Dissertations / Theses on the topic 'Game coding'

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1

Boodé, Philip. "GoDraw : Creative Coding i Godot Game Engine." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166743.

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Creative Coding är en form av kreativt lärande genom programmering, men det är idag fortfarande inte väl använt som arbetssätt för att lära ut programmering. Idag finns Processing, som är både ett verktyg och ett eget språk, som aktivt jobbar för att göra Creative Coding lättillgängligt och enkelt. Det har använts vid universitet och visat goda resultat, men idag finns inte många alternativ när det kommer till Creative Coding. Godot är en grafikmotor med stor kapacitet och möjligheten att kunna tillhandahålla samma funktion som Processing gör, men få studier av detta har tidigare genomförts.  För att undersöka om Godot kan vara ett alternativ till Processing så har denna studie byggt en prototyp för att utvärdera rimligheten att använda Godot för Creative Coding genom prestanda tester och hur mycket som svår kod kan abstraheras för en lättare användning. Resultaten visar att Godot kan prestera på god nivå vid generering av höga antal partiklar och har större möjlighet att simulera gravitation och mindre partiklar för att skapa mer spännande organiska bilder än Processing. Däremot är Processing fortfarande bättre när det gäller responstider och fluiditet i de tester som har utförts. Stöd för Creative Coding kan byggas in i en Godot applikation, men med större svårigheter och med en stor tidsåtgång.
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2

Nivens, Ryan Andrew, and Rosemary Geiken. "Developing Preschoolers’ Coding Literacy Using a Computer Science-based Board Game." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etsu-works/2641.

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3

Cockerham, Lucas. "POKERFACE: EMOTION BASED GAME-PLAY TECHNIQUES FOR COMPUTER POKER PLAYERS." UKnowledge, 2004. http://uknowledge.uky.edu/gradschool_theses/224.

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Numerous algorithms/methods exist for creating computer poker players. This thesis comparesand contrasts them. A set of poker agents for the system PokerFace are then introduced. A surveyof the problem of facial expression recognition is included in the hopes it may be used to build abetter computer poker player.
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4

Baidas, Mohammed Wael. "Node Selection, Synchronization and Power Allocation in Cooperative Wireless Networks." Diss., Virginia Tech, 2012. http://hdl.handle.net/10919/26527.

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Recently, there has been an increasing demand for reliable, robust and high data rate communication systems that can counteract the limitations imposed by the scarcity of two fundamental resources for communications: bandwidth and power. In turn, cooperative communications has emerged as a new communication paradigm in which network nodes share their antennas and transmission resources for distributed data exchange and processing. Recent studies have shown that cooperative communications can achieve significant performance gains in terms of signal reliability, coverage area, and power savings when compared with conventional communication schemes. However, the merits of cooperative communications can only be exploited with efficient resource allocation in terms of bandwidth utilization and power control. Additionally, the limited network resources in wireless environments can lead rational network nodes to be selfish and aim at maximizing their own benefits. Therefore, assuming fully cooperative behaviors such as unconditionally sharing of one's resources to relay for other nodes is unjustified. On the other hand, a particular network node may try to utilize resources from other nodes and also share its own resources so as to improve its own performance, which in turn may prompt other nodes to behave similarly and thus promote cooperation. This dissertation aims to answer the following three questions: ``How can bandwidth-efficient multinode cooperative communications be achieved?'', ``How can optimal power allocation be achieved in a distributed fashion?'', and finally, ``How can network nodes dynamically interact with each other so as to promote cooperation?''. In turn, this dissertation focuses on three main problems of cooperation in ad-hoc wireless networks: (i) optimal node selection in network-coded cooperative communications, (ii) auction-based distributed power allocation in single- and multi-relay cooperative networks, and finally (iii) coalitional game-theoretic analysis and modeling of the dynamic interactions among the network nodes and their coalition formations. Bi-directional relay networks are first studied in a scenario where two source nodes are communicating with each other via a set of intermediate relay nodes. The symbol error rate performance and achievable cooperative diversity orders are studied. Additionally, the effect of timing synchronization errors on the symbol error rate performance is investigated. Moreover, a sum-of-rates maximizing optimal power allocation is proposed. Relay selection is also proposed to improve the total achievable rate and mitigate the effect of timing synchronization errors. Multinode cooperative communications are then studied through the novel concept of many-to-many space-time network coding. The symbol error rate performance under perfect and imperfect timing synchronization and channel state information is theoretically analyzed and the optimal power allocation that maximizes the total network rate is derived. Optimal node selection is also proposed to fully exploit cooperative diversity and mitigate timing offsets and channel estimation errors. Further, this dissertation investigates distributed power allocation for single-relay cooperative networks. The distributed power allocation algorithm is conceived as an ascending-clock auction where multiple source nodes submit their power demands based on an announced relay price and are efficiently allocated cooperative transmit power. It is analytically and numerically shown that the proposed ascending-clock auction-based distributed algorithm leads to efficient power allocation, enforces truth-telling, and maximizes the social welfare. A distributed ascending-clock auction-based power allocation algorithm is also proposed for multi-relay cooperative networks. The proposed algorithm is shown to converge to the unique Walrasian Equilibrium allocation which maximizes the social welfare when source nodes truthfully report their cooperative power demands. The proposed algorithm achieves the same performance as could be achieved by centralized control while eliminating the need for complete channel state information and signaling overheads. Finally, the last part of the dissertation studies altruistic coalition formation and stability in cooperative wireless networks. Specifically, the aim is to study the interaction between network nodes and design a distributed coalition formation algorithm so as to promote cooperation while accounting for cooperation costs. This involves an analysis of coalitions' merge-and-split processes as well as the impact of different cooperative power allocation criteria and mobility on coalition formation and stability. A comparison with centralized power allocation and coalition formation is also considered, where the proposed distributed algorithm is shown to provide reasonable tradeoff between network sum-rate and computational complexity.
Ph. D.
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5

Gupta, Smrati. "Contributions on networking techniques for wireless relay channels." Doctoral thesis, Universitat Autònoma de Barcelona, 2014. http://hdl.handle.net/10803/283583.

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En los últimos años, el relaying ha surgido como una poderosa técnica para mejorar la cobertura y el rendimiento de las redes inalámbricas. En consecuencia, la creciente demanda de servicios basados en redes inalámbricas con relays, ha conducido al desarrollo de técnicas de networking nuevas y eficientes. Estas técnicas pueden ser utilizadas en diferentes capas de la pila de protocolos y pueden ser optimizadas para cumplir diversos objetivos, como la maximización del rendimiento, mejora de cobertura, etc. en el marco de las redes existentes. En esta tesis se presenta una serie de contribuciones para las técnicas de networking, utilizando una variedad de herramientas a fin de maximizar el rendimiento de la red y satisfacer las demandas de los usuarios. Para hacer contribuciones efectivas y concretas, hemos seleccionado problemas exigentes en varios aspectos de las técnicas avanzadas de networking en redes inalámbricas y presentamos soluciones hábiles a éstos. En particular, hacemos uso de diferentes herramientas como network coding, técnicas de transmisión cognitiva y teoría de juegos, con el fin de diseñar soluciones para las redes inalámbricas modernas con relays. Las principales técnicas de networking, para diferentes capas de la pila de protocolos, presentadas en esta tesis son las siguientes. En primer lugar, a nivel de capa física, maximizamos el rendimiento de la red mediante la herramienta de network coding en la capa física (PNC) basada en el método compute and forward (CF) en redes con relays. Se sabe que las tasas máximas alcanzables en la transmisión basada en CF están limitadas debido a las aproximaciones de los canales en el relay. Proponemos el Integer Forcing Precoder (IFP), para superar esta limitación. Con la ayuda del IFP, demostramos una posible implementación de la prometedora técnica de CF, que allanaría el camino para un diseño avanzado del precodificador para maximizar el rendimiento de la red. En segundo lugar, en la capa de enlace de la red, maximizamos el rendimiento con el uso de dos herramientas diferentes: (a) network coding junto con una optimización cross-layer condicionada a la calidad de experiencia (QoE), (b) técnicas de transmisión cognitiva. En (a), utilizamos el network coding en la capa de enlace, en coherencia con la optimización cross-layer y demostramos la existencia de compromisos importantes entre rendimiento y QoE alcanzable. Por otra parte, proponemos utilizar factores realistas como la ubicación de los usuarios finales en la red de relays para optimizar el servicio obtenido en presencia de tales compromisos. En (b), utilizamos las técnicas de transmisión cognitiva para analizar la mejora en el rendimiento de una red inalámbrica particular, el sistema de satélites duales (DSS). Además, presentamos un análisis taxonómico exhaustivo de las diferentes técnicas cognitivas en DSS. Con la ayuda de este trabajo, proponemos posibles diseños para las técnicas "inteligentes" de networking, las cuales constituyen una plataforma para maximizar el rendimiento de futuras redes inalámbricas con relays. En tercer lugar, en la capa de transporte-aplicación, maximizamos no sólo el rendimiento, si no también una utilidad conjunta compuesta de rendimiento, QoE y coste del servicio, utilizando herramientas de la teoría de juegos. Consideramos una aplicación de video transmitida por una red inalámbrica en la que las usuarios que compiten tratan de maximizar sus utilidades. Modelamos y predecimos los puntos de equilibrio alcanzados usando repetidas formulaciones del juego, teniendo en cuenta factores reales como la tolerancia de los usuarios y el criterio óptimo de Pareto. Con la ayuda de este trabajo, se demuestra el potencial del uso de técnicas repetidas de teoría de juegos en redes inalámbricas, prometiendo así mejorar el rendimiento del sistema existente de manera categórica. En general, esta tesis presenta propuestas prácticas y efectivas junto con un análisis holístico para diferentes aspectos en el desarrollo de técnicas modernas de networking para redes inalámbricas con relays.
In the recent years, relaying has emerged as a powerful technique to improve the coverage and throughput of wireless networks. Consequently, the growing demands of the wireless relay networks based services has led to the development of novel and efficient networking techniques. These techniques can be used at different layers of the protocol stack and can be optimized to meet different objectives like throughput maximization, improving coverage etc. within existent networking framework. This thesis presents a series of contributions towards the networking techniques using a variety of tools in order to maximize the throughput of the network and satisfy the user demands. To make effective and concrete contributions, we have selected challenging problems in various aspects of advanced wireless networking techniques and presented neat solutions to these problems. In particular, we make use of the different tools like network coding, cognitive transmission techniques and game theory in order to design networking solutions for modern wireless relay networks. The main contributions of this thesis towards networking techniques at different layers of the protocol stack are as follows. Firstly, at the physical layer, we maximize the throughput of the network using the tool of physical layer network coding (PNC) based on compute and forward (CF) in relay networks. It is known that the maximum achievable rates in CF-based transmission are limited due to the channel approximations at the relay. We propose the integer forcing precoder (IFP), which bypasses this maximum rate achievability limitation. With the help of IFP, we demonstrate a possible implementation of the promising scheme of CF thereby paving the way for an advanced precoder design to maximize network throughput. Secondly, at the link-network layer, we maximize throughput with the use of two different tools: (a) network coding along with Quality of Experience (QoE) driven cross-layer optimization and (b) cognitive transmission techniques. For (a), we use network coding at link layer in coherence with cross-layer optimization and prove the existence of crucial trade-offs between throughput and achievable QoE. Moreover, it is proposed to use the realistic factors such as positioning of the end users in the relay network to optimize the service obtained in presence of such trade-offs. For (b), we use the cognitive transmission techniques to analyze the improvement in throughput of a particular wireless network, namely Dual Satellite systems (DSS). Moreover, an exhaustive taxonomic analysis of the different cognitive techniques in DSS is presented. With the help of this work, the possible designs for 'intelligent' networking techniques are proposed, which form a platform for maximizing the throughput performance of future wireless, relay networks. Thirdly, at the transport-application layer, we maximize not only the throughput but a joint utility comprised of throughput, QoE and cost of service, with the use of game theoretical tools. We consider a video application relayed over a wireless network and competing users trying to maximize their utilities. We model and predict the equilibriums achieved using repeated game formulations taking into account the realistic factors such as tolerance of the users and pareto optimality. With the help of this work, the potential of use of repeated game theoretical tools in wireless networks is proved which also promises to improve the existing system performance categorically. Overall, this thesis presents effective and practical propositions along with holistic analysis towards different aspects of development of modern networking techniques for wireless relay networks.
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6

