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1

Svenaeus, Agaton. "Fantastic bots and where to find them." Thesis, Uppsala universitet, Avdelningen för systemteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-411330.

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Research on bot detection on online social networks has received a considerable amount of attention in Swedish news media. Recently however, criticism of the research field of bot detection on onlinesocial networks has been presented, highlighting the need to investigate the research field to determine if information based on flawed research has been spread. To investigate the research field, this study has attempted to review the process of bot detection on online social networks and evaluate the proposed criticism of current bot detection research by: conducting a literature review of bots on online social networks, conducting a literature review of methods for bot detection on online social networks, and detecting bots in three different politically associated data sets with Swedish Twitter accounts usingfive different bot detection methods. Results of the study showed minor evidence that previous research may have been flawed. Still, based on the literature review of bot detection methods, it was determined that this criticism was not extensive enough to critique the research fieldof bot detection on online social networks as a whole. Further, problems highlighted in the criticism were recognized to potentially have arose from a lack of differentiation between bot types in research. An insufficient differentiation between bot types in research was also acknowledged as a factor which could lead to difficulties ingeneralizing the results from bot detection studies measuring the effect of bots on political opinions. Instead, the study acknowledged that a good bot differentiation could potentially improve bot detection.
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Santos, Rafael Pereira dos. "Interação com Wikis por meio de Mensageiros Instantâneos." Universidade de São Paulo, 2009. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-24022009-133201/.

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A utilização da Internet cresceu amplamente nos últimos anos e tem propiciado o desenvolvimento de diversas ferramentas de comunicação via web. Têm se destacado, de maneira especial, as ferramentas que possibilitam a disponibilização online de conteúdos diversos, criados pelos próprios usuários, como as wikis. O sucesso obtido pelas wikis deve-se, em grande parte, à pequena quantidade de esforço necessário para a edição das páginas, indicando que esta característica é muito apreciada pelos usuários. Visando tornar o processo de edição de wikis ainda mais ágil, este trabalho apresenta uma proposta de como os mensageiros instantâneos podem auxiliar nesta tarefa. Assim, uma nova nova forma de interação no processo de edição de wikis, por meio de Mensageiro Instantâneo, foi projetada e implementada. Essa forma de interação proposta altera a forma de interação com wikis convencional, no sentido de possibilitar que o autor do conteúdo a ser editado na wiki não necessite mudar de seu ambiente de comunicação, que atualmente tem sido muito utilizado, o de troca de mensagens por meio do mensageiro instantâneo. Além disso, esta pesquisa possibilitou a identificação de diversas vantagens e desvantagens da utilização de bots de mensageiros instantâneos, encontradas na literatura, bem como durante os experimentos e estudos de caso realizados<br>The Internet usage has grown significantly in recent years and has fomented the development of several communication tools via web. Tools that make available the various online contents created by the users, such as wikis should be especially highlighted. The success achieved by wikis is due in large extent to the small amount of effort required to edit pages. This is an indicator that this feature is very appreciated by users. In order to make the editing process of wikis even faster, this work presents a proposal of using integrated Instant Messaging tools features with wikis. Thus, a new means of interaction in the process of editing in wikis, via Instant Messenger, was designed and implemented. This proposed means of interaction augments the way of interaction with conventional wikis, by enabling authors to edit the wiki content without having to shift from his/her communication environment in use. This proposal is supported by the fact that Instant Messaging systems have been widely used and adopted. Moreover, this research provides evidences to help the identification of advantages and disadvantages of the use of bots in Instant Messaging, from the results of the experiments and case studies conducted
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Dolya. "APPLICATION AND CHARACTERISTICS OF CHAT-BOTS." Thesis, Київ 2018, 2018. http://er.nau.edu.ua/handle/NAU/33685.

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4

Bergande, Eirik Falk Georg, and Jon Fjeldberg Smedsrud. "Using Honeypots to Analyze Bots and Botnets." Thesis, Norwegian University of Science and Technology, Department of Telematics, 2007. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9566.

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<p>In this Master thesis we will perform honeypot experiments where we allow malicious users access to systems and analyze their behaviour. Our focus will be on botnets, and how attackers progress to infect systems and add them to their botnet. Our experiments will include both high-interaction honeypots where we let attackers manually access our system, and low interaction-honeypots where we receive automated malware. The high-interaction honeypots are normal Linux distributions accessing the internet through a Honeywall that captures and controls the data flow, while the low-interaction honeypots are running the Nepenthes honeypot. Nepenthes acts by passively emulating known vulnerabilities and downloading the exploiting malware. The honeypots have been connected to both the ITEA and UNINETT networks at NTNU. The network traffic filtering on the IP addresses we have received, has been removed in order to capture more information. Installing the honeypots is a rather complicated matter, and has been described with regard to setup and configuration on both the high and low interaction honeypots. Data that is captures has been thoroughly analyzed with regard to both intent and origin. The results from the high-interaction honeypots focus on methods and techniques that the attackers are using. The low-interaction honeypot data comes from automated sources, and is primary used for code and execution analysis. By doing this, we will gain a higher degree of understanding of the botnet phenomenon, and why they are so popular amongst blackhats. During the experiments we have captures six attacks toward the high-interaction honeypots which have all been analyzed. The low-interaction honeypot, Nepenthes, has captured 56 unique malware samples and of those 14 have been analysed. In addition there has been a thorough analysis of the Rbot.</p>
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5

Ljung, Fredrik, and Oscar Arnflo. "How malicious bots interact with an online contest with gamification : A study in methods for identifying and protecting against bots." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-186445.

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Setting up online contests with gamification is an effective marketing method, but which brings security complications. By having rewards with high value, cheaters are attracted to participate with the use of malicious bots. To distinguish bots from humans different methods are used which are divided into Human Interactive Proof (HIP) and Human Observational Proof (HOP). This report aims to look at the effectiveness of the most popular HIPs and HOPs and how an attacker is able to bypass them. From the results, parameters that are of interest when implementing a framework to detect and prevent malicious bots, are presented. Data was collected from five honeypot systems. It is concluded that CAPTCHAs should be used as much as possible, together with HMAC and an Intrusion Detection System (IDS) based on click diversity and submissions per IP-address.
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Västerbo, Simon. "CLASSIFYING TWITTER BOTSA comparasion of methods for classifying whethert weets are written by humans or bots." Thesis, Umeå universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-175897.

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The use of bots to inuence public debate, spread disinformation and spam, creates a need for efficient methods for detecting the usage of bots. This study will compare different machine learning methods in the task of classifying if the author of a tweet is a bot or a human, using tweet level features. The study will look at how well the methods are able to generalize to unseen data. The methods included in the comparison are Random forest, AdaBoost and the Contextual LSTM model, to compare the models Area under the receiver operating  characteristic curve and Average precision will be used. In the study five datasets with tweets from bots are used, and one with tweets from humans. Two tests have been used to evaluate the performance. In the first test all but one bot set is used during training, where the models are evaluated on the excluded set. The second test the models was trained on the separate datasets, and evaluated on the separate datasets. In the results from the first test, the difference in performance of the models where very low. The same was true for Random forest and AdaBoost in the second test. The Contextual LSTM model achieved low performance in some combinations of data sets, in the second test. The low difference in performance between the models in the first test, and between Random forest and AdaBoost in the second test, makes it hard to determine what model is best at the task. When taking the time required to train and test using the models into consideration, Random forest seem to be the most suitable for the task.
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Patel, Purvag. "Improving Computer Game Bots' behavior using Q-Learning." Available to subscribers only, 2009. http://proquest.umi.com/pqdweb?did=1966544161&sid=3&Fmt=2&clientId=1509&RQT=309&VName=PQD.

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8

Karlsson, Robin. "Cooperative Behaviors BetweenTwo Teaming RTS Bots in StarCraft." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10955.

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Context. Video games are a big entertainment industry. Many video games let players play against or together. Some video games also make it possible for players to play against or together with computer controlled players, called bots. Artificial Intelligence (AI) is used to create bots. Objectives. This thesis aims to implement cooperative behaviors between two bots and determine if the behaviors lead to an increase in win ratio. This means that the bots should be able to cooperate in certain situations, such as when they are attacked or when they are attacking. Methods. The bots win ratio will be tested with a series of quantitative experiments where in each experiment two teaming bots with cooperative behavior will play against two teaming bots without any cooperative behavior. The data will be analyzed with a t-test to determine if the data are statistical significant. Results and Conclusions. The results show that cooperative behavior can increase performance of two teaming Real Time Strategy bots against a non-cooperative team with two bots. However, the performance could either be increased or decreased depending on the situation. In three cases there were an increase in performance and in one the performance was decreased. In three cases there was no difference in performance. This suggests that more research is needed for these cases.
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9

Pianov, Dmitrii. "FIGHTING AGAINST SOCIAL BOTS: THE ISSUE OF IDENTIFICATION." OpenSIUC, 2018. https://opensiuc.lib.siu.edu/theses/2368.

