Academic literature on the topic 'Circuits durcis'

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Journal articles on the topic "Circuits durcis"

1

Maulana, Cece, Hendra Rustiawan, and Sri Maryati. "Dampak Latihan Simple Circuit dan Running Circuit Terhadap Peningkatan Daya Tahan Kardiovaskular Dan Kelelahan." Jurnal Keolahragaan 7, no. 1 (April 15, 2021): 17. http://dx.doi.org/10.25157/jkor.v7i1.5302.

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Metode latihan simple circuit dengan running circuit dalam penelitian ini bertujuan untuk mengetahui peningkatan daya tahan kardiovaskular dan kelelahan. Metode penelitian yang digunakan adalah eksperimen. Desain penelitian yang dugunakan adalah two-group pre-test-post-test design. Subjek dalam penelitian ini adalah mahasiswa putra tingkat empat semester genap tahaun ajaran 2019-2020.Teknik pengambilan sampel adalah teknik stratified random sampling. Instrument yang digunakan dalam penelitian ini adalah multi-stage fitness test (MSFT) untuk tes daya tahan kardiovaskular (vo2max) dan flamingo balance tes. Uji analisis data menggunakan uji hipotesis yaitu paired sample t-test. Hasil penelitian diperoleh persentase peningkatan daya tahan kardiovaskular pada metode latihan simple circuit sebesar 2.06%, Persentase peningkatan daya tahan kardiovaskular pada metode latihan running circuit sebesar 15.02%. Sedangkan hasil penelitian kelelahan pada metode simple circuit sebesar 22.36%, Persentase peningkatan kelelahan pada metode latihan running circuit sebesar 9.58%. Kesimpulannya adalah metode latihan simple circuit dan running circuit berpengaruh secara signifikan terhadap daya tahan kardiovaskular, sedangkan pada variabel kelelahan meningkat secara negatif. Penulis menyarankan agar adanya penelitian lanjutan bagian durasi pemberian latihan pada ke-dua metode latihan tersebut agar hasil penelitian yang didapatkan lebih baik.This research aims to determine the simple circuit training method with running circuits to increase cardiovascular endurance and fatigue. The research method used was experimental. The research design used was a two-group pre-test-post-test design. The study was male students in the fourth semester of the 2019-2020 academic year. The sampling technique used was the stratified random sampling technique. The instruments used in this research were the multi-stage fitness test (MSFT) for the cardiovascular endurance test (vo2max) and the flamingo balance test for fatigue. Test data analysis using hypothesis testing, namely paired sample t-test. The results showed that increased cardiovascular endurance in the simple circuit training method was 2.06%; the percentage of increased cardiovascular endurance in the running circuit training method was 15.02%. While fatigue research results on the simple circuit method were 22.36%, the rate of increased fatigue in the running circuit training method was 9.58%. The conclusion is the simple circuit training method and running circuit have a significant effect on cardiovascular endurance, while the fatigue variable increases negatively. The author suggests that there should be further research on the duration of giving exercise in both training methods. The research results obtained are better.
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Goolak, Sergey, Viktor Tkachenko, Gintautas Bureika, and Gediminas Vaičiūnas. "METHOD OF SPECTRAL ANALYSIS OF TRACTION CURRENT OF AC ELECTRIC LOCOMOTIVES." Transport 35, no. 6 (January 21, 2021): 658–68. http://dx.doi.org/10.3846/transport.2020.14242.

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An improved method for spectral analysis of traction current of an Alternating Current (AC) electric locomotive is considered in the article. A new method of spectral analysis considers the change in voltage in the catenary system as a non-deterministic, non-ergodic and non-Gaussian process. It has been established that higher voltage harmonics in the catenary system have a significant negative effect on the operation of non-traction railway consumers of electricity. In addition, electric locomotives operating in the same feeder zone have a mutual influence on each other. Electric railway transport is a source of higher voltage harmonics and strongly distorts the shape of the sinusoidal voltage of the catenary system, which are caused by the higher spectral components of the current in the electric locomotive traction drive circuit. These spectral components of the traction current arise in the traction drive circuit due to the nonlinearity of the current-voltage characteristics of the electronic devices of an electric locomotive, for example, a contact rectifier, a capacitor circuit of traction motors. Reactive power compensators are used in electric locomotives to eliminate components of higher harmonic traction current in the catenary system. Traditionally, spectral analysis in such systems is performed using Fourier methods. However, the determination of the spectral components of the traction current by the Fourier method for constructing a control system for a reactive power compensator is possible only if the process of voltage variation is a deterministic or ergodic Gaussian process. Otherwise, the application of Fourier transform methods will be incorrect. An analysis of the factors that affect voltage changes in the catenary system showed that this process is significantly different from the ergodic Gaussian process. Such factors include the following: the operating mode of the electric locomotives; number and total capacity of electric locomotives in one feeder zone; electric locomotives passing through feeder zones; instability of collection current. Thus, in the case under consideration, the application of the Fourier methods is incorrect for the analysis of the spectral components of the traction current. This affects the quality of compensation of the higher harmonic components of the traction current, and in some cases, the unstable operation of the control system of the active part of the reactive power compensator. Proposed scientific approach is based on the Levinson–Durbin linear prediction algorithm. On the one hand, this allows adapting the control system of the compensator to the voltage parameters of the catenary system. On the other hand, this allows taking into account the operating modes of electric rail vehicle with reactive power compensation. The construction of a compensator control system using the Levinson–Durbin algorithm significantly simplifies thensynchronization scheme of the compensator and power circuits of the traction electric drive of AC electric locomotive. A comparison of the traditional method of spectral analysis, based on the Fast Fourier Transform (FFT), and the method, based on the Levinson–Durbin algorithm, proposed by the authors, showed the high efficiency of the latter.
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RUSTAMAJI, RUSTAMAJI, KANIA SAWITRI, and RUDI GUNAWAN. "Perancangan Prototipe Transmitter Beacon Black Box Locator Acoustic 37.5 kHz Pingers." ELKOMIKA: Jurnal Teknik Energi Elektrik, Teknik Telekomunikasi, & Teknik Elektronika 4, no. 2 (March 14, 2018): 170. http://dx.doi.org/10.26760/elkomika.v4i2.170.

