Academic literature on the topic 'Ocarina'

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Journal articles on the topic "Ocarina"

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Cia, Helen, I. Gusti Ngurah Anom Gunawan, and Hendro Murtiono. "Sustainable Tourism Concept to Revitalize Ocarina Area in Batam City, Indonesia." Journal of Architectural Design and Urbanism 3, no. 1 (September 14, 2020): 10–19. http://dx.doi.org/10.14710/jadu.v3i1.7592.

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The purpose of this research is to explore the concept of revitalizing the coastal tourism area with a sustainable tourism approach. Ocarina area is one of the tourist destinations in Batam city. Its strategic location is right in the center of Batam and is surrounded by several areas with different functions, among others there are housing (housing Regata, housing Monde Residence, housing Avante, Monde Signature housing, etc.), a school (Mondial school), a commercial area ( Pasir Putih shops, Mahkota Raya shops) and also the location of Ocarina area is close to the international ferry. The phenomenon that occurs in this tourist area has long been built and managed but has decreased visitors so that needs to be revitalized by using the concept of sustainable tourism. This strategic location is not accompanied by the success of the development of the Ocarina area as a public space that offers a variety of game facilities and culinary venues. The phenomenon that makes the need for revitalizing measures both physically and economically to make the Ocarina area can attract visitors to come and enjoy the facilities that are in it. The research method was a qualitative method of direct observation in the field. Analysis process is conducted to identify the problems that exist in the field today especially in the area of Ocarina Phase 1 so that the area of Ocarina Phase 2 can make Ocarina Phase 1 to be revitalized area and can be one of the sustainable tourism Batam city that can improve the economy of Batam city. Keywords: revitalization, sustainable tourism, visitor
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Du, Xinyi. "A Study on the Application of Music Therapy of Ocarina in The Rehabilitation Training of Autistic Children." International Journal of Education and Humanities 6, no. 2 (December 14, 2022): 129–40. http://dx.doi.org/10.54097/ijeh.v6i2.3659.

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In order to investigate whether the ocarina has an improvement effect on the emotional perception ability and hand fine motor ability of children with autism, this study used the ocarina music training to conduct a two-week case study on three children with autism, and the following conclusions were obtained through the observation method of follow-up measurements: practicing the ocarina can improve the ability of children with autism to manipulate hand fine motor ability and can reduce the unstable emotions of patients, but due to the training time was short, and it was not possible to judge whether there was an improvement in emotional perception ability.
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Saputra, Agung Joni, and Mia Juliana Siregar. "PENERAPAN AKUNTANSI LINGKUNGAN UNTUK MENGOPTIMALKAN TANGGUNG JAWAB SOSIAL BAGI PARA PELAKU INDUSTRI." JURNAL AKUNTANSI, EKONOMI dan MANAJEMEN BISNIS 7, no. 2 (December 27, 2019): 148–54. http://dx.doi.org/10.30871/jaemb.v7i2.1563.

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Pantai Ocarina merupakan salah satu destinasi wisata di pulau Batam, dimana lokasi nya yang sangat strategis dekat dengan pelabuhan internasional dan mudah untuk dicapai. Penelitian ini bertujuan untuk menentukan nilai ekonomi wisata dan mengidentifikasi faktor – faktor yang mempengaruhi permintaan pengunjung. Metode biaya perjalanan (Travel Cost Method) dipilih untuk mengestimasikan potensi ekonomi dipantai Ocarina, data diperoleh dengan menggunakan kuisioner. Setelah didapatkan data yang diperlukan maka akan dilakukan perhitungan potensi ekonomi dimana hasil tersebut akan dijadikan standar penentuan nilai Corporate Social Responsibility (CSR). Hasil regresi yang didapat dalam penelitian ini adalah LnY = -122.52 + 4.59 LnX1 + 8.42 LnX2 – 4.83 LnX3. Potensi ekonomi yang dihasilkan oleh pantai Ocarina adalah sebesar Rp 14.959.123.940 dimana potensi ekonomi ini akan dijadikan standar dalam penentuan CSR bagi seluruh pelaku industri dipulau Batam yang berlokasi dikecamatan Batam Kota, Batu Aji, Bengkong, Sagulung, dan Sekupang. Jika dilihat dari sisi per individu maka biaya yang ditanggung oleh masing – masing individual adalah sebesar Rp 110.067 – Rp 220.567.
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Wang, Ge. "Ocarina: Designing the iPhone's Magic Flute." Computer Music Journal 38, no. 2 (June 2014): 8–21. http://dx.doi.org/10.1162/comj_a_00236.

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Ocarina, created in 2008 for the iPhone, is one of the first musical artifacts in the age of pervasive, app-based mobile computing. It presents a flute-like physical interaction using microphone input, multi-touch, and accelerometers—and a social dimension that allows users to listen in to each other around the world. This article chronicles Smule's Ocarina as a mobile musical experiment for the masses, examining in depth its design, aesthetics, physical interaction, and social interaction, as well as documenting its inextricable relationship with the rise of mobile computing as catalyzed by mobile devices such as the iPhone.
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Ball-Camurdan, Manuela. "La ocarina: hija de los Andes." Revista Surco Sur 5, no. 8 (March 2015): 72–73. http://dx.doi.org/10.5038/2157-5231.5.8.29.