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Widespread use of social bots becomes an important issue in the social media policy making. Automatic users are used to promote political ideas, advertise, and derail the public discourse. Identifying the bots have become an increasingly difficult task due to sophistication of the tools used to run them. In this paper I explore the domain of social bot detection. The difficulty of bot classification is well studied (Kudugunta and Ferrara (2018a), Cresci, Pietro, Petrocchi, Spognardi, and Tesconi (2017)) and arises due to high dimensionality of the data and unbalanceness of the classes. In this paper, we attempt to improve the algorithm used to detect the bots by exploiting character based GRU infrastructure. We train our model on the labeled data consisted of 8 million of human- and bot-generated tweets. For a reference, we are using several other classifiers as a benchmark to estimate the performance of the model.
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Hu, Tianrui. "Detecting Bots using Stream-based System with Data Synthesis." Thesis, Virginia Tech, 2020. http://hdl.handle.net/10919/98595.

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Machine learning has shown great success in building security applications including bot detection. However, many machine learning models are difficult to deploy since model training requires the continuous supply of representative labeled data, which are expensive and time-consuming to obtain in practice. In this thesis, we build a bot detection system with a data synthesis method to explore detecting bots with limited data to address this problem. We collected the network traffic from 3 online services in three different months within a year (23 million network requests). We develop a novel stream-based feature encoding scheme to support our model to perform real-time bot detection on anonymized network data. We propose a data synthesis method to synthesize unseen (or future) bot behavior distributions to enable our system to detect bots with extremely limited labeled data. The synthesis method is distribution-aware, using two different generators in a Generative Adversarial Network to synthesize data for the clustered regions and the outlier regions in the feature space. We evaluate this idea and show our method can train a model that outperforms existing methods with only 1% of the labeled data. We show that data synthesis also improves the model's sustainability over time and speeds up the retraining. Finally, we compare data synthesis and adversarial retraining and show they can work complementary with each other to improve the model generalizability.<br>Master of Science<br>An internet bot is a computer-controlled software performing simple and automated tasks over the internet. Although some bots are legitimate, many bots are operated to perform malicious behaviors causing severe security and privacy issues. To address this problem, machine learning (ML) models that have shown great success in building security applications are widely used in detecting bots since they can identify hidden patterns learning from data. However, many ML-based approaches are difficult to deploy since model training requires labeled data, which are expensive and time-consuming to obtain in practice, especially for security tasks. Meanwhile, the dynamic-changing nature of malicious bots means bot detection models need the continuous supply of representative labeled data to keep the models up-to-date, which makes bot detection more challenging. In this thesis, we build an ML-based bot detection system to detect advanced malicious bots in real-time by processing network traffic data. We explore using a data synthesis method to detect bots with limited training data to address the limited and unrepresentative labeled data problem. Our proposed data synthesis method synthesizes unseen (or future) bot behavior distributions to enable our system to detect bots with extremely limited labeled data. We evaluate our approach using real-world datasets we collected and show that our model outperforms existing methods using only 1% of the labeled data. We show that data synthesis also improves the model's sustainability over time and helps to keep it up-to-date easier. Finally, we show that our method can work complementary with adversarial retraining to improve the model generalizability.
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Patel, Ushma Kesha. "IMPROVING BEHAVIOR OF COMPUTER GAME BOTS USING FICITITOUS PLAY." OpenSIUC, 2011. https://opensiuc.lib.siu.edu/theses/562.

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In modern computer games, `bots' - Intelligent realistic agents play a prominent role in success of a game in the market. Typically, bots are modeled using finite-state machine and then programmed via simple conditional statements which are hard-coded in bots logic. Since these bots have become quite predictable to an experienced games' player, a player might lose interest in the game. We propose the use of a game theoretic based learning rule called Fictitious Play for improving behavior of these computer game bots which will make them less predictable and hence, more enjoyable to a game player.
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12

Wendel, Erik. "Cheating in Online Games : A Case Study of Bots and Bot-Detection in Browser-Based Multiplayer Games." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for telematikk, 2012. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-19510.

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The video and computer gaming industry has seen a significant rise in popularity over the last decades and is now the worlds biggest digital entertainment industry [market-gamingvsmovies]. Where games meant Space Invaders and Doom in the old days, gaming is now everything from ultra-realistic shooter games to farm management simulators integrated in the Facebook platform, to games on our smartphones and tablets. This popularity has brought with it the attention of hackers and exploiters, and game cheats flourish in the shady parts of the internet. This thesis has two parts. The first part presents a background study, an oveorview of today&apos;s situation in regard to cheating and anti-cheating in online games. The second part is a case study about bots and bot detection in Browser-Based Multiplayer Games (BBMG).In the background study, the main finding is that there are over twenty websites selling cheats or cheat subscriptions, and that the type of cheats available for a game is heavily dependent on the game genre. Most or all first-person shooters (FPS) have available aimbots and wallhacks, and all major massively multiplayer online games (MMO) are exposed to bot programs. The cheats are being sold either alone or through monthly subscriptions, allowing free use of all cheats for all supported games by that vendor. There have been many anti-cheat actors over the past decade, but three known services being continually developed. The two biggest are Valve Anti-Cheat, used by most games managed through Valve&apos;s online gaming platform Steam, and PunkBuster, which protects amongst others the Battlefield series. The last big anti-cheat software is the proprietary Warden, used only in Blizzard&apos;s own games like the Diablo. Warcraft and Starcraft games. Many cheats are still able to bypass the security mechanisms provided by these, and it is a continuos arms race between cheat developers and anti-cheat developers, just like in the virus and anti-virus industry.In the case study, two bots were written for a non-disclosed BBMG and their performance was tested quantitatively by playing several game accounts in parallel. It showed that bot use yields large performance gains both in the early game stages and for advanced players. As a result of the case study research on bots in online games, a Bot-Detection System (BDS) is created and presented in the last chapter. The goal of the BDS is to detect the use of bots in BBMG by identifying a set of attributes and comparing these to average human behavior. A score system ranging from 0 to 100 is introduced, where the average human behavior is defined as 0, while increasing non-human behavior is given a score &gt;0, with max 100. The BDS is then employed on the two bots and returns scores of 64 and 52, while the six human play testers receive scores of 1 or 0.
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Conroy, David J. "ThreatBot: A new model for improving FPS experiences with bots." Thesis, Queensland University of Technology, 2015. https://eprints.qut.edu.au/90077/1/David_Conroy_Thesis.pdf.

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This work is focused on the player experience and the design of artificial intelligence (AI) to meet player expectations in a competitive video game context. The original contribution of this research is a new approach to designing games and AI opponents that are more enjoyable for players to interact with, particularly in First Person Shooter (FPS) video games. This approach is modeled in detail and implemented in a prototype game AI called ThreatBot. The results show that the new AI design is more enjoyable to compete against, particularly with regards to player's perceived levels of competence.
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Shell, Joshua L. "Bots and Political Discourse: System Requirements and Proposed Methods of Bot Detection and Political Affiliation via Browser Plugin." University of Cincinnati / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1592136507505369.

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Reghunath, Anagha. "Expression of Empathy in Social Virtual Bots used for Genetic Counseling." Thesis, Uppsala universitet, Institutionen för informatik och media, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-447016.

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Price, Jamie, and Ryan Nivens. "Developing Mathematical Ideas in the K-2 Curriculum with Bee Bots." Digital Commons @ East Tennessee State University, 2019. https://dc.etsu.edu/etsu-works/5960.

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Come and meet Bee Bot—a friendly, easy-to-operate robot that engages students in learning math. We will present ideas for using Bee Bots to teach standards in the K-2 curriculum, with videos of them in action in the classroom. Free resources will be shared to bring this learning back to your classroom to excite your students
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Hagelbäck, Johan. "Multi-Agent Potential Field based Architectures for Real-Time Strategy Game Bots." Doctoral thesis, Blekinge Tekniska Högskola, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-42375.

