• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 15
  • 7
  • 4
  • 3
  • 3
  • 2
  • 1
  • 1
  • Tagged with
  • 35
  • 9
  • 7
  • 6
  • 5
  • 5
  • 5
  • 4
  • 4
  • 3
  • 3
  • 3
  • 3
  • 3
  • 3
  • 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

Sandbox modelling of forekink and wedge development in a fold and thrust belt / Sandbox-modellering av veck och kilutveckling i en bergskedja

Dougherty, Eira Kaya January 2024 (has links)
In nature, rock masses are not static, but constantly changing with erosion, metamorphosis, tectonics and more. Rocks that bend and buckle can be seen almost as nature's origami, being folded into new shapes and structures. During shortening of a sequence of sedimentary layers, they fold and/or thrust to accommodate the convergence. Folds initiate as kinks which may evolve into thrusts. These folds and thrusts form a wedge which grows in height and length with continued convergence. This study examines the sequence of formation of kinking in fold and thrust belts, specifically the development of forekinks from thrusting and the evolution of the wedge. This was done through geometric analysis of images taken of an analogue sandbox model, run in 2011, which consisted of horizontal layers shortened from one end to 25% bulk convergence above a rigid basement. In nature, such wedges are found as accretionary prisms in convergence zones and as fold and thrust belts on either side of an orogen. By simulating the creation of these wedges and kinks with controlled parameters, it is possible to gain an understanding of the mechanical processes involved in their creation, which allows for a better understanding of these processes in nature. This study is mainly based on measurements of separation created by kinking, dip of the kinks at different levels, and the dimensions of the wedge, in addition to other geometric features. The results showed clear trends for the evolution of these geometric features with progressive model shortening. Results show that, forekinks become inactive when a new kink develops in its foreland. The amount of separation within a kink is dependent on how soon a new kink is developed in front of it and the throw (vertical component) is generally larger than the heave (horizontal component). Dip of a forekink steepens as the forekink cumulatively rotates backwards by the creation of new forekinks in front of it. Evolution of the forekinks has a direct impact on wedge development. Wedge length is larger than height and as the shortened layers are compacted, the dimensions of the wedge increase at different rates. Generally the results of this study are in agreement with previous research conducted within the subject. If rock folding is nature’s origami, then the study of these processes can allow us to understand how fold and thrust belts develop, just as studying how a piece of paper folds, can show us how a napkin can transform into a swan. / I naturen är bergmassor inte statiska utan förändras ständigt av erosion, metamorfos, tektonik med mera. Berg som böjs och bänds kan nästan ses som naturens origami; veckandes till nya former och strukturer. Under förkortning av en sekvens sedimentära lager viker de sig och/eller förkastas för att tillgodose konvergensen. Ett veck i ett lager kan så småningom utvecklas till en förkastning. Dessa veck och förkastningar bildar en kil som växer både på höjden och längden med fortsatt konvergens. Denna studie undersöker veckbildning i bergskedjor, specifikt utvecklingen av framåtvända veck och kilens utveckling. Detta gjordes genom geometrisk analys av bilder tagna av ett försök utfört i en analog Sandbox-modell (gjort 2011) som bestod av horisontella lager förkortade från ena änden till 25% bulk-förkortning ovanför en fast bas. Kilar såsom de som ses i modellen hittas i naturen som accretionära prismor i konvergenszoner och på vardera sida om bergskedjor. Genom att simulera skapandet av dessa kilar och veck i en kontrollerad miljö är det möjligt att skapa sig en förståelse för de mekaniska processer som är involverade i dess skapande, vilket möjliggör en bättre förståelse av dessa processer i naturen. Denna studie är huvudsakligen baserad på mätning av separation skapad av veckning, veckens stupning vid olika djup och kilens dimensioner, tillsammans med andra geometriska egenskaper. Resultaten visade tydliga trender för utvecklingen av dessa geometriska egenskaper i samband med att modellen förkortades. Resultaten visar att framåtvända veck blir inaktiva när ett nytt veck utvecklas framför den. Mängden separation inom ett veck beror på hur snart det nya vecket utvecklas framför den och kast (vertikal komponent) är i allmänhet större än hiv (horisontell komponent). Stupning av ett veck blir brantare när vecket kumulativt roterar bakåt genom att det skapas nya veck framför den. Utvecklingen av vecken har en direkt inverkan på kilens utveckling. Kilen är längre än den är hög och då de förkortade lagren komprimeras växer kilens dimensioner i olika takt. Överlag överensstämmer resultaten av denna studie med tidigare forskning inom ämnet. Om veckandet av bergmassor är naturens origami, kan studerandet av dessa processer möjliggöra för oss att förstå hur bergskedjor utvecklas, precis som att studerandet av hur ett papper viker sig, kan visa oss hur en servett kan förvandlas till en svan.
12