Larrousse, Benjamin. "Structure d’information, stratégies de communication et application aux réseaux distribués." Thesis, Paris 11, 2014. http://www.theses.fr/2014PA112373/document.

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Cette thèse étudie des problèmes d’optimisation distribuée avec différentes structures d’observationset leurs applications aux réseaux sans fil et aux problèmes de Smart Grids. Spécifiquement,une structure d’observation asymétrique entre deux agents est considérée, où un premieragent a connaissance complète à propos de la réalisation d’un état aléatoire, et l’autre agent neconnaît rien à propos de cet état. Dans ce contexte, la question est de savoir comment transmettrede l’information depuis le premier agent vers le second agent dans le but d’utiliser de manièreoptimale les ressources de communication. Plusieurs modèles sont étudiés dans cette thèse. Pourtous, un élément commun est le fait que la source d’information doit être encodée de manièreappropriée pour optimiser l’utilisation de la configuration du système. Un premier modèle estétudié où aucun canal de communication n’est disponible entre les agents et ils ont une fonctiond’utilité commune. Cependant, le seul moyen de communiquer est via les actions choisiespar les agents. Comme les actions ont une influence sur le paiement, l’agent informé encode saconnaissance à propos de l’état dans ses actions, qui seront observées de manière imparfaite parle second agent. Ce dernier décodera l’information et choisira ses actions dans le but de maximiserla fonction objectif commune. Nous utilisons des outils de théorie de l’information pourcaractériser ce compromis optimal par une contrainte d’information, et appliquons ce scénario àun problème de contrôle de puissance pour un canal à interférence. Notre nouvelle stratégie (lecontrôle de puissance codé) donne des gains très prometteurs comparés aux approches classiques.Dans une seconde partie, nous considérons qu’il existe un canal dédié de communication, c’està-dire que les actions de l’agent informé n’ont pas d’influence sur le paiement et sont seulementutiles pour la transmission d’information. De plus, les agents sont supposés avoir des intérêtsdivergents, si bien que l’agent informé n’a pas nécessairement d’incitation à envoyer tout sonsavoir à l’agent non informé. La théorie des jeux et les jeux de « Cheap talk » en particulier sontle bon cadre pour analyser ce genre de problème. Nous caractérisons le schéma de signal sur lequelles agents se seront mis d’accord. Ce schéma amènera à un équilibre de Nash, est donc optimiserala façon dont la communication est faite. Ce modèle est d’un intérêt particulier pour les réseauxde véhicules électriques où un véhicule électrique doit envoyer son besoin en terme de puissancede charge à un aggrégateur qui choisira un niveau de charge effectif pour le véhicule électrique.Ce dernier ne se souciera que de son besoin, alors que l’aggrégateur se soucie également de l’étatdu réseau. Ce modèle aide à optimiser la façon dont le réseau est utilisé.Enfin, nous considérons un modèle avec plus de deux agents, où le but principal est pourtous les agents de retrouver l’observation parfaite des actions passées de tous les agents. Ceci estd’un intérêt très particulier d’un point de vue de la théorie des jeux pour caractériser les utilitésespérées de long terme des agents. Dans ce modèle, nous ajoutons un encodeur qui observeparfaitement toutes les actions passées et aidera les agents à obtenir l’observation parfaite. Enfait, ceci sera possible si la bonne contrainte d’information est satisfaite. Nous caractérisonsdonc cette dernière, en utilisant un schéma de codage hybride combinant des outils classiques dethéorie de l’information ainsi que des outils de la théorie des graphes
This thesis studies distributed optimization problems with different observation structuresand application to wireless network and Smart Grids problems. Specifically, an asymmetricobservation structure between two agents is considered, where a first agent has full knowledgeabout the realization of a random state, and the other agent does not know anything about thisstate. In this context, the question is how to transmit information from the first agent to thesecond agent in order to use in an optimal way the communication resources. Several modelsare studied in this thesis. For all of them, a common element is that the information source hasto be encoded in an appropriate manner to optimize the use of the system’s configuration. Afirst model is studied where no dedicated channel for communication is available between agentsand they have the same objective function. Therefore, the only way communication is possible isthrough the actions chosen by agents. As actions are payoff relevant, the first agent has to findthe optimal tradeoff between transmission of information and payoff maximization. The informedagent encodes his knowledge about the state into his actions, which will be imperfectly observedby the second agent. The latter will decode the information and choose his actions in order tomaximize the common objective function. We use tools from information theory to characterizethis optimal tradeoff by an information constraint, and apply this scenario to a power controlproblem in an interference channel setting. Our new strategy (the coded power control ) givessome promising gains compare to classical approaches.In a second part, we consider that there exists a dedicated channel for communication, that isto say the actions of the informed agent are not payoff relevant and are only useful for transmissionof information. Furthermore, agents are supposed to have diverging interests, so that the informedagent does not necessarily have an incentive to send all his knowledge to the uninformed agent.Game theory and Cheap talk game in particular appears to be the right framework to analyzethis problem. We characterize the signal scheme that agents will agree on. This scheme willlead to a Nash Equilibrium, thus will optimize the way communication is done. This model is ofparticular interest for electrical vehicles networks where an electrical vehicle has to send his needin term of power to an aggregator which will choose an effective charging level for the electricalvehicle. The latter only cares about his need in term of power whereas the aggregator also takesinto account the network status. The considered model help to optimize the way the network isused.We finally consider a model with more than two agents, where the main goal is for all agentsto retrieve perfect observations of all past actions of all agents. This is of particular interest ina game theory point of view to characterize the long term expected utilities of the agents. Inthis model, we add an encoder who perfectly oberves all past actions and will help agents tohave perfect monitoring. In fact, this is possible if the right information constraint is satisfied.We thus characterized the latter, using a hybrid coding scheme combining classical informationtheoretic scheme and tools from graph theory
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Esposito, Robert Anthony. "TURBO CODING IMPLEMENTED IN A FINE GRAINED PROGRAMABLE GATE ARRAY ARCHITECTURE." Diss., Temple University Libraries, 2009. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/26071.

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Engineering
Ph.D.
One recent method to approach the capacity of a channel is Turbo Coding. However, a major concern with the implementation of a Turbo Code is the overall complexity and real-time throughput of the digital hardware system. The salient design problem of Turbo Coding is the iterative decoder, which must perform calculations over all possible states of the trellis. Complex computations such as exponentiations, logarithms and division are explored as part of this research to compare the complexity of the traditionally avoided maximum a-posteriori probability (MAP) decoder to that of the more widely accepted and simplified Logarithm based MAP decoder (LOG-MAP). This research considers the fine grained implementation and processing of MAP, LOG-MAP and a hybrid LOG-MAP-Log Likelihood Ratio (LLR) based Turbo Codes on a Xilinx Virtex 4 PGA. Verification of the Turbo Coding system performance is demonstrated on a Xilinx Virtex 4 ML402SX evaluation board with the EDA of the Xilinx System Generator utilizing hardware co-simulation. System throughput and bit error rate (BER) are the performance metrics that are evaluated as part of this research. An efficient system throughput is predicated by the parallel design of the decoder and BER is determined by data frame size, data word length and the number of decoding iterations. Furthermore, traditional and innovative stopping rules are evaluated as part of this research to facilitate the number of iterations required during decoding.
Temple University--Theses
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8

Shumba, Angela-Tafadzwa. "Channel coding on a nano-satellite platform." Thesis, Cape Peninsula University of Technology, 2018. http://hdl.handle.net/20.500.11838/2768.