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Rone, Vincent. "History and Reception in the Music of The Legend of Zelda Peritexts." Journal of Sound and Music in Games 1, no. 2 (2020): 44–67. http://dx.doi.org/10.1525/jsmg.2020.1.2.44.

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This article argues that the music of opening peritexts within two The Legend of Zelda games reflects their reception history and continuity within the series mythology. On the one hand, “The Legendary Hero” peritext of The Wind Waker mirrors the game's reception history as one of departure from a Zelda tradition established by Ocarina of Time, which caused controversy initially yet gained acceptance in the long term. The audiovisual components of “The Legendary Hero” all position gamers to consider the events of Ocarina of Time as old, submerged under the Great Sea. Textual references to “legend” and “myth,” visual cues of antique art and runes, and musical cues harkening to medieval, Renaissance, and Baroque tropes within Western music—all these serve to depart from Zelda tropes. On the other hand, the title-screen peritext of Twilight Princess restores the legacy of Ocarina of Time. Reception of the former always includes its nostalgic, intimately connected relationship to the latter. Consequently, Twilight Princess garnered immediate praise but became problematic in the long term. The audiovisual components of the title-screen peritext position gamers to reestablish continuity with Zelda tropes. Visual and musical cues reach across several previous games and as far back as the original The Legend of Zelda game, all of which orient players back to traditions from which the franchise had departed for years. Thus the music of the peritext enables players to engage in Zelda's potential for self-reference more apparently than its adoption of Western-music tropes, as in Wind Waker. The peritexts of Wind Waker and Twilight Princess complement each other and allow us to understand more critically the reception and historiography of each game, how the music can reveal a deeper understanding of narrative themes characteristic of each game, and their placement within the Zelda mythology.
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Mabruroh, Siti Khoriatul, Supardi Supardi, and Arina Luthfini Lubis. "PENGARUH INSTAGRAM TERHADAP KEPUTUSAN PENGUNJUNG UNTUK BERWISATA KE MEGA WISATA OCARINA KOTA BATAM." JURSIMA 11, no. 3 (January 10, 2024): 388–98. http://dx.doi.org/10.47024/js.v11i3.743.

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Kota Batam dijuluki sebagai kota pintu masuk Indonesia karena berdekatan dengan negara Malaysia dan singapura. Akses yang mudah menuju negara tetangga menyebabkan Kota Batam sering menjadi Kota yang sering dikunjungi wisatawan asing. Berkembangnya sektor pariwisata diimbangi dengan berkembangnya teknologi digital. Destinasi wisata di Kota Batam juga semakin melakukan inovasi dengan mengikuti kecanggihan teknologi digital seperti ragam pelayanan berbasis digital yang ditawarkan kepada wisatawan. Hal ini menyebabkan Masyarakat cenderung menggunakan media sosial untuk melakukan riset tempat wisata salah satunya menggunakan Instagram. Sadar dengan pesatnya perkembangan internet dan kuatnya media sosial terutama Instagram dalam menyebarkan informasi kepada masyarakat Kota Batam, Indonesia maupun mancanegara. Wisata ocarina di promosikan melalui media sosial Instagram yang diberi nama @New.ocarina. Namun berdasarkan unggahan yang diposting di instagram pantai ocarina, rata-rata pengguna Instagram tidak lebih dari 100 suka dengan tayangan pengguna rata-rata 2.832 kali diputar. Kontradiksi dalam kasus tersebut membuat peneliti untuk melakukan identifikasi apakah benar atau tidak media sosial Instagram memiliki pengaruh terhadap keputusan pengunjung untuk berwisata. Penelitian ini menggunakan desain penelitian deskriptif dengan jenis data penelitian kuantitatif dengan menjabarkan variabel yang didukung dengan data yang dihasilkan berdasarkan hasil di lapangan. Berdasarkan hasil penelitian yang didapatkan dalam pembahasan bab sebelumnya, maka peneliti menarik beberapa kesimpulan sebagai berikut: H0 = Ditolak karena tidak sesuai dengan hasil penelitian; H1 = Diterima karena Ada pengaruh media sosial Instagram terhadap keputusan pengunjung. Dengan hasil Persamaan regresi linier sederhana yang didapatkan yaitu Y=38,949 – 0,068X. Media sosial Instagram @New.Ocarina tidak memiliki pengaruh yang signifikan terhadap keputusan pengunjung di Mega wisata ocarina di Kota Batam dilihat dari hasil uji t dengan t table = 1,987 dengan t hitung -0,818. Nilai signifikan sebesar 0,416 lebih besar dari 0,05. Instagram hanya berpengaruh 0,8% dalam keputusan pengunjung, sisanya 99,2% keputusan pengunjung dipengaruhi oleh hal lain diluar penelitian ini.
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Martins, Dayse Marinho, and João Batista Bottentuit Junior. "A GAMIFICAÇÃO NO ENSINO DE HISTÓRIA: O JOGO “LEGEND OF ZELDA” NA ABORDAGEM SOBRE MEDIEVALISMO." HOLOS 7 (November 12, 2016): 299. http://dx.doi.org/10.15628/holos.2016.1978.

