Dissertations / Theses on the topic 'FP5'

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1

Paplewski, Peter. "Instabile Halogenphosphane FPO, FPS und PH2Br Erzeugung und rotationsschwingungs- spektroskopische Charakterisierung /." [S.l.] : [s.n.], 2001. http://deposit.ddb.de/cgi-bin/dokserv?idn=964164310.

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2

Breuss, Fritz. "Österreich in der EU - eine Erfolgsgeschichte." Wirtschaftskammer Österreich, 2015. http://epub.wu.ac.at/5231/1/005_Breuss.pdf.

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Österreich trat 1995 der EU bei. Der anfänglichen EU-Euphorie folgte bald Skepsis und Ernüchterung. Nichtsdestotrotz hat Österreich von 20 Jahren EU-Mitgliedschaft enorm profitiert. Die positiven Integrationseffekte haben bis zum Ausbruch der globalen Finanz- und Wirtschaftskrise 2008/09 und der folgenden Euro -Krise angehalten. Österreich lukrierte dank des EU-Beitritts einen "EU-Bonus" von rund ½ bis 1% mehr Wirtschaftswachstum pro Jahr. Seit der stagnierenden Wirtschaftsentwicklung in Europa nach den diversen Krisen (Große Rezession 2009, Euro-Krise seit 2010, Unsicherheit en durch die Ukraine-Russland-Krise 2013/14) flachte der "EU-Wachstumsbonus" ab. Neue Wachstumsimpulse müssen jetzt von innen kommen. (author's abstract)
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Al-Mashat, Alex. "Comparison of Multiple Models for Diabetes Using Model Averaging." Thesis, Uppsala universitet, Institutionen för farmaci, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-448168.

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Pharmacometrics is widely used in drug development. Models are developed to describe pharmacological measurements with data gathered from a clinical trial. The information can then be applied to, for instance, safely establish dose-response relationships of a substance. Glycated hemoglobin (HbA1c) is a common biomarker used by models within antihyperglycemic drug development, as it reflects the average plasma glucose level over the previous 8-12 weeks. There are five different nonlinear mixed-effects models that describes HbA1c-formation. They use different biomarkers such as mean plasma glucose (MPG), fasting plasma glucose (FPG), fasting plasma insulin (FPI) or a combination of those. The aim of this study was to compare their performances on a population and an individual level using model averaging (MA) and to explore if reduced trial durations and different treatment could affect the outcome. Multiple weighting methods were applied to the MA workflow, such as the Akaike information criterion (AIC), cross-validation (CV) and a bootstrap model averaging method. Results show that in general, models that use MPG to describe HbA1c-formation on a population level could potentially outperform models using other biomarkers, however, models have shown similar performance on individual level. Further studies on the relationship between biomarkers and model performances must be conducted, since it could potentially lay the ground for better individual HbA1c-predictions. It can then be applied in antihyperglycemic drug development and to possibly reduce sample sizes in a clinical trial. With this project, we have illustrated how to perform MA on the aforementioned models, using different biomarkers as well as the difference between model weights on a population and individual level.
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Ivaškevičius, Klaidas. "Daugiamačių sekų šablonų analizė." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2014. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2012~D_20140630_173416-93518.

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Pagrindinis šio magistro baigiamojo darbo tikslas buvo apžvelgti kai kurių algoritmų ir jų kombinacijų pritaikymą daugiamačiams sekų šablonams analizuoti ir įgyvendinti algoritmą, gebantį tai atlikti. Buvo aprašyta FP-Tree medžio struktūra, kuri yra skirta kompaktiškai saugoti kritiniams (pvz., dažnai pasikartojantiems) duomenims, pateiktas FP-Growth algoritmas, galintis analizuoti tokią duomenų struktūrą ir rezultate pateikiantis visų dažnų elementų šablonų aibę. Pristatyta modifikuotų FP-Growth ir PrefixSpan algoritmų kombinacija – MD-PS-FPG algoritmas, pateikti kai kurių atliktų testavimų rezultatai, tolimesnių darbų pagrindiniai tikslai ir pan.
The main goal of this master final work was to present some of the algorithms and their combinations for the multidimensional sequence pattern mining and implement an algorithm, that is capable of doing that. FP-Tree, that is used to store critical (for example, often repeated) data, was described. FP-Growth algorithm, that can analyze FP-Tree structure and give frequent pattern set as a result, was presented. MD-PS-FPG algorithm – a combination of modified FP-Growth and PrefixSpan algorithms – was introduced. The results of some tests, further work objectives and other things were also presented.
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Tomblin, Josh. "Buried FPR-Concrete Arches." Fogler Library, University of Maine, 2006. http://www.library.umaine.edu/theses/pdf/TomblinJX2006.pdf.

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Cavrini, Guido. "Il ruotamento nelle configurazioni FPL." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/8767/.

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La Congettura di Razumov-Strogranov, dimostrata solo nel 2010 con metodi puramente combinatori da due matematici italiani, Contini e Sportiello, ha affascinato molti studiosi di combinatoria che si sono dedicati allo studio delle configurazioni FPL. In questa tesi viene studiato il ruotamento, una speciale permutazione delle configurazioni FPL con determinate condizioni al bordo che è lo strumento fondamentale per la dimostrazione della sovramenzionata congettura.
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Dobiášková, Veronika. "Strategie rozvoje podniku FPO s.r.o." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2010. http://www.nusl.cz/ntk/nusl-222495.

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This diploma thesis is dealing with creating compact description of strategic documentation in a company. It helps to set one direction, where the company should be heading in its vision, function, identity, objectives and values. It is a compact collection for strategic development of the company and for keeping the direction towards the chosen objectives set beforehand. It is possible to secure coordination and mutual belonging of the parts and objective of the company in a framework of unanimous material.
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Bruckner, Dean C. "Automatic pulse shaping with the AN/FPN-42 and AN/FPN-44A Loran-C transmitters." Thesis, Monterey, California : Naval Postgraduate School, 1992. http://handle.dtic.mil/100.2/ADA257860.

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Thesis (M.S. in Electrical Engineering)--Naval Postgraduate School, December 1992.
Thesis Advisor: Tummala, Murali. "December 1992." Description based on title screen as viewed on April 16, 2009. Includes bibliographical references (p. 181-183). Also available in print.
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9

Junior, Marcos de Freitas. "Melhoria na consistência da contagem de pontos de função com base na Árvore de pontos de função." Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/100/100131/tde-02022016-012253/.

