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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
751

Použitelnost webu a mobilní dotyková zařízení / Mobile touch-screen devices and website usability

Chudomelka, Jan January 2011 (has links)
The theoretical part of this thesis deals with the role of usability in relation to the expansion of mobile touch-screen devices. It studies how the purchase decisions of users of these devices can be influenced and how to avoid unnecessary web usability obstacles. The practical part examines mobile traffic and usability of selected online stores. Based on the practical and theoretical knowledge there are recommendations for creating an accessible and usable website, evaluation of the potential benefits and calculation of payback period of an given investment.
752

The influence of cell size on cytokinesis in situ and genomic interrogation of human cell size regulation

Gauvin Bourdages, Karine 12 1900 (has links)
La cellule est l’élément fondamental de la vie. Plus d’une vingtaine de trillions de cellules forment les organes et tissus de notre corps. Ces cellules sont de taille spécifique puisqu’elles ont des fonctions précises au sein de leur tissu respectif. Dans la plupart des cas, les cellules doivent proliférer en se divisant pour se renouveler et ainsi assurer le bon fonctionnement d’un organisme. La dernière étape de la division cellulaire, la cytokinèse, est exécutée par la contraction d’un anneau contractile d’actomyosine, nécessaire pour effectuer la séparation physique de la cellule en deux cellules filles. La première partie des travaux décrits dans cet ouvrage portent sur la caractérisation de la cytokinèse en utilisant, comme modèle in vivo, les cellules précurseur de la vulve (VPCs) du nématode C. elegans. Notre étude révèle que plusieurs aspects de l’anneau d’actomyosine s’ajustent en fonction de la taille de la cellule. Entre autres, la largeur de l’anneau contractile, juste avant sa constriction, s’ajuste en fonction de la longueur des VPCs. De plus, la rapidité avec laquelle l’anneau se contracte dépend de la circonférence de la cellule. Ces découvertes nous ont amené à nous demander comment la cellule régule sa taille? Les cellules en prolifération maintiennent leur taille en homéostasie en équilibrant leur taux de croissance et de division cellulaire. Afin d’interroger les gènes impliqués dans le maintien de la taille cellulaire du mammifère, nous avons utilisé la technologie CRISPR/Cas9, afin d’éliminer par délétion tous les gènes humains, à raison d’un par cellule, pour identifier ceux qui causent une augmentation ou une diminution de la taille cellulaire. Cette étude nous a permis d’identifier plusieurs gènes déjà connus régulant la croissance cellulaire. De plus, nous avons identifié un groupe de gènes, incluant TLE4 un corépresseur de la transcription que nous avons caractérisé, n’ayant jamais été associé avec une fonction de contrôle de la taille cellulaire chez les mammifères. En somme, nos travaux ont contribué à l’approfondissement des connaissances sur la division cellulaire, plus précisément la cytokinèse, et des gènes impliqués dans le maintien de la taille cellulaire. Une meilleure connaissance du fonctionnement de ces deux évènements cellulaires est essentielle puisque leur dérégulation peut entrainer plusieurs pathologies, incluant le cancer. / Cells are the fundamental building blocks of life. The human body contains over twenty trillion cells that make up the different tissues and organs of our bodies. Cells within organs are of specific sizes to perform their specialized functions. In most cases, these cells must divide to proliferate and replenish the population of cells essential for proper organism function. The final stage of cellular division, termed cytokinesis, entails the assembly and constriction of a contractile ring that drives the dramatic cell shape changes required to physically partition the cell into two daughter cells. The first part of the work presented in this thesis addresses the characterization of cytokinesis in the epithelial vulval precursor cells (VPCs) of the nematode worm C. elegans. This study principally revealed that several aspects of cytokinesis scale with cell size. For instance, I observed that the breadth of the actomyosin ring scaled with VPC length. In addition, the speed of contractile ring constriction scaled with the circumference of VPCs. These scaling events raised the more general question as to how cells regulate their size. Proliferating cells attain cell size homeostasis by balancing cell growth and cell division. In order to define the molecular regulators of size in human cells a genome-wide approach was taken. Recently developed CRISPR/Cas9 technology was used to perform the first pooled knockout screens for human cell size regulators in the NALM-6 pre-B lymphocytic cell line. These screens revealed many genes that affect the size of NALM-6 cells, a number of which were previously known to be involved in growth regulation. In addition, these screens revealed the identity of many genes with no previously established functions associated with cell size regulation. Amongst the previously unknown regulators, I characterized the function of a co-repressor of transcription, TLE4, which I showed functions as a regulator of the B-cell lineage. This work contributes to the knowledge of the mechanics of cytokinesis in C. elegans epithelial cells and of the genes that coordinate cell size in humans. These results provide insights into cell growth and division in normal cells and how these processes may be perturbed in cancer and other diseases.
753

