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1

Mendes, Fernando Vasconcelos. "Quantum gate teleportation, universal entanglers and connections with the number theory." Universidade Federal do CearÃ, 2015. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=13647.

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The present thesis can be divided in three parts: 1) Quantum gate teleportation; 2) Numerical search of universal entanglers; 3) Connections between quantum information and number theory. Regarding the quantum gate teleportation, a separability criterion of normal matrices is used to find the analytical conditions of the preservation of separability under conjugation. That analytical condition allowed to find the general formula of an element of $mathbb{C}^{4}$ Clifford group, as well to understand the role of the basis of measurement in the quantum gate teleportation protocol. Considering the searching for universal entanglers, the same separability criterion of normal matrices was used as fitness function in a computational heuristics, in prder to find good candidates for universal entanglers in $mathbb{C}^{3} otimes mathbb{C}^{4}$ and $mathbb{C}^{4} otimes mathbb{C}^{4}$ Hilbert spaces. At last, in the connection of quantum information with the number theory, it is presented the study of the preparation and entanglement of several multi-qubit quantum states based in integer sequences, and the Riemannian quantum circuit, a quantum circuit whose eigenvalues are related to the zeros of the Riemann zeta function. The existence of such circuit proves that is always possible to construct a physical system related to a finite amount of zeros.
A presente tese està dividida em trÃs partes: 1) TeleportaÃÃo de portas quÃnticas; 2) Busca numÃrica por entrelaÃadores universais; 3) ConexÃes entre a informaÃÃo quÃntica e a teoria dos nÃmeros. No que diz a teleportaÃÃo de portas quÃnticas, um critÃrio de separabilidade para matrizes normais à usada para encontrar as condiÃÃes analÃticas da preservaÃÃo da separabilidade sob conjugaÃÃo. Tais condiÃÃes analÃticas permitiram encontrar a forma geral de um elemento do grupo de Clifford em $mathbb{C}^{4}$, assim como tambÃm entender o papel da base de mediÃÃo no protocolo de teleportaÃÃo de portas quÃnticas. Considerando a busca por entrelaÃadores universais, o mesmo critÃrio de separabilidade de matrizes normais foi utilizado como funÃÃo de aptidÃo em uma heurÃstica computacional aplicada para encontrar bons candidatos a entrelaÃadores universais nos espaÃos de Hilbert de dimensÃes $mathbb{C}^{3} otimes mathbb{C}^{4}$ e $mathbb{C}^{4} otimes mathbb{C}^{4}$. Por fim, sobre as conexÃes da informaÃÃo quÃntica com a teoria dos nÃmeros, à apresentado um estudo da preparaÃÃo e entrelaÃamento de vÃrios estados quÃnticos de mÃltiplos qubits baseados em sequÃncias de nÃmeros inteiros. Apresenta-se ainda o circuito quÃntico Riemanniano, um circuito quÃntico cujos autovalores sÃo relacionados aos zeros da funÃÃo Zeta de Riemann. A existÃncia deste circuito prova que à sempre possÃvel construir um sistema fÃsico relacionado a uma quantidade finita de zeros.
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Zhang, Chengjin. "An investigation into the realisation and testing of a universal logic primitive gate array." Thesis, University of Bath, 1988. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.384137.

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3

Liu, Xinyang. "Data acquisition via RS-232 and universal serial bus from a field programmable gate array." Thesis, Monterey, California : Naval Postgraduate School, 2009. http://edocs.nps.edu/npspubs/scholarly/theses/2009/Dec/09Dec%5FLiu_Xingyang.pdf.

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Thesis (M.S. in Electrical Engineering)--Naval Postgraduate School, December 2009.
Thesis Advisor: Julian, Alexander L. Second Reader: Cristi, Roberto. "December 2009." Description based on title screen as viewed on January 27, 2010. Author(s) subject terms: RS-232, USB, FPGA. Includes bibliographical references (p. 51-52). Also available in print.
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Zaghloul, Yasser A. "Polarization based digital optical representation, gates, and processor." Diss., Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/43675.

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A complete all-optical-processing polarization-based binary-logic system, by which any logic gate or processor could be implemented, was proposed. Following the new polarization-based representation, a new Orthoparallel processing technique that allows for the creation of all-optical-processing gates that produce a unique output once in a truth table, was developed. This representation allows for the implementation of all basic 16 logic gates, including the NAND and NOR gates that can be used independently to represent any Boolean expression or function. In addition, the concept of a generalized gate is presented, which opens the door for reconfigurable optical processors and programmable optical logic gates. The gates can be cascaded, where the information is always on the laser beam. The polarization of the beam, and not its intensity, carries the information. The new methodology allows for the creation of multiple-input-multiple-output processors that implement, by itself, any Boolean function, such as specialized or non-specialized microprocessors. The Rail Road (RR) architecture for polarization optical processors (POP) is presented. All the control inputs are applied simultaneously, leading to a single time lag, which leads to a very-fast and glitch-immune POP. A simple and easy-to-follow step-by-step design algorithm is provided for the POP, and design reduction methodologies are discussed. The algorithm lends itself systematically to software programming and computer-assisted design. A completely passive optical switch was also proposed. The switch is used to design completely passive optical gates, including the NAND gate, with their operational speeds only bound by the input beams prorogation delay. The design is used to demonstrate various circuits including the RS latch. Experimental data is reported for the NAND and the Universal gate operating with different functionality. A minute error is recorded in different cases, which can be easily eliminated by a more dedicated manufacturing process. Finally, some field applications are discussed and a comparison between all proposed systems and the current semiconductor devices is conducted based on multiple factors, including, speed, lag, and heat generation.
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Fraser, Dorothy. "Apokatastasis Pantōn : Origen’s Unknown Remembered Gate." Thesis, Enskilda Högskolan Stockholm, Avdelningen för östkyrkliga studier, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ths:diva-1351.

