Dissertations / Theses on the topic 'Universal gate'
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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.
Full textA 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.
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.
Full textLiu, 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.
Full textThesis 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.
Zaghloul, Yasser A. "Polarization based digital optical representation, gates, and processor." Diss., Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/43675.
Full textFraser, 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.
Full textLi, 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.
Full text"Department of Physics." Keywords: Quantum gates, Twisted rapid passage, Quantum interference, Fault-tolerant quantum computing Includes bibliographical references (p. 77-80). Also available online.
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.
Full textChen, 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.
Full textHe, 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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Jullian, Nadège. "La cession de patrimoine." Thesis, Rennes 1, 2016. http://www.theses.fr/2016REN1G019.
Full textThe 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)
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.
Full textUsage 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.
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.
Full textChildren 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
Kreslavskiy, Dmitry Michael. "Lorentz Lattice Gases on Graphs." Diss., Georgia Institute of Technology, 2003. http://hdl.handle.net/1853/6423.
Full textSöderberg, 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.
Full textMassiva 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.
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.
Full textWithin 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.
Bouathong, Patrick. "Les universalités de droit : essai d'une théorie générale." Thesis, Paris 1, 2020. http://www.theses.fr/2020PA01D036.
Full textFrench 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
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.
Full textLuža, 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.
Full textTaiakina, Valentina. "Calmodulin as a universal regulator of voltage gated calcium channels." Thesis, 2014. http://hdl.handle.net/10012/8493.
Full textFAN, 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.
Full text世新大學
資訊管理學研究所(含碩專班)
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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.
Milley, Rebecca. "Restricted Universes of Partizan Misere Games." 2013. http://hdl.handle.net/10222/21441.
Full textVanDeventer, 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.
Full textLorentz, Nicholas. "Gaze strategies for coping with glare under intense contra light viewing conditions – A pilot study." Thesis, 2011. http://hdl.handle.net/10012/6331.
Full textMoore, 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.
Full textTesfamichael, 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.
Full textThesis (M.Sc.)-University of KwaZulu-Natal, Pietermaritzburg, 2004.
Guay, Louis-Martin. "L'impact de l'universalisation dans Grand Theft Auto VICE CITYtm." Thèse, 2008. http://hdl.handle.net/1866/7353.
Full textPour 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.
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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