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Análise de Pontos de Função (APF) é uma das medidas usadas para obter o tamanho funcional de um software. Determinou-se, no Brasil, que toda contratação pública de desenvolvimento de software deve usar APF. Entretanto, uma das principais críticas realizadas a APF diz respeito à falta de confiabilidade entre diferentes contadores em uma mesma contagem já que, segundo alguns pesquisadores, as regras de APF são subjetivas, obrigando que cada contador faça interpretações individuais a partir delas. Existem diversas propostas para que se possa aumentar a confiabilidade dos resultados gerados com APF. Em geral, as abordagens propostas realizam mapeamentos entre componentes de artefatos desenvolvidos no ciclo de vida de software com os conceitos de APF. Porém, tais propostas simplificam em mais de 50% as regras previstas em APF comprometendo a validade dos resultados gerados pelas contagens. Como o tamanho do software é usado na derivação de outras medidas, inconsistências nos tamanhos medidos podem comprometer as medidas derivadas, o que influência negativamente nas decisões tomadas. Sem padronização dos tamanhos funcionais obtidos e consequentemente sem confiabilidade dos resultados obtidos, medidas derivadas a partir do tamanho funcional, como custo e esforço, podem estar comprometidas, fazendo com que ela não ajude a influenciar positivamente tais projetos. Diante desse contexto, o objetivo deste trabalho é desenvolver e avaliar experimentalmente uma abordagem para oferecer maior padronização e sistematização na aplicação de APF. Para isso, propõe-se incorporar o artefato Árvore de pontos de função ao processo de APF. Sua inclusão possibilitaria o levantamento de dados adicionais, necessários à contagem de pontos de função, reduzindo a ocorrência de interpretações pessoais do contador, e consequentemente, a variação de tamanho reportado. A abordagem foi denominada como Análise de Pontos de Função baseada em Árvore de Pontos de Função (APF-APF). Este trabalho baseia-se no método de pesquisa Design Science, cujo objetivo é estender os limites do ser humano e as capacidades organizacionais, criando novos artefatos que solucionem problemas ainda não resolvidos ou parcialmente resolvidos; que neste trabalho, trata-se da falta de confiabilidade na aplicação de APF devido à sua margem para diferentes interpretações. APF-APF foi testada com 11 Analistas de Sistemas / Requisitos que, baseados na especificação de um software de Recursos Humanos medido oficialmente pelo IFPUG com 125 pontos de função, modelaram a Árvore de pontos de função de modo manual ou automatizado via protótipo de ferramenta desenvolvido. Os resultados obtidos indicam que os tamanhos funcionais calculados com APF-APF possuem coeficiente de variação, respectivamente de 10,72% em relação a confiabilidade e 17,61% em relação a validade dos resultados de medição gerados. Considera-se que a abordagem APF-APF mostrou potencial para que melhores resultados possam ser obtidos. Verifica-se que a principal causa das variações observadas estava relacionada a ausência de informações requeridas para a Árvore de pontos de função, não tendo sido identificado nenhum problema específico em relação as regras definidas para APF-APF. Por fim, verificou-se que o uso do protótipo de ferramenta desenvolvido aumenta em até 47% a eficiência na contagem de pontos de função quando comparado com APF-APF manual
Function point analysis (FPA) is one of the measures used to achieve the functional size of software. It was determined, in Brazil, public procurement of software development should use FPA. However, one of the main criticisms made the FPA concerns the lack of reliability between different counters on the same count that, according to some researchers, the FPA rules are subjective, requiring that each counter do individual interpretations from them. There are various proposals in order to increase the reliability of the results generated with FPA. In General, the proposed approaches perform mappings between artifacts developed components in software life cycle with the concepts of FPA. However, such proposals simplify in more than 50% the rules laid down in FPA compromising the validity of the results generated by the scores. As the size of the software is used in the derivation of other measures, inconsistencies in sizes measured may compromise the measures derived, which negatively influence the decisions taken. Without standardization of functional sizes obtained and consequently without reliability of the results obtained, derived from measures of functional size, cost and effort, may be compromised, causing it to not help to positively influence these projects. In this context, the objective of this work is to develop and experimentally evaluate one approach to offer greater standardization and systematization in the implementation of FPA. For this, it is proposed to incorporate the artifact \"function point Tree\" to the FPA process. Its inclusion would allow additional data collection necessary for function point count, reducing the occurrence of personal interpretations of the counter, and consequently, the variation of size reported. The approach was called as Function Point Tree-based Function Point Analysis (FPT-FPA). This work is based on the method of Design Science research, whose goal is to extend the limits of the human and organizational capacities, creating new artifacts to troubleshoot unresolved or still partially resolved; in this work, it is the lack of reliability in application of FPA because of its scope for different interpretations. FPT-FPA were tested with 11 Systems analysts / requirements analysts, based on the specification of a human resources software measured by the IFPUG with 125 points, have modeled the function point Tree manually or via automated tool prototype developed. The results obtained indicate that the functional sizes calculated with FPT-FPA have coefficient of variation, respectively of 10.72% for reliability and 17.61% in relation to the validity of the measurement results generated. The FPA approach showed potential for better results can be obtained. It turns out that the main cause of the variations observed were related to the absence of information required for the tree of function points have not been identified any particular problem regarding the rules defined for FPT-FPA. Finally, it was found that the use of a prototype tool increases by up to 47% on efficiency function point count when compared to FPT-FPA manual
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10

Söderberg, John. "FPS i en interaktiv 3D-modellvisare med WebGL : En FPS-jämförelse av WebGL Javascriptbiblioteken Three.js och Babylon.js." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18642.

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Denna studie jämför skillnader i FPS mellan de två WebGL-biblioteken Three.js och Babylon.js. Prestandan som mäts är hur många bilder per sekund, eller FPS (engelska frames per second) som en webbapplikation med 3D-grafik klarar att rendera. Prestandamätningarna utförs på en 3D-modellvisare som implementeras i både Three.js och Babylon.js. Testerna utförs på en bärbar dator med Windows 10. Hypotesen antar att Three.js inte kommer att prestera bättre än Bablyon.js Resultatet från studien visar dock att Three.js presterar bättre än Babylon.js. Studiens syfte är att ge utvecklare en uppfattning om vilket WebGL-bibliotek som är mest lämpligt att använda vid exempelvis utveckling av en e-handelssida där produkter har 3D-förhandsvisningar. Studien kan användas som grund eller inspiration för framtida forskning inom samma område.
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Hornæs, Daniel. "Low-Cost FPU : Specification, Implementation and Verification." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for elektronikk og telekommunikasjon, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-11145.

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This report aims to provide a complete specification of an IEEE-754 1985 compliantdesign, as well as a working, synthesizable implementation in Verilog HDL. Thereport is based on a preliminary project, which analyzed the IEEE-754 standardand suggested a set of algorithms suitable for a compact realization.Through traditional methods of both algorithmic analysis and dataanalysis,requirements of functional units are derived, and operations are scheduled.A set of functional simulations assert the correctness of the design, while areaand performance analysis provides information on the speedup gained, versus thehardware cost.Finally, the results obtained are compared to existing implementations, bothhardware and software.
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Вачнадзе, А. М. О. "Розробка FPS гри на ігровому рушії Unity." Thesis, Чернігів, 2020. http://ir.stu.cn.ua/123456789/23439.

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Вачнадзе, А.-М. О. Розробка FPS гри на ігровому рушії Unity : випускна кваліфікаційна робота : 123 "Комп’ютерна інженерія" / А.-М. О. Вачнадзе ; керівник роботи С. В. Зайцев ; НУ "Чернігівська політехніка", кафедра інформаційних та комп’ютерних систем. – Чернігів, 2020. – 100 с.
Об’єкт дослідження – процес створення гри на безкоштовному рушії гри. Предмет дослідження є гра для операційної системи Windows. Гра була розроблена за допомогою ігрового рушія Unity, який працює на таких платформах як Windows, Linux, MacOS. Unity - зручний і практичний інструмент для розробки комп’ютерних, мобільних ігор і т.д. Окрім цього він став популярним інструментом серед кіно-та автоіндустрії. Мета дослідження: - ознайомлення з інструментом розробки комп’ютерних, мобільних та інших додатків Unity; - розробка десктопної гри для операційної системи Windows; - продемонструвати можливості та доступність рушія гри Unity. За останні 20 років ігрова індустрія стала доволі великою, впливовою та фінансово вигідною. Збільшилася кількість пристроїв на яких можливо запустити ігри: комп’ютери, ноутбуки, смартфони, планшети, звичайні та портативні ігрові консолі. З часом стали доступні різні ігрові рушії, завдяки яким будь-хто міг створювати ігри самостійно, оскільки раніше розробникам доводилося власноруч створювати інструменти для розробки ігор. Серед таких рушіїв був Unity, за допомогою якого була створена дана кваліфікаційна робота.
The topic of the qualification work is development of FPS game on the Unity game engine. The object of research is the process of creating a game on a free game engine. The subject of the study is a game for the Windows operating system. The game was developed by using Unity game engine, which runs on platforms such as Windows, Linux, MacOS. Unity is a convenient and practical tool for developing computer and mobile games, etc. In addition, it has become a popular tool among the film and automotive industries. The purpose of the study: - introduction to the tool for developing computer, mobile and other Unity applications; - development of a desktop game for the Windows operating system; - demonstrate the capabilities and availability of the Unity game engine. Over the last 20 years, the gaming industry has become quite large, influential and financially profitable. The number of devices that can run games has increased: computers, laptops, smartphones, tablets, regular and portable game consoles. Over time, various game engines became available, thanks to which anyone could create games on their own, as previously developers had to create their own tools for creating games. Among such engines was Unity, with the help of which this qualifying work was created.
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Hnilička, Libor. "Marketingový výzkum ve firmě FPO, s. r.o." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2007. http://www.nusl.cz/ntk/nusl-221525.

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This diploma work deals with marketing research of customer satisfaction of distributive company FPO s.r.o. with product solution of mother company GORDIC spol. s r.o. The work is closely focused on methods and methodology of marketing research ands justifies chosen research plan and methods determined to effective achievement of set goals. These methods are consequently used to analyse contemporary situation of enterprise and actual state of company customer satisfaction. The outcome of the work is above of others exposure of links among adjustment of marketing mix, actual customer satisfaction and company ability to be one step ahead of competitors. The goal of the work is to propose such measurements, which are going to lead to increase in customer satisfaction and improvements in company market position.
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Flensburg, Allan, and Simon Nilsson. "Player-Driven UI Design for FPS-Games." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20143.

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This paper explores the appeal of customizable user interfaces (UI) in video games, and the choices players make when this option is available to them. In the video game industry at present, players aren't given much choice in regards to the UI, even though it is usually a vital element that will support them throughout their whole experience. To determine the value of customizable UIs, players were provided a testing environment with tools that allowed them to modify their UI, and quantitative data was collected during this test. A qualitative study has also been conducted with a focus on the players attitude towards the subject. The results of the study show a high favor for UI customization among the players. It does however show that players are split on several aspects within the topic and further research is required. This can hopefully lead to developers adapting more uses of user experience (UX) and implementing UI customization within their games.
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Nilsson, Felix, and Jesper Nilsson. "Comparing Automated Testing Approaches for FPS Games." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-22068.