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6

Li, Ran. "Universal quantum gates using twisted rapid passage /." Available to subscribers only, 2007. http://proquest.umi.com/pqdweb?did=1482010061&sid=7&Fmt=2&clientId=1509&RQT=309&VName=PQD.

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Thesis (Ph. D.)--Southern Illinois University Carbondale, 2007.
"Department of Physics." Keywords: Quantum gates, Twisted rapid passage, Quantum interference, Fault-tolerant quantum computing Includes bibliographical references (p. 77-80). Also available online.
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7

Damiri, Burlian T. (Triando). "Gamification with the universal game heuristic to develop a mobile web game for learning Viena Karelian dialect and culture." Master's thesis, University of Oulu, 2019. http://jultika.oulu.fi/Record/nbnfioulu-201906052370.

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Abstract. Learning Viena Karelian dialect and culture require an innovative approach to increase the willingness of learners to learn in a fun and an effective way. Karelian is an endangered language with only around 35,000 speakers, in contrast with 640,000 people who live in the Republic of Karelia. If the number of speakers slowly decrease every year and there are limited ways to learn, then those problems may lead this endangered language to be extinct in the future. Therefore, gamification approach was used to design and build an educational game from non-gaming contexts. In this research, a functional prototype was built to learn Viena Karelian dialect and culture, where the beginner learners, from English and Finnish speakers, can learn with desktop, tablet, and smartphone devices. Design science research was used as the research method and the universal game heuristic was used as the design cycle. A functional prototype that can be accessed by using web browsers was built with Laravel PHP framework and Bootstrap frontend framework. Learners can play the game and explore various features to learn Viena Karelian dialect and culture. Testing phase was conducted in the 3rd international GamiFIN conference with 38 players and 12 received feedback, and the result shown that the game motivated the test participants to play, with 91.7% positive engagement. The feedback is available for further improvement of Viena game development project and as a foundation to develop similar games for other Karelian dialects and culture.
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Chen, Suyao. "Inclusive Multiplayer Game Design: Applying Universal Design Principles to the Multiplayer Game Design Process for a Wider Player Range." University of Cincinnati / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1428049094.

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9

He, Qian. "Spatio-Temporal Patterns, Correlations, and Disorder in Evolutionary Game Theory." Diss., Virginia Tech, 2011. http://hdl.handle.net/10919/40296.

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Evolutionary game theory originated from the application of mathematical game theory to biological studies. Well-known examples in evolutionary game theory are the prisoner's dilemma, predator-prey models, the rock-paper-scissors game, etc. Recently, such well-known models have attracted increased interest in population dynamics to understand the emergence of biodiversity and species coexistence. Meanwhile, it has been realized that techniques from statistical physics can aid us to gain novel insights into this interdisciplinary field. In our research, we mainly employ individual-based Monte Carlo simulations to study emerging spatio-temporal patterns, spatial correlations, and the influence of quenched spatial disorder in rock-paper-scissors systems either with or without conserved total population number. In balanced rock-paper-scissors systems far away from the ``corner'' of configuration space, it is shown that quenched spatial disorder in the reaction rates has only minor effects on the co-evolutionary dynamics. However, in model variants with strongly asymmetric rates (i.e., ``corner'' rock-paper-scissors systems), we find that spatial rate variability can greatly enhance the fitness of both minor species in``corner'' systems, a phenomenon already observed in two-species Lotka-Volterra predator-prey models. Moreover, we numerically study the influence of either pure hopping processes or exchange processes on the emergence of spiral patterns in spatial rock-paper-scissors systems without conservation law (i.e., May-Leonard model). We also observe distinct extinction features for small spatial May-Leonard systems when the mobility rate crosses the critical threshold which separates the active coexistence state from an inactive absorbing state. In addition, through Monte Carlo simulation on a heterogeneous interacting agents model, we investigate the universal scaling properties in financial markets such as the fat-tail distributions in return and trading volume, the volatility clustering, and the long-range correlation in volatility. It is demonstrated that the long-tail feature in trading volume distribution results in the fat-tail distribution of asset return, and furthermore it is shown that the long tail in trading volume distribution is caused by the heterogeneity in traders' sensitivities to market risk.
Ph. D.
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10

Jullian, Nadège. "La cession de patrimoine." Thesis, Rennes 1, 2016. http://www.theses.fr/2016REN1G019.