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Estudo sobre a utilização metodológica de tecnologias no ensino de História. Com base nas contribuições da Nova História, os jogos eletrônicos são apresentados enquanto recursos psicopedagógicos por representarem situações-problema na compreensão dos conteúdos de forma contextualizada, crítica e globalizante propiciando uma formação para o sujeito histórico, não apenas conteudista e essencialmente conceitual. O trabalho contempla uma pesquisa de cunho qualitativo, focada na análise do jogo The Legend of Zelda: Ocarina of the time. A abordagem enfoca a análise do conteúdo imagético do game a partir de pressupostos da semiótica, análise do discurso e da relação entre História e Literatura. Com isso, busca apresentar elementos do imaginário medieval presentes no jogo eletrônico que possam ser utilizados na transposição didática do conhecimento histórico referente a esse período nas aulas de História. O estudo mostra que os games podem contribuir para uma intervenção psicopedagógica na abordagem sobre medievalismo no Ensino Fundamental. O jogo The Legend of Zelda: Ocarina of the time evidenciou elementos que aproximam o aluno do medievo: um contexto histórico distante da contemporaneidade. Com isso, representa um importante mecanismo para o ensino de história mediando a relação ensino-aprendizagem numa perspectiva significativa e problematizante.
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Yassmin, Jessica, and Doddy Yuono. "PENDEKATAN URBAN AKUPUNTUR PADA RUANG REKREASI OCARINA BATAM SEBAGAI UPAYA PENGEMBANGAN KOTA." Jurnal Sains, Teknologi, Urban, Perancangan, Arsitektur (Stupa) 4, no. 2 (January 23, 2023): 2483–94. http://dx.doi.org/10.24912/stupa.v4i2.22201.

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Ocarina Batam located at Jalan Gajah Mada, Bengkong Sadai, Batam City, is a recreational destination which has not been developed and is degradated in a long time so as this region is needed to be revitalize as an effort to an urban development that has potential in terms of social, economic, and existing concepts to attracts local and international citizen. This project is made to establish Entertainment Hub that compiles various amusement designed with the use of technology. Programs in this project provide public spaces in the outdoor-indoor part of the entertainment center as a place to gather and interact with each other through the available space. Through the urban acupuncture method by analyzing the potential, demographics, needs and shortcomings that characterize the area. Design approch is using contextual contrast approach, where as the approach attain new form that align with urban acupuncture (known as Contrast). Building development plan in this project will be design with new appearance, however still supports current surroundings. Keywords: Contextual Contrast; Entertainment Hub; Recreational Destination; Urban Acupuncture; Urban Development Abstrak Ocarina Batam berada di Jalan Gajah Mada, Bengkong Sadai Kota Batam, merupakan destinasi rekreasi yang sudah lama tidak dikembangkan dan terdegradasi sehingga kawasan ini diperlukan untuk di hidupkan kembali sebagai upaya pengembangan kota dengan potensi dari segi sosial, ekonomi, serta konsep agar menarik orang lokal maupun luar Batam. Proyek ini bertujuan untuk menciptakan Entertainment Hub guna mengumpulkan hiburan yang dirancang dengan penggunaan teknologi. Program dalam proyek ini menyediakan ruang publik bagian outdoor-indoor dari pusat hiburan sebagai tempat berkumpul dan saling berinteraksi melalui ruang yang tersedia. Melalui metode urban akupuntur dengan meganalisis potensi, demografi, kebutuhan dan kekurangan yang menjadi ciri khas kawasan Ocarina Batam. Pendekatan desain menggunakan pendekatan Kontekstual Kontras, dimana bentuk pendekatannya dapat mengenalkan bentuk baru yang selaras dengan urban akuputur (dikenal dengan istilah kontras) dari desain bangunan yang sudah ada sebelumnya. Perencanaan bangunan dalam proyek ini akan dirancang dengan gaya baru namun tetap mendukung lingkungan sekitar.
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Al-Khanfar, Sophia. "Teaching Spanish with The Legend of Zelda: Ocarina of Time." Ludic Language Pedagogy 5 (March 26, 2023): 32–56. http://dx.doi.org/10.55853/llp_v5wt1.