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Background. One important part of creating quality games is to make sure thegames work as intended. It is done by testing the game, often by playtesters that play the game repeatedly to identify problems. It is a time-consuming task, and some of the testing can be automated. Objectives. This thesis explores two different automated testing approaches. The approaches selected are Record and Replay, and Script-Based Testing. The testing approaches are evaluated on a commercial FPS game. Methods. The scientific method used in this thesis was an experiment to collect data on the two testing approaches. The testing approaches were implemented and then tested on the game. The data collected was the time to create a test case andthe execution time of the test. Results. Creating tests with the Script-Based approach was significantly slower compared to Record and Replay. There was no significant difference in execution time between Record and Replay and Script-Based Testing, but the Script-Based approach is slightly faster in most tests. Conclusions. Record and Replay and Script-Based Testing have different strengths and weaknesses. Record and Replay is fast at creating tests but is not adaptable to changes in the 3D world. Script-Based Testing is slow at creating tests but is adaptable, and therefore less maintenance is required.
Bakgrund. En viktig del av att göra ett bra spel är att säkerställa att spelet fungerar som det ska. Det görs genom testning, oftast av speltestare som spelar spelet om och om igen för att hitta fel. Det är en tidskrävande uppgift och en del av testningen kan automatiseras. Syfte. Denna avhandling undersöker två olika automatiserade testmetoder. De valda metoderna är spela in och spela upp och skriptbaserad metod. Testmetoderna utvärderas på ett kommersiellt FPS-spel. Metod. Den vetenskapliga metoden som användes i denna avhandling var ett exper-iment för att samla in data om de två testmetoderna. Testmetoderna implementerades och testades sedan på spelet. Den insamlade datan var tiden för att skapa ett testfall och testets exekveringstid. Resultat. Att skapa tester med det skriptbaserade metoden var betydligt långsammare jämfört med spela in och spela upp. Det fanns ingen signifikant skillnad i exekveringstid mellan spela in och spela upp och skriptbaserad testning, men den skriptbaserade metoden är något snabbare i de flesta tester. Slutsatser. Spela in och spela upp och den skriptbaserad metoden har olika styrkor och svagheter. Spela in och spela upp är snabbt att skapa tester men kan inte anpassas till förändringar i 3D-världen. Skriptbaserade metoden är långsam när det gäller att skapa tester men är anpassningsbar och därför krävs mindre underhåll.
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Cigna, Claudio. "Events Management: il caso FPA Worlds 2012." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2012. http://amslaurea.unibo.it/4220/.

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Un problema comune agli Ingegneri Gestionali è quello legato alla necessità di dover sempre spiegare in cosa consista veramente il proprio campo di studi. Amici, conoscenti e parenti non dimostrano mai, infatti, familiarità con il termine. Chi scrive è costretto addirittura ad ammettere di avere una madre che, a pochi giorni dalla discussione dalla Tesi Magistrale, continui ad affermare di non aver ancora capito quale lavoro andrà poi a fare il figlio. Medicina, Giurisprudenza ed Economia sono concetti facili da comprendere; “studiare con approccio quantitativo l'organizzazione e i processi produttivi delle imprese costruendo e applicando modelli per la soluzione dei loro problemi” in effetti lo è un po’ meno. Accade così che si debbano quindi aggiungere altri termini, spiegando l’ingegneria gestionale come insieme di altre discipline: produzione, logistica, marketing, economia aziendale, risorse umane, gestione, progetti... Si dà il caso che questo insieme di altre discipline coincida in larga parte con una branca ancora più oscura ai più: l’event management. Questo lavoro di Tesi è incentrato proprio sulla gestione di un evento: gli FPA Worlds 2012, i Mondiali di Frisbee Freestyle 2012 tenutisi a Riccione dal 2 al 5 agosto. L’autore, nell’ambito del suo percorso di Tirocinio, ne è stato l’event manager, ovvero il massimo responsabile e organizzatore, andando a far confluire esperienze, conoscenze e passioni personali con la coronazione degli studi universitari. L’intero progetto lo ha coinvolto dal luglio 2010 al settembre 2012, all’interno di un’azienda riminese con cui già collaborava dal 2009. La Tesi, di carattere prettamente sperimentale, va quindi ad esporre i processi gestionali “nascosti” dietro ad un evento che ha riscosso successo di pubblico e mediatico, affiancando in ognuno dei capitoli tematici modelli teorici e risultati pratici. La vastità di conoscenze, competenze e strumenti utilizzati ha reso quest’esperienza altamente stimolante, così come le numerose sfide che si sono succedute nel difficile percorso per organizzare il miglior Mondiale di Frisbee Freestyle di sempre.
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Closa, Calvo Marta. "Estudi de l'especialització funcional dels isoenzims citosòlics de la farnesildifosfat sintasa d'Arabidopsis thaliana." Doctoral thesis, Universitat de Barcelona, 2007. http://hdl.handle.net/10803/1054.

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Les farnesildifosfat sintases (FPS) catalitzen la condensació de dues molècules d'isopentenildifosfat (IPP) amb una molècula de dimetilal.lildifosfat (DMAPP) per produir farnesildifosfat (FPP; C15). Tant els substrats com el producte de la reacció catalitzada per les FPS ocupen una posició molt important en la via del mevalonat de síntesi d'isoprenoides, ja que són punt de partida de nombroses ramificacions cap a la síntesi de diversos productes finals. A Arabidopsis thaliana existeix una petita família multigènica integrada pels gens FPS1 i FPS2, que codifiquen tres isoenzims FPS: FPS1S, FPS1L i FPS2. L'isoenzim FPS1L conté un pèptid de trànsit que li confereix una localització mitocondrial, mentre que FPS1S i previsiblement FPS2, tenen una localització citosòlica. A l'inici d'aquest treball, s'havien clonat els gens FPS1 i FPS2, i s'havien definit els seus patrons d'expressió espaial i temporal mitjançant l'anàlisi de plantes transgèniques portadores de gens quimèrics formats pels promotors d'ambdós gens fusionats al gen reporter uidA d'E. Coli. També s'havia estudiat el paper dels isoenzims FPS1S i FPS1L en la via del mevalonat a través de la caracterització de plantes transgèniques que sobreexpressaven aquests isoenzims. La localització de l'isoenzim FPS1L a les mitocòndries ja és, en sí mateixa, una evidència d'especialització funcional. En el cas dels isoenzims FPS1S i FPS2, el fet de pensar en l'existència d'una especialització funcional deriva dels seus patrons d'expressió diferencials.
Amb l'objectiu d'analitzar el paper de l'isoenzim FPS2 en la via del mevalonat, i obtenir evidències de l'especialització funcional dels isoenzims FPS1S i FPS2, en aquesta tesi es duen a terme diferents abordatges experimentals basats en l'obtenció i caracterització de mutants d'A. Thaliana amb guany i pèrdua de funció dels gens FPS1 i FPS2. Per una banda, mitjançant l'estudi dels efectes de la sobreexpressió de l'isoenzim FPS2 i de la sobreexpressió simultània dels isoenzims FPS1S i FPS2. D'altra banda, a través de l'anàlisi de mutants amb pèrdua de funció dels gens FPS1 i FPS2 i del doble mutant fps1:fps2. Aquests abordatges es complementen amb l'estudi dels efectes de la sobreexpressió en A. Thaliana de proteïnes quimèriques FPS1S/FPS2 (domain swapping), l'elaboració de models estructurals tridimensionals dels isoenzims FPS1S i FPS2 i l'anàlisi dels perfils d'expressió gènica en mutants amb pèrdua de funció dels isoenzims FPS.
En aquest treball es demostra que els isoenzims FPS1S i FPS2, tot i catalitzar la síntesi del mateix producte, tenir la mateixa localització subcel.lular i uns paràmetres cinètics similars, produeixen efectes molt diferents quan són sobreexpressats en A. thaliana. La presència d'un únic isoenzim FPS és suficient per garantir la viabilitat de les plantes, ara bé, la pèrdua de funció de l'isoenzim FPS2 desencadena una resposta metabòlica compensatòria a les llavors. En conjunt, tots els resultats indiquen que els isoenzims citosòlics FPS1S i FPS2 desenvolupen funcions majoritàriament redundants, tot i que presenten una certa especialització funcional que sembla derivar del patró d'expressió especialitzat de cadascun dels gens FPS.
Farnesyldiphosphate synthases (FPS) catalyze the condensation of two molecules of isopentenyldiphosphate (IPP) with its isomer dimethylallyldiphosphate (DMAPP) to produce farnesyldiphosphate (FPP; C15). FPS is located at a key position in the mevalonic acid pathway (MVA), as both the substrates and the reaction product are precursors of a variety of isoprenoid end-products. Arabidopsis thaliana contains a small FPS gene family consisting of two genes, FPS1 and FPS2, encoding three FPS isoforms: FPS1S, FPS1L and FPS2. FPS1L isoform is located in the mitochondria, whereas FPS1S and likely FPS2, are both localized in the cytosol. The differential patterns of expression of FPS1 and FPS2, strongly suggest a functional specialization of the encoded FPS1S and FPS2 isoforms.
The aim of this thesis is to analyze the role of FPS2 isozyme in the MVA pathway and to obtain evidence of a functional specialization of FPS1S and FPS2 isozymes. Different experimental approaches have been undertaken using A. thaliana mutants with gain and loss of function of FPS1S and FPS2. We have investigated the effects of FPS2 overexpression and the effects of the overexpression of both FPS isozymes simultaneously. We have also characterized A. thaliana knock-out mutants in both FPS genes and the double knock-out mutant fps1:fps2. Analysis of the effects caused by the overexpression of chimeric FPS1S/FPS2 proteins in A. thaliana, 3D modelling of FPS isozymes, and microarray analysis of FPS knock-out mutants are also included in this study.
Results demonstrate that, although FPS1S and FPS2 isozymes synthesize the same reaction product, have the same subcellular localization and have similar kinetic parameters, its overexpression produce different effects in A. thaliana. The existence of a single FPS isozyme is enough to assure plant viability. However, FPS2 loss of function triggers a compensatory metabolic response in A. thaliana seeds. All these results indicate that FPS1S and FPS2 play redundant functions in the MVA pathway, although they also show a certain level of functional specialization.
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Salcic, Dubravko, and Bahador Mostofi. "Varför spelar ungdomar våldsspel? : - om FPS spelens attraktion." Thesis, Stockholm University, School of Business, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-6179.