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La cession de patrimoine est une institution récente du droit positif. Introduite par la loi n° 2010-658 du 15 juin 2010 relative à l’Entrepreneur Individuel à Responsabilité Limitée (EIRL), elle a pour objet la transmission d’un patrimoine entre vifs. Cependant, son avènement se heurte à la célèbre théorie subjective du patrimoine qui, élaborée par AUBRY et RAU à la fin du XIXème siècle, fait du patrimoine une émanation de la personne. Ainsi conçu comme indissociable de la personne, le patrimoine ne peut en être séparé même par voie de cession. Dès lors se pose la question de savoir comment la figure de la cession de patrimoine a pu être admise dans notre droit.L’introduction de la cession de patrimoine invite en réalité à revenir sur la théorie du patrimoine, et ce afin de comprendre comment ce qui jusqu’à présent ne pouvait être réalisé du vivant de la personne peut désormais l’être. De cette analyse, il ressort que, sous certaines conditions, une personne peut volontairement céder un patrimoine dans son intégralité et sans liquidation préalable. La transmission opérant à titre universel, elle peut prendre plusieurs formes, notamment celle d’une vente ou d’une donation du patrimoine (Première partie. L’admission de la cession de patrimoine).Le caractère novateur de la cession de patrimoine a rendu très délicat l’élaboration de son régime. Dépassé par un bouleversement qu’il a causé mais dont les implications dépassent parfois l’imagination, le législateur a certes organisé la cession du patrimoine de l’EIRL, mais en concevant un régime tout à la fois imparfait et lacunaire. Afin de corriger et de compléter ce qui doit l’être, il faut, plutôt que de concevoir le droit ex nihilo, puiser dans l’existant, et tout spécialement dans les règles régissant déjà certaines transmissions universelles de patrimoine, comme le droit des fusions et des transmissions successorales. Pour autant, ces règles doivent être adaptées aux spécificités de la cession de patrimoine que sont, d’une part, la réalisation entre vifs et, d’autre part, – la pluralité des patrimoines étant désormais admise – le maintien possible du patrimoine comme universalité distincte chez le cessionnaire (Seconde partie. Le régime de la cession de patrimoine)
The transfer of estate is a recent institution in French substantive law. It was established under Law N° 2010-658 of 15 June 2010 (The Limited Liability Sole Trader [EIRL] Act) and provides for inter-vivos transfers of estates. However, the concept comes into direct conflict with AUBRY and RAU’s famous late 19th century subjective theory of estates, according to which an estate issues from a person. Because an estate cannot be dissociated from the person who holds it, the link between the person and his or her estate cannot be severed, even by way of a transfer. The question thus arises as to how the very notion of transfer of estate could find its way into French law. The introduction of the transfer of estate into French law is actually an invitation to review the theory of estates, in order to understand how something that so far could not be achieved in a person’s lifetime has now become possible. It thus appears that under some conditions a person may willingly dispose of his or her whole estate without any prior liquidation. As the transfer is essentially a universal transaction, it may take several forms such as that of a sale or a gift of property (Part I : Establishing the transfer of estate in French law).The establishment of a legal framework for such a new concept was a delicate matter. Parliament was initially overtaken by the disruption it had caused and what were for all intent and purposes unforeseen (if not inforeseeable) implications. It did organise the transfer of estate as applied to Limited Liability Sole Traders [EIRL] but the resulting framework was both defective and incomplete. If one is to correct and complete the existing framework, one should not devise legal rules ex nihilo but rather draw from existing rules, particularly those that already govern some forms of universal transfers of estate, such as the law of mergers and acquisitions and the law of successions. Still, these rules must be adapted to the specificities of the transfer of estate, namely inter-vivos gifts and, now that French law recognises the plurality of estates, the possibility for the transferee to hold the estate separately from his own assets (Part II : Setting the rules for the transfer of estate)
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11

Burdulis, Arvydas. "Internetinė platforma interaktyviam komandiniam darbui realiu laiku." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2013. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2012~D_20131105_094325-18022.

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Informacinių technologijų panaudojimas žmonių gyvenime vis didėja, taip pat didėja ir jų pritaikymas mokymo procese. Deja, kompiuterinės mokomosios priemonės beveik neišnaudoja komandinio darbo galimybės, nors tai laikoma viena daugiausiai žadančių inovacijų ugdymo procese. Šiai spragai užpildyti sukurta platforma, įgalinanti mokomiesiems žaidimams suteikti interaktyvaus komandinio darbo realiu laiku galimybę. Platforma skirta praktiniam pritaikymui mokomajame portale http://mokinukai.lt. Siekiama, kad platforma atitiktų šiuos reikalavimus: būtų universali ir pritaikoma įvairioms sritims, lengvai plečiama, mokomųjų žaidimų įtraukimas į platformą būtų kuo paprastesnis. Platformos veikimui pasirinktas mišrus kliento/serverio ir tiesioginio sujungimo modelis, kurio savybės geriausiai atitinka išsikeltus reikalavimus. Platforma geriausiai veikia su mokomaisiais žaidimais, turinčiais mažai žaidėjų ir nedidėlį duomenų srautą, tad tinkama pritaikymui praktikoje.
Usage of information technologies in people‘s lives is increasing, as well as increasing their application in the learning process. Unfortunately, those applications don‘t take advantage of team-work opportunity, although it is considered one of the most promising innovations in education. To fill this gap, a platform, enabling educational games to integrate interactive real-time team-work, was created. This platform is intended to be adopted to educational portal http://mokinukai.lt. The aim is that the platform has the following characteristics: a versatile and adaptable to various areas, not only education, easily expandable, creating new games to work on the platform is as easy as possible. For platform‘s architecture a mix of client/server and peer-to-peer models was chosen, it‘s characteristics suits the requirements best. The platform works best with educational games, having a few players and little traffic, so it is suitable for application in practice.
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Rauschenberger, Maria. "Early screening of dyslexia using a language-independent content game and machine learning." Doctoral thesis, Universitat Pompeu Fabra, 2019. http://hdl.handle.net/10803/667692.