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Real-Time Strategy (RTS) is a sub-genre of strategy games which is running in real-time, typically in a war setting. The player uses workers to gather resources, which in turn are used for creating new buildings, training combat units, build upgrades and do research. The game is won when all buildings of the opponent(s) have been destroyed. The numerous tasks that need to be handled in real-time can be very demanding for a player. Computer players (bots) for RTS games face the same challenges, and also have to navigate units in highly dynamic game worlds and deal with other low-level tasks such as attacking enemy units within fire range. This thesis is a compilation grouped into three parts. The first part deals with navigation in dynamic game worlds which can be a complex and resource demanding task. Typically it is solved by using pathfinding algorithms. We investigate an alternative approach based on Artificial Potential Fields and show how an APF based navigation system can be used without any need of pathfinding algorithms. In RTS games players usually have a limited visibility of the game world, known as Fog of War. Bots on the other hand often have complete visibility to aid the AI in making better decisions. We show that a Multi-Agent PF based bot with limited visibility can match and even surpass bots with complete visibility in some RTS scenarios. We also show how the bot can be extended and used in a full RTS scenario with base building and unit construction. In the next section we propose a flexible and expandable RTS game architecture that can be modified at several levels of abstraction to test different techniques and ideas. The proposed architecture is implemented in the famous RTS game StarCraft, and we show how the high-level architecture goals of flexibility and expandability can be achieved. In the last section we present two studies related to gameplay experience in RTS games. In games players usually have to select a static difficulty level when playing against computer oppo- nents. In the first study we use a bot that during runtime can adapt the difficulty level depending on the skills of the opponent, and study how it affects the perceived enjoyment and variation in playing against the bot. To create bots that are interesting and challenging for human players a goal is often to create bots that play more human-like. In the second study we asked participants to watch replays of recorded RTS games between bots and human players. The participants were asked to guess and motivate if a player was controlled by a human or a bot. This information was then used to identify human-like and bot-like characteristics for RTS game players.
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PEREIRA, ADRIANO BRITO. "PESSIMISTIC Q-LEARNING: AN ALGORITHM TO CREATE BOTS FOR TURN-BASED GAMES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2012. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=28809@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO<br>COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR<br>PROGRAMA DE EXCELENCIA ACADEMICA<br>Este documento apresenta um novo algoritmo de aprendizado por reforço, o Q-Learning Pessimista. Nossa motivação é resolver o problema de gerar bots capazes de jogar jogos baseados em turnos e contribuir para obtenção de melhores resultados através dessa extensão do algoritmo Q-Learning. O Q-Learning Pessimista explora a flexibilidade dos cálculos gerados pelo Q-Learning tradicional sem a utilização de força bruta. Para medir a qualidade do bot gerado, consideramos qualidade como a soma do potencial de vitória e empate em um jogo. Nosso propósito fundamental é gerar bots de boa qualidade para diferentes jogos. Desta forma, podemos utilizar este algoritmo para famílias de jogos baseados em turno. Desenvolvemos um framework chamado Wisebots e realizamos experimentos com alguns cenários aplicados aos seguintes jogos tradicionais: TicTacToe, Connect-4 e CardPoints. Comparando a qualidade do Q-Learning Pessimista com a do Q-Learning tradicional, observamos ganhos de 0,8 por cento no TicTacToe, obtendo um algoritmo que nunca perde. Observamos também ganhos de 35 por cento no Connect-4 e de 27 por cento no CardPoints, elevando ambos da faixa de 50 por cento a 60 por cento para 90 por cento a 100 por cento de qualidade. Esses resultados ilustram o potencial de melhoria com o uso do Q-Learning Pessimista, sugerindo sua aplicação aos diversos tipos de jogos de turnos.<br>This document presents a new algorithm for reinforcement learning method, Q-Learning Pessimistic. Our motivation is to resolve the problem of generating bots able to play turn-based games and contribute to achieving better results through this extension of the Q-Learning algorithm. The Q-Learning Pessimistic explores the flexibility of the calculations generated by the traditional Q-learning without the use of force brute. To measure the quality of bot generated, we consider quality as the sum of the potential to win and tie in a game. Our fundamental purpose, is to generate bots with good quality for different games. Thus, we can use this algorithm to families of turn-based games. We developed a framework called Wisebots and conducted experiments with some scenarios applied to the following traditional games TicTacToe, Connect-4 and CardPoints. Comparing the quality of Pessimistic Q-Learning with the traditional Q-Learning, we observed gains to 100 per cent in the TicTacToe, obtaining an algorithm that never loses. Also observed in 35 per cent gains Connect-4 and 27 per cent in CardPoints, increasing both the range of 60 per cent to 80 per cent for 90 per cent to 100 per cent of quality. These results illustrate the potential for improvement with the use of Q-Learning Pessimistic, suggesting its application to various types of games.
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Viro, Sebastian. "Using statistics and game knowledge to create better bots in Dota 2." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-43442.

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Multiplayer online battle arena (MOBA) games and games in general offer developers opportunities to design and test AI to further push research within the area. MOBA is a genre that has seen an increase in popularity during recent years alongside a rapidly growing esports scene.  The game's main purpose is ultimately to be enjoyed and played by human players, who often come up with and are encouraged to create their own strategies in order to beat the game or win out over their opponents.  This thesis will explore how mimicking human behavior in AI and using statistics from human players can be beneficial to AI design. The AI will be developed in a framework similar to that used by the Conference of Games for their Dota 2 5v5 AI competition. Three different strategies will be created, each of which will mimic some aspect of human behaviour, and then tested against the built-in AI in Dota 2. All the developed AI’s managed to win with varying results. The results showed some support for the notion that human gameplay and statistics can be beneficial to AI design. There are, however, difficulties with the complexity of the game that is Dota 2.
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Morgan, Justin L. "Clustering Web Users By Mouse Movement to Detect Bots and Botnet Attacks." DigitalCommons@CalPoly, 2021. https://digitalcommons.calpoly.edu/theses/2304.

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The need for website administrators to efficiently and accurately detect the presence of web bots has shown to be a challenging problem. As the sophistication of modern web bots increases, specifically their ability to more closely mimic the behavior of humans, web bot detection schemes are more quickly becoming obsolete by failing to maintain effectiveness. Though machine learning-based detection schemes have been a successful approach to recent implementations, web bots are able to apply similar machine learning tactics to mimic human users, thus bypassing such detection schemes. This work seeks to address the issue of machine learning based bots bypassing machine learning-based detection schemes, by introducing a novel unsupervised learning approach to cluster users based on behavioral biometrics. The idea is that, by differentiating users based on their behavior, for example how they use the mouse or type on the keyboard, information can be provided for website administrators to make more informed decisions on declaring if a user is a human or a bot. This approach is similar to how modern websites require users to login before browsing their website; which in doing so, website administrators can make informed decisions on declaring if a user is a human or a bot. An added benefit of this approach is that it is a human observational proof (HOP); meaning that it will not inconvenience the user (user friction) with human interactive proofs (HIP) such as CAPTCHA, or with login requirements
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Röör, Mika. "Reglering av användningen av webbrobotar : En kvalitativ studie om synen på webbrobotar." Thesis, Linköping University, Department of Management and Engineering, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-15660.

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<p>Regulation of web bots is an analysis of the interest and a collection of discussions about the phenomena web bots. The section that contains the result from the interviews brings up the question about ethical and legal actions and the opposite to those. How the regulation could work is also discussed in the section with the results from the interviews. The discussions were produced by people whose background in one case or another can relate to the phenomena web bots. In that way this study was limited to few, but more profound interviews which would enable analyses of web bots existence. Sources that have been used are earlier research like scientific theses, articles from web places and books that brings up and discuss the technique. The result shows us that the interest of regulation exist with the persons who got interviewed. The view on the phenomena has been that web bots are considered to be tools in an information society. One form of regulation which is pointed out in the result section is informed consent. It implies that users will be informed and give their consent on whether they want to interact with web bots on the specific site the user visits.</p>
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Hagelbäck, Johan. "A Multi-Agent Potential Field based approach for Real-Time Strategy Game bots." Licentiate thesis, Blekinge Tekniska Högskola, Avdelningen för programvarusystem, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-00428.

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Computer games in general and Real-Time Strategy (RTS) games in particular provide a rich challenge for both human- and computer controlled players, often denoted as bots. The player or bot controls a large number of units that have to navigate in partially unknown dynamic worlds to pursue a goal. Navigation in such worlds can be complex and require much computational resources. Typically it is solved by using some sort of path planning algorithm, and a lot of research has been conducted to improve the performance of such algorithms in dynamic worlds. The main goal of this thesis is to investigate an alternative approach for RTS bots based on Artificial Potential Fields, an area originating from robotics. In robotics the technique has successfully been used for navigation in dynamic environments, and we show that it is possible to use Artificial Potential Fields for navigation in an RTS game setting without any need of path planning. In the first three papers we define and demonstrate a methodology for creating multi-agent potential field based bots for an RTS game scenario where two tank armies battle each other. The fourth paper addresses incomplete information about the game world, referred to as the fog of war, and show how Potential Field based bots can handle such environments. The final paper shows how a Potential Field based bot can be evolved to handle a more complex full RTS scenario. It addresses resource gathering, construction of bases, technological development and construction of an army consisting of different types of units. We show that Artificial Potential Fields is a viable option for several RTS game scenarios and that the performance, both in terms of being able to win a game and computational resources used, can match and even surpass those of traditional approaches based on path planning.
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Denaityte, Valerija. "Badges, Bits, and Bots : Exploring the effect of chat badges on Twitch interactions." Thesis, Stockholms universitet, Institutionen för mediestudier, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-183218.