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Thesis (Master of Engineering in Electrical Engineering)--Cape Peninsula University of Technology, 2017.
The concept of forward error correction (FEC) coding introduced the capability of achieving near Shannon limit digital transmission with bit error rates (BER) approaching 10-9 for signal to noise power (Eb/No) values as low as 0.7. This brought about the ability to transmit large amounts of data at fast rates on bad/noisy communication channels. In nano-satellites, however, the constraints on power that limit the energy that can be allocated for data transmission result in significantly reduced communication system performance. One of the effects of these constraints is the limitation on the type of channel coding technique that can be implemented in these communication systems. Another limiting factor on nano-satellite communication systems is the limited space available due to the compact nature of these satellites, where numerous complex systems are tightly packed into a space as small as 10x10x10cm. With the miniaturisation of Integrated-Circuit (IC) technology and the affordability of Field-Programmable-Gate-Arrays (FPGAs) with reduced power consumption, complex circuits can now be implemented within small form factors and at low cost. This thesis describes the design, implementation and cost evaluation of a ½-rate convolutional encoder and the corresponding Viterbi decoder on an FPGA for nano-satellites applications. The code for the FPGA implementation is described in VHDL and implemented on devices from the Artix7 (Xilinx), Cyclone V (Intel-fpga), and Igloo2 (Microsemi) families. The implemented channel code has a coding gain of ~3dB at a BER of 10-3. It can be noted that the implementation of the encoder is quite straightforward and that the main challenge is in the implementation of the decoder.
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Zayene, Mariem. "Cooperative data exchange for wireless networks : Delay-aware and energy-efficient approaches." Thesis, Limoges, 2019. http://www.theses.fr/2019LIMO0033/document.

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Avec le nombre croissant d’appareils intelligents à faible puissance, au cours ces dernières années, la question de l’efficacité énergétique a joué un rôle de plus en plus indispensable dans la conception des systèmes de communication. Cette thèse vise à concevoir des schémas de transmission distribués à faible consommation d’énergie pour les réseaux sans fil, utilisant la théorie des jeux et le codage réseau instantanément décodable (IDNC), qui est une sous-classe prometteuse du codage réseau. En outre, nous étudions le modèle de l'échange coopératif de donnée (CDE) dans lequel tous les périphériques coopèrent en échangeant des paquets codés dans le réseau, jusqu’à ce qu’ils récupèrent tous l’ensemble des informations requises. En effet, la mise en œuvre du CDE basé sur l’IDNC soulève plusieurs défis intéressants, notamment la prolongation de la durée de vie du réseau et la réduction du nombre de transmissions afin de répondre aux besoins des applications temps réel. Par conséquent, contrairement à la plupart des travaux existants concernant l’IDNC, nous nous concentrons non seulement sur le délai, mais également sur l’énergie consommée. En premier lieu, nous étudions le problème de minimisation de l’énergie consommée et du délai au sein d’un petit réseau IDNC coopératif, entièrement connecté et à faible puissance. Nous modélisons le problème en utilisant la théorie des jeux coopératifs de formation de coalitions. Nous proposons un algorithme distribué (appelé “merge and split“) permettant aux nœuds sans fil de s’auto-organiser, de manière distribuée, en coalitions disjointes et indépendantes. L’algorithme proposé garantit une consommation d’énergie réduite et minimise le délai de complétion dans le réseau clustérisé résultant. Par ailleurs, nous ne considérons pas seulement l'énergie de transmission, mais aussi la consommation de l'énergie de calcul des nœuds. De plus, nous nous concentrons sur la question de la mobilité et nous analysons comment, à travers la solution proposée, les nœuds peuvent s’adapter à la topologie dynamique du réseau. Par la suite, nous étudions le même problème au sein d’un réseau large et partiellement connecté. En effet, nous examinons le modèle de CDE multi-sauts. Dans un tel modèle, nous considérons que les nœuds peuvent choisir la puissance d’émission et change ainsi de rayon de transmission et le nombre de voisin avec lesquels il peut entrer en coalition. Pour ce faire, nous modélisons le problème avec un jeu à deux étages; un jeu non-coopératif de contrôle de puissance et un jeu coopératif de formation de coalitions. La solution optimale du premier jeu permet aux joueurs de coopérer à travers des rayons de transmission limités en utilisant la théorie des jeux coopérative. En outre, nous proposons un algorithme distribué “merge and split“ afin de former des coalitions dans lesquelles les joueurs maximisent leurs utilités en termes de délai et de consommation d’énergie. La solution proposée permet la création d’une partition stable avec une interférence réduite et une complexité raisonnable. Nous démontrons que la coopération entre les nœuds au sein du réseau résultant, permet de réduire considérablement la consommation d’énergie par rapport au modèle coopératif optimal qui maintient le rayon de transmission maximal
With significantly growing number of smart low-power devices during recent years, the issue of energy efficiency has taken an increasingly essential role in the communication systems’ design. This thesis aims at designing distributed and energy efficient transmission schemes for wireless networks using game theory and instantly decodable network coding (IDNC) which is a promising network coding subclass. We study the cooperative data exchange (CDE) scenario in which all devices cooperate with each other by exchanging network coded packets until all of them receive all the required information. In fact, enabling the IDNC-based CDE setting brings several challenges such us how to extend the network lifetime and how to reduce the number of transmissions in order to satisfy urgent delay requirements. Therefore, unlike most of existing works concerning IDNC, we focus not only on the decoding delay, but also the consumed energy. First, we investigate the IDNC-based CDE problem within small fully connected networks across energy-constrained devices and model the problem using the cooperative game theory in partition form. We propose a distributed merge-and-split algorithm to allow the wireless nodes to self-organize into independent disjoint coalitions in a distributed manner. The proposed algorithm guarantees reduced energy consumption and minimizes the delay in the resulting clustered network structure. We do not only consider the transmission energy, but also the computational energy consumption. Furthermore, we focus on the mobility issue and we analyse how, in the proposed framework, nodes can adapt to the dynamic topology of the network. Thereafter, we study the IDNC-based CDE problem within large-scale partially connected networks. We considerate that each player uses no longer his maximum transmission power, rather, he controls his transmission range dynamically. In fact, we investigate multi-hop CDE using the IDNC at decentralized wireless nodes. In such model, we focus on how these wireless nodes can cooperate in limited transmission ranges without increasing the IDNC delay nor their energy consumption. For that purpose, we model the problem using a two-stage game theoretical framework. We first model the power control problem using non-cooperative game theory where users jointly choose their desired transmission power selfishly in order to reduce their energy consumption and their IDNC delay. The optimal solution of this game allows the players at the next stage to cooperate with each other through limited transmission ranges using cooperative game theory in partition form. Thereafter, a distributed multihop merge-and-split algorithm is defined to form coalitions where players maximize their utilities in terms of decoding delays and energy consumption. The solution of the proposed framework determines a stable feasible partition for the wireless nodes with reduced interference and reasonable complexity. We demonstrate that the co-operation between nodes in the multihop cooperative scheme achieves a significant minimization of the energy consumption with respect to the most stable cooperative scheme in maximum transmission range without hurting the IDNC delay
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Peng, Liz Shihching. "p5.Polar - Programming For Geometric Patterns." Digital WPI, 2020. https://digitalcommons.wpi.edu/etd-theses/1353.

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Traditional teaching methods are often passive and do not interactively engage students, and this is even more challenging when teaching programming to beginners. In recent years, tech companies such as Google, and academic institutions like MIT, have introduced online learning environments to schools for teaching programming. Most of these learning environments are web-based, interactive, and provide visual feedback. Our project follows these trends and builds on p5.js, a JavaScript library that provides software sketching features and rapid visual feedback to reduce the barrier for learning programming languages. We designed and implemented a new library for drawing geometric patterns using polar coordinate systems, p5.Polar. We then developed a game that incrementally teaches our library to players, and evaluated it with an online user study.
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11

Le, Treust Maël. "Théorie de l’information, jeux répétés avec observation imparfaite et réseaux de communication décentralisés." Thesis, Paris 11, 2011. http://www.theses.fr/2011PA112269/document.

