Dissertations / Theses on the topic 'Game coding'
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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.
Full textNivens, 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.
Full textCockerham, Lucas. "POKERFACE: EMOTION BASED GAME-PLAY TECHNIQUES FOR COMPUTER POKER PLAYERS." UKnowledge, 2004. http://uknowledge.uky.edu/gradschool_theses/224.
Full textBaidas, Mohammed Wael. "Node Selection, Synchronization and Power Allocation in Cooperative Wireless Networks." Diss., Virginia Tech, 2012. http://hdl.handle.net/10919/26527.
Full textPh. D.
Gupta, Smrati. "Contributions on networking techniques for wireless relay channels." Doctoral thesis, Universitat Autònoma de Barcelona, 2014. http://hdl.handle.net/10803/283583.
Full textIn 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.
Larrousse, Benjamin. "Structure d’information, stratégies de communication et application aux réseaux distribués." Thesis, Paris 11, 2014. http://www.theses.fr/2014PA112373/document.
Full textThis 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
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.
Full textPh.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
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.
Full textThe 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.
Zayene, Mariem. "Cooperative data exchange for wireless networks : Delay-aware and energy-efficient approaches." Thesis, Limoges, 2019. http://www.theses.fr/2019LIMO0033/document.
Full textWith 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
Peng, Liz Shihching. "p5.Polar - Programming For Geometric Patterns." Digital WPI, 2020. https://digitalcommons.wpi.edu/etd-theses/1353.
Full textLe, 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.
Full textThis 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
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.
Full textMajgaonkar, 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.
Full textRiško, 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.
Full textWiid, 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.
Full textENGLISH 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.
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.
Full textVideo 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.
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.
Full textStrehlow, 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.
Full textBrown, Michelle M. "Hardware study on the H.264/AVC video stream parser /." Online version of thesis, 2008. http://hdl.handle.net/1850/7766.
Full textPellas, 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.
Full textFärgkodning 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.
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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Dissertação (Mestrado)
IPEN/D
Instituto de Pesquisas Energeticas e Nucleares - IPEN-CNEN/SP
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
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/.
Full textCoornaert, 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.
Full textMigdadi, 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.
Full textMigdadi, 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.
Full textBoehm, 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.
Full textClairet, 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.
Full textLeptosphaeria 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
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.
Full text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.
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.
Full text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.
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.
Full textDouik, Ahmed S. "Instantly Decodable Network Coding: From Centralized to Device-to-Device Communications." Thesis, 2015. http://hdl.handle.net/10754/552541.
Full textSchiller, 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.
Full textYin-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.
Full text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.
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.
Full text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.
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.
Full textDiscusses 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.
Καβρουλάκης, Νικόλαος. "Ανάπτυξη αρχιτεκτονικών διπλού φίλτρου και FPGA υλοποιήσεις για το H.264 / AVC deblocking filter." Thesis, 2013. http://hdl.handle.net/10889/6033.
Full textThe 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.