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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.
11

Aplicação da metodologia FMEA (Análise do Modo e Efeitos de Falha) no processo de montagem de aerogeradores

Pontes, Vladmir Reis 19 December 2013 (has links)
Submitted by Daniella Sodre (daniella.sodre@ufpe.br) on 2015-04-13T12:36:19Z No. of bitstreams: 2 DISSERTAÇÃO Vladimir Reis Pontes.pdf: 2356553 bytes, checksum: 992e848916affb0a79ff7460ac00f665 (MD5) license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) / Made available in DSpace on 2015-04-13T12:36:19Z (GMT). No. of bitstreams: 2 DISSERTAÇÃO Vladimir Reis Pontes.pdf: 2356553 bytes, checksum: 992e848916affb0a79ff7460ac00f665 (MD5) license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Previous issue date: 2013-12-19 / Este trabalho apresenta a aplicação da metodologia FMEA a partir de um método proposto para priorização dos modos de falha aplicados a um processo de montagem de uma empresa fabricante de aerogeradores com base em um estudo de caso. Devido a competitividade neste mercado, é crucial que os fabricantes de equipamentos eólicos atendam ou superem os padrões de qualidade e performance requeridos pelo mercado como também os requisitos de tempo, preço e custos envolvidos. Uma maneira de se obter estes requisitos é através de um processo produtivo capaz de possuir credibilidade em suas operações de maneira que não incorpore falhas ao produto final, garantindo assim a qualidade e performance desejada pelo cliente. Diante do fato, é proposta a aplicação de uma metodologia que busque eliminar ou minimizar por meio da análise do modo e efeitos da falha (FMEA) e das ações de melhorias, ocorrências de falhas no processo de montagem do aerogerador, com o objetivo de melhorar a credibilidade de seu funcionamento nos parques eólicos. A importância da aplicação da metodologia FMEA pode ser verificada através da eficácia dos resultados obtidos neste trabalho.
12

The Imagination and the Real

Gothrup, Thomas Ryan 28 April 2009 (has links)
This thesis challenges the sedentary nature of living vicariously through the television, whether it be watching sports or playing video games. Since the advent of professional sports spectators have become accustomed to stadiums stuffed with people cheering on their favorite teams. The television substitutes for this visceral experience and allows viewers to live surrogate lives without leaving the living room. Ultimately, I see this thesis as a social commentary on the impact of sports and media in our society. This project highlights the sociological implications of the loss of interpersonal contact perpetuated by media.
13

Web system for creating and managing virtual high perfomance computing environments

Teixeira, Pedro Adriano Pessoa January 2012 (has links)
Tese de mestrado integrado. Engenharia Informática e Computação. Faculdade de Engenharia. Universidade do Porto. 2012
14

Using Auditory Feedback to Improve the Performance of Judokas during Uchi Komi

Ferguson, Taylor Easton 26 March 2014 (has links)
Auditory feedback has been shown to be highly effective at teaching new skills to athletes in a variety of sports. This method consists of targeting a routine, breaking down the specific skills required to complete the routine, and training an individual on those skills using an auditory device to provide feedback on correct responses. This study evaluated the effectiveness of auditory feedback for improving a judo technique. One set of techniques taught in judo are standing throws, which require a partner to receive the technique (uke.) These throws require specific skills to successfully implement the technique. Auditory feedback was evaluated within a multiple baseline across participants design to increase skills for one specific standing throw, ippon seoi nage (one armed shoulder throw.) The skills were scored on a seven item checklist. All participants improved their performance on ippon seoi nage at a quicker pace than what was observed during baseline.
15

Modeling and monitoring of the price process of Credit Default Swaps

Loshkina, Anna, Malysheva, Elena January 2008 (has links)
<p>Credit derivatives are very popular on financial markets in recent days.</p><p>The most liquid credit derivative is a credit default swap (CDS). In</p><p>this research we investigate methods for modeling and monitoring of the</p><p>price process of CDS. We study Hull and White model to calculate CDS</p><p>spread and have data for our analysis. We consider different methods for</p><p>monitoring of the price process of CDS. In particular we study CUSUM</p><p>method. And we calculate more commonly used perfomance measures</p><p>for this method.</p>
16