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This study aims to observe and understand what effect influence-earned and appointed badges have during Twitch streams and their interactions. Twitch is the most popular live streaming platform online and draws in a large number of content creators, with its primary draw being video game live streams. During video game live streams, streamers play a game and interact with viewers, of which there are different types depending on monetary contribution and status given by the broadcaster. Using ethnographic observation, two weeks’ worth of streams on a medium sized channel were viewed and later analysed with thematic structure, focusing on streamer-audience, viewer-subscriber, and the place of moderators and VIPs. The results show that while badges can delineate who is a regular viewer and who is not, beyond this they show little significance towards the positions of different audience members. Moderators and VIPs are shown to have more sense of regularity and more power over or exemption from chat limits. Additionally, those contributing monetarily are shown to get extra appreciation via on-screen alerts and triggered audio segments, making the streamer aware of their contribution. In chat, this earns them an additional badge, showing their level of contribution to the stream. This did, beyond recognition on stream, not show a longitudinal affect towards people who contributed monetarily. Overall, badges thus did not hold significant power, but observations raised more questions that inspire future research.
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Kolluru, Katyayani Kiranmayee. "A method to identify Record and Replay bots on mobile applications using Behaviometrics." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-64468.

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Many banking and commerce mobile applications use two-factor authentication for userauthentication purposes which include both password and behavioral based authenticationsystems. These behavioral based authentication systems use different behavioral parametersrelated to typing behavior of the user and the way user handles the phone while typing. Theydistinguish users and impostors using machine learning techniques (mostly supervised learningtechniques) on these behavioral data. Both password and behavior based systems work well indetecting imposters on mobile applications, but they can suffer from record and replay attackswhere the touch related information of the user actions is recorded and replayedprogrammatically. These are called as Record &amp; Replay (R &amp; R) bots. The effectiveness ofbehavioral authentication systems in identifying such attacks is unexplored. The current thesiswork tries to address this problem by developing a method to identify R &amp; R bots on mobileapplications. In this work, behavioral data from users and corresponding R &amp; R bot is collectedand it is observed that the touch information (location of touch on the screen, touch pressure,area of finger in contact with screen) is exactly replayed by the bot. However, sensorinformation seemed to be different in the case of user and corresponding R &amp; R bot where thephysical touch action misses while replaying user actions on the mobile application. Based onthis observation, a feature set is extracted from the sensor data that can be used to differentiateusers from bots and a dataset is formed which contains the data corresponding to these featuresfrom both users and bots. Two machine learning techniques namely support vector machines(SVM) and logistic regression (LR) are applied on the training dataset (80% of the dataset) tobuild classifiers. The two classifiers built using the training dataset are able to classify user andbot sessions accurately in the test dataset (20% of the dataset) based on the feature set derivedfrom the sensor data.
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Hagelbäck, Johan. "A multi-agent potential field based approach for real-time strategy game bots /." Karlskrona : Department of Systems and Software Engineering, School of Engineering, Blekinge Institute of Technology, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-00428.

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Freitas, Carlos Alessandro Sena de. "Bots sociais: implicações na segurança e na credibilidade de serviços baseados no Twitter." Universidade Federal de Minas Gerais, 2014. http://hdl.handle.net/1843/ESBF-9Q3MMZ.

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More and more, data extracted from social networks is used to build new applications and services, such as traffic monitoring platforms, identification of epidemic outbreaks, as well as several other applications related to the creation of smart cities, for example. However, such services are vulnerable to attacks from bots - automatized accounts - seeking to tamper statistics of public perception posting an excessive number of messages generated automatically. Bots can invalidate many existing services, which makes it crucial to understand the main forms attacks and to seek defense mechanisms. This work presents a wide characterization of the behavior of bots on Twitter. From a real data set containing 19,115 bots, several characteristics of bots were identified, extracted from behavior and writing patterns, that have discriminative power. From these features, we present an automatic detection method capable to detect 92% of the bots while only less than 1% of real users are misclassified. In addition, we conducted a study on which characteristics makes a bot most successful in infiltration tasks. For this study we created 120 socialbots on Twitter. During 30 days we monitored their behavior and interactions with all network users, as well as 600 target users. During this period our bots had 5,966 interactions with 2,637 Twitter users.<br>Cada vez mais, dados extraídos de redes sociais são utilizados para a construção de novas aplicações e serviços, como plataformas para monitoramento de trânsito, identificação de surtos epidêmicos, bem como várias outras aplicações associadas à criação de cidades inteligentes, por exemplo. Entretanto, tais serviços são vulneráveis a ataques de bots - contas automatizadas - que buscam adulterar estatísticas de percepção pública postando um excessivo número de mensagens geradas automaticamente. Bots podem invalidar diversos serviços existentes, o que torna crucial entender as principais formas de ataque, bem como buscar mecanismos de defesa. Este trabalho apresenta uma ampla caracterização do comportamento de bots no Twitter. A partir de uma base de dados real contendo 19.115 bots, foram identificadas diversas características dos bots, extraídas de padrões de comportamento e de escrita de texto, que possuem alto poder discriminativo. A partir dessas características, apresentamos um método de detecção automática de bots capaz de detectar 92% deles, enquanto menos de 1% dos usuários reais são classificados erroneamente. Finalmente, realizamos um estudo sobre quais características tornam os bots mais bem sucedidos em tarefas de infiltração. Para isso, foram criados 120 socialbots no Twitter. Durante 30 dias monitoramos seu comportamento e todas suas interações com usuários da rede, assim como com 600 usuários-alvo. Durante esse período nossos bots interagiram 5.966 vezes com 2.637 usuários do Twitter.
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HERNANDEZ, ISABELLE. "Technique d'ilizarov et reeducation : un nouveau traitement pour les pieds bots varus equin recidives." Amiens, 1994. http://www.theses.fr/1994AMIEM121.

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Yurdadogan, Tino [Verfasser], Stefan [Gutachter] Störk, Peter U. [Gutachter] Heuschmann, and Michiel L. [Gutachter] Bots. "Endorganschaden und Gefäßalter bei Patienten mit koronarer Herzkrankheit / Tino Yurdadogan ; Gutachter: Stefan Störk, Peter U. Heuschmann, Michiel L. Bots." Würzburg : Universität Würzburg, 2020. http://d-nb.info/122385132X/34.

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Lundström, Viktor. "Human-like decision making for bots inmobile gaming : A case study in developing believable artificial intelligence for mobile games." Thesis, Umeå universitet, Institutionen för datavetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-132395.

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An AI framework for game AI of bots has been developed together with the company Level Eight for their upcoming game PROTOSTRIKE. The primary goal of the thesis is to implement a decision maker in the framework that exhibits human-like behaviours. An overview and evaluation of existing decision techniques in the games industry have been done, and together with information gathered from the team at Level Eight, Utility AI was selected as most suitable for the decision-making system for the bots. The implemented prototype of the AI framework is evaluated about the bots’ ability to appear human-like in a multi-player environment. The results indicate that the lack of focus is the major behaviour that makes a bot not to act human-like. The test results have also been used to provide suggestions for future work and conclusion about the thesis as a whole. Due to problems during testing, no statistical conclusions can be made. However, the comments made by the test subjects added insight how to improve the AI framework.
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Гаврилів, А. О., О. В. Теницький та О. С. Черняк. "Використання ботів у навчальному процесі". Thesis, Сумський державний університет, 2018. http://essuir.sumdu.edu.ua/handle/123456789/66941.

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Сьогодні освіта та інформаційні технології дуже тісно пов'язані. З'являються кардинально нові парадигми навчання, що містять в основі інформаційні технології. В сучасному світі для ефективного навчання необхідно мати навички оперування інтернет-ресурсами. Програмне забезпечення допомагає впровадити ці технології в процес навчання і оптимізувати його.
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Pfaffenberger, Fabian [Verfasser], Christina [Akademischer Betreuer] Holtz-Bacha, Christina [Gutachter] Holtz-Bacha, and Reimar [Gutachter] Zeh. "Social Bots in der politischen Twittersphäre – Identifikation und Relevanz / Fabian Pfaffenberger ; Gutachter: Christina Holtz-Bacha, Reimar Zeh ; Betreuer: Christina Holtz-Bacha." Erlangen : Friedrich-Alexander-Universität Erlangen-Nürnberg (FAU), 2021. http://d-nb.info/1238899048/34.

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32

Saleem, Rashdan Raees Natiq Haseeb. "A Multi-agent player for Settlers of Catan." Thesis, Blekinge Tekniska Högskola, Avdelningen för programvarusystem, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3209.

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There are many games that have been a challenge to Research in Artificial Intelligence. One such game is Settlers of Catan (SoC). The purpose of this thesis is to develop a Multi-agent player for SoC. Although it is difficult to focus on all the dimensions of the game during implementation, therefore a good enough solution is proposed. An emphasis is placed on building a good trader for the player. Once a working solution had been built, the player was tested against other players which included human players as well as bots.
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Amundsen, Nicklas. "The Possibilities and Limitations of Teaching Through Multi User Virtual Environments." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-9557.