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Els nens amb dislèxia tenen dificultats per aprendre a llegir i escriure. Sovint se'ls diagnostica després de fallar a l'escola, encara que la dislèxia no estigui relacionada amb la intel·ligència general. En aquesta tesi, presentem un enfocament per a la selecció prèvia de la dislèxia mitjançant un joc independent del llenguatge en combinació amb models d’aprenentatge automàtic formats amb les dades d’interacció. Abans volem dir abans que els nens aprenguin a llegir i escriure. Per assolir aquest objectiu, vam dissenyar el contingut del joc amb el coneixement de l'anàlisi de paraules d'error de persones amb dislèxia en diferents idiomes i els paràmetres relacionats amb la dislèxia com la percepció auditiva i la percepció visual. Amb els nostres dos jocs dissenyats (MusVis i DGames) vam recollir conjunts de dades (313 i 137 participants) en diferents idiomes (principalment espanyols i alemanys) i els vam avaluar amb classificadors d'aprenentatge automàtic. Per a MusVis utilitzem principalment contingut que fa referència a un únic indicador acústic o visual, mentre que el contingut de DGames fa referència a diversos indicadors (també contingut genèric). El nostre mètode proporciona una precisió de 0,74 per a l'alemany i 0,69 per a espanyol i una puntuació de F1 de 0,75 per a alemany i de 0,75 per a espanyol a MusVis quan s'utilitzen arbres extraestats. DGames es va avaluar principalment amb alemany i obté la màxima precisió de 0,67 i la màxima puntuació de F1 de 0,74. Els nostres resultats obren la possibilitat de la dislèxia de detecció precoç a baixos costos ia través del web.
Children with dyslexia have difficulties in learning how to read and write. They are often diagnosed after they fail in school, even though dyslexia is not related to general intelligence. In this thesis, we present an approach for earlier screening of dyslexia using a language-independent game in combination with machine learning models trained with the interaction data. By earlier we mean before children learn how to read and write. To reach this goal, we designed the game content with knowledge of the analysis of word errors from people with dyslexia in different languages and the parameters reported to be related to dyslexia, such as auditory and visual perception. With our two designed games (MusVis and DGames) we collected data sets (313 and 137 participants) in different languages (mainly Spanish and German) and evaluated them with machine learning classifiers. For MusVis we mainly use content that refers to one single acoustic or visual indicator, while DGames content refers to generic content related to various indicators. Our method provides an accuracy of 0.74 for German and 0.69 for Spanish and F1-scores of 0.75 for German and 0.75 for Spanish in MusVis when Random Forest and Extra Trees are used in . DGames was mainly evaluated with German and reached a peak accuracy of 0.67 and a peak F1-score of 0.74. Our results open the possibility of low-cost and early screening of dyslexia through the Web.
Los niños con dislexia tienen dificultades para aprender a leer y escribir. A menudo se les diagnostica después de fracasar en la escuela, incluso aunque la dislexia no está relacionada con la inteligencia general. En esta tesis, presentamos un enfoque para la detección temprana de la dislexia utilizando un juego independiente del idioma en combinación con modelos de aprendizaje automático entrenados con los datos de la interacción. Temprana aquí significa antes que los niños aprenden a leer y escribir. Para alcanzar este objetivo, diseñamos el contenido del juego con el conocimiento del análisis de las palabras de error de las personas con dislexia en diferentes idiomas y los parámetros reportados relacionados con la dislexia, tales como la percepción auditiva y la percepción visual. Con nuestros dos juegos diseñados (MusVis y DGames) recogimos conjuntos de datos (313 y 137 participantes) en diferentes idiomas (principalmente español y alemán) y los evaluamos con clasificadores de aprendizaje automático. Para MusVis utilizamos principalmente contenido que se refiere a un único indicador acústico o visual, mientras que el contenido de DGames se refiere a varios indicadores (también contenido genérico). Nuestro método proporciona una exactitud de 0,74 para alemán y 0,69 para español y una puntuación F1 de 0,75 para alemán y 0,75 para español en MusVis cuando se utilizan Random Forest y Extra Trees. DGames fue evaluado principalmente con alemán y obtiene una exactitud de 0,67 y una puntuación F1 de 0,74. Nuestros resultados abren la posibilidad de una detección precoz y de bajo coste de la dislexia a través de la Web
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Kreslavskiy, Dmitry Michael. "Lorentz Lattice Gases on Graphs." Diss., Georgia Institute of Technology, 2003. http://hdl.handle.net/1853/6423.

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The present work consists of three parts. In the first part (chapters III and IV), the dynamics of Lorentz lattice gases (LLG) on graphs is analyzed. We study the fixed scatterer model on finite graphs. A tight bound is established on the size of the orbit for arbitrary graphs, and the model is shown to perform a depth-first search on trees. Rigidity models on trees are also considered, and the size of the resulting orbit is established. In the second part (chapter V), we give a complete description of dynamics for LLG on the one-dimensional integer lattice, with a particular interest in showing that these models are not capable of universal computation. Some statistical properties of these models are also analyzed. In the third part (chapter VI) we attempt to partition a pool of workers into teams that will function as independent TSS lines. Such partitioning may be aimed to make sure that all groups work at approximately the same rate. Alternatively, we may seek to maximize the rate of convergence of the corresponding dynamical systems to their fixed points with optimal production at the fastest rate. The first problem is shown to be NP-hard. For the second problem, a solution for splitting into pairs is given, and it is also shown that this solution is not valid for partitioning into teams composed of more than two workers.
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Söderberg, Magnus. "MMORPG & färdighetsbaserade lootsystem : Real-cash i en virtuell värld?" Thesis, University of Skövde, School of Humanities and Informatics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-4057.

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Massiva multispelar onlinerollspel (MMORPG) är idag en välutvecklad industri. Det finns även ett fåtal vars ekonomi och loot är baserade på riktiga pengar. Loot är de föremål en spelare kan erhålla genom att t.ex. döda monster och ett lootsystem är de interna mekanismer som hanterar hur loot distribueras i ett spel. Lotterilagen och Lotteriinspektionen reglerar vad som är ett lotteri i Sverige, om ett spel är slumpbaserat och spelaren eller spelarna kan vinna mer än de satsar, så måste arrangören få en licens utfärdad. Hur designar man ett enkelt lootsystem, baserat på riktiga pengar, utan att bryta mot Lotterilagen och som inte en stor mängd av spelarna kan utnyttja för egen vinning, och om spelarna förstår systemet hur skyddar man företagets intäkter? Denna avhandling tar reda på om det är möjligt att skapa ett spel som är kunskaps och färdighetsbaserat och som inte skulle kräva en licens. Spelet testas för att se om en spelare med kunskap får bättre resultat än en slumpmässig spelare. Den genomförda undersökningen pekar på att så är fallet.