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Trots att datorspel vuxit i popularitet och fått en större utbredning först under de senaste 10 åren så har många forskare hunnit studera fenomenet. Vissa frågor har studerats utförligt som datorspelsvåldets påverkan på barnen medan andra inte fått lika stor uppmärksamhet. Vi upptäckte att man trots att FPS spelen är den största changern inom datorspel inte visste mycket om varför just de var så populära. Många forskare har utvecklat diverse teorier och försökt besvara frågan om varför datorspel i allmänhet var intressanta. Vi ville därför använda oss av dessa teorier för att försöka förstå varför tonårskillar spelade FPS spel, en fråga som vi fann hade flera svar. För att få en förståelse för tonårskillars konsumtion valde vi att genomföra ett antal fokusgruppsintervjuer där vi samtalade med respondenterna och försökte förstå vilka drivkrafter som dolde sig bakom deras spelande. Dessa intervjuer kompletterades med observationer av FPS spelare i spelhallen Inferno. Vi kom fram till att det fanns ett flertal anledningar till varför tonårskillar tycker om att spela FPS spel. En av anledningarna var den spänning de uplevde när de spelade, känslan av att bli jagad och viljan av att överleva ger en sorts adrenalinkick. Vi fann också att den största anledningen till att de föredrar datorspel framför TV-tittande var den större möjligheten till interaktivitet. I spel kan de anpassa allt ifrån svårighetsgraden till vilka miljöer de ska spela i. Till en viss mån fungerade spelen även som en "rast" från problemen då många ansåg att fartfyllda och actionladdade spel som FPS möjliggör för en att sluta tänka på något annat, i alla fall för den stunden. Den sociala aspekten var också en bidragande orsak till spelens popularitet. FPS spel spelas främst i multiplayer läge och gör det möjligt för spelarna som befinner sig i samma rum att kommunicera och samarbeta, bilda lag med sina vänner men också reta varandra och skryta.

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Al-Mbaideen, Amneh Ahmed. "Digital signal processing techniques fpr NIR spectroscopy analysis." Thesis, University of Sheffield, 2011. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.538095.

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Aran, Amnon. "FPA and globalization theories : the case of Israel." Thesis, London School of Economics and Political Science (University of London), 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.445858.

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21

Cariello, Daniel. "Conjectura FPm para grupos metabelianos em dimensões pequenas." [s.n.], 2008. http://repositorio.unicamp.br/jspui/handle/REPOSIP/306917.

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Orientador: Dessislava Hristo Kochloukova
Dissertação (mestrado) - Universidade Estadual de Campinas, Instituto de Matematica, Estatistica e Computação Cientifica
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Resumo: Esse trabalho é sobre a conjectura FPm para grupos metabelianos, para m = 2, 3. Estudamos a conjectura e o invariante homológico 'SGMA' 'POT .0'(Q,M). Uma das implicações da conjectura FP2 está demonstrada no capítulo 4, para o caso do grupo metabeliano ser extensão cindida. No último capítulo damos um idéia de como estender essa demonstração para demonstrar o mesmo resultado em dimensão 3.
Abstract: This work is about the FPm-conjecture for metabelian groups, when m = 2, 3. We study the conjecture and the homological invariant 'SGMA' 'POT .0'(Q,M). One of the implications of the FP2-conjecture is proved in chapter 4, when the metabelian group is a split extension. In the last chapter, we expose some ideas to extend our proof to dimension 3.
Mestrado
Algebra
Mestre em Matemática
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22

Вачнадзе, А. М. О. "Розробка багатокористувацької FPS гри на ігровому рушії UNITY." Thesis, Чернігів, 2021. http://ir.stu.cn.ua/123456789/24993.

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Вачнадзе, А.-М. О. Розробка багатокористувацької FPS гри на ігровому рушії UNITY : випускна кваліфікаційна робота : 123 "Комп’ютерна інженерія" / А.-М. О. Вачнадзе ; керівник роботи С. В. Зайцев ; НУ "Чернігівська політехніка", кафедра інформаційних та комп’ютерних систем. – Чернігів, 2021. – 63 с.
Тема кваліфікаційної роботи – розробка багатокористувацької FPS гри на ігровому рушії Unity. Об’єкт дослідження – процес створення багатокористувацької гри доступними методами. Предмет дослідження є багатокористувацька гра для операційної системи Windows. Гра була розроблена за допомогою ігрового рушія Unity, який працює на таких платформах як Windows, Linux, MacOS. Unity – умовно безкоштовний інструмент для розробки комп’ютерних, мобільних ігор і т.д. Також серед користувачів можна зазначити працівників кіно-та автоіндустрії. Мета дослідження: - ознайомлення із рішенням для створення багатокористувацької гри на рушії Unity; - розробка багатокористувацької гри для операційної системи Windows; - продемонструвати функціонуючу багатокористувацьку гру. За обставин останніх двох років в багатьох людей з’явилася потреба у скоротанні вільного часу, який з’явився через перебування вдома. Як результат, кількість активних гравців збільшилася, а отже, зріс можливий прибуток для розробників. Створити багатокористувацьку гру можна на будь-якому ігровому рушії. Оскільки в попередній кваліфікаційній роботі було використано рушій гри Unity, то було прийнято рішення продовжити роботу з відомим інструментом.
The topic of the qualification work is development of a multiplayer FPS game on the Unity game engine. The object of research is the process of creating a multiplayer game with accessible solutions. The subject of the study is a multiplayer game for the Windows operating system. The game was developed by using Unity game engine, which runs on platforms such as Windows, Linux, MacOS. Unity is a shareware tool for developing computer and mobile games, etc. Also, among the users can be noted workers of the film and automotive industries. The purpose of the study: - acquaintance with the solution for creating a multiplayer game on the Unity engine; - development of multiplayer games for the Windows operating system; - demonstrate a functioning multiplayer game. Over the last 20 years, the gaming industry has become quite large, influential and financially profitable. The number of devices that can run games has increased: computers, laptops, smartphones, tablets, regular and portable game consoles. Over time, various game engines became available, thanks to which anyone could create games on their own, as previously developers had to create their own tools for creating games. Among such engines was Unity, with the help of which this qualifying work was created.
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Quach, Martin. "Inställningsmenyer i FPS-spel : Gränssnittsheuristiks påverkan på användarupplevelsen." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20513.

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Gränssnitt finns inte bara i själva spelet utan också som inställningsmeny i First Person Shooter spel och massa andra spelgenrer. Det är viktigt att inställningsmenyn fungerar bra då inställningsmeny styr många element för hur ett spel kan spelas. Det är väldigt vanligt att heuristiker används för att skapa ett gränssnitt, heuristikregler har då applicerat på en inställningsmeny i ett FPS-spel för att se hur spelare påverkas av det. Detta arbete jämför två olika gränssnitt med varandra där ena gränssnittet är konstruerad med hjälp av heuristikregler och den andra gränssnittet är konstruerad med försök att inte använda sig av heuristikregler. Genom att jämföra dem två gränssnitten med varandra i en undersökning konstateras det att gränssnittet konstruerad med heuristikregler upplevdes som bättre än gränssnittet utan heuristikregler. Framtida arbeten behövs för att se om detta stämmer för spelare i alla åldrar och kön då arbetet bara har behandlat manliga spelare i åldern 21-26.

Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.

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Haglund, Tobias. "Ungdomars perception av partikeleffekter i digitala FPS-spel." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-9452.

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Denna text undersöker om unga datorspelare uppfattar perifera dynamiska specialeffekter i virtuella spelmiljöer av FPS-spel. Texten går igenom tidigare forskning om perception och hur partikeleffekter i spel har utvecklats de senaste 20 åren. I undersökningen har det tillverkats en spelprototyp som använts för att testa hur spelaren spelat spelet. Därefter har spelaren svarat på en enkät som analyserats tillsammans med gjorda fältobservationer. Resultaten från undersökningen visar att spelare uppfattat specialeffekter i spel. Beroende på hur effekterna är utformade så påverkar dessa spelare olika. Sedan tas det upp hur framtida forskning kan göras med hjälp av eye-tracker, samt hur det i närliggande fält kan göras forskning.
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25

Spyridou, E., Ian J. Palmer, and E. J. Williams. "Investigating team speech communication in FPS video games." University of Wolverhampton, 2004. http://hdl.handle.net/10454/4036.

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26

Ruokonen, J. (Jere). "Effect of financial crisis on FF5 risk-factors." Master's thesis, University of Oulu, 2019. http://jultika.oulu.fi/Record/nbnfioulu-201910253014.

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Abstract. This thesis gives an overview of the research that has been conducted studying major risk-factors (size, value, profitability, momentum, investments) and Fama-French asset pricing models. Aim of this thesis is to study changes in major risk factors at the U.S. equity markets after the global financial crisis. The empirical part of this thesis uses three 120-month periods of daily data, focusing mainly on changes between the 120 months before and after the global financial crisis using the end of 2008 as a breakpoint for data. Also, the performance of the Fama-French five-factor model is evaluated in three different periods, revealing information on how the model works with various samples of data. Research set up follows mainly similar approach as in Fama and French asset-pricing studies by using portfolio sorts of different characteristics and portfolios that mimic risk factor returns. This thesis adds to the existing literature by evaluating three short periods of 120-months and comparing relative changes on these periods. The main focus is comparing risk-factor coefficients, risk factor return patterns, and performance of the Fama-French five-factor model in (01/1999–12/2008) data sample to (01/2009–12/2018) data sample in the U.S. equity market. The third period is used to control and point the magnitude of changes after the financial crisis. Results of the empirical part of this thesis reveal significant differences in risk-factors after the financial crisis. Previously discovered risk-factor return patterns disappear in the period after the financial crisis. This change is significant as clear and strong patterns of risks factor effects in average returns can be seen in the first two periods. Regression tests reveal clear trends in risk-factors coefficients. Profitability factor obtains explanatory power (importance) coming to the present day as the value factor loses explanatory power. Size factor gains on small firms’ categories but loses on big-sized firms. Investment factor does not play a significant part in explaining returns in general in the period after the financial crisis. Fama-French five-factor model performance is persistently highest in the period after the financial crisis supporting its usage on different applications. Main findings show enhanced importance of profitability factor. This signs of the increased importance of quality characteristics of firms in explaining the excess returns in line with recent quality-based studies.
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27

Olsen, Chelsea. "Networking subversion : a feminist analysis of the modernist salon." Thesis, University of Sussex, 2018. http://sro.sussex.ac.uk/id/eprint/75495/.

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28

Foster-McGregor, Neil, Florian Kaulich, and Robert Stehrer. "Global Value Chains in Africa." United Nations University - Maastricht Economic and Social Research Institute on Innovation and Technology (UNU-MERIT), 2015. http://epub.wu.ac.at/4753/1/FosterMcGregor_Kaulich_Stehrer_2015_(UNU%2DMERIT_WP)_%2D%2D_Global_Value_Chains_in_Africa.pdf.

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This paper provides evidence on the extent of Global Value Chain (GVC) participation by Africa as a region and for individual African countries. We find that Africa as a whole is heavily involved in GVCs, being more engaged in GVCs than many developing country regions as well as developed countries such as the USA. This overall finding hides the fact that much of Africa's participation in GVCs is in upstream production, with African firms providing primary inputs to firms in countries further down the value chain. The possibility of upgrading within GVCs in Africa is likely to be limited therefore, something which the current analysis suggests. Despite this, we observe a great deal of heterogeneity in terms of GVC participation and upgrading across African countries, with a number of African countries participating in GVCs to a relatively large extent. (authors' abstract)
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Autant, Cyril. "Réseaux de Pétri pour la sémantique et l'implémentation de processus parallèles." Phd thesis, Grenoble INPG, 1993. http://tel.archives-ouvertes.fr/tel-00343578.

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Dans la première partie de cette thèse, nous présentons une implémentation du langage fp2 ayant pour modèle les réseaux de Petri. Fp2 est un langage de programmation parallèle base sur la réécriture de termes et les spécifications algébriques. Nous donnons une nouvelle sémantique a fp2, de la famille des sémantiques du vrai parallélisme, et prouvons la correction de cette sémantique par rapport a la sémantique interleaving du langage. Le modèle utilise, les réseaux de Petri, et la nouvelle sémantique donnée au langage permettent une représentation plus compacte de programmes complexes, évitant les problèmes d'explosion combinatoire rencontres avec les implémentations précédentes. Nous évaluons le gain de notre approche, et proposons plusieurs schémas d'interprétation du langage, bases sur cette nouvelle sémantique. La seconde partie de ce travail concerne la définition d'une nouvelle famille d'équivalences comportementales pour les réseaux de Petri. Alors que les équivalences proposées jusqu'alors sont définies entre les marquages, c'est-a-dire entre les états globaux du réseau, nous définissons une relation entre les places du réseau, reprenant une idée proposée par olderog. De nouvelles équivalences, les bisimulations de places, sont proposées a partir de cette définition. Un algorithme efficace (polynomial) permettant de calculer la plus grande bisimulation de places sur un réseau est propose. Nous montrons comment simplifier un réseau en le quotientant par cette plus grande bisimulation, obtenant ainsi un représentant canonique d'une classe d'équivalence de réseaux bisimilaires de places. L'étude de ces équivalences est ensuite étendue aux réseaux avec actions internes
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30

Onyeani, Onyema Awa. "The obligation of host states to accord the standard of 'full protection and security' to foreign investments under international investment law." Thesis, Brunel University, 2018. http://bura.brunel.ac.uk/handle/2438/16087.

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The analysis of this thesis is to examine whether foreign investors can fully rely on the standard of FPS in BITs for the protection of their investments in the territories of host States which has been mandated to States by international law. This question cannot be answered without giving insights into the content and structure of the origin of FPS standard and adopts a dynamic based-perspective of the interpretation of FPS under VCLT 1969, encompassing the relationship between FPS and CIL. It investigates the tribunals' interpretation of the clause using case laws and literatures to identify and explore the underlying explanatory process behind tribunals' case findings and outcomes. The study examines the critical realism that the obligation of FPS standard does not place absolute liability to a host State, rather the exercise of a reasonable degree of vigilance. It evaluates the controversy surrounding the relationships between FPS and FET, and illuminates on how the two standards may co-evolve which has led to various arbitral tribunals' divergence opinions interpretation of the two principles. The evaluation of the application of FPS to digital assets is dynamic in this research as it addresses the nature of threats investors face globally today over cyber attacks of digital investments. The thesis also emphasis on balancing up investors' rights and obligation, which explains the measures that States can apply to prevent foreign investors from engaging in illegitimate activities. Having look at all these issues, circumstances, and the controversies surrounding FPS standard, the result found is that there is a existence of a gap in this area of the law, that would mean that foreign investors cannot completely rely on the principle of FPS for the protection of their investments in the territories of the host unless this lacunae is properly filled by both the States and arbitral tribunals, especially the tribunals' interpretative meaning of the standard of FPS.
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Sousa, Carlos Augusto Pinheiro de. "Imersão e presença nos jogos FPS: uma aproximação qualitativa." Pontifícia Universidade Católica de São Paulo, 2012. https://tede2.pucsp.br/handle/handle/18116.