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Cette thèse est consacrée à l’étude des interactions entre la théorie des jeux et la théorie de l’information, ainsi qu’à leurs applications aux réseaux de communication décentralisés. D’une part, la théorie des jeux apporte des réponses aux problèmes d’optimisation dans lesquels des agents interagissent. Dans un jeu, les joueurs choisissent des actions et obtiennent des gains appelés utilités. Les hypothèses sur l’information que possèdent les joueurs avant de jouer sont fondamentales pour déterminer l’issue d’un jeu, aussi appelée équilibre. Lorsque le même jeu est répété d’étape en étape et que les joueurs n’observent pas les actions passées parfaitement,alors les utilités d’équilibre ne sont pas connues. D’autre part, la théorie de l’information étudie les performances d’un système communicant. De nos jours, les réseaux de communication sont tellement denses qu’ils ne peuvent plus s’organiser autour d’un unique opérateur central. La théorie des jeux est appropriée pour étudier de nouvelles organisations du traitement de l’information dans lesquelles les décisions sont prises localement. Dans un premier temps, au chapitre3, nous étudions le jeu du contrôle de puissance efficace du point de vue énergétique, grâce aux résultats existants pour les jeux répétés. Les émetteurs sont considérés comme des joueurs et choisissent la puissance d’émission du signal, considérée comme leur action. L’objectif d’un joueur est de choisir une puissance optimale pour la qualité de sa propre communication. Même si les joueurs n’observent pas les actions passées de manière parfaite, nous montrons que l’observation du "ratio signal sur interférence plus bruit" est suffisante pour garantir des résultats d’équilibre optimaux pour le réseau de communication. Dans un second temps, nous utilisons les outils de la théorie de l’information pour approfondir l’étude de la circulation de l’information parmi les joueurs. Dans le chapitre 4, un encodeur envoie un signal supplémentaire aux joueurs afin qu’ils observent parfaitement les actions jouées à l’étape précédente. L’observation des joueurs devient suffisamment précise pour nous permettre de retrouver l’ensemble des utilités d’équilibre du jeu répété. Ces résultats sont à leur tour exploités afin de modéliser des réseaux de communication plus réalistes et d’y apporter des solutions nouvelles. Dans le chapitre5, nous approfondissons l’étude des utilités d’équilibre lorsque les joueurs observent les actions passées à travers un canal d’observation arbitraire. Nous démontrons un résultat d’atteignabilité pour un canal multi-utilisateurs avec états qui comporte un encodeur, deux récepteurs légitimes et un espion. Ce résultat nous permet d’étudier les corrélations entre les suites d’actions qu’un groupe de joueurs peut mettre en oeuvre à l’insu d’un joueur opposant. L’étude des canaux multiutilisateurs est un pas en avant vers la caractérisation des utilités d’équilibre dans un jeu répété avec observation imparfaite
This thesis is devoted to the study of mutual contributions between games theory and informationtheory and their applications to decentralized communication networks. First, game theoryprovides answers to optimization problems in which agents interact. In a game, players chooseactions and obtains gains called utilities. Assumptions about the information possessed by playersbefore play is fundamental to determine the outcome a game, also called equilibrium. When thesame game is repeated from stage to stage and the players do not observe the past actions perfectly,then the equilibrium utilities are not known. On the other hand, information theory studiesthe performance of a communicating system. Nowadays, communication networks are so densethat they can not organize around a single central operator. Game theory is appropriate to explorenew organizations of communication networks in which decisions are taken locally. At first,in Chapter 3, we study the game of power control in terms of energy efficiency, thanks to theexisting results for repeated games. Transmitters are regarded as players and choose the transmissionpower of the signal, considered as their action. The objective of a player is to choose anoptimal power for the quality of its own communication. The players do not observe the pastactions perfectly, but we show that the observation of the "signal over interference plus noiseratio" is sufficient to ensure optimal equilibrium results for the communication network. In a secondstep, we use the tools of the information theory for further study of the flow of informationamong the players. In Chapter 4, an encoder sends an extra signal to the players so that theyperfectly observe the actions chosen in the previous stage-game. The observation of players issufficiently precise to characterize the set of equilibrium utilities of the repeated game. Theseresults are, in turn, used to model new communication networks and to provide more realisticsolutions. In Chapter 5, we deepen the study of equilibrium utilities when players observe thepast actions to through an arbitrary observation channel. We show a rate region is achievablefor the multi-user channel with states which includes an encoder, two legitimate receivers andan eavesdropper. This result allows us to study the correlations over the sequences of actions agroup of players can implement while keeping it secret from an opponent player. The study ofmulti-user channels is a step towards the characterization of equilibrium utilities in a repeatedgame with imperfect monitoring
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12

Davies, Sam J. C. "Prediction of human gaze patterns for variable quality video coding and its application to open sign language." Thesis, University of Bristol, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.503925.

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Technological advances in telecommunications and computing power have driven a massive increase in the availability of digital video, both in the traditional broadcast environment and in on-demand scenarios such as the internet and IPTV. In order to support this increase video compression technologies have developed both to reduce bitrates but also to utilise the additional computing power available. The next step for video compression is commonly thought to be in exploitation of the Human Visual System (HVS) in perceptual coding, although this continues to suffer from the difficulty of evaluating the quality of compressed video. This thesis proposes a perceptual video compression framework - from quality estimation, through gaze estimation to variable quality coding.
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13

Majgaonkar, Seemantini. "FPGA-based MPEG-4 video encoder SOPC design with performance acceleration of motion estimation block a thesis presented to the faculty of the Graduate School, Tennessee Technological University /." Click to access online, 2009. http://proquest.umi.com/pqdweb?index=0&did=2000377741&SrchMode=1&sid=2&Fmt=6&VInst=PROD&VType=PQD&RQT=309&VName=PQD&TS=1277840136&clientId=28564.

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14

Riško, Miroslav. "Soubor programů pro podporu výuky zpracování signálů a obrazů." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2014. http://www.nusl.cz/ntk/nusl-220334.

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The aim of my diploma project is to create a program that will serve as a support for the teaching. Project is divided into two parts - theoretical and practical. In the theoretical part I will discuss the theory necessary for development of this work. The practical part will describe functionality of created applets.
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15

Wiid, Riaan. "Implementation of a protocol and channel coding strategy for use in ground-satellite applications." Thesis, Stellenbosch : Stellenbosch University, 2012. http://hdl.handle.net/10019.1/20346.

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Thesis (MScEng)--Stellenbosch University, 2012.
ENGLISH ABSTRACT: A collaboration between the Katholieke Universiteit van Leuven (KUL) and Stellenbosch University (SU), resulted in the development of a satellite based platform for use in agricultural sensing applications. This will primarily serve as a test platform for a digitally beam-steerable antenna array (SAA) that was developed by KUL. SU developed all flight - and ground station based hardware and software, enabling ground to flight communications and interfacing with the KUL SAA. Although most components had already been completed at the start of this M:Sc:Eng: project, final systems integration was still unfinished. Modules necessary for communication were also outstanding. This project implemented an automatic repeat and request (ARQ) strategy for reliable file transfer across the wireless link. Channel coding has also been implemented on a field programmable gate array (FPGA). This layer includes an advanced forward error correction (FEC) scheme i.e. a low-density parity-check (LDPC), which outperforms traditional FEC techniques. A flexible architecture for channel coding has been designed that allows speed and complexity trade-offs on the FPGA. All components have successfully been implemented, tested and integrated. Simulations of LDPC on the FPGA have been shown to provide excellent error correcting performance. The prototype has been completed and recently successfully demonstrated at KUL. Data has been reliably transferred between the satellite platform and a ground station, during this event.
AFRIKAANSE OPSOMMING: Tydens ’n samewerkingsooreenkoms tussen die Katholieke Universiteit van Leuven (KUL) en die Universiteit van Stellenbosch (US) is ’n satelliet stelsel ontwikkel vir sensor-netwerk toepassings in die landbou bedryf. Hierdie stelsel sal hoofsaaklik dien as ’n toetsmedium vir ’n digitaal stuurbare antenna (SAA) wat deur KUL ontwikkel is. Die US het alle hardeware en sagteware komponente ontwikkel om kommunikasie d.m.v die SAA tussen die satelliet en ’n grondstasie te bewerkstellig. Sedert die begin van hierdie M:Sc:Ing: projek was die meeste komponente alreeds ontwikkel en geïmplementeer, maar finale stelselsintegrasie moes nog voltooi word. Modules wat kommunikasie sou bewerkstellig was ook nog uistaande. Hierdie projek het ’n ARQ protokol geïmplementeer wat data betroubaar tussen die satelliet en ’n grondstasie kon oordra. Kanaalkodering is ook op ’n veld programmeerbare hekskikking (FPGA) geïmplementeer. ’n Gevorderde foutkorrigeringstelsel, naamlik ’n lae digtheids pariteit toetskode (LDPC), wat tradisionele foutkorrigeringstelsels se doeltreffendheid oortref, word op hierdie FPGA geïmplementeer. ’n Kanaalkoderingsargitektuur is ook ontwikkel om die verwerkingspoed van data en die hoeveelheid FPGA logika wat gebruik word, teenoor mekaar op te weeg. Alle komponente is suksesvol geïmplementeer, getoets en geïntegreer met die hele stelsel. Simulasies van LDPC op die FPGA het uistekende foutkorrigeringsresultate gelewer. ’n Werkende prototipe is onlangs voltooi en suksesvol gedemonstreer by KUL. Betroubare data oordrag tussen die satelliet en die grondstasie is tydens hierdie demonstrasie bevestig.
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16

Nalluri, Purnachand. "A fast motion estimation algorithm and its VLSI architecture for high efficiency video coding." Doctoral thesis, Universidade de Aveiro, 2016. http://hdl.handle.net/10773/15442.

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Doutoramento em Engenharia Eletrotécnica
Video coding has been used in applications like video surveillance, video conferencing, video streaming, video broadcasting and video storage. In a typical video coding standard, many algorithms are combined to compress a video. However, one of those algorithms, the motion estimation is the most complex task. Hence, it is necessary to implement this task in real time by using appropriate VLSI architectures. This thesis proposes a new fast motion estimation algorithm and its implementation in real time. The results show that the proposed algorithm and its motion estimation hardware architecture out performs the state of the art. The proposed architecture operates at a maximum operating frequency of 241.6 MHz and is able to process 1080p@60Hz with all possible variables block sizes specified in HEVC standard as well as with motion vector search range of up to ±64 pixels.
A codificação de vídeo tem sido usada em aplicações tais como, vídeovigilância, vídeo-conferência, video streaming e armazenamento de vídeo. Numa norma de codificação de vídeo, diversos algoritmos são combinados para comprimir o vídeo. Contudo, um desses algoritmos, a estimação de movimento é a tarefa mais complexa. Por isso, é necessário implementar esta tarefa em tempo real usando arquiteturas de hardware apropriadas. Esta tese propõe um algoritmo de estimação de movimento rápido bem como a sua implementação em tempo real. Os resultados mostram que o algoritmo e a arquitetura de hardware propostos têm melhor desempenho que os existentes. A arquitetura proposta opera a uma frequência máxima de 241.6 MHz e é capaz de processar imagens de resolução 1080p@60Hz, com todos os tamanhos de blocos especificados na norma HEVC, bem como um domínio de pesquisa de vetores de movimento até ±64 pixels.
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17

Cai, Wei Kougianos Elias Mohanty Saraju. "FPGA prototyping of a watermarking algorithm for MPEG-4." [Denton, Tex.] : University of North Texas, 2007. http://digital.library.unt.edu/permalink/meta-dc-3695.