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Hoff, Miriam Schifferli. "Pensamento dial?tico e poss?veis em um jogo computadorizado." Pontif?cia Universidade Cat?lica de Campinas, 2001. http://tede.bibliotecadigital.puc-campinas.edu.br:8080/jspui/handle/tede/407.

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Within a Piagetian and a micro genetic approach, it was investigated the dialectic thought and the construction of possibilities in the solution and comprehension of a computer game. A previous study with a group of adolescents, made up of 40 boys and 26 girls from 6th. to 8th. grades, showed personalized preferences, without a group tendency and linked to complex games. The need for non-experienced subjects in such games and for starting studies making use of a simpler game, led to the research of Tetris solution by two female university students. The procedure, which was individual and videotaped, consisted of a 4-proof pre-evaluation of possibilities, 9 sessions using Tetris (more than 30 games and about 10-hour filming per person) and 3 self-evaluations (after session-1; before sessions 4 and 9). The pre-evaluation revealed a formal level of thought for both subjects. A quantitative analysis showed great progress of the subjects: throughout the sessions, there was a fall in the average number of games, associated to long lasting games, to a larger production of lines and to a larger punctuation, with the advance from the building of unitary to double, triple and quadruple lines. The micro genetic analysis demonstrated the presence of equilibration as well as the dynamic of dialectic constructions and dialectic thoughts underlying the procedural and conceptual schemes. Although the final solutions have achieved a III-Level (Subject 1) and a II-III Level (Subject 2), there were initial possibilities and more elementary mistakes than it was hypothesized to people who had formal thought. On the other hand, the constructed interdependences, both initial and global, comprised larger complexity and scope than it was foreseen. The obtained results suggested that, when solving the Tetris, it was as if the subjects were remaking the cognitive evolution course, projecting their progress to the top level of their cognitive structures or tending to this level.
Com uma abordagem piagetiana e microgen?tica, investigou-se o pensamento dial?tico e a constitui??o de poss?veis na resolu??o e compreens?o de um jogo computadorizado. Um estudo pr?vio com adolescentes, 40 meninos e 26 meninas de 6? a 8? s?ries, mostrou prefer?ncias personalizadas, sem tend?ncia grupal e ligadas a jogos complexos. A necessidade de sujeitos inexperientes nestes jogos e de estudos iniciais com um jogo mais elementar levou ? pesquisa do processo resolutivo do Tetris por duas universit?rias. O procedimento, individual e filmado, incluiu pr?-avalia??o com 4 provas de poss?veis, 9 sess?es com o Tetris (mais de 30 jogos e cerca de 10 h de v?deo por sujeito) e 3 autoavalia??es (ap?s a sess?o-1; antes das sess?es 4 e 9). A pr?-avalia??o revelou n?vel formal de pensamento para os dois sujeitos. Uma an?lise quantitativa mostrou acentuado progresso dos sujeitos: ao longo das sess?es, queda no n?mero m?dio de jogos, associada ? sua maior dura??o, maior produ??o de linhas e maior pontua??o, com avan?o da forma??o de linhas unit?rias para compostas (duplas, triplas e qu?druplas). A an?lise microgen?tica da resolu??o indicou a presen?a de equilibra??o e da din?mica de constru??es dial?ticas e pensamento dial?tico, subjacentes aos esquemas procedurais e conceituais. Embora as solu??es finais tenham sido de N?vel-III (Sujeito 1) e N?vel II-III (Sujeito 2), ocorreram poss?veis iniciais e erros mais elementares do que o hipotetizado para sujeitos com pensamento formal. De outro lado, as interdepend?ncias criadas, iniciais como globais, comportaram abrang?ncia e complexidade maiores do que o previsto. Pelos dados obtidos, ao resolverem o Tetris, os sujeitos como que refizeram o percurso da evolu??o cognitiva, com seu progresso projetado at? o patamar de suas estruturas cognitivas ou tendendo a este patamar.
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16

Bouathong, Patrick. "Les universalités de droit : essai d'une théorie générale." Thesis, Paris 1, 2020. http://www.theses.fr/2020PA01D036.