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This research aims to investigate immersion and presence in FPS as qualitative approach. This investigation is done by taking in account the two decades of successes on the FPS genre in the games industry in which has been observed paradigm transformations that include control mappings, depth of interaction, graphic realism, considerable expansion in multi-user environments etc. The methodology has been an heuristic one with such an ontological focus situated between the relations of the specific FPS genre and virtual reality done by an organization of bibliographic references and a discussion with professionals from the international industry. From the selected survey which has been organized and selected as a qualitative approach withing the academic literature in both virtual reality and digital games to establish a synthesis of factors to be observed in case studies and evaluated by invited developers from the FPS games industry. This way, it relates the concepts, situating immersion in the field of the convincing experience of the game and that of being in the game . In parallel, the term virtual reality (as a support), by which multi-form definitions emplaces it between device configurations or setups related to sensorial perception and of psychological experiences provided by this medium, the extra-sensorial reach, reflects the development of a projected immersive reproduction by which users of this medium describe the sense of presence, of being in another place or another world. It is believed that the result of this work should contribute to fulfill of studies in the specific FPS genre field, within the own virtual reality studies and possibly in the aiding of design for the development of the FPS games
A pesquisa investiga os conceitos de imersão e presença nos jogos FPS (First-Person Shooters, Jogos de Tiro em Primeira Pessoa) a partir de uma perspectiva qualitativa. Realiza uma investigação tomando o fenômeno dos jogos FPS em duas décadas de sucesso na indústria dos jogos, dentro da qual observou-se transformações paradigmáticas que incluem mapeamentos de controle, à profundidade de interação, realismo gráfico, expansão considerável de ambientes multi-usuário (multijogador), etc. A metodologia foi heurística com enfoque ontológico, situando-se nas relações entre o específico gênero de jogo FPS e realidade virtual, a partir de uma organização da bibliografia e discussão com profissionais da indústria internacional. A partir dos levantamentos realizados organiza e apresenta uma análise qualitativa através da literatura acadêmica tanto em realidade virtual quanto em jogos digitais para estabelecer uma síntese de fatores a serem observados em estudos de caso e avaliados por desenvolvedores convidados da indústria de jogos FPS. Deste modo, relaciona os conceitos, situando a imersão no campo experiência convincente de jogo e de se estar no jogo . Paralelamente, o termo realidade virtual (como suporte), cuja descrição multiforme situa-o entre configurações de dispositivos relacionados à percepção sensorial e de experiências psicológicas providas por este meio, do alcance extra-sensorial, reflete o desenvolvimento projetado para a reprodução imersiva no qual participantes relatam a sensação de presença, de estarem em outro ambiente ou outro mundo. Acredita-se que o resultado deste trabalho poderá contribuir para suprir uma carência de estudos no campo do genêro FPS, dentro dos atuais estudos sobre realidade virtual e possivelmente no auxílio para design e desenvolvimento de jogos FPS
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32

Antony-Debré, Iléana. "Fpd/aml : diagnostic et modélisation d'anomalies de Runx 1." Paris 7, 2013. http://www.theses.fr/2013PA077049.

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La maladie FPD/AML (thrombopénie familiale avec prédisposition aux leucémies aiguës myéloïdes) est due à des anomalies constitutives de RUNX1, facteur de transcription indispensable à l'hématopoïèse définitive. Dans un premier travail, nous avons proposé un nouveau moyen diagnostique des altérations de RUNX1. La myosine MYH10, normalement réprimée par RUNX1 au cours de la mégacaryopoïèse, persiste dans les plaquettes de patients FPD/AML contrairement aux patients atteints d'autres thrombopénies constitutionnelles, à l'exception des patients Paris-Trousseau. Ce nouvel outil diagnostique peut permettre également d'identifier des mutations acquises de RUNX1 dans la leucémie myélomonocytaire chronique. Nous avons ensuite modélisé la maladie FPD/AML en dérivant des cellules souches pluripotentes induites (iPSC) à partir de fibroblastes de plusieurs patients FPD/AML, porteurs de différentes anomalies de RUNX1. Nous avons reproduit les phénotypes observés chez les patients avec des défauts de génération du compartiment mégacaryocytaire et de plaquettogenèse pour toutes les lignées ; et une amplification du compartiment granulo-monocytaire uniquement avec les lignées porteuses de la mutation prédisposant à la leucémie. Nous avons mis en évidence, pour la première fois, un défaut de génération du compartiment érythrocytaire primitif embryonnaire. Ces résultats ont été confirmés en utilisant une lignée de cellules souches embryonnaires transduite par un shARN dirigé contre RUNX1. Notre modèle est donc validé, et pourra être utilisé dans le futur pour identifier de nouveaux mécanismes impliqués dans la mégacaryopoïèse et dans la leucémogenèse
FPD/AML (familial platelet disorder with predisposition to acute myeloid leukemia) results from constitutive alterations of RUNX1, a hematopoietic transcription factor essential to definitive hematopoiesis. In the first part of our work, we proposed a new diagnostic test to detect RUNX1 alterations. We showed that MYH10, which is regulated negatively by RUNX1 during megakaryopoiesis, persisted in platelets from FPD/AML patients. MYHIO persistence was not detected in platelets from patients with other constitutional thrombocytopenia, except from patients with Paris-Trousseau syndrome. This new test could be used also to detect RUNX1 alterations in acquired haematological disorders like chronic myelomonocytic leukemia. In a second work, we generated induced pluripotent stem cells (iPSC) from fibroblasts of FPD/AML patients with different RUNX1 alterations, in order to model the pathology. We reproduced the phenotype already described in patients with defect in megakaryocytic lineage whatever RUNX1 alterations and increase in granulo-monocytic compartment only with the mutation which predisposes to leukemia. We highlighted for the first time that RUNX1 is necessary also for erythroid lineage. We confirmed these results after RUNX1 knock down in an embryonic stem cell line. In conclusion we validated our model and now we can use it to study the mechanisms leading to dysmegakaryopoiesis and predisposition to leukemia in FPD/AML patients
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33

Borges, Leonardo Silveira. "Lanc-FP." Florianópolis, SC, 2009. http://repositorio.ufsc.br/xmlui/handle/123456789/92489.

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Dissertação (mestrado) - Universidade Federal de Santa Catarina, Centro de Ciências Físicas e Matemáticas. Programa de Pós-Graduação em Matemática e Computação Científica.
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Problemas discretos mal-postos precisam ser regularizados para serem resolvidos estavelmente. Dentre vários métodos de regularização existentes na literatura, um dos mais utilizados é devido a Tikhonov e a sua eficiência depende da escolha do parâmetro de regularização. A curva-L de Hansen, o princípio da discrepância de Morozov e a Validação Cruzada Generalizada de Golub, Heath e Wahba são métodos que buscam determinar um bom parâmetro de regularização. Recentemente um algoritmo de ponto-fixo por Bazán e em seguida uma melhoria por Bazán e Francisco tem mostrado excelentes resultados, tanto de cunho teórico como prático. Problemas de grande porte, de modo geral, são resolvidos por métodos iterativos. O algoritmo LSQR de Paige e Saunders é baseado em projeções em subespaços de Krylov e, assim como muitos métodos de projeção, captura boa parte das informações relevantes do problema nas primeiras iterações. Caso as iterações não sejam interrompidas, as novas soluções iteradas são dominadas pelo ruído nos dados e como consequência existe um deterioramento das iteradas. Para contornar a dificuldade inerente a esta abordagem, um critério de parada faz-se necessário. Apresentamos um algoritmo para problemas mal-postos discretos de grande porte chamado de Lanc-FP, o qual resulta da combinação do algoritmo de ponto-fixo com o método LSQR. A ideia fundamental é estimar o parâmetro de Tikhonov no problema projetado construído por LSQR usando o algoritmo do ponto-fixo, e então prosseguir com as iteradas até as mesmas estacionarem. Desenvolvemos a parte teórica do algoritmo e entre outro resultados, apresentamos a demonstração de que as iteradas realmente estabilizam, o qual é o resultado mais importante deste trabalho e único para os algoritmos na área. Por fim, os resultados teóricos são avaliados na obtenção de soluções numéricas para equações integrais e restauração de imagens.
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34

Kriborg, Frida. "Resning i skattemål : - En studie av resningsbestämmelserna i regeringsformen och förvaltningsprocesslagen." Thesis, Karlstads universitet, Handelshögskolan, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-38783.

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35

Badinger, Harald, and Kemal Türkcan. "Currency unions, export margins, and product differentiation: an empirical assessment for European Monetary Union." Wiley, 2014. http://dx.doi.org/10.1111/roie.12094.

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This paper reconsiders the trade effects of the euro, providing a decomposition into its effects on the extensive margin and intensive margin. Furthermore, it relates the more disaggregated estimates for 93 two-digit HS product groups to the elasticity of substitution, thereby testing a key hypothesis of recent trade theory. The estimates for the period 1996-2011 suggest a trade effect of the euro of some 28 percent, which has mainly materialized through the intensive margin. For several product groups, we find a negative net effect of the euro on the extensive margin, supporting anecdotal evidence that firms have consolidated their product varieties in response to the elimination of exchange rate variability. Finally, the disaggregated estimates are in line with recent trade theory, suggesting that a large elasticity of substitution dampens the effect of a trade cost reduction on the extensive margin and amplifies its effect on the intensive margin.
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36

Barbu, Adrian G. "On the cohomology of GLN(FP) with FP coefficients /." The Ohio State University, 2000. http://rave.ohiolink.edu/etdc/view?acc_num=osu1488196781734662.