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18

Strehlow, Anett, and Katja Rehage. "Olympic Logistics Centers and their Adjustment to Specific Requirementsand Distribution Applications : Comparing the Olympic SummerGames 2000-2008." Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Marketing and Logistics, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-18272.

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Problem: Since there is not much inside information available, the problem that will be handled by this thesis is the coordination of warehousing activities within the logistics centers put to use by the Olympic Summer Games from 2000 to 2008. A special attention is given to certain requirements such as layout, capacity management, ownership and distribution applications. Purpose: The purpose of this thesis is based on warehouse requirementsand their specific adjustment to the Olympic Summer Games, further emphasizing on distribution applications influencing the capacityand ownership. Theory: The theoretical section touches upon event logistics, the Olympic Games and more importantly, logistics centers as a generic termfor distribution facilities and warehouses. Further, types of warehouses, capacity management, ownership and distribution applications are examined in order to be able to compare the various Games. Method: The method for this research is based on a case study conducted by semi-structured interviews with several people involved in the logistics organization of the Games. All interviews are conducted over the telephone and analyzed accordingly. However, secondary data was of high importance due to the limited number of interview respondents. Conclusion: All analyzed features of a warehouse facility had to be more efficiently and effectively performed in order to serve the great approach for the Olympic Summer Games. The implementation of distribution applications was not sophisticated enough to benefit capacity savings. The leased ownership situation and outsourcing to third party logistics providers were advantageous, but did not further influence the planning and utilization phase of the Olympic Games.
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19

Brown, Michelle M. "Hardware study on the H.264/AVC video stream parser /." Online version of thesis, 2008. http://hdl.handle.net/1850/7766.

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20

Pellas, William, and Sandra Thenstedt. "The Importance of Colour Guided Navigation : A Qualitative Study on the Use of Colour as a Tool of Communication and Navigation in Video Games." Thesis, Södertörns högskola, Medieteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-40563.

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Colour coding is seen in various forms throughout different types of media and in reallife. This study focuses on what effect colour coded visuals can have on a player in avideo game, using lights and environments deliberately coloured in a specific way togain the players attention. Results suggest that colour coding aids the player inunderstanding where to go in the game and what something means. Participantsexpressing their ability to traverse levels in the game with ease thanks to theirunderstanding of what a colour may imply. The participants selected for the test havevaried in skill, age and gender to avoid any form of bias. Further prevention of biaswas done through the between-subjects method where the subjects always started on arandom level.
Färgkodning ses i olika former inom media och verkliga livet. Denna studie fokuserarpå vad för effekt färgkodade visuella element kan ha på en spelare i ett videospel, medhjälp av ljus och miljö i ett videospel med avsiktlig färgkodning för att vägledaspelaren och fånga dennes uppmärksamhet. Resultaten föreslår att färgkodning hjälperspelaren att förstå vart de ska gå i datorspelet, samt vad något betyder. Deltagare anseratt deras förmåga att ta sig igenom spelets nivåer var enkelt tack vare deras förståelseav vad en färg kan antyda. Deltagarna valda för studien varierade i förmåga, ålder ochkön för att förhindra någon form av partiskhet. Vidare förebyggande av partiskhetgjordes via mellan-deltagare metoden, där deltagare startade på en slumpad nivå.
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LUCIA, SILVIO R. de. "Desenvolvimento de um software de espectrometria gama para analise por ativacao com neutrons utilizando o conceito de codigo livre." reponame:Repositório Institucional do IPEN, 2008. http://repositorio.ipen.br:8080/xmlui/handle/123456789/11743.

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Made available in DSpace on 2014-10-09T12:55:19Z (GMT). No. of bitstreams: 0
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Dissertação (Mestrado)
IPEN/D
Instituto de Pesquisas Energeticas e Nucleares - IPEN-CNEN/SP
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MADUAR, MARCELO F. "Desenvolvimento de um codigo computacional aberto de analise quantitativa para determinacao de radionuclideos por espectrometria gama com detectores semicondutores." reponame:Repositório Institucional do IPEN, 2010. http://repositorio.ipen.br:8080/xmlui/handle/123456789/9534.

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Tese (Doutoramento)
IPEN/T
Instituto de Pesquisas Energeticas e Nucleares - IPEN-CNEN/SP
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23

Cai, Wei. "FPGA Prototyping of a Watermarking Algorithm for MPEG-4." Thesis, University of North Texas, 2007. https://digital.library.unt.edu/ark:/67531/metadc3695/.

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In the immediate future, multimedia product distribution through the Internet will become main stream. However, it can also have the side effect of unauthorized duplication and distribution of multimedia products. That effect could be a critical challenge to the legal ownership of copyright and intellectual property. Many schemes have been proposed to address these issues; one is digital watermarking which is appropriate for image and video copyright protection. Videos distributed via the Internet must be processed by compression for low bit rate, due to bandwidth limitations. The most widely adapted video compression standard is MPEG-4. Discrete cosine transform (DCT) domain watermarking is a secure algorithm which could survive video compression procedures and, most importantly, attacks attempting to remove the watermark, with a visibly degraded video quality result after the watermark attacks. For a commercial broadcasting video system, real-time response is always required. For this reason, an FPGA hardware implementation is studied in this work. This thesis deals with video compression, watermarking algorithms and their hardware implementation with FPGAs. A prototyping VLSI architecture will implement video compression and watermarking algorithms with the FPGA. The prototype is evaluated with video and watermarking quality metrics. Finally, it is seen that the video qualities of the watermarking at the uncompressed vs. the compressed domain are only 1dB of PSNR lower. However, the cost of compressed domain watermarking is the complexity of drift compensation for canceling the drifting effect.
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24

Coornaert, David. "Etude moléculaire des gènes UGA35 et UGA43 codant des facteurs de régulation transcriptionnelle communs aux voies cataboliques du gama-aminobutyrate (GABA) et de l'urée chez Saccharomyces cerevisiae." Doctoral thesis, Universite Libre de Bruxelles, 2001. http://hdl.handle.net/2013/ULB-DIPOT:oai:dipot.ulb.ac.be:2013/211617.

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25

Migdadi, Hassan S. O. "The realization of signal processing methods and their hardware implementation over multi-carrier modulation using FPGA technology. Validation and implementation of multi-carrier modulation on FPGA, and signal processing of the channel estimation techniques and filter bank architectures for DWT using HDL coding for mobile and wireless applications." Thesis, University of Bradford, 2015. http://hdl.handle.net/10454/8720.

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First part of this thesis presents the design, validation, and implementation of an Orthogonal Frequency Division Multiplexing (OFDM) transmitter and receiver on a Cyclone II FPGA chip using DSP builder and Quartus II high level design tools. The resources in terms of logical elements (LE) including combinational functions and logic registers allocated by the model have been investigated and addressed. The result shows that implementing the basic OFDM transceiver allocates about 14% (equivalent to 6% at transmitter and 8% at receiver) of the available LE resources on an Altera Cyclone II EP2C35F672C6 FPGA chip, largely taken up by the FFT, IFFT and soft decision encoder. Secondly, a new wavelet-based OFDM system based on FDPP-DA based channel estimation is proposed as a reliable ECG Patient Monitoring System, a Personal Wireless telemedicine application. The system performance for different wavelet mothers has been investigated. The effects of AWGN and multipath Rayleigh fading channels have also been studied in the analysis. The performances of FDPP-DA and HDPP-DA-based channel estimations are compared based on both DFT-based OFDM and wavelet-based OFDM systems. The system model was studied using MATLAB software in which the average BER was addressed for randomized data. The main error differences that reflect the quality of the received ECG signals between the reconstructed and original ECG signals are established. Finally a DA-based architecture for 1-D iDWT/DWT based on an OFDM model is implemented for an ECG-PMS wireless telemedicine application. In the portable wireless body transmitter unit at the patient site, a fully Serial-DA-based scheme for iDWT is realized to support higher hardware utilization and lower power consumption; whereas a fully Parallel-DA-based scheme for DWT is applied at the base unit of the hospital site to support a higher throughput. It should be noted that the behavioural level of HDL models of the proposed system was developed and implemented to confirm its correctness in simulation. Then, after the simulation process the design models were synthesised and implemented for the target FPGA to confirm their validation.
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Migdadi, Hassan Saleh Okleh. "The realization of signal processing methods and their hardware implementation over multi-carrier modulation using FPGA technology : validation and implementation of multi-carrier modulation on FPGA, and signal processing of the channel estimation techniques and filter bank architectures for DWT using HDL coding for mobile and wireless applications." Thesis, University of Bradford, 2015. http://hdl.handle.net/10454/8720.