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L'universalité de droit est une notion connue et pourtant peu explorée du Droit français. Souvent opposée à l'universalité de fait, souvent associée au patrimoine, elle semble recevoir de nombreuses applications en droit positif. La définition qu'en propose la tradition juridique, comme un ensemble de biens et de dettes qui se répondent, trouve une expression dans le patrimoine, la fiducie, l'ETRI, les fonds communs de titrisation ou le navire mais également dans l'indivision ou la masse commune des époux. Ces masses de biens et de dettes qui semblent partager les mêmes traits, la même physionomie, la même fonction, invitent à les envisager sous l'angle d'une notion unique. Son rayonnement dans la pratique et dans la doctrine se heurte ainsi à son absence dans les textes du Code civil. C'est pourtant de celui-ci que l'universalité de droit tire ses fondements car l’analyse de ses manifestations révèle le rôle qu'elle joue au sein du système juridique. Les universalités de droit, créées sur le modèle du patrimoine, viennent aménager le droit de gage général des créanciers et limiter la garantie des dettes sur les biens du débiteur. L'analyse de cette fonction permet d'appréhender l'universalité de droit sous un nouvel angle. Cet essai d'une théorie générale de l’universalité de droit vise à identifier les contours d'une notion longtemps ignorée d'un point de vue conceptuel et pourtant appliquée régulièrement d'un point de vue technique. L'approche unitaire de la notion appelle la construction d'un régime de droit commun. Ce corps de règles doit s'organiser autour de la notion de l’universalité : limiter les pouvoirs du débiteur et protéger les créanciers
French Law has been familiar with the notion of "l’universalité de droit" - which one can call a "universal mass" - for a long time. It is often linked to collections of assets or the patrimony and it seems to have developed to a certain extent today. It is traditionally presented by the doctrine as a coherent mass of assets and liabilities. One can identify such a mass when looking at a patrimony, a trust, a securitization fund or even a ship but also when studying the undivided property or the community between spouses. All those masses of assets and liabilities seem to share common characteristics, as well as a common structure and a common role in the judicial system. Thus, it is surprising that no statute or law have ever tried to present it as a proper and unique notion. The private judicial system in France is built on the idea that liabilities are guaranteed through the debtor's assets. Studying the universal masses of the French Law system can help realizing that all of them arc created for one purpose : limiting liabilities to certain assets only. Therefore, this essay is meant to present a clear definition or the universal mass and improve one's understanding of it. This approach of the universal mass can help building a more coherent set of rules to be applied to various situations. Understanding the role of the universal mass plays an important part in creating those rules. Since creating one of these masses also creates a limitation of liability for the debtor, it is crucial to set out some ways to protect the creditor. It is a matter of balance; in a way, it is a matter of justice
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17

Cardella, Benjamin. "Le droit des jeux vidéo, de la virtualité à la réalité juridique." Phd thesis, Toulon, 2011. http://tel.archives-ouvertes.fr/tel-00658291.

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Ces dernières années, le marché du jeu vidéo s'est grandement développé. Il touche des populations larges tant en terme d'âge, qu'en terme de nationalité. Ainsi, ce secteur constitue un poids non négligeable dans l'économie, puisque le chiffre d'affaires mondial issu de la vente de jeux vidéo devrait dépasser les 38 milliards d'euros en 2010. En France, bien que ce secteur génère un chiffre d'affaires de 4 milliards d'euros, avec de grands noms tels que GAMELOFT, ATARI, UNIVERSAL ou UBISOFT, il n'est pas offert aux intervenants du secteur de régime juridique clair ou univoque pour la création etl'exploitation de ce type d'oeuvre. Cette absence est à l'origine d'une perte de compétitivité de la France dans un marchémondialisé, où certains pays comme les Etat Unis offrent une sécurité propice à son développement. Elle entraine la fuite de projet à l'étranger et freine l'investissement. L'analyse amène donc à la proposition d'un régime propre appliqué aux jeux vidéo en matière de droit d'auteur. Certains jeux vidéo rassemblent au sein d'univers virtuels des dizaines de milliersd'utilisateurs, qui interagissent alors qu'ils se situent matériellement dans divers pays. Cette ouverture de l'espace de jeu, au départ individuel, à une communauté de joueurs, a profondément modifié la nature de ces jeux. A ce titre, ils soulèvent des questions relatives à leur régulation. Face au constat d'une autorégulation des univers virtuels, considérée comme despotique à l'aune des rapports déséquilibrés institués par les éditeurs et défaillante dans les rapports entre utilisateurs, il est envisagé de créer un cadre juridique spécifique aux univers virtuels.
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18

Luža, Jindřich. "Návrh výpočetních struktur v celulárních automatech." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2014. http://www.nusl.cz/ntk/nusl-236089.

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The goal of this master thesis is to examine possibilities of realizing comptutational structures in cellular automata. The work describes the fundamental principles of cellular automata and summarizes some ways of how to achive the specified goal. An overview of Turing-complete and other specialized computational tasks is proposed considering both 1D and 2D cellular automata. It is shown that different computational scenarios in cellular automata can be considered with various setups of the input and output arrangements. With regard to showed inputs and outputs arrangement, sets of tests is designed to find solutions of choosen computational structures on cellular automata with use of choosen evolutionary algorithm. Found solutions are compared by computational resources consumption and difficulty of discovery later.
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19

Taiakina, Valentina. "Calmodulin as a universal regulator of voltage gated calcium channels." Thesis, 2014. http://hdl.handle.net/10012/8493.