Elitidrott och sömn : En kvantitativ studie om elitidrottande ungdomars sömnhygien och skärmanvändande / Elite sports and sleep : A quantitative study of high school athlete’s sleep hygiene and screen time

Pettersson, Jasmine, Holmström, Matilda January 2020 (has links)
Sömn är grundläggande för elitidrottares återhämtning och uppbyggnad. För ungdomar som elitidrottar kan upprätthållande av en god sömnkvalitet, sömnkvantitet och sömnhygien vara utmanande. Det huvudsakliga syftet med studien var att studera skillnader i sömnvanor mellan elitidrottande ungdomar och ungdomar som inte elitidrottar. Undersökningen riktades mot elevers sömnhygien med ett specifikt fokus på skärmanvändande. 504 elever deltog i enkätstudien varav 256 studerade på riksidrottsgymnasium och 248 på vanligt gymnasium. Signifikanta skillnader observerades där elitidrottande ungdomar hade bättre sömnkvalitet och sömnkvantitet, men sämre sömnhygien än jämförelseelever. Skärmanvändande skiljde sig inte mellan grupperna. Resultatet pekade på att elitidrottande ungdomar hade sämre sovmiljö, men bättre sömnhygien när det gällde substansintag och insomningsfördröjande beteenden än jämförelseelever. Ett signifikant samband mellan sömnhygien och sömnkvalitet observerades. Specifika faktorer som predicerade sömnkvalitet hos RIG-elever var skärmanvändande efter sovförsök och uppvaknanden av aviseringar under natten. Slutsatser från studien är att även om elitidrottssatsande elever har bättre sömnkvalitet och sömnkvantitet än elever på jämförelsegymnasium, finns det fortfarande stort utrymme för förbättring. Då elevernas sömnhygien kan anses vara bristfällig, pekar resultatet på att större fokus bör läggas på att ge eleverna optimala förutsättningar för bättre sömn. / Sleep is fundamental for an athlete’s recovery and adaptation. It can be hard for high school athletes to maintain good sleep quality, quantity and hygiene. The main purpose of this study was to examine differences in sleep habits between high school athletes and non-athlete high school adolescents. The students’ sleep hygiene was studied, and specific focus was drawn to screen time. 504 students participated in the survey whereas 256 studied at National Sports High Schools and 248 at a reference high school. Significant differences were observed suggesting that high school athletes had superior sleep quality and sleep quantity, but inferior sleep hygiene compared to the reference group. Screen time did not differ between the groups. The result showed that high school athletes had inferior sleep environment, but superior sleep hygiene regarding substance use and sleep delaying behaviors compared to the reference group. A significant correlation between sleep hygiene and sleep quality was observed. Specific factors predicting sleep quality for high school athletes were screen time after sleep attempt and awakenings due to notifications. The study’s conclusion is that there is still room for improvement even though high school athletes shows superior sleep quality and sleep quantity compared to the reference group. Since the students’ sleep hygiene can be seen as inadequate, the study suggests that interventions to support high school athletes’ optimal sleep should be considered.
754