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Background: My personal journey to developing fluency in Spanish was through gaming, and so I felt strongly that this popular pastime would help my students, too. Ocarina of Time was a natural choice, as it is not only my favorite game, it is also dialogue-heavy and mimics real life speech, so I couldn’t pass up the opportunity to play it with my students! Aim: My main objective was to improve students’ Spanish reading comprehension. Other objectives included: developing an understanding of the difference between equivalent and literal translation, developing a more comprehensive understanding of Spanish sentence structure, learning the 100 most used Spanish verbs, and being able to understand perfect verbs and object pronouns when encountered in text. Methods: Engaging learners through play, student collaboration, ungraded practice, semantic and syntactic reading comprehension, spiraling curriculum, and gamification of rote memorization. Results: Students’ Spanish reading comprehension improved rapidly, and so did their confidence in performing this skill. Students also learned 90%+ of the 100 top used Spanish verbs, as well as a large variety of other vocabulary. Conclusion: Video games are a viable resource for teaching a foreign language.
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Dissertations / Theses on the topic "Ocarina"

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Larsson, Olof. "Spel och lärande : Hur den nya spelaren möter“The Legend of Zelda: Ocarina of Time”." Thesis, Konstfack, IBIS - Institutionen för bild- och slöjdpedagogik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-7157.

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TV- och datorspel är ett medium som intresserat mig under hela mitt liv. Spelindustrinomsätter mer pengar än både filmindustrin och musikindustrin, och engagerar människorsuppmärksamhet till en grad som en lärare lätt avundas. Inuti spelen såväl som ikring demförmedlas kunskaper och färdigheter. Detta inkluderar färdigheten att spela spelet i sig, ochkunskaper om spelets regler, karaktärer, berättelser och miljöer. Det kan också inkluderabredare och mer grundläggande mänskliga färdigheter som tolkning av visuella intryck,reaktionsförmåga, hand-öga-koordination och kreativt tänkande. De faktamässiga kunskapersom tränas genom spel tycks kunna innefatta vad än spelet väljer att behandla som tema.Spel och deras design har intressanta likheter med skoluppgifter. Ett spel och en praktiskskoluppgift ämnar båda att låta en användare (spelaren respektive eleven) utföra vissahandlingar enligt vissa regler, med vissa verktyg och inom vissa ramar, i syfte att användarendärefter ska ha förbättrat sin färdighet i att spela spelet respektive att genomföra det praktiskaarbetet inom skolämnet.I spelens fall sker detta lärande oftast under spelarens fritid och med full entusiasm, medanskolan i de flesta fall uppfattas som en sorts nödvändigt ont. Jag förutsätter att detförhållandet till viss del är oundvikligt med tanke på de förutsättningar som spelen respektiveskolan underordnar sig. Till exempel måste skolan förbereda eleven för en oändligt komplexverklighet medan spelen kan skala av onödig komplexitet för att skapa en strömlinjeformatunderhållande upplevelse. Men Jag förutsätter också att spelen innehåller exempel pålärandestrategier som skolvärlden till fördel kan använda sig av. I detta arbete vill Jagidentifiera och analysera dessa strategier i syfte att informera min - såväl som andras -framtida praktik som lärare.
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Cambra, Rémi. "Etude des flux turbulents à l'interface air-mer à partir de données de la plateforme OCARINA." Thesis, Université Paris-Saclay (ComUE), 2015. http://www.theses.fr/2015SACLV024/document.

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Les échanges de chaleur et de quantité de mouvement à l'interface-océan atmosphère jouent un rôle majeur dans la formation et la dynamique des masses d'air et d'eau. Malgré des décennies de recherche, nous avons encore besoin d'améliorer nos connaissances sur ces échanges, et plus spécifiquement nos connaissances sur les flux turbulents, qui sont des variables clés dans les modèles météorologiques et de climat. Dans ces modèles, les processus turbulents sont des processus sous-maille, non-résolus explicitement, ainsi les flux turbulents doivent être modélisés, au travers de paramétrisations, qui sont pour la plupart réalisées à partir de la théorie des similitudes de Monin-Obukhov [1954]. Cependant, d'une part, l'utilisation d'un modèle implique que les coefficients doivent être ajustés. D'autre part, le modèle lui-même peut demander des améliorations. Malheureusement, l'obtention d'estimations de flux avec une bonne précision est un gros défi, à cause des effets intrusifs de la plate-forme sur la mesure, de la précision limité des instruments et des capacités d'échantillonnages propres de chaque instrument.Notre étude porte sur l'estimation des flux turbulents en mer à partir de mesures réalisées avec la nouvelle plate-forme OCARINA (trimaran autonome) lors des campagnes STRASSE 2012 et AMOP 2014. Nous analysons les caractéristiques de la turbulence dans la couche limite de surface, nous estimons les flux turbulents par différentes méthodes, et nous comparons les valeurs des flux en fonction des conditions environnementales, en prenant en compte l'état de mer
Exchanges of heat and momentum at the air-sea interface play a major role in the formation and the dynamics of water and air masses. In spite of decades of research, we still need to improve our knowledge of these exchanges, and more specifically our knowledge of turbulent fluxes, which are key variables in meteorological and climate models. In these models, sub-grid turbulent processes, thus turbulent fluxes also have to be modeled, which is mostly done with the Monin-Obukhov (1954, MOS hereafter) similarity theory. However, on the one hand, the use of a model implies that coefficients have to be adjusted. On the other hand, the model itself may require improvements. Unfortunately, obtaining flux estimates that have a good accuracy is a challenging effort, because of the intrusive effect of the platform, the limited accuracy the instruments, and because the instruments have their own sampling volume.Our study focuses on the estimation of turbulent fluxes at sea from measurements made with the new OCARINA platform (autonomous trimaran) during two campaigns : STRASSE 2012 and AMOP 2014. We analyze the characteristics of turbulence in the surface boundary layer, we estimate the turbulent fluxes by different methods, and compare the values of fluxes depending on environmental conditions, taking into account the sea state
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WANNEBY, JONATHAN. "Analys av musiken i Ocarina of Time : En studie i att lära sig musikteori med spelmusik." Thesis, Kungl. Musikhögskolan, Institutionen för musik, pedagogik och samhälle, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kmh:diva-2900.