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Calmodulin (CaM) is a ubiquitous calcium-binding protein responsible for the binding and activation of a vast number of enzymes and signaling pathways. It contains two lobes that bind two calcium ions each, separated by a flexible central linker. This structural flexibility allows CaM to bind and regulate a large number of diverse protein targets within the cell in response to Ca2+ gradients. Voltage gated calcium channels (CaVs), as main sources of extracellular Ca2+, are crucial for a number of physiological processes, from muscle contraction to neurotransmission and endocrine function. These large transmembrane proteins open in response to membrane depolarization and allow gated entry of Ca2+ ions into the cytoplasm. Their regulation is currently the subject of intense investigation due to its pharmacological and scientific importance. CaM has been previously shown to pre-associate and act as a potent inhibitor of one class of high-voltage activated (HVA) channels called L-type channels via its interaction with their C-terminal cytoplasmic region. This interaction is primarily mediated by a conserved CaM-binding motif called the ‘IQ’ motif (for conserved isoleucine and glutamine residues), although the exact molecular details of its involvement in inactivation are currently unclear. Elucidation of these details was the primary objective of this dissertation. Recently, a novel sequence motif within this channel called ‘NSCaTE’ (N-terminal spatial calcium transforming element) has been described as an important contributor to calcium-dependent inactivation (CDI) of L-type channels. It was presumed to be unique to vertebrates, but we also show its conservation in a distantly related L-type channel homolog of Lymnaea stagnalis (pond snail). The interaction of CaM with a number of peptides representing the different regulatory motifs (IQ and NSCaTE) for both mammalian and snail isoforms was characterized in an attempt to better understand their role in CDI. Biophysical work with peptides as well as electrophysiology recordings with an N-terminal truncation mutant of Lymnaea CaV1 homolog were performed to expand our understanding of how the interplay between these channel elements might occur. In brief, the most striking feature of the interaction concerns the strong evidence for a CaM-mediated bridge between the N- and C-terminal elements of L-type channels. Further investigation of the CaM interaction with both IQ and NSCaTE peptides using Ca2+-deficient CaM mutants reveals a preference of both peptides for the Ca2+-C-lobe of CaM, and a much higher affinity of CaM for the IQ peptide, suggesting that the N-lobe of CaM is the main interaction responsible for the physiological effects of NSCaTE. These results are consistent with our electrophysiology findings that reveal a distinct buffer-sensitive CDI in wild type LCaV1 that can be abolished by the N-terminal truncation spanning the NSCaTE region. In addition to L-type channels, CaM has also been shown to have an indirect role in the regulation of low-voltage activated (LVA) or T-type channels (CaV3.x), via their phosphorylation by CaM-dependent protein kinase II (CaMKII). Using a primary sequence scanning algorithm, a CaM-binding site was predicted in a cytoplasmic region of these channels that was also previously shown to be important in channel gating. Biophysical experiments with synthetic peptides spanning this gating brake region from the three human and the single Lymnaea isoform strongly suggest that there is a novel, bona fide CaM interaction in this channel region, and also hint that this interaction may be a Ca2+-dependent switch of some sort. The results confirm a possible new role for CaM in the direct regulation of these channels, although the exact mechanism remains to be elucidated.
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20

FAN, WEI-YUAN, and 樊威遠. "Design and Implementation of Universal Game Quick Time Event System." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/845fbg.

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碩士
世新大學
資訊管理學研究所(含碩專班)
106
QTE (Quick Time Event) usually refers to let the player quickly and accurately press the corresponding button according to the instructions of the screen to guide various effects or let the story continue. QTE is a simple and intuitive operation that let players focus on the powerful and attractive game, which has been widely used in games. You can discover that QTE be widely used in whether Triple-A level game or independent developed easy game. This study uses Unreal Engine 4 (UE4), which occupys the highest proportion of next generation game market share in the world, developed by American famous game company, Epic Games. This study use Unreal Engine 4 as the platform to develop an Universal Game Quick Time Event System with high reusability. Universal Game Quick Time Event System provide two game components with expandability, which can help game designers to handle reaction judgment and conversational text process, to simplify complex programming and shorten development time, in order to achieve the goal of quickly creating games on all game platforms that UE4 can provide.
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21

Milley, Rebecca. "Restricted Universes of Partizan Misere Games." 2013. http://hdl.handle.net/10222/21441.

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This thesis considers three restricted universes of partizan combinatorial games and finds new results for misere play using the recently-introduced theory of indistinguishability quotients. The universes are defined by imposing three different conditions on game play: alternating, dicot (all-small), and dead-ending. General results are proved for each main universe, which in turn facilitate detailed analysis of specific subuniverses. In this way, misere monoids are constructed for alternating ends, for pairs of day-2 dicots, and for normal-play numbers, as well as for sets of positions that occur in variations of nim, hackenbush, and kayles, which fall into the alternating, dicot, and dead-ending universes, respectively. Special attention is given to equivalency to zero in misere play. With a new sufficiency condition for the invertibility of games in a restricted universe, the thesis succeeds in demonstrating the invertibility (modulo specific universes) of all alternating ends, all but previous-win alternating non-ends, all but one day-2 dicot, over one thousand day-3 dicots, hackenbush ‘sprigs’, dead ends, normal-play numbers, and partizan kayles positions. Connections are drawn between the three universes, including the recurrence of monoids isomorphic to the group of integers under addition, and the similarities of universe-specific outcome determinants. Among the suggestions for future research is the further investigation of a natural and promising subset of dead-ending games called placement games.
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22

VanDeventer, Meghan C. "Universal emotional and behavioral screening for children and adolescents are multiple gates and informants worth it? /." 2008. http://purl.galileo.usg.edu/uga%5Fetd/vandeventer%5Fmeghan%5Fc%5F200808%5Fphd.

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23

Lorentz, Nicholas. "Gaze strategies for coping with glare under intense contra light viewing conditions – A pilot study." Thesis, 2011. http://hdl.handle.net/10012/6331.

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Purpose: This is a pilot study to investigate gaze strategies for coping with glare when performing a simple visual task under intense contra light viewing conditions. Method: Twenty-four normally sighted participants were recruited for this study. They consisted of a young subgroup (n=12), aged 21-29 (mean = 25.3 ± 2.5), and an older subgroup (n=12), aged 51-71 (mean = 57.3 ± 6.1). Visual acuity (VA) and Brightness Acuity testing (BAT) were used to assess central vision. Participants were required to locate and approach (from 15m) a small platform that was contra lit by a powerful light source. Upon arrival at the platform, participants were required to insert a small ball into a similarly sized receptacle. An ASL Mobile Eye (Bedford, MA) eye tracker was used to monitor gaze position throughout until the task was completed. Scene and pupil videos were recorded for each participant and analyzed frame by frame to locate the participant’s eye movements. Results: Two participants (one from each subgroup) adopted aversion gaze strategies wherein they avoided looking at the contra lit task for more than 50% of the task completion time. For the remainder of the experimental trial, these two participants were either looking toward the glare source or blinking. The other twenty-two participants opted to endure the contra light condition by gazing directly into the glare for the majority of the task completion time. An individual t-test between the younger iv subgroup’s BA scores vs. the older subgroup’s BA scores was statistically significant (p<0.05). Significantly poorer BAT scores were found in the older subgroup, however, individual participant’s BAT scores did not necessarily predict the ability to cope with a contra lit glare source. Although, statistically significant differences were not found between the two subgroups when examining their VA and length of time to complete the course, a trend was found, as the older subgroup consistently had poorer VA scores and took longer to complete the course. Further research must be completed with a larger sample size to fully understand the glare aversion strategies one must elicit when dealing with a contra lit glare source within the built environment, and to confirm the three glare strategies proposed by this pilot study.
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24

Moore, Christopher D. "Back Away From the Lecture Notes: Using a Simulation Game to Engage Social Studies Haters." 2015. http://scholarworks.gsu.edu/mse_diss/4.