Aplicação do projeto sandbox de realidade aumentada como uma atração interativa tecnológica para museus utilizando conceitos de user experience / Application of the augmented reality sandbox project as an interactive technological attraction for museums using user experience concepts

Bainy, Matheus Gonçalves 06 March 2018 (has links)
Submitted by Wagner Junior (wagner.junior@unioeste.br) on 2018-07-30T12:05:10Z No. of bitstreams: 2 Matheus_Goncalves_Bainy_2018.pdf: 9543254 bytes, checksum: 1e5ebd1f20f7d7cdab4550488fb08390 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) / Made available in DSpace on 2018-07-30T12:05:10Z (GMT). No. of bitstreams: 2 Matheus_Goncalves_Bainy_2018.pdf: 9543254 bytes, checksum: 1e5ebd1f20f7d7cdab4550488fb08390 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Previous issue date: 2018-03-06 / Based on the modernization process of museums, this work aims to evaluate the Sandbox as an interactive technological attraction in museums and science institutes in order to adapt to these new museum concepts. A study was carried out regarding the types of education, the functioning of technological museums and the rules regarding interactive technological attractions. Resulting in the definition of three pillars for analysis: complexity, effectiveness and fun. These items were evaluated through an observational field survey conducted at the Science Station and the Itaipu Tourist Complex, both in Foz do Iguaçu, where participants interacted with the Sandbox. At the end, the conclusions were positive and the Sandbox was effective in meeting the three evaluated items. / Seguindo o processo de modernização em museus este trabalho tem como objetivo avaliar a ferramenta Sandbox como atração interativa tecnológica em museus e institutos de ciência visando se adequar a esses novos conceitos de museu. Dessa forma, foi realizado um estudo referente aos tipos de educação, o funcionamento de museus tecnológicos e as normas referentes a atrações tecnológicas interativas. Resultando na definição de três pilares para análise: complexidade, efetividade e diversão. Esses itens foram avaliados através de uma pesquisa de campo observacional realizadas no Estação Ciência e no Complexo Turístico de Itaipu, ambos em Foz do Iguaçu, onde os participantes interagiram com o Sandbox. Ao fim, as conclusões foram positivas e o Sandbox foi eficaz em atender os três itens avaliados.
13

Finansiella sandlådor inom den Europeiska unionen : Behöver finansiella sandlådor regleras på EU-nivå och i så fall genom vilket tillvägagångssätt? / Regulatory sandboxes in the European Union : Does regulatory sandboxes need to be regulated at Union level, and if they do, by what means?