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37

Lourdin, Morgane. "Etudes biochimiques et structurales de la réparation des lésions multiples de l'ADN." Thesis, Grenoble, 2014. http://www.theses.fr/2014GRENV007/document.

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38

Pham, Hong Phong. "Studies on Optimal Colorful Structures in Vertex-Colored Graphs." Thesis, Université Paris-Saclay (ComUE), 2018. http://www.theses.fr/2018SACLS528.

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Dans cette thèse, nous étudions des problèmes différents de coloration maximale dans les graphes sommet-colorés. Nous nous concentrons sur la recherche des structures avec le nombre maximal possible de couleurs par des algorithmes en temps polynomial, nous donnons aussi la preuve des problèmes NP-difficiles pour des graphes spécifiques. En particulier, nous étudions d’abord le problème de l’appariement coloré maximum. Nous montrons que ce problème peut être résolu efficacement en temps polynomial. En plus, nous considérons également une version spécifique de ce problème, à savoir l’appariement tropical, qui consiste à trouver un appariement contenant toutes les couleurs du graphe original. De même, un algorithme de temps polynomial est également fourni pour le problème de l’appariement tropical avec la cardinalité minimale et le problème de l’appariement tropical maximum avec la cardinalité minimale. Ensuite, nous étudions le problème des chemins colorés maximum. Il existe deux versions pour ce problème: le problème de plus court chemin tropical, c’est-à-dire de trouver un chemin tropical avec le poids total minimum et le problème de plus longue chemin coloré, à savoir, trouver un chemin avec un nombre maximum possible de couleurs. Nous montrons que les deux versions de ce problème sont NP-difficile pour un graphe orienté acyclique, graphes de cactus et graphes d'intervalles où le problème de plus long chemin est facile. De plus, nous fournissons également un algorithme de paramètre fixe pour le premier dans les graphes généraux et plusieurs algorithmes de temps polynomiaux pour le second dans les graphes spécifiques, y compris les graphes des chaîne bipartites, graphes de seuil, arborescences, graphes des blocs et graphes d'intervalles appropriés. Ensuite, nous considérons le problème des cycles colorés maximum. Nous montrons d'abord que le problème est NP-difficile même pour des graphes simples tels que des graphes divisés, des graphes bi-connecteurs et des graphes d'intervalles. Nous fournissons ensuite des algorithmes de temps polynomial pour les classes de graphes de seuil et graphes des chaîne bipartites et graphes d'intervalles appropriés. Plus tard, nous étudions le problème des cliques colorées maximum. Nous montrons tout d’abord que le problème est NP-difficile même pour plusieurs cas où le problème de clique maximum est facile, comme des graphes complémentaires des graphes de permutation bipartite, des graphes complémentaires de graphes convexes bipartites et des graphes de disques unitaires, et aussi pour des graphes sommet-colorées appropriés. Ensuite, nous proposons un algorithme paramétré XP et des algorithmes de temps polynomial pour les classes de graphes complémentaires de graphes en chaîne bipartites, des graphes multipartites complets et des graphes complémentaires de graphes cycles. Enfin, nous nous concentrons sur le problème des stables (ensembles indépendants) colorés maximum. Nous montrons d’abord que le problème est NP-difficile même dans certains cas où le problème de stable maximum est facile, tels que les co-graphes et les graphes des P₅-gratuit. Ensuite, nous fournissons des algorithmes de temps polynomial pour les graphes de grappes, et les arbres
In this thesis, we study different maximum colorful problems in vertex-colored graphs. We focus on finding structures with the possible maximum number of colors by efficient polynomial-time algorithms, or prove these problems as NP-hard for specific graphs. In particular, we first study the maximum colorful matching problem. We show that this problem can be efficiently solved in polynomial time. Moreover, we also consider a specific version of this problem, namely tropical matching, that is to find a matching containing all colors of the original graph, if any. Similarly, a polynomial time algorithm is also provided for the problem of tropical matching with the minimum cardinality and the problem of maximal tropical matching with the minimum cardinality. Then, we study the maximum colorful paths problem. There are two versions for this problem: the shortest tropical path problem, i.e., finding a tropical path with the minimum total weight, and the maximum colorful path problem, i.e., finding a path with the maximum number of colors possible. We show that both versions of this problem are NP-hard for directed acyclic graphs, cactus graphs and interval graphs where the longest path problem is easy. Moreover, we also provide a fixed parameter algorithm for the former in general graphs and several polynomial time algorithms for the latter in specific graphs, including bipartite chain graphs, threshold graphs, trees, block graphs, and proper interval graphs. Next we consider the maximum colorful cycles problem. We first show that the problem is NP-hard even for simple graphs such as split graphs, biconnected graphs, interval graphs. Then we provide polynomial-time algorithms for classes of threshold graphs and bipartite chain graphs and proper interval graphs. Later, we study the maximum colorful cliques problem. We first show that the problem is NP-hard even for several cases where the maximum clique problem is easy, such as complement graphs of bipartite permutation graphs, complement graphs of bipartite convex graphs, and unit disk graphs, and also for properly vertex-colored graphs. Next, we propose a XP parameterized algorithm and polynomial-time algorithms for classes of complement graphs of bipartite chain graphs, complete multipartite graphs and complement graphs of cycle graphs. Finally, we focus on the maximum colorful independent set problem. We first prove that the problem is NP-hard even for some cases where the maximum independent set problem is easy, such as cographs and P₅-free graphs. Next, we provide polynomial time algorithms for cluster graphs and trees
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39

Andreasson, Mikael. "Förflyttad till en annan värld : en litteraturstudie om immersion och användargränssnitt i digitala spel." Thesis, Högskolan Kristianstad, Sektionen för hälsa och samhälle, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-11458.

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Jag har med denna litteraturstudie närmare undersökt begreppet immersion och dess koppling tillgränssnitt i digitala spel inom FPS-genren (First-Person Shooter). I studien presenteras först tidigare forskning som skett inom områdena för immersion, användargränssnitt samt digitala spel. Utifrån detta lyfts det sedan upp tre saker i problemformuleringen: att immersion kan påverka människor, att gränssnitt är en viktig länk mellan spelet och spelaren samt att genren även har en betydelse vid utformandet av gränssnitt. Syftet med studien har varit att undersöka aktuell teori vilket har ökat min förståelse för immersion, användargränssnitt samt digitala spel. En kvalitativ inriktad forskning med hermeneutiken som metod har använts vid utförandet avstudien. Jag presenterar i resultatkapitlet exempel på tre stycken spel i FPS-genren där det framkommer att två av dessa spelen har gränssnitt som stödjer immersion varav det tredje spelet har ett gränssnitt som bryter immersionen. Från resultatet har sedan fyra stycken riktlinjer extraherats med syftet att ge gränssnittsdesigners tydliga instruktioner om vad som gäller vid utvecklingen av gränssnitt som stödjer immersion i FPS-genren. Slutsatsen har med studien blivit att gränssnitt kan påverka immersion i både en positiv och negativ mening.
I have with this literature study closer studied the term immersion and it's connection to user interfaces within video games in the FPS-genre (First-Person Shooter). The study first presents previous research that has occurred in the fields of immersion, user interfaces and video games. Three things are then, from this, later lifted up in the problem specification, those three are, that immersion can affect people, that user interfaces are critical links between the gamer and the game and that the genre is significant in the development of a user interface. The purpose of the study has been to a research current theory which has expanded my knowledge in the fields of immersion, user interfaces and video games. A qualitative oriented research with hermeneutics as the methodology has been applied in the execution of the study. I then present, in the results chapter, three examples of games in the FPS-genre where it is found that two of these games have a user interface that supports immersion with the third game having a user interface that breaks immersion. The results have then been extracted into four guidelines with the purpose to give user interface designers clear instructions about what applies in the development of user interfaces that supports immersion in the FPS-genre. The conclusion of the study has then been that user interfaces can affect immersion in both a positive and in a negative way.
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40

Johansson, Ida, and Andreas Goldmann. ""Verkligheten anropar!" : En kvalitativ studie om upplevelsen av flow och immersion för användare av Mutiplayer FPS-spel." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-104818.