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ABSTRAKPingers transmitter berfungsi untuk memancarkan sinyal atau getaran pulsa akustik pada black box. Frekuensi sinyal yang dipancarkan sebesar 37,5 kHz yang dimodulasikan oleh pulsa dengan durasi 10 ms setiap interval 1 second. Modulasi yang digunakan adalah modulasi on off keying. Dalam penelitian ini dibuat perancangan pingers transmitter yang tersusun atas rangkaian osilator, timer, inverter, switch dan rangkaian amplifier. Frekuensi 37,5 kHz tersebut dibangkitkan oleh rangkaian osilator colpitts, sedangkan lebar pulsa dengan durasi 10 ms dan pengulangan pulsa setiap interval 1 second dibangkitkan oleh rangkaian timer. Berdasarkan perancangan yang telah dibuat, output sinyal yang dihasilkan oleh prototipe pingers transmitter tersebut sebesar 37,69 kHz dengan lebar pulsa 9,8 ms setiap interval 1 second.Kata kunci: Black box, pingers transmitter, on off keying. ABSTRACTPingers transmitter is used to emits a signal or pulse of acoustic vibrations in black box. The frequency of the transmitted signal is 37.5 kHz which is modulated by pulses with a duration of 10 ms every interval 1 second. The modulation that used this research is on off keying modulation. In this research, made the design of pingers transmitter which arrange of the oscillator circuit,timer, inverter, switch, and amplifier circuit. The 37.5 kHz frequency is generated by the colpitts oscillator circuit, while the pulse width with a duration of 10 ms,and each pulse repetition interval of 1 second generated by timer circuit. Based on the design that have made, signal output from the pingers transmitter prototype is 37.69 kHz, with the pulse width 9.8 ms every 1 second interval.Keywords: Black box, pingers transmitter, on off keying.
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Aliefia, Rizky Arjunnajat, Trisnowati Budi Ambarningrum, and Edi Basuki. "Perilaku Memilih Umpan Dengan Fagostimulan Yang Berbeda Pada Kecoak Jerman Blattella germanica L. (Dictyoptera: Blattellidae)." BioEksakta : Jurnal Ilmiah Biologi Unsoed 2, no. 3 (December 23, 2020): 321. http://dx.doi.org/10.20884/1.bioe.2020.2.3.2007.

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Kecoak Jerman (Blattella germanica L.) merupakan salah satu serangga hama permukiman yang penting, karena peranannya sebagai vektor penyakit. Untuk mengurangi populasinya, dapat digunakan dengan teknik pengumpanan. Namun belakangan ini muncul perilaku glucose aversion pada kecoak Jerman terhadap umpan komersial berbasis glukosa sebagai fagostimulan. Oleh karena itu perlu dilakukan kaji ulang terhadap fagostimulan sebagai komponen umpan untuk meminimalisir kegagalan pengendalian kecoak Jerman berbasis umpan dengan menggunakan kecoak Jerman jantan strain VCRU (Vector Control Research Unit). Langkah awal untuk membuat formulasi umpan tersebut adalah mencari fagostimulan yang paling disukai oleh kecoak Jerman. Bahan yang digunakan sebagai fagostimulan adalah gula, durian, erythritol, dan pisang. Tujuan penelitian adalah untuk mengetahui perilaku memilih kecoak Jerman terhadap umpan dengan fagostimulan yang berbeda dan puncak aktivitas makan pada kecoak Jerman. Penelitian ini menggunakan metode eksperimental dengan Rancangan Acak Lengkap (RAL) yang terdiri dari 4 perlakuan pemberian fagostimulan dan diulang sebanyak 4 kali yang terbagi menjadi empat arena uji. Perlakuan terdiri dari umpan yang masing-masing mengandung gula, durian, erythritol, dan pisang sebagai fagostimulan. Pengamatan perilaku menggunakan metode behavior sampling yang dicatat secara continuous recording selama 24 jam menggunakan kamera Closed Circuit Television (CCTV). Parameter yang diukur berupa latensi, frekuensi, durasi, dan puncak aktivitas makan dari kecoak Jerman. Data yang diperoleh dianalisis dengan ANOVA pada p<0.05. Hasil penelitian yang diperoleh menunjukkan bahwa perilaku memilih kecoak jantan strain VCRU terhadap umpan tidak berbeda nyata (p>0.05) dan tertarik dengan semua umpan yang diberikan, tetapi umpan gel dengan fagostimulan gula merupakan umpan yang lebih disukai dengan melihat ketiga parameter latensi, frekuensi, dan durasi. Hasil rata-rata latensi pada strain VCRU menuju gel durian selama 17 menit, rata-rata frekuensi kunjungan terbanyak ke gel gula pada strain VCRU sebanyak 10 kali, rata-rata durasi terlama pada gel gula strain VCRU selama 1 menit 46 detik dan puncak aktivitas makan strain VCRU terjadi antara pukul 17.00 – 20.00.
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Guo, Hao Kun, Jun Ji Wu, and Zhan Feng Ying. "Modeling Research of Background Noise in Low-Voltage Power Line Communication Channel." Advanced Materials Research 516-517 (May 2012): 1386–90. http://dx.doi.org/10.4028/www.scientific.net/amr.516-517.1386.