Grahn, Sofia January 2021 (has links)
Under de senaste åren har finanssektorn förändrats och en bidragande faktor är teknisk innovation. Teknisk innovation kan utveckla tillhandahållandet av finansiella tjänster som finansiella aktörer såsom banker erbjuder till sina kunder. En jurisdiktion kan främja utvecklingen av finansiella tjänster, antingen genom en finansiell sandlåda eller en innovationshubb. En finansiell sandlåda är en säker miljö där banker och bolag vars verksamhet endast består av teknisk innovation (FinTech-bolag), kan testa sina oreglerade affärsmodeller. Testutrymmet kontrolleras av en tillsynsmyndighet. För närvarande har över 50 jurisdiktioner upprättat en finansiell sandlåda och flera europeiska länder har redan en sandlåda i drift eller överväger att införa en. Flera olika EU-institut, som exempelvis Europeiska kommissionen och Europaparlamentet, är positiva för att införa en reglering av finansiella sandlådor på EU-nivå. Finansiella sandlådor är endast utformade som nationella finansiella sandlådor. Syftet med denna masteruppsats är att utreda huruvida EU behöver reglera finansiella sandlådor och i så fall om regelverket bör antas som ett direktiv eller en förordning. Slutsatsen av denna uppsats är att finansiella sandlådor behöver regleras även om vissa medlemsstater inte vill upprätta en egen nationell sandlåda. En anledning till varför finansiella sandlådor är behövliga i EU är för att de främjar konkurrensen mellan olika finansiella aktörer. Dessutom är finansiella sandlådor ett tillfälle för nya marknadsaktörer såsom FinTech-bolag att växa. Väljer EU att inte reglera finansiella sandlådor kommer det att hämma den fria rörligheten för finansiella tjänster. Den mest effektiva lösningen för EU hade varit att anta ett direktiv om harmoniserade nationella finansiella sandlådor. Genom att anta regelverket som ett direktiv får medlemsländerna själva bestämma vilka bestämmelser som ska implementeras i den nationella lagstiftningen. / In recent times, the financial market has changed and a contributing factor is technological innovation. Technological innovation can develop the provision of financial services which companies such as banks offers their consumers. There are two ways a jurisdiction can promote the development of financial services; either through a regulatory sandbox or an innovation hub. A regulatory sandbox is a safe environment where banks and companies who only works with technological innovation (FinTech-companies) can test their unregulated business models. The environment is controlled and monitored by a supervisory authority. Regulatory sandboxes are available in more than 50 different jurisdictions, and an increasing number of European countries are either thinking of establishing one or have already done it.   Within the European Union, some organisations such as the European Commission and the European Parliament have expressed their willingness to regulate regulatory sandboxes at Union level. For now, sandboxes can only be set up as a national regulatory sandbox. The purpose of this master’s thesis is to investigate whether the Union needs to regulate regulatory sandboxes and if so, should the Union introduce a directive or a regulation on harmonized national regulatory sandboxes.    The investigation of this thesis shows that regulatory sandboxes are needed even though some Member States are unwilling to establish one. Regulatory sandboxes are needed in the Union because it furthers the competition between companies offering financial services. Regulatory sandboxes also help new entrants such as FinTech-companies to grow. If the Union does not regulate regulatory sandboxes, it will hinder the free movement of services. The best outcome for regulation, would be if the Union adopted a directive on harmonized national regulatory sandboxes. The regulation should be adopted as a directive because it facilitates Member States in determining which provisions should be implemented in national legislation.
14

What is the meaning of a sandbox / Vad har en sandlåda för betydelse

Bergqvist, Björn January 2013 (has links)
This thesis project uses various Industrial design methods to create a concept that will evolve a sandbox into a more versatile and interesting playing area. By using parts that can be attached to the frame of the sandbox many different versions can be built to suit different demands and needs. The concept also uses lights and decorated panels to make the sandbox more interesting and visible in today's colorful playgrounds. The project is based on the meaning different stakeholders could have in the product. Research has shown that products made with the help of stakeholders has a better chance to be realized. The findings from research by interviews, fieldtrips and library studies were used as reference when sketching and building sketch-models. Sketching is used both for ideation and for explanatory pictures and has been a big part of the project. Many of the sketches and photos can be seen in the report and in the attachments.
15

Matematik i förskolan : Pedagogers synliggörande av matematik i sandlådan / Mathematics in preschool : Teachers visualising mathematics in the sandbox

Andersson, Frida January 2015 (has links)
Syftet med studien är att bidra med kunskap om hur pedagogerna synliggör matematiken genom lek i sandlådan tillsammans med barnen. Två metoder har valts för att kunna undersöka detta vilka är ostrukturerade observationer och semistrukturerade intervjuer. Dessa metoder valdes för att kunna komplettera varandra för att få fram ett så tydligt resultat som möjligt. I resultatet framgår det att pedagogernas medvetenhet om vilken matematik som sker i sandlådan har stor betydelse. Pedagogerna bör vara delaktiga i barnens sandlådelek för att vara med och benämna olika matematiska begrepp som förekommer i leken. Genom att pedagogerna benämner matematiken så synliggörs den för barnen. Artefakter som finns i sandlådan såsom hinkar, spadar och former är till god hjälp för barnens matematiska lärande. / The purpose of the study is to provide knowledge about how teachers visualize mathematics by playing in the sandbox with the children. Two approaches have been adopted in order to investigate this which are unstructured observations and semi-structured interviews. These methods were chosen to complement each other to produce the clearest results possible. The results show that teachers' awareness of the mathematics that occur in the sandbox is of great importance. The teachers should be involved in the children´s sandbox play to participate and designate various mathematical concepts that appear. By teachers terms mathematics is made visible on the children. Artefacts found in the sandbox, such as buckets, shovels and forms are helpful to children's mathematical learning.
16

Automatická koordinace a řízení procesů na platformě Java / Automated Arrangement and Coordination of Processes on the Java Platform