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The use of computers has grown immensely in the last decades and the possibility to teach through them has grown as well. Various computer applications, games and forums have been created as tools of teaching and learning. This research project contains a summary of various works created within the E-learning area and their results. The virtual world Second Life is tested and some of the research in the literature review will be visited and examined. The research focuses on the feasibility to create scenarios for nursing students to practice patient care and handling, in addition to collaborative qualities that online virtual worlds offer. The conclusion taken from this research is that the possibilities far outweigh the limitations and that learning through virtual worlds should be further explored and developed.
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34

DiRusso, David. "An Examination of Price Dispersion in an Online Retail Marketplace." Diss., Temple University Libraries, 2010. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/67283.

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Business Administration<br>Ph.D.<br>This dissertation is a compilation of three essays that analyze price dispersion in an online retail marketplace. Price dispersion is a measure of the variation in prices that sellers charge for products. Online price dispersion has been thoroughly analyzed in the past decade as it has numerous implications for firm pricing strategy as well as consumer welfare. Chapter 1 of this dissertation offers a literature review of price dispersion research, and discusses key explanations as to why this phenomenon exists on the web. Also, a literature review of shop-bots is presented as they are similar to online marketplaces and form the basis of the three studies. Chapter 2 is the first study, and it establishes the existence of price dispersion in online marketplaces and offers a comparison with price dispersion in shop-bots. It is determined that online marketplaces may have less variation than on shop-bots, yet the price dispersion is still high. Chapter 3 is the second study and it explains much of the dispersion found in the online marketplace through differences in seller service quality and seller reputation. A seller's reputation was found to be the key contributor to variation in the online marketplace hence, study 3, which is chapter 4 of this dissertation, employs an experimental approach designed to offer a perspective of buyers and sellers to determine why price varies with reputation and if consumers value the reputation score. It was determined that buyers prefer sellers with strong long run reputation scores more than sellers with strong short-term reputation scores. Based on these reputation scores sellers want to try to offer a higher price than consumers are willing to pay, and sellers think that a strong score conveys higher levels of trust than buyers believe. This mismatch between how sellers think consumers respond, and how the consumers actually respond could be another driver of price dispersion online. A discussion of the implications of these research studies is offered in Chapter 5.<br>Temple University--Theses
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Artore, Diane. "Honeynet design and implementation." Thesis, Atlanta, Ga. : Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/22614.

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36

Fettuccia, Daniela de Castro. "Variação osteológica e desenvolvimento ontogenético das espécies do gênero Sotalia (Cetacea, Delphinidae)." Instituto Nacional de Pesquisas da Amazônia, 2010. http://localhost:8080/tede/handle/tede/2033.

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Submitted by Dominick Jesus (dominickdejesus@hotmail.com) on 2016-01-28T18:09:10Z No. of bitstreams: 2 Tese_Daniela de Castro Fettuccia.pdf: 5342250 bytes, checksum: 662c7290124b322364ede0eda1792a5e (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5)<br>Made available in DSpace on 2016-01-28T18:09:10Z (GMT). No. of bitstreams: 2 Tese_Daniela de Castro Fettuccia.pdf: 5342250 bytes, checksum: 662c7290124b322364ede0eda1792a5e (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5) Previous issue date: 2010-12-17<br>Conselho Nacional de Pesquisa e Desenvolvimento Científico e Tecnológico - CNPq<br>Despite important morphological studies for both species of the genus Sotalia, knowledge on the skeleton as a whole is still limited, when considering inter and intraspecific, and geographic and sexual ontogenic variation. In order to contribute to a better understanding of the osteology, and to provide subsidy for conservation, 536 syncrania and 257 partial and complete postcranial skeletons of S. guianensis from various locations in South America (Brazil, Suriname, Venezuela and Colombia) were analyzed, in addition to 34 syncrania and 39 postcranial skeletons of S. fluviatilis (tucuxi) from the Amazon basin. The skeletons were evaluated in relation to non- metric (degree of fusion of sutures and formation of bone structures) and metric characters (mandible, scapula, pectoral fin, sternum, vertebrae and hyoid apparatus). In addition, meristic data were collected, including the number of vertebrae, vertebral and sternal ribs. In order to analyse the chronological sequence of bone fusion, information on 165 specimens were compared with their corresponding ages. It was observed that S. fluviatilis showed delay in the fusion of some cranial and postcranial sutures when compared to S. guianensis. The slower development in S. fluviatilis, the general shape of the skull with less projections and crests, late sexual maturity and the occurrence of a generally open lacerate anterior foramen in adults, classify this species as pedomorphic. In the postcranial skeleton, morphological differences were observed between both species, regarding the measurements of the radius, ulna, basihyal, thyrohyal and stylohyal. In order to analyse the geographical and sexual variation, 253 skulls of adult S. guianensis from various locations in South America were analyzed, together with 22 skull specimens of S. fluviatilis. They were observed in dorsal, lateral and ventral views, using geometric morphometry as a tool. It was noted that populations of S. guianensis from the Southeast and South of Brazil showed morphological similarities, which indicates a probable genetic flow between individuals of these regions. The population from the northern region, on the other hand, showed a tendency to diverge from other marine populations. Meanwhile the north-eastern population showed to be more plastic and, with the exception of the dorsal view, it appears to be an intermediate form between populations from the North and Southeast/South. According to the deformations generated by geometric morphometry, S. fluviatilis differs from S. guianensis as it presents a slightly compressed skull in the dorsoventral direction and the occipital condyles are displaced ventrally. In addition, the nasal and premaxilla are displaced posteriorly towards the supraoccipital crest. The pterygoid bones are further separated and the entire basal cranial region that involves the palatines, pterygoid and basioccipital bones also seem to be displaced posteriorly in S. fluviatilis. Sexual dimorphism was observed in the marine population of the Northern region (Amapá state, Suriname, Venezuela and Colombia), with females presenting nasal bones displaced posteriorly, similarly to the fluvial species. In relation to the body size, it was observed that marine individuals of the Northern region do not differ statistically from S. fluviatilis. It therefore confirms that animals of this region show a reduced body size when compared to other marine specimens from other sites of the Brazilian coast. And finally, 43 complete and partial skeletons of S. fluviatilis were evaluated in order to seek traumatic, morphologic and pathologic variations. Fractures were the most frequent alterations, occurring in various regions of the skeleton such as ribs, hyoid apparatus, neural and transverse processes of the vertebrae and scapula. Three individuals were observed with ankylosis between the cervical vertebrae and two individuals with morphological alterations (elongated haemal arch in the craniocaudal direction and scapula with flat cranial edge). The only observed pathology was an osteomyelitis case in the left dentary, the first record of osteomyelitis on this species.<br>Apesar da existência de importantes trabalhos morfológicos para as duas espécies do gênero Sotalia, é limitado o conhecimento do esqueleto como um todo, considerando a variação ontogenética inter e intraespecífica, geográfica e sexual. Com o intuito de contribuir para um melhor conhecimento osteológico e fornecer subsídios para a conservação foram avaliados 536 sincrânios e 257 pós-crânios parciais e completos de S. guianensis (boto-cinza) de várias localidades da América do Sul (Brasil, Suriname, Venezuela e Colômbia) e 34 sincrânios e 39 pós-crânios de S. fluviatilis (tucuxi) da bacia Amazônica. Os esqueletos foram avaliados em relação a caracteres não-métricos (grau de fusionamento das suturas e formação de estruturas ósseas) e métricos (mandíbula, escápula, nadadeira peitoral, esterno, vértebras e aparato hióide). Foram coletados ainda dados merísticos como número de vértebras, de costelas vertebrais e esternais. Para analisar a sequência cronológica de fusionamento ósseo, as informações de 165 exemplares foram comparadas com suas respectivas idades. Foi observado que S. fluviatilis apresenta atraso no fusionamento de algumas suturas cranianas e pós-cranianas quando comparado com S. guianensis. O desenvolvimento mais lento em S. fluviatilis, somado a forma geral do crânio com menos projeções e cristas, maturidade sexual tardia e ocorrência de forame lacerado anterior geralmente aberto nos adultos, classifica esta espécie como pedomórfica. Para o pós-crânio foram observadas diferenças morfológicas entre as duas espécies relacionadas às medidas do rádio, ulna, basihial, tirohial e estilohial. Para analisar a variação geográfica e sexual, foram avaliados 253 crânios de indivíduos adultos de S. guianensis de diferentes localidades da América do Sul e de 22 exemplares de S. fluviatilis. Os crânios foram analisados em vista dorsal, lateral e ventral utilizando-se como ferramenta a morfometria geométrica. Foi observado que as populações do sudeste e sul do Brasil apresentam semelhança morfológica, o que indica um provável fluxo gênico entre os indivíduos destas localidades. A região norte ao contrário, apresenta uma tendência a divergir das outras populações marinhas, enquanto que a população do nordeste é mais plástica e exceto pela morfologia da vista dorsal, se apresenta de forma intermediária entre as populações do norte e sudeste/sul. De acordo com as deformações geradas pela morfometria geométrica, S. fluviatilis difere de S. guianensis por apresentar o crânio levemente comprimido dorso-ventralmente e o côndilo occipital deslocado ventralmente, além dos nasais e os pré-maxilares deslocados posteriormente em direção a crista supraoccipital. Os pterigóides são mais separados entre si e toda a região basal craniana envolvendo os palatinos, pterigóides e basioccipital parecem ser também deslocados posteriormente em S. fluviatilis. Foi observado dimorfismo sexual na população marinha da região norte (Estado do Amapá, Suriname, Venezuela e Colômbia), com as fêmeas apresentando os nasais deslocados posteriormente, de forma semelhante ao observado na espécie fluvial. Em relação ao tamanho corporal, os indivíduos marinhos da região norte não diferem estatisticamente de S. fluviatilis, evidenciando que os animais desta região são pequenos quando comparados com os exemplares marinhos de outras localidades da costa brasileira. E finalmente, foram avaliados 43 esqueletos completos e parciais de S. fluviatilis, buscando-se variações traumáticas, morfológicas e patológicas. As fraturas foram as alterações mais frequêntes, ocorrendo em diversas regiões do esqueleto como costelas, aparato hióide, processos transversos e neurais das vértebras e escápula. Foram registrados três indivíduos com anquilose entre vértebras cervicais e dois com alterações morfológicas (arco hemal alongado no sentido crânio-caudal e escápula com borda cranial plana). A única patologia encontrada foi um caso de osteomielite no dentário esquerdo, o primeiro registro de osteomielite para a espécie.
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37