Conception d'un dispositif de pesage innovant pour véhicule en mouvement et fabrication de transducteurs en couches épaisses / Designing of an innovative wheigh-in-motion device and manufacturing of thick-film transducers

Coudouel, Denis 24 October 2013 (has links)
Cette thèse de doctorat porte sur l'étude et la réalisation d'une plateforme de pesage dynamique pour véhicule roulant basée sur un concept d'intégration de la charge. Ce concept est mis en œuvre en vue de pouvoir minimiser la taille et l'encombrement de ce type de dispositif tout en effectuant des pesées présentant des caractéristiques métrologiques acceptables. Nous démontrons tout d'abord au travers de la réalisation d'un prototype et de plusieurs campagnes d'essais, la faisabilité de la méthode utilisée. Nous évaluons dans un deuxième temps les performances présentées par le prototype lors du pesage de véhicules légers roulant jusqu'à des vitesses de 35km/h. Une étude est ensuite menée sur les jauges de déformation piézorésistives et les jauges piézoélectriques réalisées en couches épaisses grâce à des techniques de sérigraphie. Nous caractérisons ces transducteurs avec pour objectif leur utilisation dans des dispositifs de pesage en remplacement des jauges de déformation classiques à filaments métalliques. / This PhD thesis is devoted to the study and implementation of a weigh-in-motion platform for vehicle based on a concept of integration of load. This concept is used to minimize the size of this kind of device while performing weighings with acceptable results. First, we show thanks to a protoype and several test campagns, the feasability of the method used. In a second time, we evaluate the performances of the prototype in terms of precision and repeatability with the dynamic weighing of vehicles at speeds up to 35km/h. A study is finally conducted on thick-film piezoresitive strain gauges and piezoelectric gauges manufacturing by a screen-printing process with cermet and polymer pastes. We characterize these tranducers with the goal of used them as an alternative of conventional foil strain gauges.
755

ASSOCIATION BETWEEN SCREEN TIME AND HIGH-RISK SEXUAL BEHAVIORS AMONG U.S HIGH SCHOOL STUDENTS

Falodun, Ayotola 04 April 2018 (has links)
Excessive screen time among children and adolescents has been associated with physical inactivity, obesity, bullying, sleep disorders and risky sexual behaviors. However, the relation between screen time and different types of high-risk sexual behaviors has not been well explored. The aim of this study was to determine the impact of screen time, (defined as watching television 3 or more hours per day, or playing video or computer games or using a computer 3 or more hours per day) on high-risk sexual behaviors:- early onset of sexual intercourse before the age of 13 years, having sexual intercourse with four or more sexual partners within the last 3 months, alcohol consumption or drug abuse before the last sexual intercourse, or unprotected intercourse without male or female condom use. Methods: Data from the 2015 Youth Risk Behavior Surveillance System (YRBSS), a national survey representative of 9th through 12th grade students in public and private schools in the United States was used. Logistic regression analysis was conducted to determine the association between the predictor variables and the different high-risk sexual behaviors. The model was adjusted for age, sex, and race. Out of 15,624 respondents, about a third (5,770) reported having had “high-risk” sexual intercourse. Results: Analysis showed that students (9th -12thgrade) who watched television 3 or more hours per day were 49% more likely to have been sexually active before the age of 13 years (aOR: 1.49, 95% CI: 1.23-1.80, p Conclusion: The study findings suggest that watching television 3 or more hours per day is more significantly associated with high-risk sexual behaviors than playing video or computer games or using a computer 3 or more hours per day. More research might need to be conducted to determine the ‘protective effect’ of screen time with video or computer games and computer use. In addition, parents, caregivers and all stakeholders should ensure screen time be limited toyouths.
756