Janyš, Martin January 2015 (has links)
The subject of this thesis is the topic of the resilience and stability of web applications with a focus on the Java platform. Many existing information systems based not only upon this platform face problems that disturb the stability of applications. These problems may result in the failure, downtime and, consequently, financial or business loss due to the malfunction of the whole service. The aim is to show the problems that the applications face in a production environment and to show how to address them proactively. A possible partial solution to increase the stability may be an appropriate configuration of JVM (Java Virtual Machine), an analysis and corrections of detected errors, or a technique called Sandboxing to increase the stability, which this thesis deals with. Using this technique, it is possible to divide the application into separate parts that cannot influence each other. This prevents the propagation of errors among the parts of the application and thereby increases the stability of the entire application. The target applications include the Java applications made with the help of Spring framework. The Sanboxing technique can be implemented into the applications built this way by means of suitable configuration, which ensures that the application run will be divided into specified parts that will be automatically tested and possibly restarted. The application then recovers itself in the affected areas without a complete failure. The project is called Java Capsules.
17

The Relationship Between Survival Mechanics and Emergent Narrative

Sidén, Maya, Cohen, Amanda January 2021 (has links)
The Survival games genre is infamous for its lack of narrative. In this paper we look at thepossibility of emerging narrative in open world survival sandbox games. The survival aspectof a game is heavily tied to specific survival-centric mechanics that are frequently occurringin the genre. These mechanics and systems can in and of themselves give way to an unwrittennarrative for each individual player. By working with the concept of Narrative gamemechanics, we interviewed a pool of people about their stories and narrative experiences insurvival games. After analysing the results we found recurring patterns to indicate how certaintypes of survival-mechanics can lead to certain types of narrative situations.
18

Masking revealing hardware attributes in the source code of a hypervisor : A study exploring strategies to hide the identity of virtual environments during malware analysis

Engström, Kevin, Lenz, Robin January 2023 (has links)
Background: Malware is responsible for a significant part of the ever increasing cost of cyberattacks. Malware analysis is an important part in minimizing these costs. Because of the malicious nature of malware, it has to be executed in a safe and isolated environment during dynamic analysis to not cause harm to a live system, which is why Virtual Machines (VM) or Sandboxes are popular solutions. However, because malware developers actively try to evade analysis of their malware, some use, among other things, hardware attributes to reveal the environment as an analysis environment. Objectives: The aim of this thesis is to investigate which hardware attributes can be used to detect virtual environments and how they can be masked in the source code of hypervisors. Methods: We conducted a literature review to explore what indicators of virtual environments were already known. Then, we examined the known artifacts to see which artifacts can be used to reveal QEMU/KVM and VirtualBox. Using this information we tried to mask the artifacts on QEMU/KVM using values which do not indicate a virtual environment. To evaluate our masking strategy we conducted a controlled experiment.  Results: The literature review resulted in 72 unique artifacts related to hardware. Most of these unique artifacts are identifiers such as manufacturer and product name. We created an attribute collection script, designed to gather data from QEMU/KVM and VirtualBox on 58 out of the 64 unique hardware artifacts. This script was executed in multiple environments and the data gathered from each environment was compared with each other in order to filter out non-artifacts. This resulted in 40 revealing artifact devices and 26 registry keys for QEMU/KVM and 25 artifact devices and 13 registry keys on VirtualBox. Out of these we attempted to mask 25 devices and 22 keys. Our results showed that we had successfully masked 23 out of the 25 devices and all the registry keys. Conclusions: Our results show that most hardware artifacts can be masked and that our whitelist method is a viable strategy to accomplish that. / Bakgrund: Skadlig programvara står för en stor del av de ständigt ökande kostnaderna för cyberattacker. Analys av malware (skadlig programvara) är en viktig del för att minimera dessa kostnader. På grund av dess illasinnade natur måste malware köras i en säker och isolerad miljö under dynamisk analys för att inte orsaka skada på en fysisk maskin, vilket är anledningen till att virtuella maskiner (VM) eller sandlådor är en populära verktyg för analys av malware. Eftersom utvecklare av malware aktivt försöker undvika analys av sin skadliga programvara, använder de bland annat hårdvaruattribut för att avslöja miljön som en analysmiljö. Objectives: Syftet med denna uppsats är att undersöka vilka hårdvaruattribut som kan användas för att detektera virtuella miljöer och hur de kan maskeras i källkoden för hypervisors. Metoder: Vi genomförde en litteraturstudie för att utforska vilka indikatorer för virtuella miljöer som redan var kända. Sedan undersökte vi artefakterna som hittades under litteraturstudien för att se vilka som kan användas för att avslöja just QEMU/KVM och VirtualBox. Slutligen försökte vi maskera artefakterna på QEMU/KVM genom att ersätta dem med värden som inte avslöjar existensen av en virtuell miljö. För att utvärdera vår maskeringsstrategi genomförde vi sedan ett kontrollerat experiment. Resultat: Litteraturstudien resulterade i 72 unika artefakter relaterade till hårdvara. De flesta av dessa unika artefakter är identifierande strängar som tillverkare och produktnamn. Vi använde 58 av 72 unika artefakter i ett skript som vi använde för att samla in hårdvaruinformation från QEMU/KVM och VirtualBox. Det här skriptet kördes i flera miljöer och data som samlats in från varje miljö jämfördes med varandra för att filtrera bort attribut som inte avslöjar existensen av den virtuella miljön. Detta resulterade i 40 avslöjande enheter och 26 registernycklar för QEMU/KVM och 25 enheter och 13 registernycklar på VirtualBox. Av dessa försökte vi maskera 25 enheter och 22 nycklar. Våra resultat visade att vi framgångsrikt hade maskerat 23 av de 25 enheterna och samtliga registernycklar. Slutsatser: Våra resultat visar att de flesta avslöjande hårdvaruattribut kan maskeras och att vår maskeringsstrategi är en användbar metod för att åstadkomma det.
19