Amadoru, Malmi Sajangani. "The organizing visions of digital innovations: The case of Blockchain using the Twitter discourse." Thesis, Queensland University of Technology, 2021. https://eprints.qut.edu.au/214046/1/Malmi_Amadoru_Thesis.pdf.

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This thesis examines the community discourse on new digital technologies, which influences how they are adopted and diffused over time. It investigates the Blockchain discourse on Twitter using both computational and qualitative methods. The thesis presents a life cycle model that explains the different phases of the community discourse and an evolutionary process model that explains the underlying generative mechanism of how community ideas about a digital technology evolve. It also highlights the emerging role of social bots in the diffusion of new technologies. In doing so, the thesis shows the importance of social media for learning about new technologies.
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38

Vastel, Antoine. "Traçage versus sécurité : explorer les deux facettes des empreintes de navigateurs." Thesis, Lille 1, 2019. http://www.theses.fr/2019LIL1I097.

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De nos jours, une grande diversité d'appareils tels que des smartphones, des ordinateurs ou des télévisions connectées peuvent naviguer sur le web. Afin d'adapter leur expérience de navigation, les utilisateurs modifient également diverses options telles que l'affichage de la barre des favoris ou leurs langues préférées. Cette diversité d'appareils et de configurations sont à l'origine du suivi par empreintes de navigateurs. En effet, pour gérer cette diversité, les sites web peuvent accéder à des informations relatives à la configuration de l'appareil grâce aux interfaces du langage JavaScript, sans obtenir l'accord préalable de l'utilisateur. La combinaison de ces informations est appelée empreinte de navigateur, et est bien souvent unique, pouvant donc servir à des fins de suivi marketing.Néanmoins, le fait que les empreintes ne soient pas stockées sur la machine rend cette technique également intéressante pour des applications relatives à la sécurité sur le web.A travers cette thèse, je propose 3 contributions relatives aux domaines des empreintes de navigateurs :1. Je collecte 122,000 empreintes de 2,346 navigateurs et analysons leur stabilité pendant plus de 2 ans. Je montre qu'en dépit de changements fréquents dans leur empreinte, une part significative des navigateurs peut être suivie pendant de longues périodes;2. Je conçois une suite de tests afin d'évaluer la résistance des outils de protection contre le suivi par empreinte de navigateurs. Je l'applique à 7 outils de protection, et montre que tous peuvent être détectés, ce qui peut rendre leur utilisateurs plus facilement identifiables, et donc vulnérables au suivi;3. Enfin, j'explore l'utilisation des empreintes de navigateurs pour la détection de crawlers. Après avoir mesuré l'usage de cette technique sur le web, je présente les différents attributs et tests permettant la détection. Comme les empreintes de navigateurs sont collectées côté client, j'évalue également la résilience de cette forme de détection contre un adversaire développant des crawlers dont les empreintes ont été modifiées<br>Nowadays, a wide range of devices can browse the web, ranging from smartphones, desktop computers, to connected TVs. To increase their browsing experience, users also customize settings in their browser, such as displaying the bookmark bar or their preferred languages. Customization and the diversity of devices are at the root of browser fingerprinting. Indeed, to manage this diversity, websites can access attributes about the device using JavaScript APIs, without asking for user consent. The combination of such attributes is called a browser fingerprint and has been shown to be highly unique, making of fingerprinting a suitable tracking technique. Its stateless nature makes it also suitable for enhancing authentication or detecting bots. In this thesis, I report three contributions to the browser fingerprinting field:1. I collect 122K fingerprints from 2,346 browsers and study their stability over more than 2 years. I show that, despite frequent changes in the fingerprints, a significant fraction of browsers can be tracked over a long period of time;2. I design a test suite to evaluate fingerprinting countermeasures. I apply our test suite to 7 countermeasures, some of them claiming to generate consistent fingerprints, and show that all of them can be identified, which can make their users more identifiable;3. I explore the use of browser fingerprinting for crawler detection. I measure its use in the wild, as well as the main detection techniques. Since fingerprints are collected on the client-side, I also evaluate its resilience against an adversarial crawler developer that tries to modify its crawler fingerprints to bypass security checks
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Hoeft, Robert, and Agnieszka Nieznanska. "Empirical evaluation of procedural level generators for 2D platform games." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4001.

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Context. Procedural content generation (PCG) refers to algorithmical creation of game content (e.g. levels, maps, characters). Since PCG generators are able to produce huge amounts of game content, it becomes impractical for humans to evaluate them manually. Thus it is desirable to automate the process of evaluation. Objectives. This work presents an automatic method for evaluation of procedural level generators for 2D platform games. The method was used for comparative evaluation of four procedural level generators developed within the research community. Methods. The evaluation method relies on simulation of the human player&apos;s behaviour in a 2D platform game environment. It is made up of three components: (1) a 2D platform game Infinite Mario Bros with levels generated by the compared generators, (2) a human-like bot and (3) quantitative models of player experience. The bot plays the levels and collects the data which are input to the models. The generators are evaluated based on the values output by the models. A method based on the simple moving average (SMA) is suggested for testing if the number of performed simulations is sufficient. Results. The bot played all 6000 evaluated levels in less than ten minutes. The method based on the SMA showed that the number of simulations was sufficiently large. Conclusions. It has been shown that the automatic method is much more efficient than the traditional evaluation made by humans while being consistent with human assessments.
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40

Bampoky, Providence [UNESP]. "A representação da resistência no romance Les bouts de bois de dieu de Ousmane Sembène." Universidade Estadual Paulista (UNESP), 2017. http://hdl.handle.net/11449/150635.