VR systems for memory assessment and depth perception

Cárdenas Delgado, Sonia Elizabeth 15 January 2018 (has links)
La evolución de la tecnología de Realidad Virtual (RV) ha contribuido en todos los campos, incluyendo la psicología. Esta evolución implica mejoras tanto en hardware como en software, que permiten experiencias más inmersivas. En un entorno de RV los usuarios pueden percibir la sensación de "presencia" y sentirse "inmersos". Estas sensaciones son posibles utilizando HMDs. Hoy en día, el desarrollo de los HMDs se ha centrado en mejorar sus características técnicas para ofrecer inmersión total. En psicología, los entornos de RV son una herramienta de investigación. Hay algunas aplicaciones para evaluar la memoria espacial que utilizan métodos básicos de interacción. Sin embargo, sistemas de RV que incorporen estereoscopía y movimiento físico todavía no se han explotado en psicología. En esta tesis, se ha desarrollado un nuevo sistema de RV que combina características inmersivas, interactivas y de movimiento. El sistema de RV (tarea en un laberinto virtual) se ha utilizado para evaluar la memoria espacial y la percepción de profundidad. Se han integrado dos tipos diferentes de interacción: una basada en locomoción que consistió en pedalear en una bicicleta fija (condición1) y otra estacionaria usando un gamepad (condición2). El sistema integró dos tipos de visualización: 1) Oculus Rift (OR); 2) Una gran pantalla estéreo. Se diseñaron dos estudios. El primer estudio (N=89) evaluó la memoria espacial a corto plazo usando el OR y los dos tipos de interacción. Los resultados indican que existían diferencias significativas entre ambas condiciones. Los participantes que utilizaron la condición2 obtuvieron mejor rendimiento que los que utilizaron la tarea en la condición1. Sin embargo, no se encontraron diferencias significativas en las puntuaciones de satisfacción e interacción entre ambas condiciones. El desempeño en la tarea correlacionó con el desempeño en las pruebas neuropsicológicas clásicas, revelando la verosimilitud entre ellas. El segundo estudio (N=59) incluyó participantes con y sin estereopsis. Este estudio evaluó la percepción de profundidad comparando los dos sistemas de visualización. Los participantes realizaron la tarea usando la condición2. Los resultados mostraron que las diferentes características del sistema de visualización no influyeron en el rendimiento en la tarea entre los participantes con y sin estereopsis. Se encontraron diferencias significativas a favor del HMD entre las dos condiciones y entre los dos grupos de participantes respecto a la percepción de profundidad. Los participantes que no tenían estereopsis y no podían percibir la profundidad cuando utilizaban otros sistemas de visualización, tuvieron la ilusión de percepción de profundidad cuando utilizaron el OR. El estudio sugiere que para las personas que no tienen estereopsis, el seguimiento de la cabeza influye en gran medida en la experiencia 3D. Los resultados estadísticos de ambos estudios han demostrado que el sistema de RV desarrollado es una herramienta apropiada para evaluar la memoria espacial a corto plazo y la percepción de profundidad. Por lo tanto, los sistemas de RV que combinan inmersión total, interacción y movimiento pueden ser una herramienta útil para la evaluación de procesos cognitivos humanos como la memoria. De estos estudios se han extraído las siguientes conclusiones generales: 1) La tecnología de RV y la inmersión proporcionada por los actuales HMDs son herramientas adecuadas para aplicaciones psicológicas, en particular, la evaluación de la memoria espacial a corto plazo; 2) Un sistema de RV como el presentado podría ser utilizado como herramienta para evaluar o entrenar adultos en habilidades relacionadas con la memoria espacial a corto plazo; 3) Los dos tipos de interacción utilizados para la navegación en el laberinto virtual podrían ser útiles para su uso con diferentes colectivos; 4) El OR permite que los usuarios sin estereopsis puedan percibir