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Background noise interference is one of the most important factors for low-voltage power line communication’s reliability. By analyzing the background noise of low-voltage power line communication’s channel, the background noise’s measuring circuit is set up and the AR model of the measured background noise is established. Both of them are respectively using singular value decomposition and Levinson-Durbin (LD) recursive method to calculate the AR model’s parameters and a comparative analysis of the simulation is made. The results induct: parameters acquired from the methods of singular value decomposition and LD recursive method are feasible, the parameter model from singular value decomposition is relatively complex, but extremely accurate, which is suitable for the off-line calculation and analysis of the low-voltage power line’s background noise; the parameter model from LD recursive method is very simple, but has a greater loss of accuracy, fitting for online quickly generation of the low-voltage power line’s background noise.
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HABIBI, MUHAMMAD NIZAR, DIMAS NUR PRAKOSO, NOVIE AYUB WINDARKO, and ANANG TJAHJONO. "Perbaikan MPPT Incremental Conductance menggunakan ANN pada Berbayang Sebagian dengan Hubungan Paralel." ELKOMIKA: Jurnal Teknik Energi Elektrik, Teknik Telekomunikasi, & Teknik Elektronika 8, no. 3 (August 27, 2020): 546. http://dx.doi.org/10.26760/elkomika.v8i3.546.

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ABSTRAKAlgoritma IncrementaL Conductance (IC) adalah algoritma yang bisa diimplementasikan pada sistem Maximum Power Point Tracking (MPPT) untuk mendapatkan daya maksimum dari panel surya. Akan tetapi algoritma MPPT IC tidak bisa bekerja dikondisi berbayang sebagian, karena menimbulkan daya maksimum lebih dari satu. Artificial Neural Network (ANN) bisa mengidentifikasi kurva karakteristik pada kondisi berbayang sebagian dan dapat mengetahui posisi daya maksimum yang sebenarnya. Masukan dari ANN merupakan nilai arus hubung singkat serta tegangan buka dari panel surya, dan keluaran dari ANN adalah nilai duty cycle yang digunakan sebagai posisi awal tracking dari MPPT IC. Data learning didapatkan dari perubahan nilai duty cycle secara manual pada sistem MPPT di berbagai kondisi radiasi. Hasil pengujian menunjukkan algoritma yang diajukan dapat menaikkan energi 5.79% - 13.32% dibandingkan dengan ANN-Perturb and Observe dan ANN-Incremental Resistance dengan durasi 0.6 detik.Kata kunci: MPPT, Incremental Conductance, Artficial Neural Network, Berbayang Sebagian, Hubungan Paralel ABSTRACTThe Incremental Conductance (IC) algorithm is an algorithm that can be implemented on Maximum Power Point Tracking (MPPT) systems to get maximum power from solar panels. However, the MPPT IC algorithm cannot work in partial shading conditions because it causes more than one maximum power. Artificial Neural Network (ANN) can identify characteristic curves under partial shading conditions and can know the actual maximum power position. The input from ANN is the short circuit current and the open voltage of the solar panel. The output of ANN is the duty cycle value that is used as the initial tracking position of the MPPT IC. Learning data is obtained from manually changing the duty cycle value in the MPPT system in various radiation conditions. The test results show the proposed algorithm can increase energy 5.79% - 13.32% when compared with ANN-Perturb and Observe and ANN-Incremental Resistance with a duration of 0.6 seconds.Keywords: Maximum Power Point Tracking, Incremental Conductance, Artficial Neural Network, Partial Shading, Parallel Connection
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Daviu, Nuria, and Jaideep S. Bains. "Should I Stay or Should I Go? CRHPVN Neurons Gate State Transitions in Stress-Related Behaviors." Endocrinology 162, no. 6 (March 25, 2021). http://dx.doi.org/10.1210/endocr/bqab061.

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Abstract Corticotropin-releasing hormone (CRH) neurons in the paraventricular nucleus of the hypothalamus are the canonical controllers of the endocrine response to stress. Here we propose a new role for these cells as a gate for state transitions that allow the organism to engage in stress-related behaviors. Specifically, we review evidence indicating that activation of these cells at critical times allows organisms to move to a state that is permissive for motor action. This is evident when the organism is under duress (defensive behavior), when the organism has successfully vanquished a threat (coping behavior), and when an organism initiates approach to a conspecific (social behavior). The motor behavior that follows from the activation of CRH neurons is not necessarily under the control of these cells but is determined by higher order circuits that discriminate more refined features of environmental context to execute the appropriate behavior.
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Segado, Francisco Fern�ndez. "La Judicial Review en la Pre-Marshallcourt (1790-1801)." Revista Direitos Humanos Fundamentais 12, no. 1 (June 26, 2012). http://dx.doi.org/10.36751/rdh.v12i1.649.

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Los primeros once a�os del Tribunal Supremo norteamericano nos muestran un plural mosaico de sensaciones, quiz� incluso contradictorias, en orden a la valoraci�n del �rgano y de sus decisiones. La primera de ellas es la de que nos encontramos ante un �rgano devaluado. La participaci�n de los Jueces de la Corte Suprema en los Tribunales de Circuito, la corta duraci�n de sus sesiones y el reducido n�mero de sus sentencias, son algunas de las razones de esa devaluaci�n. Sin embargo, si atendemos al contenido de algunas de sus decisiones, las sensaciones pueden llegar a cambiar. Desde luego, en esta etapa inicial del Tribunal no nos encontramos con casos c�lebres ni con decisiones impactantes, pero creemos que es indiscutible, que algunas decisiones contribuyeron a la primera forja del sistema constitucional norteamericano. En relaci�n a la revisi�n judicial de la constitucionalidad de las leyes aprobadas por el Congreso, no vamos a ser tan atrevidos como para cuestionar el mito de Marbury v. Madison (1803), pero s� pensamos que la sentencia Marbury entra�a tan s�lo el establecimiento formal de una doctrina cuyos fundamentos te�ricos se hallan presentes no s�lo en el N� LXXVIII del �Federalista�, sino tambi�n en varias decisiones de la Corte anterior a Marshall y en diferentes planteamientos dogm�ticos de los Jueces de esta primera etapa del Tribunal.
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Segado, Francisco Fern�ndez. "La Judicial Review en la Pre-Marshallcourt (1790-1801)." Revista Direitos Humanos Fundamentais 12, no. 1 (November 9, 2012). http://dx.doi.org/10.36751/rdh.v12i1.666.