Muzikos mokyklos mokinių koncertinė veikla - mokymosi groti instrumentu motyvacijos stiprinimo veiksnys / The students' musical perfomance is a stimulus generating motivation to play a music instrument

Stanionienė, Giedrė 12 June 2006 (has links)
In order to achieve entire impact on personal culture, artistic education has to be based on anthropocentric orientation process self–realization. The process, stimulating a person’s activity and determining its aspect, is closely related to motivation. Musical performance may become a factor that generates the necessary motivation, if everyone who learns to play a musical instrument would interrelate the playing in concerts with self–realization. That is the problem from the educational point of view. The aim of this study was to investigate the influence of musical performance on learning to play a musical instrument. The object of the study was the motivation of the students of 4–6 grades from music schools. They play different instruments and participate in concerts. Methods. The research for this study was conducted with the help of a questionnaire specially prepared for this research. 178 students of 4-6 grades from the music schools from Marijampole, Kaisiadorys and Raseinai participated in the study. They all learn to play different musical instruments. The questionnaire tested how the musical performance influences motivation, the students’ attitude towards participation in concerts, the factors determining their attitudes. Results. The results of the study showed that theoretically valid and empirically tested stimulus of playing in concerts with the chosen musical instrument influences the motivation of learning. The author of this study has produced a set of... [to full text]
17

Análise da assimetria da braçada do nado crawl através do nado atado / Analysis of asymmetry the arm stroke the font crawl through of tethered swimming

Correia, Regiane Diniz [UNESP] 23 August 2016 (has links)
Submitted by REGIANE DINIZ CORREIA null (diniz.regiane@gmail.com) on 2016-09-27T16:56:36Z No. of bitstreams: 1 Dissertação - Regiane Diniz Correia.pdf: 3349193 bytes, checksum: 314e0aca0c7995e475619de15b537662 (MD5) / Rejected by Juliano Benedito Ferreira (julianoferreira@reitoria.unesp.br), reason: Solicitamos que realize uma nova submissão seguindo a orientação abaixo: O arquivo submetido está sem a ficha catalográfica. A versão submetida por você é considerada a versão final da dissertação/tese, portanto não poderá ocorrer qualquer alteração em seu conteúdo após a aprovação. Corrija esta informação e realize uma nova submissão contendo o arquivo correto. Agradecemos a compreensão. on 2016-09-28T20:06:07Z (GMT) / Submitted by REGIANE DINIZ CORREIA null (diniz.regiane@gmail.com) on 2016-10-07T02:59:14Z No. of bitstreams: 1 Dissertação Versão Final - Regiane.pdf: 3351008 bytes, checksum: afd6335faa05021a17ebfc70c45010bd (MD5) / Approved for entry into archive by Juliano Benedito Ferreira (julianoferreira@reitoria.unesp.br) on 2016-10-10T20:44:38Z (GMT) No. of bitstreams: 1 correia_rd_me_guara.pdf: 3351008 bytes, checksum: afd6335faa05021a17ebfc70c45010bd (MD5) / Made available in DSpace on 2016-10-10T20:44:38Z (GMT). No. of bitstreams: 1 correia_rd_me_guara.pdf: 3351008 bytes, checksum: afd6335faa05021a17ebfc70c45010bd (MD5) Previous issue date: 2016-08-23 / Atualmente, a natação é praticada em diversos níveis, desde o terapêutico até o competitivo. Fatores biomecânicos que interferem no desenvolvimento da força propulsiva influenciam mais no desempenho do que na capacidade de produzir energia. Visando o alto rendimento, o objetivo deste trabalho foi detectar a assimetria da braçada do nado crawl através do nado atado e verificar a sua possível relação com a queda de desempenho. Com a utilização da dinamometria foi possível descrever as variáveis dinâmicas da força da braçada através de célula de carga, e com o auxílio da cinemetria comparar as variáveis da assimetria entre os braços e a frequência média de ciclos de braçadas. O método do nado atado foi empregado para avaliar 8 nadadores competitivos, com o mínimo de 2 anos de treinamento, de ambos os sexos, com idade entre 11 e 20 anos. Os dados de força obtidos foram coletados durante o nado crawl em um protocolo de 30 segundos, sendo 10 segundos iniciais de nado moderado, e 20 segundos de nado em intensidade máxima. As médias dos picos de força, frequência e ciclos foram descritas e comparadas entre as braçadas direita e esquerda. Os resultados da comparação entre a braçada direita e esquerda não diferiram estatisticamente: FM NA (80,28N ± 16,48); e FM NA (87,48 ±29,77) respectivamente. Quando comparados individualmente apenas, dois dos oito sujeitos apresentaram diferença entre as braçadas (p<0,05). Os resultados sugerem que os nadadores que apresentam assimetria significativa podem estar relacionado com o estilo do nado, técnica e treinamento específico. O índice de assimetria encontrado nos outros nadadores não é considerado fator crítico. Assim, o nado atado continua sendo uma das melhores formas de mensuração da força, e pode ser utilizado como prognóstico de treinamento, em provas de curta distância. / Currently, swimming is practiced at various levels, from the therapeutic to the competitive. Biomechanical factors that affect the development of the propulsive force, influence on performance more than the ability to produce energy. Aiming high performance , the aim of this study was to detect the asymmetry of the front crawl stroke by tethered swimming and check their possible relationship with the performance drop. With the use of grip strength was possible to describe the dynamic variables of the stroke force by load cell, and with the help of kinematics compare the variables of the asymmetry between the arms and the mean frequency of strokes cycles. The tethered swimming method was used to evaluate 8 competitive swimmers, with a minimum of two years of training, of both sexes, aged 11 and 20 years. The strength data were collected during the crawl in a 30-second protocol, 10 seconds of moderate swimming, and 20 seconds of swimming at maximum intensity. The average of the force peaks, frequency and cycles were described and compared between the right and left strokes. The results of the comparison between the right and left stroke were not statistically different: FM NA (80,28N ± 16.48); and FM NA (87.48 ± 29.77) respectively. When compared individually only two of the eight subjects showed difference between the lengths (p <0.05). The results suggest that the swimmers have significant asymmetry may be related to the style of swimming, technical and specific training. The asymmetry index found in other swimmers is not considered critical. Thus, the tethered swimming remains one of the best ways to measure the strength, and can be used as a prognostic training in evidence walking distance.
18