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Submitted by PROVIDENCE BAMPOKY null (providence.bampoky@gmail.com) on 2017-05-12T17:19:21Z No. of bitstreams: 1 DISSERTAÇÃO DE MESTRADO- PROVIDENCE COM FICHA.pdf: 1750146 bytes, checksum: 271b4794733d4f2c6d6f05305f5fffdc (MD5)<br>Approved for entry into archive by Luiz Galeffi (luizgaleffi@gmail.com) on 2017-05-12T17:44:00Z (GMT) No. of bitstreams: 1 bampoky_p_me_sjrp.pdf: 1750146 bytes, checksum: 271b4794733d4f2c6d6f05305f5fffdc (MD5)<br>Made available in DSpace on 2017-05-12T17:44:00Z (GMT). No. of bitstreams: 1 bampoky_p_me_sjrp.pdf: 1750146 bytes, checksum: 271b4794733d4f2c6d6f05305f5fffdc (MD5) Previous issue date: 2017-03-29<br>Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)<br>Ce travail de recherche a pour objectif l´étude du roman Les bouts de bois de dieu (1960) de Ousmane Sembène, afin d'analyser la représentation de la résistance, en mettant l'accent sur le mouvement révolutionnaire des cheminots noirs du Dakar-Niger (1947-1948). Pour mieux comprendre ce scénario de résistance, nous partons, en premier lieu, d’une rétrospective de l´occupation coloniale française en Afrique Occidentale (plus précisément au Sénégal et au Soudan français) qui a débuté la procédure vers la dernière décennie du XIX siècle dans cette région et dont le processus a occasionné la naissance d´une littérature négro-africaine d´expression française. Cette perspective s´avère pertinente en ce sens qu'elle permet, en second lieu, d´ouvrir une discussion sur l'émergence d´une nouvelle conscience du colonisé qui décide de se battre contre l'hégémonie du colonisateur dans le but de récupérer sa dignité. Ce refus de soumission et d´exploitation génère tout au long de ce récit, une série d'affrontements entre noirs et blancs; ces derniers étant les seuls détenteurs du pouvoir économique et politique. Dans le traitement de cette thématique, nous nous proposons d'analyser et de discuter, en dernier lieu, les prises de position et les actions de résistance menées par les femmes, lors de la grève des cheminot, comment elles se sont donné des coups de pouce pendant les manifestations et en même temps comment elles ont contribué à l'acceptation des revendications des grévistes (ajustement salarial, allocations familiales, retraite, congés rémunérés, entre autres). Elles ont réellement lutté, et, in fines contribué à la décolonisation du pouvoir administratif et au changement de la mentalité sociale.<br>Esta dissertação tem como objetivo o estudo do romance Les bouts de bois de dieu (1960) de Ousmane Sembène, com o intuito de analisar a representação da resistência, dando ênfase ao movimento revolucionário dos operários negros da ferrovia Dakar-Níger (1947-1948). Para compreender um pouco mais esse cenário de resistência, partimos, em primeiro lugar, de uma retrospectiva da ocupação colonial francesa na África ocidental (especificamente, no Senegal e no Sudão francês) que se iniciou processualmente a partir da última década do século XIX nessa região e cujo processo propiciou o surgimento de uma literatura negro-africana de expressão francesa. Essa perspectiva torna-se relevante na medida em que possibilita levantar, em segundo lugar, uma discussão sobre o surgimento de uma nova consciência do colonizado que decide lutar contra a hegemonia do colonizador no que tange à recuperação da sua dignidade. Esta postura de recusa à subserviência e à exploração desperta no decorrer desta narrativa uma série de confrontos entre negros e brancos, sendo esses últimos os únicos detentores do poder econômico e político. No tratamento desta temática, propomo-nos analisar e discutir, por fim, o modo como a tomada de posição e as ações de resistência protagonizadas pelas mulheres durante a greve dos operários deram um impulso nas manifestações e contribuíram para a aceitação das reivindicações dos grevistas (ajuste salarial, aposentadoria, férias renumeradas, abonos de família, entre outros). Fatos marcantes na descolonização do poder administrativo e da mudança da mentalidade social.<br>The purpose of this research on the novel by Ousmane Sembène Les bouts de bois de dieu (God’s Bits of Wood, 1960) is to try to analyze the resistance representation, focusing on the revolutionary movement of the first we will talk about a retrospective of the french colonial occupation in West Africa, mainly in Senegal and in French Soudan where the process started to the last decade of the XIX century in the region, which gave birth to a french negro-african literature. This pespective seems to us relevant since it will allow us to open a discussion on the emergence of a new consciousness of the people under colonial domination who have decided to fight against the egemony of the colonizer in order to recover their dignity. This will to refuse submission and exploitation generates all this narrative a succession of confrontation between black and white people, the latter being the only holder of the economic and political power. When dealing with this theme, we want to analyze and discuss eventually the position and resistance fights waged by women during the strike of railway workers : how they helped one another along during the demonstrations and at the same time how they contributed to the acceptance of labour demands (wage adjustment, child benefits, retirement pension, paid holidays, among others). They really fought to finally contribute to decolonize administrative power and to change social mentality.<br>CNPq: 190590/2014-9
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41

Bampoky, Providence. "A representação da resistência no romance Les bouts de bois de dieu de Ousmane Sembène /." São José do Rio Preto, 2017. http://hdl.handle.net/11449/150635.

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Orientador: Flávia Cristina de Sousa Nascimento Falleiros<br>Banca: Pablo Simpson Kilzer Amorim<br>Banca: Guacira Marcondes Machado Leite<br>Resumo: Esta dissertação tem como objetivo o estudo do romance Les bouts de bois de dieu (1960) de Ousmane Sembène, com o intuito de analisar a representação da resistência, dando ênfase ao movimento revolucionário dos operários negros da ferrovia Dakar-Níger (1947-1948). Para compreender um pouco mais esse cenário de resistência, partimos, em primeiro lugar, de uma retrospectiva da ocupação colonial francesa na África ocidental (especificamente, no Senegal e no Sudão francês) que se iniciou processualmente a partir da última década do século XIX nessa região e cujo processo propiciou o surgimento de uma literatura negro-africana de expressão francesa. Essa perspectiva torna-se relevante na medida em que possibilita levantar, em segundo lugar, uma discussão sobre o surgimento de uma nova consciência do colonizado que decide lutar contra a hegemonia do colonizador no que tange à recuperação da sua dignidade. Esta postura de recusa à subserviência e à exploração desperta no decorrer desta narrativa uma série de confrontos entre negros e brancos, sendo esses últimos os únicos detentores do poder econômico e político. No tratamento desta temática, propomo-nos analisar e discutir, por fim, o modo como a tomada de posição e as ações de resistência protagonizadas pelas mulheres durante a greve dos operários deram um impulso nas manifestações e contribuíram para a aceitação das reivindicações dos grevistas (ajuste salarial, aposentadoria, férias renumeradas, abonos de família, entre outros)...<br>Abstract: The purpose of this research on the novel by Ousmane Sembène Les bouts de bois de dieu (God's Bits of Wood, 1960) is to try to analyze the resistance representation, focusing on the revolutionary movement of the first we will talk about a retrospective of the french colonial occupation in West Africa, mainly in Senegal and in French Soudan where the process started to the last decade of the XIX century in the region, which gave birth to a french negro-african literature. This pespective seems to us relevant since it will allow us to open a discussion on the emergence of a new consciousness of the people under colonial domination who have decided to fight against the egemony of the colonizer in order to recover their dignity. This will to refuse submission and exploitation generates all this narrative a succession of confrontation between black and white people, the latter being the only holder of the economic and political power. When dealing with this theme, we want to analyze and discuss eventually the position and resistance fights waged by women during the strike of railway workers : how they helped one another along during the demonstrations and at the same time how they contributed to the acceptance of labour demands (wage adjustment, child benefits, retirement pension, paid holidays, among others). They really fought to finally contribute to decolonize administrative power and to change social mentality<br>Résumé: Ce travail de recherche a pour objectif l'étude du roman Les bouts de bois de dieu (1960) de Ousmane Sembène, afin d'analyser la représentation de la résistance, en mettant l'accent sur le mouvement révolutionnaire des cheminots noirs du Dakar-Niger (1947-1948). Pour mieux comprendre ce scénario de résistance, nous partons, en premier lieu, d'une rétrospective de l'occupation coloniale française en Afrique Occidentale (plus précisément au Sénégal et au Soudan français) qui a débuté la procédure vers la dernière décennie du XIX siècle dans cette région et dont le processus a occasionné la naissance d'une littérature négro-africaine d'expression française. Cette perspective s'avère pertinente en ce sens qu'elle permet, en second lieu, d'ouvrir une discussion sur l'émergence d'une nouvelle conscience du colonisé qui décide de se battre contre l'hégémonie du colonisateur dans le but de récupérer sa dignité. Ce refus de soumission et d'exploitation génère tout au long de ce récit, une série d'affrontements entre noirs et blancs; ces derniers étant les seuls détenteurs du pouvoir économique et politique. Dans le traitement de cette thématique, nous nous proposons d'analyser et de discuter, en dernier lieu, les prises de position et les actions de résistance menées par les femmes, lors de la grève des cheminot, comment elles se sont donné des coups de pouce pendant les manifestations et en même temps comment elles ont contribué à l'acceptation des revendications des grévistes ...<br>Mestre
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42

Knapek, Petr. "Multiagentní podpora pro vytváření strategických her." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2018. http://www.nusl.cz/ntk/nusl-413301.

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This thesis is dedicated to creating a new system with capabilities to create new generic, autonomous strategy computer game controlling elements based on multi-agent systems with social, intelligent decision-making and learning skills. Basic types of strategy games and problems of their playing will be introduced, along with currently used methods of intelligent game AI development. This thesis also presents design and implementation of the new system, working model for a specific game and results obtained while testing it.
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43

Bowen, Braeden. "“It Doesn’t Matter Now Who’s Right and Who’s Not:” A Model To Evaluate and Detect Bot Behavior on Twitter." Wittenberg University Honors Theses / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=wuhonors1623686115831856.

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44

Marjerrison, Andrea D. "The effect of carbohydrate feeding on repeated bouts of anaerobic exercise in pre- and early-pubertal boys." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1339457.

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The purpose of this study was to examine the effects of pre-exercise carbohydrate feeding on repeated bouts of anaerobic exercise in pre- and early-pubertal boys. Eleven boys, (10.2 ± 1.3 yrs) maturation stage I and II according to Tanner participated in this study. Peak (PP) and mean power (MP) were examined using 4 repeated Wingate Anaerobic Tests (WAnT) bouts. Two double-blind, randomized trials were performed; a carbohydrate (CHO) and placebo (PL) trial. A two-way (trial by time) ANOVA was used to analyze PP, MP, blood glucose, lactate, heart rate (HR) and ratings of perceived exertion (RPE). Statistical significance was set at p < 0.05. PP and MP were not significantly different across trials. Glucose was significantly higher after CHO consumption, but post-exercise responses did not vary between trials. There was no significant trial or time effect and no interaction effect for HR. There was a significant time effect for lactate and RPE. The results suggest that pre-exercise CHO feeding does not enhance anaerobic exercise performance in children, a finding that is similar to outcomes involving adults.<br>School of Physical Education, Sport, and Exercise Science
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45

Paškevičius, Marijus. "Universalus programuojamas internetinių robotų kūrimo įrankis." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2005. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2005~D_20050527_191225-80566.