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Los primeros once a�os del Tribunal Supremo norteamericano nos muestran un plural mosaico de sensaciones, quiz� incluso contradictorias, en orden a la valoraci�n del �rgano y de sus decisiones. La primera de ellas es la de que nos encontramos ante un �rgano devaluado. La participaci�n de los Jueces de la Corte Suprema en los Tribunales de Circuito, la corta duraci�n de sus sesiones y el reducido n�mero de sus sentencias, son algunas de las razones de esa devaluaci�n. Sin embargo, si atendemos al contenido de algunas de sus decisiones, las sensaciones pueden llegar a cambiar. Desde luego, en esta etapa inicial del Tribunal no nos encontramos con casos c�lebres ni con decisiones impactantes, pero creemos que es indiscutible, que algunas decisiones contribuyeron a la primera forja del sistema constitucional norteamericano. En relaci�n a la revisi�n judicial de la constitucionalidad de las leyes aprobadas por el Congreso, no vamos a ser tan atrevidos como para cuestionar el mito de Marbury v. Madison (1803), pero s� pensamos que la sentencia Marbury entra�a tan s�lo el establecimiento formal de una doctrina cuyos fundamentos te�ricos se hallan presentes no s�lo en el N� LXXVIII del �Federalista�, sino tambi�n en varias decisiones de la Corte anterior a Marshall y en diferentes planteamientos dogm�ticos de los Jueces de esta primera etapa del Tribunal.
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Wilson, Jason A. "Odyssey Renewed." M/C Journal 3, no. 5 (October 1, 2000). http://dx.doi.org/10.5204/mcj.1874.