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First part of this thesis presents the design, validation, and implementation of an Orthogonal Frequency Division Multiplexing (OFDM) transmitter and receiver on a Cyclone II FPGA chip using DSP builder and Quartus II high level design tools. The resources in terms of logical elements (LE) including combinational functions and logic registers allocated by the model have been investigated and addressed. The result shows that implementing the basic OFDM transceiver allocates about 14% (equivalent to 6% at transmitter and 8% at receiver) of the available LE resources on an Altera Cyclone II EP2C35F672C6 FPGA chip, largely taken up by the FFT, IFFT and soft decision encoder. Secondly, a new wavelet-based OFDM system based on FDPP-DA based channel estimation is proposed as a reliable ECG Patient Monitoring System, a Personal Wireless telemedicine application. The system performance for different wavelet mothers has been investigated. The effects of AWGN and multipath Rayleigh fading channels have also been studied in the analysis. The performances of FDPP-DA and HDPP-DA-based channel estimations are compared based on both DFT-based OFDM and wavelet-based OFDM systems. The system model was studied using MATLAB software in which the average BER was addressed for randomized data. The main error differences that reflect the quality of the received ECG signals between the reconstructed and original ECG signals are established. Finally a DA-based architecture for 1-D iDWT/DWT based on an OFDM model is implemented for an ECG-PMS wireless telemedicine application. In the portable wireless body transmitter unit at the patient site, a fully Serial-DA-based scheme for iDWT is realized to support higher hardware utilization and lower power consumption; whereas a fully Parallel-DA-based scheme for DWT is applied at the base unit of the hospital site to support a higher throughput. It should be noted that the behavioural level of HDL models of the proposed system was developed and implemented to confirm its correctness in simulation. Then, after the simulation process the design models were synthesised and implemented for the target FPGA to confirm their validation.
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27

Boehm, Christian Reiner. "Gene expression control for synthetic patterning of bacterial populations and plants." Thesis, University of Cambridge, 2017. https://www.repository.cam.ac.uk/handle/1810/267842.

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The development of shape in multicellular organisms has intrigued human minds for millenia. Empowered by modern genetic techniques, molecular biologists are now striving to not only dissect developmental processes, but to exploit their modularity for the design of custom living systems used in bioproduction, remediation, and regenerative medicine. Currently, our capacity to harness this potential is fundamentally limited by a lack of spatiotemporal control over gene expression in multicellular systems. While several synthetic genetic circuits for control of multicellular patterning have been reported, hierarchical induction of gene expression domains has received little attention from synthetic biologists, despite its fundamental role in biological self-organization. In this thesis, I introduce the first synthetic genetic system implementing population-based AND logic for programmed hierarchical patterning of bacterial populations of Escherichia coli, and address fundamental prerequisites for implementation of an analogous genetic circuit into the emergent multicellular plant model Marchantia polymorpha. In both model systems, I explore the use of bacteriophage T7 RNA polymerase as a gene expression engine to control synthetic patterning across populations of cells. In E. coli, I developed a ratiometric assay of bacteriophage T7 RNA polymerase activity, which I used to systematically characterize different intact and split enzyme variants. I utilized the best-performing variant to build a three-color patterning system responsive to two different homoserine lactones. I validated the AND gate-like behavior of this system both in cell suspension and in surface culture. Then, I used the synthetic circuit in a membrane-based spatial assay to demonstrate programmed hierarchical patterning of gene expression across bacterial populations. To prepare the adaption of bacteriophage T7 RNA polymerase-driven synthetic patterning from the prokaryote E. coli to the eukaryote M. polymorpha, I developed a toolbox of genetic elements for spatial gene expression control in the liverwort: I analyzed codon usage across the transcriptome of M. polymorpha, and used insights gained to design codon-optimized fluorescent reporters successfully expressed from its nuclear and chloroplast genomes. For targeting of bacteriophage T7 RNA polymerase to these cellular compartments, I functionally validated nuclear localization signals and chloroplast transit peptides. For spatiotemporal control of bacteriophage T7 RNA polymerase in M. polymorpha, I characterized spatially restricted and inducible promoters. For facilitated posttranscriptional processing of target transcripts, I functionally validated viral enhancer sequences in M. polymorpha. Taking advantage of this genetic toolbox, I introduced inducible nuclear-targeted bacteriophage T7 RNA polymerase into M. polymorpha. I showed implementation of the bacteriophage T7 RNA polymerase/PT7 expression system accompanied by hypermethylation of its target nuclear transgene. My observations suggest operation of efficient epigenetic gene silencing in M. polymorpha, and guide future efforts in chassis engineering of this multicellular plant model. Furthermore, my results encourage utilization of spatiotemporally controlled bacteriophage T7 RNA polymerase as a targeted silencing system for functional genomic studies and morphogenetic engineering in the liverwort. Taken together, the work presented enhances our capacity for spatiotemporal gene expression control in bacterial populations and plants, facilitating future efforts in synthetic morphogenesis for applications in synthetic biology and metabolic engineering.
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Clairet, Colin. "Contrôle chromatinien et transcriptionnel de l'expression des gènes codant des effecteurs chez Leptosphaeria maculans, champignon pathogène du colza Nucleosome patterns in four plant pathogenic fungi with different genome structures A comparative analysis of the genome-wide histone modification maps in two subspecies of Leptosphaeria maculans showing contrasted genomic organization and different host specialization Histone methyltransferases KMT1 and KMT6 regulate effector gene expression and pathogenicity in the plant-pathogenic fungus Leptosphaeria maculans Regulation of effector gene expression as concerted waves in Leptosphaeria maculans: a two-players game." Thesis, Université Paris-Saclay (ComUE), 2019. http://www.theses.fr/2019SACLS433.

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Leptosphaeria maculans est un champignon pathogène, responsable de la nécrose du collet du colza (Brassica napus). L. maculans présente un cycle de vie complexe où se succèdent des phases biotrophes et nécrotrophes. De plus il possède un génome bipartite alternant régions riches en gènes (isochores GC) et régions riches en élément transposable et en gènes codant des effecteurs exprimés pendant les étapes précoces de l’infection (isochores AT). Très peu de connaissances sont disponibles concernant la façon dont l’expression des effecteurs est contrôlée. Une précédente étude avait établi que l’expression d’au moins deux gènes codant des effecteurs étaient sous contrôle d’une modification chromatinienne via la mise en place de la marque répressive H3K9me3 par l’histone méthyltransférase KMT1, in vitro. Au cours de l’infection, ce contrôle serait levé permettant l’action de facteurs de transcription (FTs) spécifiques.L’objectif de ma thèse était d’étudier l’influence d’un contrôle chromatinien et transcriptionnel sur l’expression génique et de déterminer le rôle de protéines modificatrices d’histone (HMEs) ainsi que de FTs dans le contrôle de l’expression des gènes codant des effecteurs. Pour cela, deux approches ont été développées: (i) une approche «genome-wide» combinant analyse du positionnement des nucléosomes (MAINE-Seq), de la répartition de marques hétérochromatiniennes et euchromatiniennes le (ChIP-Seq) et analyses transcriptomiques (RNA-Seq) chez L. maculans et une espèce fongique proche, non pathogène du colza et (ii) une approche fonctionnelle basée sur l’inactivation par CRISPR-Cas9 de gènes codant des FTs et des HMEs afin d’étudier l’impact de ces inactivations sur la croissance, la pathogénie et l’expression génique.Grâce aux analyses de MAINE-Seq, nous avons pu établir pour la première fois une carte de positionnement des nucléosomes chez quatre espèces phytopathogènes, dont L. maculans. Nous avons également construit une carte de modifications chromatiniennes le long du génome de deux espèces très proches au sein du complexe d’espèces de L. maculans. Nous avons établi que les isochores AT sont largement enrichis en marque hétérochromatinienne H3K9me3 alors que les isochores GC sont enrichis en marque euchromatinienne H3K4me2 et en marque hétérochromatinienne H3K27me3.La HME KMT1, et LmPf2, un FT ayant un profil d’expression similaire à celui des effecteurs et décrit chez plusieurs espèces de Pleosporales comme contrôlant l’expression de toxines et d’effecteurs, ont été inactivés chez L. maculans. Nous avons également réalisé une surexpression de LmPf2 dans une souche ∆kmt1 dans laquelle la chromatine est décondensée et dans une souche sauvage de L. maculans. Ces expériences nous ont permis de déterminer que LmPf2 contrôle l’expression des effecteurs AvrLm dans un contexte où la chromatine est ouverte (∆kmt1). Il s’agit du premier exemple d’un double contrôle de l’expression de gènes codant des effecteurs par une HME et un FT.Enfin, j’ai pu initier l’étude de l’implication de KMT1 et KMT6, la protéine responsable du dépôt de la marque répressive H3K27me3, dans l’expression des gènes codant des effecteurs. Pour cela j’ai généré les mutants ∆kmt1, ∆kmt6, et double mutant ∆kmt1_∆kmt6 et initié leur caractérisation. J’ai par ailleurs généré du matériel pour des analyses de ChIP-Seq, RNA-Seq et Hi-C-Seq qui nous renseigneront sur l’impact des marques répressives H3K9me3 et H3K27me3 sur la structure du génome, l’organisation au sein des noyaux et l’expression génique.En conclusion, le travail réalisé au cours de cette thèse nous a permis de comprendre l’implication de la structure de la chromatine et de FTs dans l’expression des effecteurs précoces en condition de vie axénique
Leptosphaeria maculans is a pathogenic fungus responsible for the stem canker of oilseed rape (Brassica napus). L. maculans exhibits a complex life cycle with successive biotrophic and necrotrophic phases. In addition, it has a bipartite genome alternating gene-rich regions (GC isochores) and regions enriched in transposable elements and in effector-encoding genes expressed during the early stages of infection (AT isochores). Very little is known on how the expression of effectors genes is controlled. A previous study had established that the expression of at least two effector-encoding genes was repressed by a chromatin-based control involving the repressive mark H3K9me3 deposited by the histone methyltransferase KMT1, in vitro. During infection, this control was postulated to be lifted allowing the action of specific transcription factors (TFs).The objective of my thesis was to study the influence of chromatin and transcriptional control on gene expression and to determine the role of histone modifying proteins (HMEs) and TFs in the control of effector-encoding gene expression. To this end, two approaches have been developed: (i) a "genome-wide" approach combining analysis of nucleosome positioning (MAINE-Seq), distribution of heterochromatin and euchromatinin modifications (ChIP-Seq) and transcriptomic analyses (RNA-Seq) in L. maculans and a closely related fungal species not pathogenic of oilseed rape and (ii) a functional approach based on the inactivation by CRISPR-Cas9 of TFs-encoding genes and HMEs to study the impact of these inactivations on growth, pathogenicity and gene expression.MAINE-Seq analysesallowed us establishing for the first time a nucleosome positioning map in four phytopathogenic species, including L. maculans. We also determined a chromatin modification map along the genome of two closely related species within the L. maculans species complex. We established that the AT isochores are largely enriched in the heterochromatin mark H3K9me3 while the GC isochores are enriched in the Euchromatin mark H3K4me2 and the heterochromatin mark H3K27me3.The genes encoding the HME KMT1 and LmPf2, a TF with an expression profile similar to that of effectors genes and described in several Pleosporales species as controlling the expression of toxins and effectors, have been inactivated in L. maculans. We also overexpressed LmPf2 in a ∆kmt1 mutant in which the chromatin is decondensed and in a wild type strain of L. maculans. These experiments allowed us to determine that LmPf2 controls the expression of effector waves in a context where the chromatin is open. This is the first example of a double control of the expression of effector-encoding genes by an HME and a specific TF.Finally, I initiated a study of the involvement of KMT1 and KMT6, the protein responsible for the deposition of the repressive modification H3K27me3, in the control of effector-encoding gene expression. For this purpose, I generated mutants ∆kmt1, ∆kmt6, and a double mutant ∆kmt1_∆kmt6 and initiated their characterization. I also generated material for ChIP-Seq, RNA-Seq and Hi-C-Seq analyses that will inform us about the impact of the repressive marks H3K9me3 and H3K27me3 on genome structure, organization within nuclei and gene expression.In conclusion, the work carried out during this thesis has allowed us to better understand the involvement of chromatin structure and TFs in the control of effector gene expression
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29