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Simulation games may increase student engagement in the social studies classroom. Papert (1991) states that constructionism allows students to build, whether tangible or intangible objects, and that the building and conversation around the building allows student to learn best. In this study, the researcher observed and interviewed participants, as well as wrote in a journal about the experience, regarding playing a simulation game about the Electoral College. The researcher utilized en vivo coding to facilitate data interpretation. The participants were 18 year-old students at a suburban high school in a metropolitan area in the southeastern United States. These participants were selected by self-identifying themselves as ‘social studies haters.’ The researcher gathered data to determine if the simulation game has a relationship to engagement in the social studies classroom and examined with the simulation game, eLECTIONS, exercised elements of the Universal Design for Learning (UDL) theory to engage the participants. The researcher determined that self-identified social studies haters at this school more strongly engaged in the social studies content when they participated in the simulation game on the Electoral College. The research also determined UDL enhanced engagement in the simulation game.
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25

Tesfamichael, Solomon Gebremariam. "Mapping potential soil erosion using rusle, remote sensing, and GIS : the case study of Weenen Game Reserve, KwaZulu-Natal." Thesis, 2004. http://hdl.handle.net/10413/6399.

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Accelerated soil erosion is drawing a growing attention with the recognition that the rate of soil loss is too great to be met by soil formation rate. Weenen Game Reserve (WGR) is an area with an unfortunate history of prolonged soil erosion due to excessive overgrazing that led to severe land degradation with prominent visible scars. This problem triggered the general objective of estimating and mapping potential soil erosion in WGR. Assessing soil loss in the area objectively has important implications for the overall management plans as it is reserved for ecological recovery. The most important variables that affect soil erosion are considered as inputs in soil loss estimation models. In this study the RUSLE model, which uses rainfall, soil, topography, and cover management data, was employed. From the rainfall data, an erosivity factor was generated by using a regression equation developed by relating EI30 index and total monthly rainfall. The soil erodibility factor was calculated using the soil erodibility nomograph equation after generating the relevant data from laboratory analysis of soil samples gathered from the study area. Using exponential ordinary kriging, the point values of this factor were interpolated to fill in the non-sampled areas. The topographic effect, which is expressed as the combined impact of slope length and slope steepness, was extracted from the DEM of the study area using the flow accumulation method. For mapping of the land cover factor, in situ measurements of cover from selected sites were undertaken and assigned values from the USLE table before being related with MSAVI of Landsat 7 ETM+ image. These values were then multiplied to get the final annual soil loss map. The resulting potential soil loss values vary between 0 and 346 ton ha-1 year-l with an average of 5 ton ha-1 year-l. About 58% of the study area experiences less than 1 ton ha-1 year-1 indicating the influence of the highest values on the average value. High soil erosion rates are concentrated in the central part extending as far as the south and the north tips along the eastern escarpments and these areas are the ones with the steepest slopes. The results indicate a high variation of soil loss within the study area. Nevertheless, the majority of the area falling below the average might foresee that the soil erosion problem of the area can be minimized significantly depending largely on soil management. The most important areas for intervention are the medium and low erosion susceptible parts of WGR, which are mainly found in the flatter or gently sloping landscapes. The steepest areas are mostly covered with rocks and/or vegetation and hence less effort must be spent in managing them. Overall, the reported increasing density of the vegetation community in the area that reduces the exposure of soil from the impact of direct raindrops and surface-flowing water must be pursued further.
Thesis (M.Sc.)-University of KwaZulu-Natal, Pietermaritzburg, 2004.
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26

Guay, Louis-Martin. "L'impact de l'universalisation dans Grand Theft Auto VICE CITYtm." Thèse, 2008. http://hdl.handle.net/1866/7353.

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Mémoire numérisé par la Division de la gestion de documents et des archives de l'Université de Montréal
Pour respecter les droits d'auteur, la version électronique de cette thèse ou ce mémoire a été dépouillée, le cas échéant, de ses documents visuels et audio-visuels. La version intégrale de la thèse ou du mémoire a été déposée au Service de la gestion des documents et des archives de l'Université de Montréal.
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27

Kollárová, Veronika. "Výstavba fikčního světa fantasy ságy Píseň ledu a ohně." Master's thesis, 2018. http://www.nusl.cz/ntk/nusl-383936.

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This diploma thesis deals with the fantasy saga A Song of Ice and Fire written by American author G. R. R. Martin and the analysis of its fictional world. It explores saga's genre classification and focuses on elements that depart from its genre and which enrich it. Through the narratological analysis of the work, it focuses on the main principles of the construction of the fictional world and its specific characteristics. The basic theoretical framework for the analysis of the saga consists of contemporary fictional worlds that are not called fictional in the sense that they would form a fictional narrative but create a new narrative universe. It is designed to help construct further sequels or narrative turns. The diploma thesis also refers to the phenomenon of transmediality, thanks to which the narrative universe continues to expand and the fictional world becomes more realistic.
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