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The first home video-gaming console, the Magnavox Odyssey, was released in 1972. Its limited graphical capacities led Magnavox to ship it with a number of plastic overlays for the user's television that would admit a little variety into the then relatively crude gaming experience, limited to a built-in, Pong-like game. Computer and video games have come a long way since then, but it often seems as if critical approaches to gaming have continued shuffling through these plastic films, taking transformations of the screen, or on-screen events, for the whole of the gaming experience. It seems to me that reflection has been paralysed, becoming a discourse of regulation as it revolves around anxieties about gender, violence and narrative. I'd like to explore these anxieties as they've emerged in a few places, and then see if I can articulate the beginnings of an approach that might afford us a more complex, less pessimistic aesthetics of gaming. Anxieties around gender are partly premised upon an evident difference in the types, frequency and extent of gameplay on the part of boys and girls. Recent Australian research suggests that while 76% of boys use home computers for gameplay, the proportion of girls who do the same is around 60% (Cuppitt and Stockbridge 1996). In addition, similar Australian research suggests that while 98% of 12-17 year old boys play games regularly, only around 89% of girls do (Durkin and Aisbett 2000). There is evidence that girls and boys favour different gaming genres (Durkin and Aisbett 2000), and there is little doubt that the magazines and Websites that operate so integrally within gaming cultures tend to hail and attract a mostly male audience. Evidence of this kind of gender split can be seen across the extant research, and from it the argument is often made that this gender imbalance implies a lifelong advantage for boys proceeding from an early pleasurable familiarity with computers. In addressing this problem, rather than confronting questions of access, and parental or teacherly responsibilities to guarantee equity of access for boys and girls, or even looking at issues of gender representation, many critics have instead argued that most games are fundamentally unsuited to the way girls play. In a recent anthology, From Barbie To Mortal Kombat (1998), essentialist discourses of gender are deployed in assembling a consensus around what is termed the 'girls games movement'. Time and again in most of the assembled articles and interviews, claims are made that girls' and boys' interests and styles of play are fundamentally different. While boys allegedly favour destructive play, with an emphasis on mastery, control and competition, girls -- it's constantly asserted -- require collaboration and co-operation, an emphasis on feelings and discussion, a less competitive framework for play, and, above all, narrative. Repeatedly in the anthology, its impugned that games now do not encompass the narrative complexity or richness that girls need, and that girls are alienated from the violent 'twitch and kill' dynamic that pervades gaming. Apart from the thoroughgoing essentialism -- which is brilliantly interrogated by the game-grrlz featured at the end of the anthology -- what troubles me about much of the anthology and much contemporary critical work on games is the implied moral demand that young people's game-culture begin to measure up to another generation's notions of 'appropriate' cultural experiences. A persistent trope in critical work on games -- from Jenkins's piece in the anthology (Jenkins 1998) to works like Marsha Kinder's Playing with Power (1991) -- is the parent-critic watching their children playing video games and becoming perplexed and worried about what is going on. The panic around the lack of 'girls games' -- apart from affording a lucrative opportunity to produce and market worthy material to concerned parents -- serves to authorise the 'correction' of young people's culture. The move from a critique of gaming -- one which rarely engages sympathetically with its pleasures -- to an attempt to inject strong, adult-devised narrative content into games is a move from speaking about gamers ('over their heads') to speaking for gamers. This speaking-for, this flutter of panic has, I think, more than a little to do with an anxiety around the dissipation of cultural power. Theorists of moral panic like John Springhall tell us that moral panics function as attempts to preserve the intergenerational status quo and the cultural-critical hierarchy of a particular period (Springhall 1998). Catharine Lumby argues that new media are like force-fields that reorganise social relations in their wake, and that the anxieties they can inspire can tell us a lot about who feels threatened by such re-organisations, and why (Lumby 1997). Gaming is disturbing in that although it shares some features with other, more familiar visual media, it seems finally, stubbornly unassimilable to the modes of criticism that have developed in relation to those forms. Entrenched critical narratives of spectatorship, or the relationship between viewers, texts, meaning and the economies of cultural production don't seem to find any useful or lasting purchase here. No-one would now argue that televisual or cinematic experiences are passive, but gaming's requirement in principle for the player's direct physical participation in the production of cultural experience means that the old separations underpinning mechanisms of identification or notions of consuming audiences seem irritatingly awkward. Faced with these and other difficulties, criticism has tended to become mesmerised with what is shared -- the screen -- and to be at once frustrated and provoked by the enormous differences still inscribed there. While the close scrutiny of gender representations in gaming has uncovered some serious problems, alongside the demand for narrative we can also see it as part of an older generation's attempt to adapt familiar, free-floating critical modes and models to a group of media with which it has no apparent deep or pleasurable engagement. Faced with a radical analytical and critical failure, the lack of any pleasure to account for or recover, and the need to preserve a cultural and critical hierarchy premised upon the study of other media, it is perhaps inevitable that a desire to alter gaming -- to make it more familiar -- has arisen, and with it a critical discourse of regulation. If we move beyond the screen, if we simply attend to what happens when we and others play games, we allow the possibility of a new aesthetics of gaming to emerge that moves beyond such desires for control. When we realise that what is almost never talked about in current critical work is the body of the player or the nature of machine-mediated play, a field begins to open that might allow us to talk about the uses and pleasures of gaming, and to see its various forms in a wider network of interactions. Paradigm-cases for beginning the sorts of investigations I'm thinking of are those amazing arcade games, like Dance Dance Revolution, that enable and even require public performance and public display. Often positioned at the street entrances of arcades, these games usually attract passing crowds to stop and watch (male and female) players dancing in time with thumping tunes and on-screen instructions. Points are scored by closely matching foot placement with the directional arrows thrown up onto the small screen, but what really attracts the onlookers is the undeniable, individual -- and, strictly, unnecessary -- flair with which the dancers often execute their moves. What at the level of programming, and from an analysis of the screen alone, is the most rudimentary of narratives nevertheless mediates a thrilling and spectacular playful-performative display. And this is where we begin to see that gaming pleasures do not, perhaps cannot, rely on finished or closed narratives. It seems to me that the undeniable popularity of gaming comes from the provision of endlessly recursive grammars and vocabularies for cyborg players to narrate performance, play and self. While many gaming genres and titles do include chunks of traditional narrative storytelling, it seems to me that these often simply embellish the distinctive pleasures of gaming, which require and enact the fundamental redistribution of authorial and narrative power. Gaming establishes a new relationship between perceptual fields and bodies -- a relationship fundamentally different from cinematic or televisual relationships. Associated with these pleasures and relationships is gaming's demand for an ontology -- a series of ontologies -- that can conceive of the moment of play as simultaneously social, mechanical, neither, both. Code and performance, programming and improvised play, when seen together in this way, make the demand for narrative -- ultimately premised upon the separation of consumer and product, spectator and image -- empty of any force. This is to say that when we begin to see the moment of gameplay as a hybrid one -- one where human and machine, play and code, text and reading, producer and consumer cannot be meaningfully distinguished -- we can then begin to see that its unfixed, unstriated forms of play demand a hybrid aesthetics. Such a hybrid aesthetics would move beyond the screen alone to consider gaming's involvement in multiple networks, and thus come to a consideration of its pleasures and possibilities that avoided discourses of morality and control. What it would consider is not only the relationship between gaming and other forms of 'visual culture', but simultaneously its technological artefacts, its involvement with transnational industry, the physical dexterities and epistemologies it demands, the differing shapes of its collectives as it proliferates, its interactions with urban spaces, and its production of different kinds and mixtures of spectators, players, narratives and machines. This kind of Latourean anthropology, with its refusal to bracket gaming as another form of 'soft' culture, is a critical approach that will allow us some traction on gaming's slippery surface, as it allows us to talk about its complexity all at once. If we begin to see games as 'mediators -- that is, actors endowed with the ability to translate what they transport', who in turn 'associate, combine and redeploy countless actors' (Latour 1993), if we look beyond the screen and instead, following Wittgenstein, look for the meaning of games in their everyday social use, we will have begun to look at games in a way that is more interested in what they do, than in what they allegedly do not do. Carrying out this kind of aesthetic project will require not only an attention to the involvement of players' bodies in gaming, but to the patterns of games' dissemination, and to what players themselves say about the games they play. Such an approach need not, in opposing the pessimism that goes with screen-fetishism, veer toward the utopianism of so much cyber-rhetoric. If we take arguments like Latour's seriously, we will say not that gaming represents a revolutionary moment, but that there has always been a deep involvement between humans and our technologies, such that machines and humans constitute collectives for social action. An aesthetics of gaming that takes cognisance of this will short-circuit conveniently polarised debates, and clear space for a more interesting consideration of the networks and uses of gaming. Perhaps those of us who have keenly felt the pleasures and possibilities of gaming can extend a conversation that is no longer sifting through the Odyssey's yellowing transparencies. References Cassell, Justine and Henry Jenkins, eds. From Barbie to Mortal Kombat. Cambridge, Mass.: MIT Press, 1998. Cuppitt, Margaret, and Sally Stockbridge. Families and Electronic Entertainment. Sydney: Office of Film and Literature Classification, 1997. Douglas, Nikki, et al. "Voices from the Combat Zone: Game Grrlz Talk Back." In Cassell and Jenkins. Durkin, Kevin, and Kate Aisbett. Computer Games and Australians Today. Sydney: Office of Film and Literature Classification, 2000. Haraway, Donna J. Simians, Cyborgs and Women: The Reinvention of Nature. New York: Routledge, 1991. Jenkins, Henry. "'Complete Freedom of Movement': Video Games as Gendered Play Spaces." In Cassell and Jenkins. Kinder, Marsha. Playing with Power in Movies, Television and Video Games: From Muppet Babies to Teenage Mutant Ninja Turtles. Berkeley: U of California P, 1991. Latour, Bruno. We Have Never Been Modern. Trans. Catherine Porter. Cambridge, Mass.: Harvard UP, 1993. Lumby, Catharine. "Panic Attacks: Old Fears in a New Media Era." Media International Australia, 85 (1997): 40-6. Springhall, John. Youth, Popular Culture and Moral Panic. Houndmills: MacMillan, 1998. Wittgenstein, Ludwig. Philosophical Investigations. Oxford: Blackwell, 1951. Citation reference for this article MLA style: Jason A. Wilson. "Odyssey Renewed: Towards a New Aesthetics of Video-Gaming." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/odyssey.php>. Chicago style: Jason A. Wilson, "Odyssey Renewed: Towards a New Aesthetics of Video-Gaming," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/odyssey.php> ([your date of access]). APA style: Jason A. Wilson. (2000) Odyssey renewed: towards a new aesthetics of video-gaming. M/C: A Journal of Media and Culture 3(5). <http://www.api-network.com/mc/0010/odyssey.php> ([your date of access]).
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Dissertations / Theses on the topic "Circuits durcis"