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Spelserien The Legend of Zelda har funnits sen 1986 och Ocarina of Time är ett spel med mycket musik. Denna musik har analyserats för att ta reda på om det går att förstå musiken utifrån ett musikteoretiskt perspektiv. Vilka tydliga kopplingar och terminologi till musikteori finns det i spelets musik? Genom musikanalys och nottranskription har musiken fått synlig form. Notskrivningsprogram har använts och formen har studerats mot musikteorilitteratur. Resultatet av studien har visat på att musiken i spelet täcker flera områden inom den västerländska musikteorin bland annat olika kyrkotonarter och behandlingen av ledmotiv. I spelmusik finns det styrkor som kan användas i musikundervisning, bland annat att intresset för spel och dess musik kan främja musikinlärandet. Undersökningen visar på tydliga musikteoretiska exempel som i slutändan kan användas i musikundervisning. Detta för att slutligen koppla till elevers sociala sammanhang och lärandesituationer för att öka relevansen i musikundervisningen och förhoppningsvis fungera motiverande hos elever.
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Cambra, Rémi. "Etude des flux turbulents à l'interface air-mer à partir de données de la plateforme OCARINA." Electronic Thesis or Diss., Université Paris-Saclay (ComUE), 2015. http://www.theses.fr/2015SACLV024.

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Les échanges de chaleur et de quantité de mouvement à l'interface-océan atmosphère jouent un rôle majeur dans la formation et la dynamique des masses d'air et d'eau. Malgré des décennies de recherche, nous avons encore besoin d'améliorer nos connaissances sur ces échanges, et plus spécifiquement nos connaissances sur les flux turbulents, qui sont des variables clés dans les modèles météorologiques et de climat. Dans ces modèles, les processus turbulents sont des processus sous-maille, non-résolus explicitement, ainsi les flux turbulents doivent être modélisés, au travers de paramétrisations, qui sont pour la plupart réalisées à partir de la théorie des similitudes de Monin-Obukhov [1954]. Cependant, d'une part, l'utilisation d'un modèle implique que les coefficients doivent être ajustés. D'autre part, le modèle lui-même peut demander des améliorations. Malheureusement, l'obtention d'estimations de flux avec une bonne précision est un gros défi, à cause des effets intrusifs de la plate-forme sur la mesure, de la précision limité des instruments et des capacités d'échantillonnages propres de chaque instrument.Notre étude porte sur l'estimation des flux turbulents en mer à partir de mesures réalisées avec la nouvelle plate-forme OCARINA (trimaran autonome) lors des campagnes STRASSE 2012 et AMOP 2014. Nous analysons les caractéristiques de la turbulence dans la couche limite de surface, nous estimons les flux turbulents par différentes méthodes, et nous comparons les valeurs des flux en fonction des conditions environnementales, en prenant en compte l'état de mer
Exchanges of heat and momentum at the air-sea interface play a major role in the formation and the dynamics of water and air masses. In spite of decades of research, we still need to improve our knowledge of these exchanges, and more specifically our knowledge of turbulent fluxes, which are key variables in meteorological and climate models. In these models, sub-grid turbulent processes, thus turbulent fluxes also have to be modeled, which is mostly done with the Monin-Obukhov (1954, MOS hereafter) similarity theory. However, on the one hand, the use of a model implies that coefficients have to be adjusted. On the other hand, the model itself may require improvements. Unfortunately, obtaining flux estimates that have a good accuracy is a challenging effort, because of the intrusive effect of the platform, the limited accuracy the instruments, and because the instruments have their own sampling volume.Our study focuses on the estimation of turbulent fluxes at sea from measurements made with the new OCARINA platform (autonomous trimaran) during two campaigns : STRASSE 2012 and AMOP 2014. We analyze the characteristics of turbulence in the surface boundary layer, we estimate the turbulent fluxes by different methods, and compare the values of fluxes depending on environmental conditions, taking into account the sea state
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Gionfalo, Francesco Fernando. "Analisi non lineare del suono di strumenti musicali mediante Serie di Volterra." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2017.