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Användarupplevelse anses vara en viktig aspekt inom dagens spel och utgör en betydande roll för framgång inom branschen. Flertal funktioner bör beaktas vid utvecklingen av optimal upplevelse och eftersom spelindustrin ständigt utvecklas måste även människans kunskap om komponenterna som skapar den optimala upplevelsen utvecklas. För avhandlingen undersöks flow och immersion som komponenter av optimal upplevelse i syfte att skapa förståelse för aktiviteters potential att inducera optimala spelupplevelser inom FPS-spel. Samtidigt undersöks möjligheten att kombinera flow och immersion inom en teori, för att uppnå bättre förståelse för deras relation till varandra inom en spelmiljö. Teorin som presenteras är flow theory, vilken staterar att specifika sinnestillstånd kan observeras när användare utför uppgifter som hen har olika kompetensnivåer inom och som motsätter sig olika utmaningsnivåer. Upplevelsen av flow faller inom de sinnestillstånd som kan observeras, medan immersion ej observeras. Dock överlappar immersion och flow inom flertal av de aspekter som möjliggör flows plats inom teorin, således finns möjlighet för immersion att potentiellt identifieras inom den. För att undersöka detta används både kvantitativa och kvalitativa metoder i form av enkätundersökningar och intervjuer med spelare av FPS-spel. Resultaten visar att ingen specifik aktivitet inom dessa spel kan identifieras med högre nivåer av vare sig flow eller immersion och ingen ytterligare forskning inom ämnet genomfördes. Resultaten påvisade att potentiell immersion kan uppstå inom flertal sinnestillstånd inom flowteorin, dock varierade nivåerna av potentiell immersion mellan dem. Vänners närvaro ökar potentialen att uppleva immersion.
User experience is an important aspect of modern gameplay and plays an important role throughout the various parts that gaming has to offer. There are many features to regard in the development of the optimal gaming experience and as the industry continues to advance, our knowledge about the components of the optimal experience must advance with it. In this thesis flow and immersion as components of optimal user experience will be researched to gain an understanding for which activities within FPS-games show the most potential to induce these optimal gaming experiences. Whilst also attempting to combine them under one theory to achieve a better understanding of their relation to one another in a game setting. The theory presented is flow theory, which states that specific states of mind can be observed when users perform tasks in which they possess varying levels of competence and that oppose varying levels of challenge. The experience of flow is an observable state of mind within the theory, whilst immersion is not. However, immersion overlaps with multiple aspects of the flow experience that enables it to be part of this theory, thus enabling immersion's potential to be identified within it. To investigate this both quantitative and qualitative methods are used, consisting of surveys and interviews with gamers of FPS-style games. The results show that no specific activity within these games can be identified with higher levels of neither flow nor immersion and no further research on the subject was conducted. The results regarding immersion within the flow theory gave positive results. The potential to experience immersion was observed within multiple parts of the theory, even though the levels of potential immersion varied between the different areas. The results also showed that the presence of friends increased the potential to experience immersion.
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41

Rogé, Sylvie. "Comparaison des comportements des processus communicants : application au langage FP2." Phd thesis, Grenoble INPG, 1986. http://tel.archives-ouvertes.fr/tel-00322013.

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Dans un premier temps, nous présentons des modèles permettant de décrire des systèmes de processus communicants, synchronisés par rendez-vous, ainsi que les différentes théories qui traitent le problème de la comparaison observationnelle. Nous abordons ensuite le problème à partir du langage FP2. Nous proposons une démarche qui permet de faire totalement abstraction des événements internes des processus et d'exprimer le comportement de communication des processus en n'utilisant que les événements de communication avec l'environnement. Enfin, une notion de contexte est définie et étudiée
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42

Trinka, Mark W. "Product-market opportunities for FPL spaceboard II molded structural products." Thesis, This resource online, 1991. http://scholar.lib.vt.edu/theses/available/etd-10312009-020141/.

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43

Knappett, Daniel. "Numerical solution of the stationary FPK equation using Shannon wavelets." Thesis, University of Nottingham, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.367109.

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Dutta, Sumit Ph D. Massachusetts Institute of Technology. "Floating-point unit (FPU) designs with nano-electromechanical (NEM) relays." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/84724.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2013.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Includes bibliographical references (pages 71-74).
Nano-electromechanical (NEM) relays are an alternative to CMOS transistors as the fabric of digital circuits. Circuits with NEM relays offer energy-efficiency benefits over CMOS since they have zero leakage power and are strategically designed to maintain throughput that is competitive with CMOS despite their slow actuation times. The floating-point unit (FPU) is the most complex arithmetic unit in a computational system. This thesis investigates if the energy-efficiency promise of NEM relays demonstrated before on smaller circuit blocks holds for complex computational structures such as the FPU. The energy, performance, and area trade-offs of FPU designs with NEM relays are examined and compared with that of state-of-the-art CMOS designs in an equivalent scaled process. Circuits that are critical path bottlenecks, including primarily the leading zero detector (LZD) and leading zero anticipator (LZA) blocks, are carefully identified and optimized for low latency and device count. We manage to drop the NEM relay FPU latency from 71 mechanical delays in a CMOS-style implementation to 16 mechanical delays in a NEM relay pass-logic style implementation. The FPU designed with NEM relays features 15x lower energy per operation compared to CMOS.
by Sumit Dutta.
S.M.
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45

Mårtensson, Vidar. "Ambiensljud och spelstilar : Ambiensers inverkan på spelstil i FPS-spel." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15198.

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Undersökningen som genomförts har avsett besvara om man med hjälp av ljudambienser kan uppmuntra spelare till att byta mellan och ändra spelstil i first person shooter-spel, beroende på vilken typ av ambiens som hörs. För att utföra studien har en spelbar prototyp skapats vilken innefattar tre olika ambienser förankrade i forskning kopplad till hur ljud påverkar människor. Studien som genomförts innefattade en kvalitativ metod, och nio personer deltog i den huvudsakliga studien. Både observationer såväl som intervjuer genomfördes. Resultaten pekar på att testpersonerna kan ha uppmuntrats till specifika spelstilar, men inte nödvändigtvis agerat på uppmuntran. Detta kan ha berott på att testpersonerna, vilka är vana datorspelare, har identiteter i sitt spelande som inte frångås. Hade arbetet fortsatt under en kortare tid hade prototypen förbättrats och fler studiesessioner utförts. På längre sikt hade den själva spelbara prototypen gjorts om och grundats i forskning.
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В, Лавриненко Ю., Лавриненко В. Ю, Лупандин М. В, Бескровная И. А, and Юрьева И. М. "Особенности обработки маршрутной части плана полета нового формата FPL 2012." Thesis, Київ, Національний авіаційний університет, 2012. http://er.nau.edu.ua/handle/NAU/18853.

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В соответствии с введенными Аэронавигационной комиссией ICAO новыми требованиями по составлению и применению новых форматов сообщений FPL, касающихся обслуживания воздушного движения в поле 15 (маршрут) могут содержаться пункты поворота маршрута (ППМ), заданные не наименованием соответствующего ППМ, а его географическими координатами. В этой связи возникает ряд новых задач по определению пространственно-временной траектории маршрута.
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Blackwelder, Reid B. "FPs, Go Out and Make the Case for Family Medicine." Digital Commons @ East Tennessee State University, 2018. https://dc.etsu.edu/etsu-works/6927.

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Excerpt: Reid Blackwelder, M.D., knows medical education. For more than 25 years, the former AAFP president has been training family physicians through his work in one role or another, from professor to residency program director to his current position as chair of the Department of Family Medicine at Quillen College of Medicine at East Tennessee State University.
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48

Schnoebelen, Philippe. "Sémantique du parallélisme et logique temporelle : application au langage FP2." Grenoble INPG, 1990. http://www.theses.fr/1990INPG0075.

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Cette thèse contribue à l'étude des liens existant entre les deux principaux points de vue actuellement adoptés pour la spécification des programmes parallèles ; les modèles opérationnels et leurs équivalences comportementales d'une part, la logique temporelle d'autre part. A la différence d'approches plus classiques, nous considérons explicitement des systèmes où le branchement infini (c. -à-d. Le non-déterminisme infini) est autorisé. Dans ce cadre général, les résultats classiques d'adéquation entre les deux points de vue susmentionnés doivent être relativisés. Par exemple, l'équivalence de bisimulation est strictement plus puissante que l'équivalence induite par les logiques du temps arborescent. Nous montrons aussi que l'équivalence induite par la logique temporelle n'est pas une congruence par rapport aux combinateurs usuels de programmes parallèles et que la congruence engendrée reste strictement moins forte que la bisimulation. Cette étude théorique a sa source dans les problèmes posés par le langage FP2. Dans la deuxième partie de cette thèse, nous donnons une définition complète du langage et de sa sémantique. Nous proposons ensuite une méthode de vérification automatique des programmes FP2 qui n'est pas limitée aux systèmes d'états finis. Cette méthode, dite de vérification symbolique, repose sur l'utilisation par FP2 de la réécriture de termes et utilise les résultats de Comon sur la disunification
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49

Rogé, Sylvie. "Comparaison des comportements des processus communicants application au langage FP2 /." Grenoble 2 : ANRT, 1986. http://catalogue.bnf.fr/ark:/12148/cb37600743k.

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50

Rogé, Sylvie Sifakis Joseph Jorrand Philippe. "Comparaison des comportements des processus communicants application au langage FP2 /." S.l. : Université Grenoble 1, 2008. http://tel.archives-ouvertes.fr/tel-00322013.

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