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Lazzari, Cristiano. "Génération Automatique de circuits durcis aux rayonnements au niveau transistor." Grenoble INPG, 2007. http://www.theses.fr/2007INPG0170.

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Les technologies submicroniques ont inséré des nouveaux défis dans le projet de circuits intégrés à cause de la réduction des géométries, la réduction de la tension d'alimentation, l'augmentation de la fréquence et la densité élevée de la logique. Cette thèse est divisée dans deux contributions principales. La première contribution est liée à l'élaboration d'une nouvelle méthodologie capable de produire des circuits optimisés en ce qui concerne le retard et la puissance. On propose un nouvel flou de conception dans lequel le circuit est optimisé au niveau transistor. La deuxième contribution de cette thèse est reliée avec le développement des techniques pour les circuits durcis aux rayonnements. La technique Code Word State Preserving (CWSP) est utilisé pour appliquer la redondance dans les bascules. On propose aussi une nouvelle méthodologie dans lequel la taille de transistor est dimmensioné pour l'atténuation de faute type Single Event Transient. La méthode de sizing est basée sur un modèle analytique
Deep submicron technologies have increased the challenges in circuit designs due to geometry shrinking, power supply reduction, frequency increasing and high logic density. One of the goals of this thesis is to develop EDA tools able to cope with these DSM challenges. This thesis is divided in two major contributions. The first contribution is related to the development of a new methodology able to generate optimized circuits in respect to timing and power consumption. A new design flow is proposed in which the circuit is optimized at transistor level. The second contribution of this thesis is related with the development of techniques for radiation-hardened circuits. The Code Word State Preserving technique is used to apply timing redundancy into latches and flipflops. Further, a new transistor sizing methodology for Single Event Transient attenuation is proposed. The sizing method is based on an analytic model. The model considers independently pull-up and pull-down blocks
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Bessot, Denis. "Conception de deux points mémoire statiques CMOS durcis contre l'effet des aléas logiques provoqués par l'environnement radiatif spatial." Grenoble INPG, 1993. http://www.theses.fr/1993INPG0161.

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Avec l'accroissement des traitements de l'information à bord des véhicules spatiaux et l'utilisation de technologies de plus en plus intégrées, le phénomène d'upset (modification non destructive du contenu d'un point mémoire suite à la collision d'un ion lourd) devient critique. L'objectif de cette thèse est d'étudier la possibilité de durcir face aux upsets un circuit VLSI, tel un processeur, à partir d'une technologie standard. Pour cela, deux points mémoire statiques CMOS (appelés HIT), capables de restituer l'information modifiée par l'impact d'une particule, ont été conçus. Une étude comparative portant sur les cellules HIT, deux cellules mémoire durcies proposées par la NASA et IBM, et le point mémoire statique non durci, a été entreprise. Un premier volet de cette étude, réalisée par simulation Spice, montre que les performances électriques statiques et dynamiques (consommation de puissance statique, temps de propagation et de lecture) sont comparables ou meilleures que celles des cellules mémoire durcies proposées dans la littérature. Un aspect important du durcissement à la conception est la surface silicium additionnelle. L'implantation des cellules à l'aide d'un process HS13 de THOMSON-TCS (épitaxial 1,2 micron) a permis de mettre en évidence que les cellules HIT consomment moins de surface silicium. Le deuxième volet d'étude a concerné la sensibilité aux upsets des cellules : - les charges collectées ont été évaluées à l'aide des simulations Spice, montrant qu'elles sont suffisamment élevées pour tolérer les upsets simples induits par les ions lourds couvrant un large spectre d'énergie, - la sensibilité aux upsets multiples a été évaluée à l'aide d'un modèle Markovien, montrant que les cellules HIT présentent une meilleure tolérance. Pour obtenir ce résultat, l'introduction des chaînes de Markov a conduit à calculer le facteur de défaillance à partir de tous les états critiques susceptibles d'engendrer un aléa logique. Un prototype implémentant cinq bancs de registres constitués de deux solutions proposées dans cette thèse, de deux cellules durcies proposées dans la littérature et de la cellule non durcie, a été conçu et réalisé. Les tests aux ions lourds de ce prototype, à l'aide d'équipements adéquats pour simuler l'environnement radiatif (accélérateurs de particules) permettra de corréler les résultats théoriques avec les données expérimentales
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Cachon, Lionel. "Etude tribologique de revêtements durs sans cobalt destinés aux organes d'isolement du circuit primaire des REP." Bordeaux 1, 1995. http://www.theses.fr/1995BOR10618.