l / The evolution of Virtual Reality (VR) technology has contributed in all fields, including psychology. This evolution involves improvements in hardware and software allowing more immersive experiences. In a VR environment users can perceive the sensation of "presence" and feel "immersed". These sensations are possible using VR devices as HMDs. Nowadays, the development of the HMDs has focused on improving their technical features to offer full immersion. In psychology, VR environments are research tools because they allow the use of new paradigms that are not possible to employ in a real environment. There are some applications for assessing spatial memory that use basic methods of HCI. However, VR systems that incorporate stereoscopy and physical movement have not yet been exploited in psychology. In this thesis, a novel VR system combining immersive, interactive and motion features was developed. This system was used for the assessment of the spatial memory and the evaluation of depth perception. For this system, a virtual maze task was designed and implemented. In this system, two different types of interaction were integrated: a locomotion-based interaction pedaling a fixed bicycle (condition1), and a stationary interaction using a gamepad (condition2). This system integrated two types of display systems: 1) The Oculus Rift; 2) A large stereo screen. Two studies were designed to determine the efficacy of the VR system using physical movement and immersion. The first study (N=89) assessed the spatial short term memory using the Oculus Rift and the two types of interaction The results showed that there were statistically significant differences between both conditions. The participants who performed the condition2 got better performance than participants who performed the condition1. However, there were no statistically significant differences in satisfaction and interaction scores between both conditions. The performance on the task correlated with the performance on other classical neuropsychological tests, revealing a verisimilitude between them. The second study (N=59) involved participants who had and who had not stereopsis. This study assessed the depth perception by comparing the two display systems. The participants performed the task using the condition2. The results showed that the different features of the display system did not influence the performance on the task between the participants with and without stereopsis. Statistically significant differences were found in favor of the HMD between the two conditions and between the two groups of participants regard to depth perception. The participants who did not have stereopsis and could not perceive the depth when they used other display systems (e.g. CAVE); however, they had the illusion of depth perception when they used the Oculus Rift. The study suggests that for the people who did not have stereopsis, the head tracking largely influences the 3D experience. The statistical results of both studies have proven that the VR system developed for this research is an appropriate tool to assess the spatial short-term memory and the depth perception. Therefore, the VR systems that combine full immersion, interaction and movement can be a helpful tool for the assessment of human cognitive processes as the memory. General conclusions from these studies are: 1) The VR technology and immersion provided by current HMDs are appropriate tools for psychological applications, in particular, the assessment of spatial short-term memory; 2) A VR system like the one presented in this thesis could be used as a tool to assess or train adults in skills related to spatial short-term memory; 3) The two types of interaction (condition1 and condition2) used for navigation within the virtual maze could be helpful to use with different collectives; 4) The Oculus Rift allows that the users without stereopsis can perceive the depth perception of 3D objects and have rich 3D experiences. / L'evolució de la tecnologia de Realitat Virtual (RV) ha contribuït en tots els camps, incloent la psicologia. Aquesta evolució implica millores en el maquinari i el programari que permeten experiències més immersives. En un entorn de RV, els usuaris poden percebre la sensació de "presència" i sentir-se "immersos". Aquestes sensacions són possibles utilitzant HMDs. Avui dia, el desenvolupament dels HMDs s'ha centrat a millorar les seves característiques tècniques per oferir immersió plena. En la psicologia, els entorns de RV són eines de recerca. Hi ha algunes aplicacions per avaluar la memòria espacial que utilitzen mètodes bàsics d'interacció. Tanmateix, sistemes de RV que incorporen estereoscòpia i moviment físic no s'han explotat en psicologia. En aquesta tesi, s'ha desenvolupat un sistema de RV novell que combina immersió, interacció i moviment. El sistema (tasca en un laberint virtual) s'ha utilitzat per a l'avaluació de la memòria espacial i la percepció de profunditat. S'han integrat dos tipus d'interacció: una interacció basada en locomoció pedalejant una bicicleta fixa (condició1), i l'altra una interacció estacionària usant un gamepad (condició2). S'han integrat dos tipus de sistemes de pantalla: 1) L'Oculus Rift; 2) Una gran pantalla estereoscòpica. Dos estudis van ser dissenyats. El primer estudi (N=89) va avaluar la memòria a curt termini i espacial utilitzant l'Oculus Rift i els dos tipus d'interacció. Els resultats indiquen que hi havia diferències significatives entre les dues condicions. Els participants que van utilitzar la condició2 van obtenir millor rendiment que els participants que van utilitzar la condició1. Tanmateix, no hi havia diferències significatives dins satisfacció i puntuacions d'interacció entre les dues condicions. El rendiment de la tasca va correlacionar amb el rendiment en les proves neuropsicològiques clàssiques, revelant versemblança entre elles. El segon estudi (N=59) va implicar participants que van tenir i que van haver-hi no estereopsis. Aquest estudi va avaluar la percepció de profunditat comparant els dos sistemes de pantalla. Els participants realitzen la tasca utilitzant la condició2. Els resultats van mostrar que les diferents característiques del sistema de pantalla no va influir en el rendiment en la tasca entre els participants qui tenien i els qui no tenien estereopsis. Diferències significatives van ser trobades a favor del HMD entre les dues condicions i entre els dos grups de participants. Els participants que no van tenir estereopsis i no podien percebre la profunditat quan van utilitzar altres sistemes de pantalla (per exemple, CAVE), van tenir la il.lusió de percepció de profunditat quan van utilitzar l'Oculus Rift. L'estudi suggereix que per les persones que no van tenir estereopsis, el seguiment del cap influeix en gran mesura en l'experiència 3D. Els resultats estadístics dels dos estudis han provat que el sistema de RV desenvolupat per aquesta recerca és una eina apropiada per avaluar la memòria espacial a curt termini i la percepció de profunditat. Per això, els sistemes de RV que combinen immersió plena, interacció i moviment poden ser una eina útil per la avaluació de processos cognitius humans com la memòria Les conclusions generals que s'han extret d'aquests estudis, són les següents: 1) La tecnologia de RV i la immersió proporcionada pels HMDs són eines apropiades per aplicacions psicològiques, en particular, la avaluació de memòria espacial a curt termini; 2) Un sistema de RV com el presentat podria ser utilitzat com a eina per avaluar o entrenar adults en habilitats relacionades amb la memòria espacial a curt termini; 3) Els dos tipus d'interacció utilitzats per navegació dins del laberint virtual podrien ser útils per al seu ús amb diferent col.lectius; 3) L'Oculus Rift permet que els usuaris que no tenen estereopsis puguen percebre la percepció de profunditat dels objectes 3D i tenir / Cárdenas Delgado, SE. (2017). VR systems for memory assessment and depth perception [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/94629 / TESIS
757