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In questa tesi si �e studiato un metodo per virtualizzare ed emulare le distorsioni armoniche non lineari del suono di uno strumento musicale, l'Ocarina di Budrio, tramite algoritmi implementati in ambiente Matlab. Da un punto di vista matematico tali non linearit�à sono state modellate utilizzando lo sviluppo in serie di Volterra diagonale, una sempli�cazione del caso generale valida quando le non linearit�à dipendono dal valore istantaneo dell'ingresso.
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Anderson, Matthew Eric. "APECS: A Polychrony based End-to-End Embedded System Design and Code Synthesis." Diss., Virginia Tech, 2015. http://hdl.handle.net/10919/52369.

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The development of high integrity embedded systems remains an arduous and error-prone task, despite the efforts by researchers in inventing tools and techniques for design automation. Much of the problem arises from the fact that the semantics of the modeling languages for the various tools, are often distinct, and the semantics gaps are often filled manually through the engineer's understanding of one model or an abstraction. This provides an opportunity for bugs to creep in, other than standardizing software engineering errors germane to such complex system engineering. Since embedded systems applications such as avionics, automotive, or industrial automation are safety critical, it is very important to invent tools, and methodologies for safe and reliable system design. Much of the tools, and techniques deal with either the design of embedded platforms (hardware, networking, firmware etc), and software stack separately. The problem of the semantic gap between these two, as well as between models of computation used to capture semantics must be solved in order to design safer embedded systems. In this dissertation we propose a methodology for the end-to-end modeling and analysis of safety-critical embedded systems. Our approach consists of formal platform modeling, and analysis; formal application modeling; and 'correct-by-construction' code synthesis with the aim of bridging semantic gaps between the various abstractions and models required for the end-to-end system design. While the platform modeling language AADL has formal semantics, and analysis tools for real-time, and performance verification, the application behavior modeling in AADL is weak and part of an annex. In our work, we create the APECS (AADL and Polychrony based Embedded Computing Synthesis) methodology to allow an embedded system design specification all the way from platform architecture and platform components, the real-time behavior, non-functional properties, as well as the application software modeling. Our main contribution is to integrate a polychronous application software modeling language, and synthesis algorithms in order for synthesis of the embedded software running on the target platform, with the required constraints being met. We believe that a polychronous approach is particularly well suited for a multiprocessor/multi-controller distributed platform where different components often operate at independent rates and concurrently. Further, the use of a formal polychronous language will allow for formal validation of the software prior to code generation. We present a prototype framework that implements this approach, which we refer to as the AADL and Polychrony based Embedded Computing System (APECS). Our prototype utilizes an extended version of Ocarina to provide code generation for the AADL model. Our polychronous modeling language is MRICDF. Our prototype extends Ocarina to support software specification in MRICDF and generate multi-threaded software. Additionally, we implement an automated translation from Simulink to MRICDF, allowing designers to benefit from its formal semantics and exploit engineers' familiarity with Simulink tools, and legacy models. We present case studies utilizing APECS to implement safety critical systems both natively in MRICDF and in Simulink through automated translation.
Ph. D.
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Vergnaud, Thomas. "Modélisation des systèmes temps-réel répartis embarqués pour la génération automatique d'applications formellement vérifiées." Phd thesis, Télécom ParisTech, 2006. http://pastel.archives-ouvertes.fr/pastel-00002122.

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La construction d'une application répartie fait en général intervenir une couche logicielle particulière, appelée intergiciel, qui prend en charge la transmission des données entre les différents noeuds de l'application. La conception d'applications pour les systèmes embarqués temps-réel implique la prise en compte de certaines contraintes spécifiques à ce domaine, que ce soit en terme fiabilité ou de dimensions à la fois temporelles et spatiales. Ces contraintes doivent notamment être respectées par l'intergiciel. L'objet de ces travaux est la description des applications temps-réel réparties embarquées en vue de configurer automatiquement l'intergiciel adéquat. L'étude se focalise sur la définition d'un processus de conception permettant d'intégrer les phases de description, de vérification et de génération de l'application complète. Pour cela, nous nous reposons sur le langage de description d'architecture AADL. Nous l'exploitons comme passerelle entre la phase de description de l'architecture applicative, les formalismes de vérification, la génération du code exécutable et la configuration de l'exécutif réparti. Nous montrons comment spécifier un exécutif pour AADL afin de produire automatiquement le code applicatif et l'intergiciel pour une application répartie. Nous montrons également comment exploiter ces spécifications pour produire un réseau de Petri afin d'étudier l'intégrité des flux d'exécution dans l'architecture. Afin de valider notre processus de conception, nous avons conçu et développé Ocarina, un compilateur pour AADL qui utilise l'intergiciel schizophrène PolyORB comme exécutif.
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Zalila, Bechir. "Configuration et déploiement d'applications temps-réel réparties embarquées à l'aide d'un langage de description d'architecture." Phd thesis, Télécom ParisTech, 2008. http://pastel.archives-ouvertes.fr/pastel-00004314.