Impersonating a sandbox against evasive malware

Lindorin, Axel January 2022 (has links)
The steadily increasing amount of malware puts an even larger amount of work required to analyze all the gathered samples. The current methods of analyzing malware come with their downsides such as inefficiency as a manual analysis requires a human or dynamic analysis that could be considered unreliable. The usage of dynamic malware analysis where the malware is executed in a sandbox environment is proven to be an efficient method of analyzing malware. As the techniques used to protect the system evolves, so do the attacking techniques. Some of the malware uses advanced evasion techniques to avoid detection from these sandbox analyzing environments, which causes the malware to be cleared and later executed in a real, target environment. These evasion techniques can find certain artifacts in the system which is inherent to a sandbox environment. Previous studies mention the lack of transparency between the virtual and physical host to be one of the bigger giveaways for the malware when looking for artifacts. There is also a grey area regarding how the malware acts and behaves, trying to assess and figure out if it is in a sandbox or not. This paper focused on creating a sandboxing analyzing environment within a physical machine, using all the dead giveaways by keeping the system as minimal as possible with only analyzing tools and software, in other words creating a fake sandbox environment. 12 samples of malware were analyzed in the two environments and the results show that the malware interacts more within the physical system and uses different APIs, System calls, and dlls compared to the virtual system. The malware samples, after its running process, resulted in similar activities on both systems which indicated that mimicking a sandbox could be effective to deter evasive malware.
20

LEAP: Automatic assessment of programming assignments

Pernhult, Mattias, Alhbin, Felix January 2016 (has links)
Antal studenter som tar programmeringskurser på universitet och högskolor ökar kraftigt och kräver mycket resurser vilket gör kurserna nästintill omöjliga att bedriva utan att öka antalet lärare. Genom att introducera automatisering i dessa kurser, speciellt vid bedöm- ning, är det möjligt att upprätthålla kvalitén i dessa kurser. Därav är syftet med denna studie att konstruera, implementera och utvärdera ett bedömningssystem för att ta reda på för- och nackdelar med användningen av bedömningssystem i programmeringskurser. Resultatet från studien visar att fördelarna med ett bedömningssystem är direkt återkopp- ling, tillgänglighet och förmågan att verifiera korrektheten av studenters program bättre än vad en lärare kan. Resultatet visar att nackdelarna med ett bedömningssystem är att det innebär ökade krav på välutformade uppgifter och testfall samt svårighet att bedöma kvalitativa aspekter i studenters program. / Number of students that take programming courses at universities is increasing rapidly and requires a lot of resources which makes the courses almost impossible to conduct without increasing the number of teachers. By introducing automation in these courses, especially in the assessment part, it is possible to maintain the quality of these courses. Hence, the aim of this study is to design, implement and evaluate an assessment system to find out the benefits and drawbacks of the use of an assessment systems in programming courses. The results of the study shows that the benefits of an assessment system is direct feedback, its availability and its ability to verify the correctness of students programs better than a teacher. The result shows that the drawbacks of an assessment system is the required increased effort of designing well-designed tasks and test cases, as well as the systems inability to assess the qualitative aspects of the students programs.

Page generated in 0.0501 seconds