The Female Body, Motherhood, and Old Age: Representations of Women in Hell in Sixteenth and Seventeenth Century Japan

Shen, Yiwen January 2021 (has links)
My dissertation, The Female Body, Motherhood, and Old Age: Representations of Women in Hell in Sixteenth and Seventeenth Century Japan, examines the literary and visual representations of women in hell in late medieval and early modern Japan, with particular attention to the female body, motherhood, and old age. My focus is the late Muromachi and early Edo periods, when a constellation of new hells began to be conceptualized that had serious ramifications for representation of women. I examine a group of otogizōshi texts and hell paintings of the sixteenth and seventeenth centuries, which were disseminated widely through different media (picture scrolls, screen paintings, and narrative texts) and which generated a set of motifs representing women in the afterlife. I relate the emergence of these motifs to the larger history of the discursive construction of the female body and the evolution of representations of hell in premodern Japan. I argue that in the sixteenth and seventeenth centuries, representations of women in hell in these texts and paintings shifted in their focus to domestic relationships, specifically mother-child and wife-husband relationships. This change is best exemplified by the late medieval set of gendered hells (The Hell of Barren Women, The Hell of Two Wives, and Children’s Limbo), which represent the body of the woman from three perspectives: 1) as infertile (as in the Hell of Barren Women), 2) as related to animals (such as the serpentine queen in Daibutsu no go-engi (The Venerable Origins of the Great Buddha) and the serpent-women in the Hell of Two Wives), and 3) as stigmatized or punished for excess desire/attachment in their mother-child and wife-husband relationships (as in the Hell of Two Wives). This dissertation also analyzes woman as erotic object, as mother, and as aging body from a comparative Japan-China perspective. By comparing similar motifs that emerged at approximately the same historical moments—the snake queen falling into hell in Daibutsu no go-engi with the snake queen in “Empress Xi turning into a python,” and Datsueba (Clothes-snatching Hag) with Meng Po (Lady of Forgetfulness)—I am able to highlight distinctive features of these new hells for women as well as compare the differing functions of hell shown by these Japanese and Chinese examples. In Chapter 1, “Women Falling Into Hell in Early Medieval Japan,” I analyze three early medieval tales of women journeying to and from Tateyama hell in the eleventh-century Dai Nihonkoku Hokkekyō genki and twelfth-century Konjaku monogatari shū in order to provide background for my later discussion on the new concerns for women that emerged in the sixteenth and seventeenth centuries. I show how the salvation of the deceased female protagonists depended on the proper rituals being performed by family members and I make clear the significance that motherhood was accorded in early medieval Buddhist tales of women in hell. I then examine how representations of women evolved and became more complex in the sixteenth and seventeenth centuries with the emergence of the Hell of Barren Women, where childless women are punished, and the Hell of Two Wives, in which two serpent women coil their bodies around a man with whom they had become involved in a triangular relationship. In Chapter 2, “Barren Women Hells and Daibutsu no go-engi (The Venerable Origins of the Great Buddha),” I show how the Hell of Barren Women stresses the reproductive responsibilities of women. The representations of the Hell of Barren Women, reflecting a growing female audience in the late Muromachi and early Edo periods, are clear evidence of a belief that it is motherhood that is a woman’s passport to salvation. In Chapter 3, I examine “The Serpentine Queen and the Chinese Tale of Empress Xi Hui Turning Into a Python.” A comparison with Daibutsu no go-engi shows that the Chinese stories about Empress Xi focus more on the feelings and observations of the living, while Daibutsu no go-engi stresses the accumulation and elimination of negative karma. Chapter 4, “The Hell of Two Wives: Transformed Women and the Jealousy of Joint-Wives,” examines the motif of the “transformed woman” found in the Lotus Sutra, the eleventh-century Hokke genki, and the mid-sixteenth century Dōjōji engi, showing how a negative connection between women and the dragon-serpent body was established, and how the animalized female body relates to the question of desire. The entwined threesome in the Hell of Two Wives not only exemplifies a domestic narrative of betrayal and resentment; it also shows a transition from a general stigmatization of the female body towards a more specific condemnation of lust, jealousy, and resentment—which are all gendered female. In the sixteenth and seventeenth centuries, women’s roles evolved to reflect a desire to maintain the stability of family. At the same time, these representations began focusing more on situations in which women’s efforts to control body or mind met with failure. Chapter 5, “Old Women as Keepers of the Borders: Datsueba and Meng Po,” analyzes two figures of hags in hell: Datsueba in Japan and Meng Po in China. While Datsueba watches over the dead as they descend to the depths of hell to receive judgment, Meng Po cares for them as they make their way out of hell to achieve reincarnation. I argue that both Datsueba and Meng Po reinforce the border of hell by depriving the deceased of their social identities, but while Datsueba punishes and purifies the deceased, Meng Po focuses on the transitional stage between death and the next life, and her memory-erasing function shows that, paradoxically, in Chinese hell deceased souls are not liberated from the basic Confucian relationships that are so important to the living.
758