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La production de systèmes temps-réel répartis embarqués (TR2E) est une opération lourde en temps et en coût de développement. De plus, les applications temps-réel doivent satisfaire des contraintes dures pour assurer leur bon fonctionnement (respect des échéances temporelles...). L'utilisation des langages de description d'architecture vise à réduire le coût de développement de ces applications. AADL (Architecture Analysis & Design Language) fait partie de cette famille de langages. Il propose la notion de ``composant'' (matériel ou logiciel) dont la sémantique bien définie permet de décrire plusieurs aspects d'un système TR2E. Les différentes contraintes qui doivent être satisfaites sont intégrées dans le modèle AADL sous forme de propriétés. Ce travail de thèse exploite les fonctionnalités offertes par AADL pour spécifier les besoins exacts d'une application AADL afin de la produire automatiquement. En effet, le processus de production que nous proposons (1) génère automatiquement le code pour intégrer les composants applicatifs à la plate-forme d'exécution, (2) génère automatiquement une importante partie des composants intergiciels taillés sur mesure pour l'application et (3) déploie automatiquement les composants applicatifs et intergiciels afin d'obtenir un système fortement dédié à l'application. Notamment, la plate-forme d'exécution supportant les composants AADL est elle même configurée statiquement en fonction des propriétés spécifiées. L'approche adoptée réduit le temps de développement et permet d'obtenir un code personnalisé et analysable. La configuration et le déploiement (souvent séparés du processus de développement) sont désormais automatiques et intégrés à la chaîne de production.
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Teetsel, Sarah M. "Musical Memory of the Player, Characters, and World of The Legend of Zelda Video Game Series." Bowling Green State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1431710749.

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Matuszkiewicz, Kai [Verfasser], Claudia [Akademischer Betreuer] Stockinger, Claudia [Gutachter] Stockinger, Simone [Gutachter] Winko, and Fotis [Gutachter] Jannidis. "Zwischen Interaktion und Narration: : ein Kontinuumsmodell zur Analyse hybrider digitaler Spiele. Modellbildung – Funktionalisierung – Fallbeispiel (The Legend of Zelda: Ocarina of Time). / Kai Matuszkiewicz ; Gutachter: Claudia Stockinger, Simone Winko, Fotis Jannidis ; Betreuer: Claudia Stockinger." Göttingen : Niedersächsische Staats- und Universitätsbibliothek Göttingen, 2018. http://d-nb.info/1163451444/34.

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Books on the topic "Ocarina"

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Vientre de ocarina. San José, Costa Rica: Editorial de Costa Rica, 2005.

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Concierto de ocarina. Madrid, España: Ediciones Libertarias, 1986.

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L' ocarina rouge. Paris: Cerf, 1987.

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Vázquez, Raquel. La ocarina del tiempo. La Coruña: Editorial Trifolium, 2016.

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Hirschmugl, Anton. Die Okarina. Gnas: Weishaupt-Verlag, 1998.

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Montesa, Mike, ed. Ocarina of time.1: The Legend of Zelda: Ocarina of Time, Part 1. San Francisco, CA: Viz Media, LLC., 2008.

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Rich, Jason. The legend of Zelda: Ocarina of time. San Francisco: Sybex, 1999.

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Chance, John. The legend of Zelda: Ocarina of time 3D. Roseville, CA: Prima Games, 2011.

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Liggins, David. How to play your ocarina or poly-oc. Kettering: Ocarina Workshop, 1990.

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Savikukko kertoo tarinan =: The ocarina tells a story. Helsingissä: Otava, 1997.

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Book chapters on the topic "Ocarina"

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Barton, Matt. "Ocarina of Time: Miyamoto’s Finest Hour." In Vintage Games 2.0, 293–96. Boca Raton, FL ; London ; New York : Taylor & Francis, 2017.| Includes bibliographical references and index.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9780429280542-45.

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Wei, Junfeng, Ziang Liu, Fuchun Sun, and Bin Fang. "Robot Learning from Human Demonstration for Playing Ocarina." In Communications in Computer and Information Science, 171–82. Singapore: Springer Nature Singapore, 2023. http://dx.doi.org/10.1007/978-981-99-0301-6_14.

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Liu, Yanming, Ren Lin, Shujian Chen, and Wenhui Duan. "FEM Simulation of Ocarina-Shaped Piezoelectric Wind Energy Harvester." In Lecture Notes in Civil Engineering, 1071–76. Singapore: Springer Singapore, 2019. http://dx.doi.org/10.1007/978-981-13-7603-0_101.