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La réduction de la contamination du circuit primaire des réacteurs à eau pressurisée est une préoccupation constante de l'industrie nucléaire. Une part importante de cette contamination provient du stellite, alliage base cobalt, utilisé comme revêtement dur dans les vannes de barrage du circuit primaire. L'objectif de cette étude est de qualifier des revêtements sans cobalt pour la substitution du stellite. Les revêtements étudiés peuvent être classés en trois catégories : les revêtements fins à base de chrome carbone déposés par PVD, les revêtements semi-épais déposés par détonation canon et constitués de 65% à 95% de CR3C2 et/ou WC liés par une matrice nickel chrome et enfin les revêtements épais déposés par PTA et constitués de 10% à 30% de TIC ou de NBC dans les matrices d'INCONEL 625 ou de NITRONIC 60. Ces revêtements ont été caractérisés en corrosion, en chocs thermiques et en frottement. La sollicitation la plus contraignante étant le frottement, La tribologie à constitué la majeure partie de ce travail. Deux bancs d'essais ont permis de tester ces revêtements : l'un, un tribomètre Pions/Barreau a permis de tester la tenue des revêtements et l'autre, simulant le fonctionnement d'une vanne à opercule dans les conditions de fonctionnement de pression et de température du circuit primaire des REP (160 BAR et 350C) a permis une qualification des revêtements dans les conditions réelles. A l'issus de ces essais, seuls les revêtements semi-épais offrent des nuances pouvant concurrencer les stellites
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Bestory, Corinne. "Développement de stratégies de conception en vue de la fiabilité pour la simulation et la prévision des durées de vie de circuits intégrés dès la phase de conception." Thesis, Bordeaux 1, 2008. http://www.theses.fr/2008BOR13627/document.

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La conception en vue de la fiabilité (DFR, Design for Reliability) consiste à simuler le vieillissement électrique des composants élémentaires pour évaluer la dégradation d'un circuit complet. C'est dans ce contexte de fiabilité et de simulation de cette dernière, qu'une stratégie de conception en vue de la fiabilité a été développée au cours de ses travaux. Cette stratégie, intégrant une approche « système » de la simulation, s'appuie sur l'ajout de deux étapes intermédiaires dans la phase de conception. La première étape est une étape de construction de modèles comportementaux compacts à l'aide d'une méthodologie basée sur une approche de modélisation multi niveaux (du niveau transistor au niveau circuit) des dégradations d'un circuit. La seconde étape consiste alors l'analyse descendante de la fiabilité de ce circuit, à l'aide de simulations électriques utilisant ses modèles comportementaux dits « dégradables », afin de déterminer les blocs fonctionnels et/ou les composants élémentaires critiques de l'architecture de ce dernier, vis-à-vis d'un mécanisme de défaillance et un profil de mission donnés. Cette analyse descendante permet aussi d'évaluer l'instant de défaillance de ce circuit. Les dispersions statiques, lies au procédé de fabrication utilisé, sur les performances d'un lot de CIs ont aussi été prises en compte afin d'évaluer leur impact sur la dispersion des instants de défaillance des circuits intégrés. Ces méthodes ont été appliquées à deux mécanismes de dégradation : les porteurs chauds et les radiations
Design for reliability (DFR) consists in assessing the impact of electrical ageing of each elementary component, using electrical simulations, on performance degradations of a full device. According to DFR concept and reliability simulation, theses works present a new DFR strategy. This strategy based on the integration of two intermediate phases in the ICs and SoC design flow. The first phase is a bottom-up ageing behavioural modelling phase of a circuit (from transistor level to circuit level). The second phase is a « top-down reliability analyses » phase of this circuit, performing electrical simulations using its ageing behavioural models, in order to determine critical functional blocks and / or elementary components of its architecture according to a failure mechanism and a given mission profile. Theses analyses also allow determining the failure time of this circuit. Statistical dispersions on ICs performances, due to the used manufacturing process, have been taking into account in order to assess their impact on failure time dispersions of a ICs lot. The method has been applied on two degradation mechanisms: hot carriers and radiations
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C, Lazzari. "Génération Automatique de circuits durcis aux rayonnements au niveau transistor." Phd thesis, 2007. http://tel.archives-ouvertes.fr/tel-00198470.

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Les technologies submicroniques ont inséré des nouveaux défis dans le projet de circuits intégrés à cause de la réduction des géométries, la réduction de la tension d'alimentation, l'augmentation de la fréquence et la densité élevée de la logique. Cette thèse est divisée dans deux contributions principales. La première contribution est liée à l'élaboration d'une nouvelle méthodologie capable de produire des circuits optimisés en ce qui concerne le retard et la puissance. On propose un nouvel flou de conception dans lequel le circuit est optimisé au niveau transistor. La deuxième contribution de cette thèse est reliée avec le développement des techniques pour les circuits durcis aux rayonnements. La technique Code Word State Preserving (CWSP) est utilisé pour appliquer la redondance dans les bascules. On propose aussi une nouvelle méthodologie dans lequel la taille de transistor est dimmensioné pour l'atténuation de faute type Single Event Transient. La méthode de sizing est basée sur un modèle analytique.
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Book chapters on the topic "Circuits durcis"

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Jeyasekar, J. John, and Aishwarya V. "Safety and Security of Libraries." In Advances in Library and Information Science, 214–30. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-1482-5.ch016.