Studium vlivu dielektrika na optoelektronické vlastnosti elektroluminiscenčních zařízení / Study of the influence of the dielectrics on the optoelectronic properties of electroluminescent devices

Foldynová, Klára January 2019 (has links)
This diploma thesis is studing the possibilities of influencing the optoelectric properties of printed light emitting panels, which work on the principle of electroluminescence excited by alternating electric field. The aim of this worrk is to monitor the influence od dielectric properties of electroluminescent phosphor binder on the targeted electroluminescence. In the theoretical part of this thesis, there are described principles of electroluminescence, suitable materials methods of characterization and preparation of panels using printing techniques. Experiment part contains electrical characterization of selected binders to determine their dielectric constants. Subsequently, printing pastes were formulated in different weight ratios of binder electroluminescent phosphor and model light-emitting panels were prepared. Optoelectric characterization was used to determine the change in irradiance. It was found that the dielectric properties of the binder significantly affect the resulting irradinace. It has same irradiance for a smaller amount od phosphor than with the binder with a low dielectric constant. The finding of this work can be used to improve the luminosity at the electroluminescent panels.
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Printed Biosensor Based on Organic Electrochemical Transistor / Printed Biosensor Based on Organic Electrochemical Transistor

Omasta, Lukáš January 2019 (has links)
Organické elektronické zariadenia sú vyvíjané ako vhodné riešenia senzorov pre bioelektroniku, a to najmä kvôli dobrej biokompatibilite organických polovodičov v nich použitých. Takzvané biosenzory dokážu premeniť elektrochemické procesy na elektronický signál. Matrica takýchto biosenzorov môže simultánne skenovať množstvo biologických vzoriek, alebo rôznych tkanív v živých systémoch. Aktívnou súčasťou zariadenia je organický elektrochemický tranzistor (OECT). V tejto práci je diskutovaný teoretický rámec fungovania takéhoto zariadenia, jeho elektrická charakterizácia, aplikácia v biosenzoroch na báze buniek, spôsoby výroby a aktuálnym stavom techniky v oblasti organickej elektroniky. Experimentálna časť obsahuje konkrétne výrobné postupy vývoja OECT zariadení, ktoré boli použité v našom laboratóriu. Hlavný dôraz sa kladie na schopnosť vyrobených zariadení detekovať reakciu a monitorovať stimuláciu elektrogenných buniek. Za týmto účelom boli vyvinuté matice mikroelektródových OECT zariadení založených na polovodivom polyméri PEDOT:PSS. Tieto boli vyrobené s využitím bežnými tlačiarenských techník (atramentová tlač a sieťotlač) spolu so štandardnými litografickými postupmi. Najnovšie nami vyvinuté zariadenia dosahujú najväčšieho zosílením signálu, g = 2,5 mS a časovú konštantu t = 0,15 s. Tieto zariadenia sú porovnateľné, často dokonca lepšie ako niektoré iné najmodernejšie a plne litograficky pripravené senzory.
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Detekce a rozměření elektronového svazku v obrazech z TEM / Detection and measurement of electron beam in TEM images

Polcer, Simon January 2020 (has links)
This diploma thesis deals with automatic detection and measurement of the electron beam in the images from a transmission electron microscope (TEM). The introduction provides a description of the construction and the main parts of the electron microscope. In the theoretical part, there are summarized modes of illumination from the fluorescent screen. Machine learning, specifically convolution neural network U-Net is used for automatic detection of the electron beam in the image. The measurement of the beam is based on ellipse approximation, which defines the size and dimension of the beam. Neural network learning requires an extensive database of images. For this purpose, the own augmentation approach is proposed, which applies a specific combination of geometric transformations for each mode of illumination. In the conclusion of this thesis, the results are evaluated and summarized. This proposed algorithm achieves 0.815 of the DICE coefficient, which describes an overlap between two sets. The thesis was designed in Python programming language.

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