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Gabsi, Wafa, Bechir Zalila, and Mohamed Jmaiel. "Extension of the Ocarina Tool Suite to Support Reliable Replication-Based Fault-Tolerance." In Lecture Notes in Computer Science, 129–44. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-39083-3_9.

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Lawrence, Chris. "What If Zelda Wasn’t a Girl? Problematizing Ocarina of Time’s Great Gender Debate." In Queerness in Play, 97–113. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-90542-6_6.

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Lasnier, Gilles, Bechir Zalila, Laurent Pautet, and Jérome Hugues. "Ocarina : An Environment for AADL Models Analysis and Automatic Code Generation for High Integrity Applications." In Reliable Software Technologies – Ada-Europe 2009, 237–50. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-01924-1_17.

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Ribeiro, Sérgio Luís, and Emilio Tissato Nakamura. "Pseudonymization Approach in a Health IoT System to Strengthen Security and Privacy Results from OCARIoT Project." In Communications in Computer and Information Science, 134–46. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-34353-8_10.

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"Ocarina Afterlives." In The Legend of Zelda: Ocarina of Time, 274–87. Intellect Books, 2020. http://dx.doi.org/10.2307/j.ctv36xw0xb.14.

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"ocarina, n." In Oxford English Dictionary. 3rd ed. Oxford University Press, 2023. http://dx.doi.org/10.1093/oed/3593521754.

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"The Ocarina Effect." In The Physics of Banjos. Open Agenda Publishing, 2020. http://dx.doi.org/10.2307/j.ctv22jnn1h.8.

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Conference papers on the topic "Ocarina"

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Aguilar, Igor, and Adriana Mendes. "Confecção de ocarina para educação musical." In Congresso de Iniciação Científica UNICAMP. Universidade Estadual de Campinas, 2019. http://dx.doi.org/10.20396/revpibic2720192052.

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Mkaouar, Hana, Bechir Zalila, Jérôme Hugues, and Mohamed Jmaiel. "An ocarina extension for AADL formal semantics generation." In SAC 2018: Symposium on Applied Computing. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3167132.3167282.

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BUITRAGO, Juan Camilo, Adriana GUZMÁN, and Germán PINILLA. "Pre-Columbian Asceticism: the Tuza-Piartal morphological expectation from its ocarina CRIA-269." In Design frontiers: territories, concepts, technologies [=ICDHS 2012 - 8th Conference of the International Committee for Design History & Design Studies]. Editora Edgard Blücher, 2014. http://dx.doi.org/10.5151/design-icdhs-113.

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Setthawong, Pisal, and Nattaworn Tancharoen. "Extending a Standard Tablet into an Ocarina Playing Gaming Platform with Projected Parallax Layers." In 2015 5th International Conference on IT Convergence and Security (ICITCS). IEEE, 2015. http://dx.doi.org/10.1109/icitcs.2015.7292980.

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Anderson, Matthew, and Sandeep K. Shukla. "APECS code synthesis: Extending ocarina for multi-threaded code synthesis from AADL models for Safety Critical applications." In 2014 IEEE 11th International Conference on Networking, Sensing and Control (ICNSC). IEEE, 2014. http://dx.doi.org/10.1109/icnsc.2014.6819596.

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Barbosa, Paulo, Douglas Santos, Caio Lucena, Leire Bastida, Jose Fernando Ferreira, and Gloria Cea. "The OCARIoT Data Acquisition App." In 2020 IEEE 33rd International Symposium on Computer-Based Medical Systems (CBMS). IEEE, 2020. http://dx.doi.org/10.1109/cbms49503.2020.00084.

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Bertin, Marc-Henri, Adrien van den Bossche, Gerard Chalhoub, Tuan Dang, Saoucene Mahfoudh, Joseph Rahmek, and Jean-Baptiste Viollet. "OCARI for industrial wireless sensor networks." In 2008 1st IFIP Wireless Days (WD). IEEE, 2008. http://dx.doi.org/10.1109/wd.2008.4812928.

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HAMMI, Mohamed Tahar, Erwan LIVOLANT, Patrick BELLOT, Ahmed SERHROUCHNI, and Pascale MINET. "MAC sub-layer node authentication in OCARI." In 2016 International Conference on Performance Evaluation and Modeling in Wired and Wireless Networks (PEMWN). IEEE, 2016. http://dx.doi.org/10.1109/pemwn.2016.7842906.

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Ribeiro, Sergio Luis, and Emilio Tissato Nakamura. "Privacy Protection with Pseudonymization and Anonymization In a Health IoT System: Results from OCARIoT." In 2019 IEEE 19th International Conference on Bioinformatics and Bioengineering (BIBE). IEEE, 2019. http://dx.doi.org/10.1109/bibe.2019.00169.

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Tuan Dang and Catherine Devic. "OCARI: Optimization of communication for Ad hoc reliable industrial networks." In 2008 6th IEEE International Conference on Industrial Informatics (INDIN). IEEE, 2008. http://dx.doi.org/10.1109/indin.2008.4618189.

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