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Library is a trinity of documents, patrons, and staff. The goal of library security systems is to offer a safe and secure environment to this trinity. There are both natural and man-made threats. Trained guards, locks, alarms, turnstiles, safes, security lighting, duress alarms, closed circuit televisions, and RFID are a few well-known security measures. RFID, the latest development, is being used in many libraries. Though some studies state RFID has health hazards, it has a lot of advantages making it popular. Modern library is also a storehouse of digital information and therefore digitized information, too, has to be secured. Information security programmes are also addressed in this chapter.
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Jackson, Timothy P. "A Closer Look at Schadenfreude and the Prophetic." In Mordecai Would Not Bow Down, 203–26. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780197538050.003.0008.

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I contend that schadenfreude, taking joy over the misfortune of others, can be seen as an offshoot of the formal Nazi project of Kraft durch Freude, finding strength through joy. Schadenfreude generated collective pleasure at the expense of the humanity of the Jews, while Kraft durch Freude produced collective pleasure at the expense of one’s own humanity. In the latter case, individual conscience was bought off with “bread and circuses.” In all cases, the overriding value was power and self-distraction rather than traditional virtue. I am not claiming that moral joys are identical to or utterly indistinguishable from immoral ones, since the two kinds can be evaluated by their fruits as well as by their durability, but I would contend that evil can occasion profoundly pleasant and animating affections, at least for a time, as in the Third Reich. See the smiling faces of German soldiers lynching communists and Jews.
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Nwajana, Augustine O., Emenike Raymond Obi, Gerald Kelechi Ijemaru, Emmanuel U. Oleka, and Destiny Chidi Anthony. "Fundamentals of RF/Microwave Bandpass Filter Design." In Handbook of Research on 5G Networks and Advancements in Computing, Electronics, and Electrical Engineering, 149–64. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-6992-4.ch005.

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This chapter presents the basic approach of microwave bandpass filter design for 5G network applications. The chapter serves as a reference source to microwave stakeholders with little or no filter design experience. It should help them to design and implement their first filter device using microstrip technology. A three-pole Chebyshev bandpass filter with centre frequency of 2.6 GHz, fractional bandwidth of 3%, passband ripple of 0.04321 dB, and return loss of 20 dB has been designed. The designed filter implementation is based on the Rogers RT/Duroid 6010LM substrate with a 10.7 dielectric constant and 1.27 mm thickness. The circuit model and microstrip layout results of the BPF are presented and show good agreement. The microstrip layout simulation results show that a less than 1.8 dB minimum insertion loss and a greater than 25 dB in-band return loss were achieved. The overall device size of the BPF is 18.0 mm by 10.7 mm, which is equivalent to 0.16λg x 0.09λg, where λg is the guided wavelength of the 50 Ohm microstrip line at the filter centre frequency.
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Jones, Donna M. "Teachers, Learners, Leaders – Circuitous Pathways to Educational Leadership and Lifelong Learning." In Gender Mainstreaming und Weiterbildung – Organisationsentwicklung durch Potentialentwicklung, 160–76. Verlag Barbara Budrich, 2007. http://dx.doi.org/10.2307/j.ctvhktk0d.14.

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Langguth, Juliane. "Kapitel 4 Vom Circuit Split zur Rule-of-Reason-Prüfung – Die Vereinheitlichung der Rechtsprechung der Pay-for-Delay-Problematik durch die Actavis-Entscheidung des US Supreme Court." In Pay-for-Delay-Vereinbarungen im transatlantischen Vergleich, 101–61. Nomos Verlagsgesellschaft mbH & Co. KG, 2018. http://dx.doi.org/10.5771/9783845290164-101.

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Conference papers on the topic "Circuits durcis"

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Xu, Jun, Aladdin Ariyaeeinia, and Reza Sotudeh. "Migrate Levinson-Durbin based Linear Predictive Coding algorithm into FPGAS." In 2005 12th IEEE International Conference on Electronics, Circuits and Systems - (ICECS 2005). IEEE, 2005. http://dx.doi.org/10.1109/icecs.2005.4633388.

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Bunis, Carl B. "High Temperature Solder (Au/Sn) Failures from Nickel Plating Impurities." In ISTFA 2000. ASM International, 2000. http://dx.doi.org/10.31399/asm.cp.istfa2000p0373.

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Abstract High temperature gold/tin eutectic (80 Au/ 20 Sn) solder is used in manufacturing for multiple reasons. These motives may include the ability to post solder a part/device without reflow, high temperature field applications, and allow soldering to thick Au layers without the possibility of precipitating AuSn4 brittle intermetallics. In the following military case, Au/Sn eutectic was employed because of high temperature service and the guarantee of no occurrence of gold embrittlement when soldering to the thick Au outer plating. The Au was plated over an electroplated nickel (Ni) layer on a Kovar (iron/nickel/cobalt) housing. The soldering resulted in an extremely poor bond strength of a duroid circuit to the Kovar housing. The results showed contamination in the supplier’s electroplated Ni bath caused the plating to have poor bond strength. The failure occurred within the Ni plating layer.
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Reports on the topic "Circuits durcis"

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Osgood, Richard M., and Jr. DURIP: Instrumentation for Precision Rapid Prototyping of Systems for Optoelectronic Circuits and Devices. Fort Belvoir, VA: Defense Technical Information Center, May 2000. http://dx.doi.org/10.21236/ada382471.

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