Tsai, Jia-Ling, and 蔡佳玲. "Applying Face Detection Technology to Games Motion Coding Design : Case on Maze Game." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/mfnbyr.

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碩士
臺中技術學院
多媒體設計系碩士班
98
Because of the fast technical development affects the change of user behavior, and the traditional media has gradually been replaced by new media. In recent years, interactive media has been used in a wide range and displayed in diverse ways; therefore, it has a great advancement space for development. Owing to traditional digital contents are presented by keyboards, mouse and touch screen in former days, the users will intend to use friendly interface in the future. Technology is making progress with the joystick, mouse and keyboard-based input interface to Webcam as input tools. More and more Webcams are used as the interactive devices in interactive media field. Because Webcam can easily be get, and the cost of Webcam is usually lower than the cost of other interactive devices. Summing up the above factors, the technology of face detection has been widely used. This study uses a technique designed by MIT Media Lab, which is called Attention Meter, and this study combined it with Flash software in order to design an interactive game. In this interactive game, the user’s face position can accurately be detected by Webcam. This communication interface may effectively achieve excellent human-computer interaction and it can be used in interactive game. This study tries to find an appropriate motion coding design, and suitable argument of Attention Meter to build game. In the end, we can develop a module of process. The major object of this study is to develop a procedure via investigating the application of face detection. The results of this study can also provide the non-technical designers to use face detection technology for developing interactive games.
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30

Tseng, Ren-Fu, and 曾仁甫. "Improvement of Coding Efficiency Based on Game Theory for HEVC." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/65r9uj.

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碩士
國立中山大學
電機工程學系研究所
104
With applications of video coding have come to play important roles in today’s world, it is necessary to improve the coding efficiency. Therefore, we based on game theory to develop two methods for HEVC: the I-frame assignment method and the frame level bit allocation in rate control. In the proposed I-frame assignment method, the encoded sequence will be divided into several subsequences. Each subsequence is regarded as a game. All GOP in a subsequence is further divided into several set of GOP. Each set of GOP is regarded as a player and compete for the number of I-frame. The optimal I-frame assignment will be determined based on the generalized Nash bargaining solution (NBS). In the proposed frame level bit allocation method, each frame is considered as a player and competes for the GOP level target bits. In addition, the dependency relationship between the frames located in difference TLs is employed to the development of equation. The optimal solution of bit allocation is solved based on NBS. Experimental results show that the proposed methods improve the coding efficiency for HEVC.
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31

Chen, Yingda. "Interactive networking: Exploiting network coding and game theory in multiuser wireless communications." 2008. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3358101.

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32

Douik, Ahmed S. "Instantly Decodable Network Coding: From Centralized to Device-to-Device Communications." Thesis, 2015. http://hdl.handle.net/10754/552541.

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From its introduction to its quindecennial, network coding have built a strong reputation in enhancing packet recovery process and achieving maximum information flow in both wires and wireless networks. Traditional studies focused on optimizing the throughput of the network by proposing complex schemes that achieve optimal delay. With the shift toward distributed computing at mobile devices, throughput and complexity become both critical factors that affect the efficiency of a coding scheme. Instantly decodable network coding imposed itself as a new paradigm in network coding that trades off this two aspects. This paper presents a survey of instantly decodable network coding schemes that are proposed in the literature. The various schemes are identified, categorized and evaluated. Two categories can be distinguished namely the conventional centralized schemes and the distributed or cooperative schemes. For each scheme, the comparison is carried out in terms of reliability, performance, complexity and packet selection methodology. Although the performance is generally inversely proportional to the computation complexity, numerous successful schemes from both the performance and complexity viewpoint are identified.
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33

Schiller, Vincent. "Digital Game Based Learning am Beispiel der Programmierung in der Unity Engine: Entwicklung eines Simulationsspiels für das Erlernen der Unity-spezifischen Programmierparadigmen." 2020. https://slub.qucosa.de/id/qucosa%3A70597.

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In einer Zeit der Digitalisierung nimmt die Relevanz des Programmierens in Entwicklungsumgebungen wie Unity immer mehr zu. Zeitgleich werden Game Based Learning Anwendungen immer häufiger zum Erlernen neuer Inhalte eingesetzt. Solche Anwendungen sind für viele Programmiersprachen zu finden, allerdings gibt es kein einziges, frei zugängliches Produkt, das als Unity-Programmierspiel bezeichnet werden kann, welches anhand einer zusammenhängenden Story und eines klar definierten, roten Fadens Unity-spezifische Lerninhalte vermittelt. Das Ziel dieser Bachelorarbeit ist es, ein Simulationsspiel für das Erlernen der Unity-spezifischen Programmierparadigmen zu entwickeln. Dazu wird die folgende Forschungsfrage gestellt: „Wie kann eine Digital Game Based Learning Anwendung zum Erlernen der Programmierung in der Unity-Engine gestaltet werden, sodass sie benutzerfreundlich, motivierend und erweiterbar ist?“ Um diese zu beantworten, wurden zehn User Experience Tests zur Evaluierung des jeweiligen Entwicklungsstadiums durchgeführt, wobei die Probanden bei ihrem Umgang mit der Anwendung beobachtet und nach ihrer User Experience befragt wurden. Auf Grundlage der gewonnenen Erkenntnisse wurde die Anwendung iterativ verbessert und weiterentwickelt. Das dabei entstandene Ergebnis zeichnet sich in seiner Benutzerfreundlichkeit vor allem durch die Nutzung bereits zielgruppenbasiert bekannter Funktionalitäten, Reiz-Reduzierung, der Vorbeugung von Missverständnissen, ausführliche Feedbacks auf Fehler, genauen Erklärungen der Features und barrierefreie Lösungen aus. Die Motivationsgestaltung der entwickelten Anwendung basiert zum einen auf einer emotionalen Bindung zwischen dem Spieler und der Story/Spielfigur, sowie dem Ehrgeiz, sich ständig zu verbessern und zu überbieten. Entscheidend für die Erweiterbarkeit war es, die Anwendung, welche von Unity-spezifischer Programmierung handelt, auch in der Unity-Engine zu entwickeln. Automatisierungen und die Vereinheitlichung von Spielzielen, sowie die Eindämmung von Fehlerquellen hatten bei der Entwicklung der Anwendung eine hohe Relevanz. Dies zeigt einen möglichen Weg, wie eine solche, in diesem Kontext bisher einzigartige Digital Game Based Learning Anwendung gestaltet sein kann und ist Grundlage für weitere Forschungen, die insbesondere den möglichen Lernerfolg untersuchen sollten.:0. Einleitung 0.0 Motivation 0.1 Zielsetzung, Methodik und Aufbau 1. Grundlagen 1.0 Begriffserklärungen 1.0.0 Spiel (engl. ‚Game‘) 1.0.1 (Digital) Lernen 1.0.2 (Digital) Game Based Learning 1.0.3 Gamification 1.0.4 Serious Game 1.0.5 (Game) Flow 1.0.6 (Game) User Experience 1.1 Unity und C# 1.1.0 Unity 1.1.1 C# 1.2 Neurologische Grundlagen nach Celia Hodent 1.2.0 Wahrnehmung 1.2.1 Erinnerung 1.2.2 Aufmerksamkeit 1.2.3 Motivation 1.2.4 Emotion 2. Programmieren lernen am Beispiel von Unity 2.0 Motivation 2.1 Methoden 2.1.0 Suchmaschinen und Foren 2.1.1 Videos 2.1.2 Bücher 2.1.3 Unterricht 2.1.4 Digitale Spiele 3. Analyse vorhandener GBL-Konzepte 3.0 Pony Island 3.1 SQL Island 3.2 SoloLearn 3.3 Swift Playgrounds 3.4 CodinGame 3.5 Zusammenfassung 4. Zwischenfazit 5. Eigenes Spielkonzept ‚ENC#YPTED‘ 5.0 Zielgruppe 5.1 Lernziele 5.2 Story 5.3 Design 5.4 Features 5.5 Technische Umsetzung 5.6 Genutzte Ressourcen und Programme 6. Umsetzung des eigenen Spiels 6.0 Prototyp V1 – Grundfunktionalitäten 6.1 Prototyp V2 - Erweiterungen 6.2 Prototyp V3 - UX-Tests 6.2.0 UX-Test #1 vom 13.11.2019 (Entwicklung bis UX-Test #2) 6.2.1 UX-Test #2 vom 27.11.2019 (Entwicklung bis UX-Test #3) 6.2.2 UX-Test #3 vom 06.12.2019 (Entwicklung bis UX-Test #4) 6.2.3 UX-Test #4 vom 11.12.2019 (Entwicklung bis UX-Test #5) 6.2.4 UX-Test #5 vom 12.12.2019 (Entwicklung bis UX-Test #6) 6.2.5 UX-Test #6 vom 25.12.2019 (Entwicklung bis UX-Test #7) 6.2.6 UX-Test #7 vom 31.12.2019 (Entwicklung bis UX-Test #8) 6.2.7 UX-Test #8 vom 06.01.2020 6.2.8 UX-Test #9 vom 09.01.2020 (Entwicklung bis UX-Test #10) 6.2.9 UX-Test #10 vom 06.02.2020 (Entwicklung bis 10.02.2020) 7. Fazit 7.0 Entwicklungsausblick 7.1 Reflexion 8. Anhang 8.0 UX-Tests 8.1 Unity Foren Beiträge 8.2 Source Code Auszug 8.3 Selbstständigkeitserklärung I. Literaturverzeichnis II. Abbildungsverzeichnis III. Tabellenverzeichnis
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34