Creation and optimization of motion-based platform game in Unity 3D : How variated levels in amotion based platform game affects performance / Skapande och optimering av röresleplattformsspel i Unity 3D

Gustavsson, Per January 2019 (has links)
With computer games getting more and more advanced with every year, game developers need to get creative to attract an audience. Throughout the years, tries has been made by moving away from the traditional gaming controller to enrich the gaming experience and to create a more healthy view upon the gaming industry. Most of these has involved the need of additional equipment to play the game, but what if all you need is the hardware in the computer? This report made findings in how to create a game that easily can be scaled by adding additional levels with custom tools for creation and modification in Unity. While only using the built-in web camera in the computer, it made it an accessible motion- based platformer game. This report also investigates the performance of the game when using these tools and the camera, as well as what is needed for improvements, including rendering and lighting effects in the game.
19

Modeling and monitoring of the price process of Credit Default Swaps

Loshkina, Anna, Malysheva, Elena January 2008 (has links)
Credit derivatives are very popular on financial markets in recent days. The most liquid credit derivative is a credit default swap (CDS). In this research we investigate methods for modeling and monitoring of the price process of CDS. We study Hull and White model to calculate CDS spread and have data for our analysis. We consider different methods for monitoring of the price process of CDS. In particular we study CUSUM method. And we calculate more commonly used perfomance measures for this method.
20

Interfaces digitais sobre a pele: uma exploração de artefatos digitais semióticos multimidiáticos