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Actually, a whole new class of web user is developing. These users are computer programs that have the ability to access the Web in much the same way as a human user with a browser does. There are many names for these kinds of programs, and these names reflect many of the specialized tasks assigned to them. Spiders, bots, and aggregators are all so-called intelligent agents, which execute tasks on the Web without the intervention of a human being. In this research we will examine the differences between them and study possibilities to create user friendly programming toll which would be able to generate such kind of programs.
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46

McLaren, Patricia Genose Kelloway E. Kevin. "The manager is not the boss : an investigation into managing professionals from both within and without the profession /." Halifax, N.S. : Saint Mary's University, 2009. http://library.smu.ca:2048/login?url=.

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47

Habiyakaré, Thaddée. "De "L'assomoir"aux "Bouts de bois de Dieu" : le monde du travail vu par Émile Zola et Sembène Ousmane." Toulouse 2, 1999. http://www.theses.fr/1999TOU20121.

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Le lecteur familier avec les univers romanesques de Zola et de Sembène a au moins pressenti les échos de Germinal dans les Bouts de bois de Dieu, deux œuvres emblématiques des deux hommes de lettres. A priori éloignés par l'espace et le temps, ces écrivains dégagent pourtant une sensibilité analogue vis-a-vis du monde ouvrier. Le propos de cette thèse consiste, entre autres, à démontrer qu'au-delà des affinités thématiques et idéologiques généralement attestées ou subrepticement évoquées par les critiques, les romans "ouvriers" de nos auteurs présentent également des similitudes troublantes sur le plan esthétique. Bien que suffisamment ancrée dans le terroir nègre-africain, l'œuvre de Sembène s'inspire largement - à l'instar de nombre de romans négro-africains de la décennie féconde 50/60, du reste - de l'esthétique réaliste du siècle dernier. Acquis à l'écriture mimétique et soucieux de reproduire le plus fidèlement possible la condition ouvrière, ces deux romanciers recourent à une mine de ressources aussi riches que variées comme la narration, la description, les images impressionnistes et mythiques, l'onomastique, les particularités lexicales ou stylistiques, les données sociologiques, historiques ou géographiques nécessaires au fameux "ancrage réaliste", etc. Ils tentent, avec plus ou moins de bonheur, de modeler leur palette en fonction du motif à dépeindre. Écriture révolutionnaire pour un thème révolutionnaire ? Rien n'est moins sûr. Les résultats de cette "alchimie" littéraire demeurent plutôt mitigés. Nonobstant leurs efforts, nos auteurs n'échappent nullement au conformisme classique. On relève dans leurs œuvres des procédés hérités de la tradition romanesque, alternant avec certaines hardiesses littéraires. Le présent travail se donne pour ambition d'analyser l'ensemble de cet outillage esthétique, de mettre en évidence le jeu de relations intertextuelles qui régit la diégèse érigée par nos deux auteurs et, en dernière instance, de prouver que le sens profond de ces œuvres réside surtout dans le rêve utopique d'un humanisme socialiste ; cette nouvelle "religion" appelée à résoudre la question sociale si chère à Zola. Serait-ce, pour nous, une façon de contribuer au dialogue des cultures, d'enrichir le débat et surtout d'inviter à la mise en lumière sur des voies sombres d'un domaine qui gagnerait à être, exploré ?<br>The familiar reader of Zola's and Sembène's novels has at least felt the echoes of Germinal in Les Bouts de bois de Dieu, two emblematic works of the two writers. Although separated in the time and backgrounds, Zola and Sembène, nevertheless, share a sensibility towards the worker's world. The intention of this thesis consists in proving, among other points of analysis, that beyond thematic and ideological similarities that are generally testified or surreptitiously evoked by critics, the two author's novels show disturbing affinities on the aesthetic level as well. Although deep-rooted in African land, the fictional work of Sembène heavily draws inspiration – like a number of novels of this young African literature during the rich decade 50/60 – from the Realist style of the 19th century. Being masters of "mimetic writing" and eager to portray as honestly as possible the worker's condition, both writers rely on a rich and varied mine of resources such as narration, description, impressionist and mythic images, the onomastic, lexical or stylistic features, sociological, historical and geographical facts which are necessary for the famous "realist anchorage", etc… Each in his manner and in often variables proportions, the two writers, more or less successfully, tries to shape his palette according to the motif to be depicted. Revolutionary writing for a revolutionary Topic? Nothing is unsurer than this. The outcome of this "alchemist" literary experimentation is balanced. Despite great efforts, Zola and Sembène do not escape classical conformism at all. One finds in their works rhetorical devices inherited from the fictional tradition alternating with some literary daring. This dissertation aims at exploring the whole of the aesthetic tools in order to highlight the game of intertextual relations which rules the fiction built up by both novelists and, lastly, to prove that the underlying meaning of their novels resides namely in the utopic dream of a socialist humanism: this new ideology meant not to solve the social problem which has been the Zola's permanent preoccupation. Could this essay meet the challenge of contributing in the dialogue of cultures, to enrich the debate and above all, to shed more light on to the dark paths of a field worth exploring?
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48

Habiyakare, Thaddée. "De l'assommoir aux bouts de bois de dieu le monde du travail vu par Emile Zola et Sembene Ousmane /." Villeneuve d'Ascq, France : Presses Universitaires du Septentrion, 1998. http://books.google.com/books?id=Ue9cAAAAMAAJ.

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49

Hartley, Bonny. "Why boys will be boys: stereotype threat and boys' academic underachievement." Thesis, University of Kent, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.592669.

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This thesis examines whether stereotype threat contributes to boys' relative academic underachievement, whereby negative expectations about gender and performance become self-fulfilling. I present five studies that determine the role that stereotype threat plays in boys' academic underachievement. I begin by exploring children's and adults' acquisition and awareness of a stereotype that boys are academically inferior to girls. I then determine whether this stereotype impairs boys' academic performance, and whether it is possible to counteract these effects. My first empirical chapter documents the existence of a stereotype which portrays boys as inferior students to girls. Study I (n = 238) examined the age at which primary school children acquire the stereotype that boys have poorer scbool conduct and achievement compared to girls, and perceive that adults also endorse this stereotype. Results showed that girls from age 4 and boys from age 7 believed, and thought adults believed, that boys are academically inferior to girls. Study 2 (n = 121) determined that one of the most relevant sections of the population for children - teachers - endorse similar stereotypes about young male academic inferiority, and perceive that children share this belief Study 3 (n = 123) established that this stereotype portraying males as inferior students is endorsed in the wider population outside the specific school context. More specifically, university students endorsed stereotypes which portray female university students as academically superior to male students, and meta-stereotypes that lecturers share this belief. Similarly, they stereotyped schoolgirls as academically superior to schoolboys, and believed that school children perceive girls as superior students. This study also explored how sexist ideologies may influence perceptions of male vs. female academic superiority. My second empirical chapter examines how these gendered academic stereotypes may affect primary school children's test performance. Study 4 (n = 162) tested whether boys are vulnerable to stereotype threat effects by examining whether a message distilling this cultural stereotype influences their performance. Informing children (aged 7-8 years) that boys tend to do worse than girls at school hindered boys' performance on reading, writing. and maths tests compared to a control group who did not receive this information. Girls' performance was unaffected. Study 5 examined whether it is possible to nullify stereotypes about male academic inferiority by informing children aged 6-9 (n~ 184) that boys and girls were expected to perform equally well. This improved the performance of boys and did not affect that of girls. Taken together, these studies document the important role that stereotype threat may play in boys' academic underachievement. The findings advance the educational literature regarding the causes of and solutions to boys' underachievement, and extend the social psychological literatures on gender stereotyping and stereotype threat to this new domain. The educational literature and policy regarding boys' academic underachievement has been dominated by ===assumptions that boys are different from girls in essentialist, often biological tenns, whereas I examine this issue from a social constructionist perspective. Since children are not born with academic gender stereotypes, they must be receiving social cues that girls are stronger academically and expected to do better than boys - cues that can be made salient or diffused. This thesis provides the first evidence as to when gender stereotypes about male academic inferiority develop in childhood, how they may threaten school perfonnance, and how they may be made the focus of remedial interventions.
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Bos, Merijn M. "Insect diversity and trophic interactions in shaded cacao agroforestry and natural forests in Indonesia." Doctoral thesis, [S.l.] : [s.n.], 2006. http://webdoc.sub.gwdg.de/diss/2006/bos.

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