principerna så anser vi att vi har kunnat åstadkomma ett menysystem som</p><p>kommer att se lika intressant och modern ut om 20 år som det gör nu. För att</p><p>menyn skulle uppfylla de sex grundtankarna, bland annat att vara klart</p><p>förståelig och enkel att använda så använde vi oss av de tankar och teorier som</p><p>framgår i fysisk design.</p>
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dotNet som multimediaplattform / dotNet as a multimediaplatformJohansson, Glenn January 2008 (has links)
<p>As the speed and complexity of computers have increased so have software and the expectations of users. Software development follows a straightforward evolution where complicated tasks are made easier by better tools; this repeats itself as those tasks in turn are automated.</p><p>Software mechanics that were seen as revolutionary a decade ago are seen as obvious requirements that no multimedia application can be without.</p><p>dotNet is the next step in line and makes it easier and faster to build software.</p><p>This report focuses on the development of a multimedia platform developed in dotNet. It does this by developing the tools and framework from which a complete game can be built.</p><p>A game is selected because it combines the most aspects of multimedia development, such as interaction, graphics, sound & music. The report goes further by describing why the game looks like it does as well as the mechanics of the game and the benefits of the dotNet platform.</p> / <p>Allteftersom hastigheten och komplexiteten hos datorer har ökat så har också användarens förväntningar ökat. Mjukvaruutveckling följer en klar linje där problem görs enklare genom bättre verktyg och automatisering. Denna cykel repeterar sig själv, vilket i sin tur för nivån uppåt som programmerare arbetar på.</p><p>Attribut som för ett årtionde sedan var revolutionerande är idag en självklarhet som ingen multimediaplattform skulle klara sig utan. dotNet är nästa steg av verktyg och lösningar som gör det snabbare och enklare att utveckla mjukvara.</p><p>Denna rapport fokuserar på utvecklingen av en multimediaplattform gjord med dotNet och vad för attribut som gör en sådan plattform bra eller dålig. Rapporten åstadkommer detta genom att följa utvecklingen av ett ramverk som kan användas för att skapa ett komplett spel.</p><p>Utvecklingen av ett spel väljs på grund av de många multimedia-aspekter som går att återfinna, exempelvis interaktion, grafik, ljud & musik. Rapporten utvecklar på detta genom att beskriva de attribut som gör ett bra spel samt interaktion och fördelarna dotNet fört med sig.</p>
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