Costa, Stephanie Martins Pinto da 27 March 2018 (has links)
Submitted by Geandra Rodrigues (geandrar@gmail.com) on 2018-07-05T11:59:37Z No. of bitstreams: 1 stephaniemartinspintodacosta.pdf: 97568938 bytes, checksum: fcc8d23295a5247a27851f1cbc8d0646 (MD5) / Approved for entry into archive by Adriana Oliveira (adriana.oliveira@ufjf.edu.br) on 2018-07-06T14:13:39Z (GMT) No. of bitstreams: 1 stephaniemartinspintodacosta.pdf: 97568938 bytes, checksum: fcc8d23295a5247a27851f1cbc8d0646 (MD5) / Made available in DSpace on 2018-07-06T14:13:39Z (GMT). No. of bitstreams: 1 stephaniemartinspintodacosta.pdf: 97568938 bytes, checksum: fcc8d23295a5247a27851f1cbc8d0646 (MD5) Previous issue date: 2018-03-27 / Nas últimas décadas pesquisas relacionadas ao desenvolvimento de tecnologias incorporadas (onbody technologies) e as formas de interação com o corpo (on-body interactions) ao explorar fatores humanos como, gestos, toques, percepção e pele para a concepção de dispositivos, sistemas e interfaces que usam o corpo humano como entrada e saída de dados vem apresentando acentuado destaque. Artefatos epiteliais multimidiáticos desenvolvidos através de Realidade Aumentada tem criado um domínio experimental em Arte & Tecnologia, ainda pouco explorado, que pode ser designado como interfaces digitais sobre a pele (digital skin interfaces). Sumariamente, experimentações neste domínio: (i) combinam objetos reais e digitais sobre a superfície da pele, e (ii) são executados de forma interativa por seus usuários em tempo real. Esses artefatos epiteliais multimidiáticos transformam a pele em uma interface, tirando vantagens da superfície do corpo (características da pele, micro-movimentos da pele, movimentos do corpo) fornecendo modos de interação (interação incorporada e tangível) entre a pele e sistemas computacionais. A pele torna-se um espaço dinâmico e semioticamente estruturado de forma multimodal (visual, auditiva ou háptica). Os objetivos desta pesquisa podem ser assim sumarizados: (i) analisar um novo sistema de realidade aumentada de geração de interfaces digitais de pele a partir do escopo de arte & tecnologia; (ii) testar o conjunto de funcionalidades de vídeo desse sistema considerando ambientes de perfomance artística. Esta pesquisa foca nos principais projetos desenvolvidos recentemente no domínio designado por interfaces de pele (skin interfaces) e explora o potencial experimental em contextos de arte e performance, de um novo sistema baseado em realidade aumentada para geração de imagens na pele resultado da colaboração com o Laboratório de Sistemas Inteligentes e Cognitivos (LASIC), da Universidade Estadual de Feira de Santana (UEFS), Bahia. / On the last decades researches have emerged on the topics of on-body technologies and on-body interactions exploring human factors (e.g: gesture, touch, perception, body characteristics, skin, among others) to conceive technological devices, systems and interfaces that uses the human body as an input and output of data has been accentuated prominently. Multi-media epithelial artifacts developed through Augmented Reality have created a new experimental domain in Art & Technology that can be designated as digital skin interfaces. Summarizing, experiments in this domain: (i) combine real and digital objects on the surface of the skin, and (ii) are performed interactively by their users in real time. These multimodal epithelial artifacts transform the skin into an interface, taking advantage of the body's surface (skin characteristics, skin micro-movements, body movements) by providing modes of interaction (built-in and tangible interaction) between the skin and computer systems. The skin becomes a dynamic space and semi-structured in a multimodal (visual, auditory or haptic). This research can be summarized as follows: (i) from the scope of art & technology to analyze a new augmented reality system for generating digital skin interfaces (ii) to test the set of functionalities of this system considering artistic perfomance environments.This research focuses on the main projects recently developed in the domain called skin interfaces and explores the experimental potential in art and performance contexts of a new system based on augmented reality for image generation in the skin resulting from collaboration with the Laboratory of Intelligent and Cognitive Systems (LASIC), State University of Feira de Santana (UEFS), Bahia.

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