Yin-ChengChen and 陳胤丞. "To explore students with different prior knowledge in using coding games, their behavioral intentions." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/cnb9q4.

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碩士
國立成功大學
工程科學系碩士在職專班
105
With universities' implementation of multi-entrance program, ordinary high school graduates can apply for admission to technical and vocational colleges through general scholastic ability test. The University of Science and Technology has also increased the enrollment quota for ordinary high school graduates every year. In such an environment, these school graduates do not have the professional knowledge of the subjects. After entering these vocational and technical colleges do they start feeling frightened of these professional subjects.Teachers in technical and vocational colleges also face increasing difficulties in preparing courses for students with different prior knowledge, especially in professional subjects. Compared to other professional subjects, the programming course has a higher learning threshold, which makes it difficult for students who do not have prior knowledge to move on, thus reducing their willingness to learn.The purpose of this study is to research the different programming courses available at the University of Science and Technology and explore the behavioral intention of students, who use different types of game-based learning for differentiated instructions.And use technology acceptance model to inquire into the differentiation factors.
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35

Chi, Hsiao-Han, and 紀小涵. "Introducing board games into coding instruction: An applicability study of first-time users’ experience playing the “King of Pirates”." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/5kzs89.

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碩士
國立交通大學
教育研究所
106
The rise of technology era in the present century depends on the continual innovation and progress of the digital software and hardware, thus pushes computer programming a new literacy of citizens among nations. In Taiwan, programming language will be introduced as part of the national curriculum in junior high school and beyond starting 2019 academic year. However, the implementation of coding instruction is still in question due to the insufficient preparation of qualified teachers, teaching materials, hardware facilities, and software packages. Even though a few alternative solutions to coding education - those are developed by communities or market vendors – draw somewhat success, many of them require additional investments in equipment, software, and staffing which make the solutions merely unscalable. In the light of bring coding education for all, this study analyzed first-time users of the board game “King of Pirates (KOP)”. The researcher qualitatively used participant observations, individual and group interviews, and documents to understand ten teachers’ attitude and twenty-nine students’ acceptance about KOP. Data were triangulated and analyzed in circulation to evaluate the effectiveness of KOP in terms of eliciting computational thinking capabilities. The researcher then generalized ways and recommendations in integrating KOP as part of classroom instructions. The major findings of this study were in three folds. First, students had a high regard using board games to learn programming. KOP helped learn the execution of certain programming statements. Moreover, the winning strategy that students generated throughout the game promoted higher-order thinking. Students also considered KOP motivational. Most of them had experiences using other resources to learn programming languages, but they still ranked KOP over other resources. Second, students comprehended and interpreted the conceptual elements of coding well after playing the game, while had a fraction of misconceptions. The game manager (GM) indirectly affected the way students comprehend the conceptual elements of coding. Students mimicked how GM explained these conceptual elements, but few of them were still confused conceptualizing the “If/else” statement. The researcher suggests that teachers need to offer students opportunities to share what they learned after playing KOP such that teachers could diagnose potential misunderstandings right after the game sessions. Third, most teachers had positive but somewhat conservative attitude about applying board games in classroom coding instruction. Teachers considered that board game reduces the time young children using electronic devices, and those children can still and learn about computational thinking concepts by playing KOP. However, board game needs a set of time to play, and managing multiple KOP game sessions in a large classroom simultaneously can be difficult. These valid concerns need to be resolved before KOP can be introduced to classrooms. Suggestions for teacher education, learning effectiveness of board game, board game itself, and further studies about board games were described in the last chapter of this thesis.
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36

Kambale, Witesyavwirwa Vianney. "Development of an optimisation approach to Alamouti 4×2 space time block coding firmware." 2014. http://encore.tut.ac.za/iii/cpro/DigitalItemViewPage.external?sp=1001707.

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M. Tech. Electrical Engineering.
Discusses MIMO systems have been hailed for the benefits of enhancing the reliability of the wireless communication link and increasing of the channel capacity, however the complexity of MIMO encoding and decoding algorithms increases considerably with the number of antennas. This research aims to suggest an optimisation approach to a reduced complexity implementation of the Alamouti 4×2 STBC. This is achieved by considering the FPGA parallelisation of the conditionally optimised ML decoding algorithm. The above problem can be divided into two subproblems. 1. The ML decoding of the Double Alamouti 4×2 STBC has a high computational cost when an exhaustive search is performed on the signal constellation for M-ary QAM. 2. Though the conditionally optimised ML decoding leads to less computational complexity compared to the full generic ML detection algorithm, the practical implementation remains unattractive for wireless systems.
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37

Καβρουλάκης, Νικόλαος. "Ανάπτυξη αρχιτεκτονικών διπλού φίλτρου και FPGA υλοποιήσεις για το H.264 / AVC deblocking filter." Thesis, 2013. http://hdl.handle.net/10889/6033.

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Αντικείμενο της παρούσας διπλωματικής εργασίας είναι η παρουσίαση και η μελέτη ενος εναλλακτικού σχεδιασμού του deblocking φίλτρου του προτύπου κωδικοποίησης βίντεο Η.264. Αρχικά επεξηγείται αναλυτικά ο τρόπος λειτουργίας του φίλτρου και στη συνέχεια προτείνεται ένας πρωτοποριακός σχεδιασμός με χρήση pipeline πέντε σταδίων. Ο σχεδιασμός παρουσιάζει σημαντικά πλεονεκτήματα στον τομέα της ταχύτητας (ενδεικτικά εμφανίζεται βελτιωμένη απόδοση στην συχνότητα λειτουργίας και στο throughput). Αυτό πιστοποιήθηκε από μετρήσεις που έγιναν σε συγκεκριμένα fpga και επαλήθευσαν τα θεωρητικά συμπεράσματα που είχαν εξαχθεί.
The standard H.264 (or else MPEG-4 part 10) is nowadays the most widely used standard in the area of video coding as it is supported by the largest enterprises in the internet (including Google, Apple and Youtube). Its most important advantage over the previous standards is that it achieves better bitrate without falling in terms of quality. A crucial part of the standard is the deblocking filter which is applied in each macroblock of a frame so that it reduces the blocking distortion. The filter accounts for about one third of the computational requirements of the standard, something which makes it a really important part of the filtering process. The current diploma thesis presents an alternative design of the filter which achieves better performance than the existing ones. The design is based in the use of two filters (instead of one used in current technology) and moreover, in the application of a pipelined design in each filter. By using a double filter, exploitation of the independence which exists in many parts of the macroblock is achieved. That is to say, it is feasible that different parts of it can be filtered at the same time without facing any problems. Furthermore, the use of the pipeline technique importantly increases the throughput. Needless to say, in order for the desired result to be achieved, the design has to be made really carefully so that the restrictions imposed by the standard will not be failed. The use of this alternative filter design will result in an important raise in the performance. Amongst all, the operating frequency, the throughput and the quality of the produced video will all appear to be considerably risen. It also needs to be mentioned that the inevitable increase of the area used (because of the fact that two filters are used instead of one) is not really important in terms of cost. The structure of the thesis is described in this paragraph. In chapter 1 there is a rather synoptic description of the H.264 standard and the exact position of the deblocking filter in the whole design is clarified. After that, the algorithmic description of the filter follows (Chapter 2). In this chapter, all the parameters participating in the filter are presented in full detail as well as the equations used during the process. In the next chapter (chapter 3), the architecture chosen for the design is presented. That is to say, the block diagram is presented and explained, as well as the table of timings which explains completely how the filter works. The pipelining technique applied in the filter is also analyzed and justified in this chapter. In the next chapter (chapter 4), every structural unit used in the current architecture is analyzed completely and its role in the whole structure is presented. Finally, in chapter 5, the results of the measurements made in typical fpgas of Altera and Xilinx are presented. The results are shown in table format whereas for specific parameters diagrams were used so that the improved performance of the current design compared to the older ones that are widely used, becomes evident.
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