Academic literature on the topic 'MMO'

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Journal articles on the topic "MMO"

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Adami, Amirhossein, Mahda Mortazavi, and Mehran Nosratollahi. "Multi-modular design optimization and multidisciplinary design optimization." International Journal of Intelligent Unmanned Systems 3, no. 2/3 (May 11, 2015): 156–70. http://dx.doi.org/10.1108/ijius-01-2015-0001.

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Purpose – For complex engineering problems, multidisciplinary design optimization (MDO) techniques use some disciplines that need to be run several times in different modules. In addition, mathematical modeling of a discipline can be improved for each module. The purpose of this paper is to show that multi-modular design optimization (MMO) improves the design performances in comparison with MDO technique for complex systems. Design/methodology/approach – MDO framework and MMO framework are developed to optimum design of a complex system. The nonlinear equality and inequality constrains are considered. The system optimizers included Genetic Algorithm and Sequential Quadratic Programming. Findings – As shown, fewer design variables (optimization variables) are needed at the system level for MMO. Unshared variables are optimized in the related module when shared variables are optimized at the system level. The results of this research show that MMO has lower elapsed times (14 percent) with lower F-count (16 percent). Practical implications – The monopropellant propulsion upper-stage is selected as a case study. In this paper, the efficient model of the monopropellant propulsion system is proposed. According to the results, the proposed model has acceptable accuracy in mass model (error < 2 percent), performance estimation (error < 6 percent) and geometry estimation (error < 10 percent). Originality/value – The monopropellant propulsion system is broken down into the three important modules including propellant tank (tank and propellant), pressurized feeding (tank and gas) and thruster (catalyst, nozzle and catalysts bed) when chemical decomposition, aerothermodynamics, mass and configuration, catalyst and structure have been considered as the disciplines. The both MMO and MDO frameworks are developed for the monopropellant propulsion system.
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Wang, Peng, Kun Cheng, Yan Huang, Bo Li, Xinggui Ye, and Xiuhong Chen. "Multiscale Quantum Harmonic Oscillator Algorithm for Multimodal Optimization." Computational Intelligence and Neuroscience 2018 (2018): 1–12. http://dx.doi.org/10.1155/2018/8430175.

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This paper presents a variant of multiscale quantum harmonic oscillator algorithm for multimodal optimization named MQHOA-MMO. MQHOA-MMO has only two main iterative processes: quantum harmonic oscillator process and multiscale process. In the two iterations, MQHOA-MMO only does one thing: sampling according to the wave function at different scales. A set of benchmark test functions including some challenging functions are used to test the performance of MQHOA-MMO. Experimental results demonstrate good performance of MQHOA-MMO in solving multimodal function optimization problems. For the 12 test functions, all of the global peaks can be found without being trapped in a local optimum, and MQHOA-MMO converges within 10 iterations.
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Magoba, Moses, and Mimonitu Opuwari. "Petrophysical interpretation and fluid substitution modelling of the upper shallow marine sandstone reservoirs in the Bredasdorp Basin, offshore South Africa." Journal of Petroleum Exploration and Production Technology 10, no. 2 (November 7, 2019): 783–803. http://dx.doi.org/10.1007/s13202-019-00796-1.

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Abstract The fluid substitution method is used for predicting elastic properties of reservoir rocks and their dependence on pore fluid and porosity. This method makes it possible to predict changes in elastic response of a rock saturation with different fluids. This study focused on the Upper Shallow Marine sandstone reservoirs of five selected wells (MM1, MM2, MM3, MM4, and MM5) in the Bredasdorp Basin, offshore South Africa. The integration of petrophysics and rock physics (Gassmann fluid substitution) was applied to the upper shallow marine sandstone reservoirs for reservoir characterisation. The objective of the study was to calculate the volume of clay, porosity, water saturation, permeability, and hydrocarbon saturation, and the application of the Gassmann fluid substitution modelling to determine the effect of different pore fluids (brine, oil, and gas) on acoustic properties (compressional velocity, shear velocity, and density) using rock frame properties. The results showed average effective porosity ranging from 8.7% to 16.6%, indicating a fair to good reservoir quality. The average volume of clay, water saturation, and permeability values ranged from 8.6% to 22.3%, 18.9% to 41.6%, and 0.096–151.8 mD, respectively. The distribution of the petrophysical properties across the field was clearly defined with MM2 and MM3 revealing good porosity and MM1, MM4, and MM5 revealing fair porosity. Well MM4 revealed poor permeability, while MM3 revealed good permeability. The fluid substitution affected rock property significantly. The primary velocity, Vp, slightly decreased when brine was substituted with gas in wells MM1, MM2, MM3, and MM4. The shear velocity, Vs, remained unaffected in all the wells. This study demonstrated how integration of petrophysics and fluid substitution can help to understand the behaviour of rock properties in response to fluid saturation changes in the Bredasdorp Basin. The integration of these two disciplines increases the obtained results’ quality and reliability.
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Aliya, Syed, Harsimran Kaur, Nishita Garg, Rishika, and Ramakrishna Yeluri. "Clinical Measurement of Maximum Mouth Opening in Children Aged 6–12." Journal of Clinical Pediatric Dentistry 45, no. 3 (June 30, 2021): 216–20. http://dx.doi.org/10.17796/1053-4625-45.3.12.

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Objective: To evaluate the clinical maximum mouth opening in children and its correlation with age, and sex. Study Design: Three hundred children of age 6–12 years, from different schools of Moradabad city were included. The participants were divided into three groups based on their age i.e Group 1 (n=100) 6–8 years, Group 2 (n=100) 8–10 years and Group 3 (n=100) 10–12 yrs. Three recordings of maximum mouth opening (MMO) were obtained using digital vernier caliper and the mean of three was considered as the MMO of that child. The data was analyzed using Spearman correlation, ANOVA with post- hoc Bonferroni test. The significance level was predetermined at p≤0.05 .Results: The mean MMO for children of Moradabad of aged 6–8yrs in boys is 39.87 ± 4.91 mm and in girls is 36.85± 4.09 mm. In 8–10 yeas age group, the MMO in boys is 44.5± 5.1 mm and in girls 41.77± 5.24 mm. In 10–12 year age group, the MMO in boys is 49.63± 5.56 mm and in girls is 49.33±5.32 mm respectively. The MMO was found to be higher in boys in all the three age groups. Conclusions: There was a significant difference in values of MMO in all the three age groups with boys having higher MMO values when compared to girls. Varying range of MMO values was observed within three age groups.
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Valeikiene, Ligita, Marina Roshchina, Inga Grigoraviciute-Puroniene, Vladimir Prozorovich, Aleksej Zarkov, Andrei Ivanets, and Aivaras Kareiva. "On the Reconstruction Peculiarities of Sol–Gel Derived Mg2−xMx/Al1 (M = Ca, Sr, Ba) Layered Double Hydroxides." Crystals 10, no. 6 (June 2, 2020): 470. http://dx.doi.org/10.3390/cryst10060470.

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In this study, the reconstruction peculiarities of sol–gel derived Mg2−xMx/Al1 (M = Ca, Sr, Ba) layered double hydroxides were investigated. The mixed metal oxides (MMO) were synthesized by two different routes. Firstly, the MMO were obtained directly by heating Mg(M)–Al–O precursor gels at 650 °C, 800 °C, and 950 °C. These MMO were reconstructed to the Mg2−xMx/Al1 (M = Ca, Sr, Ba) layered double hydroxides (LDHs) in water at 50 °C for 6 h (pH 10). Secondly, in this study, the MMO were also obtained by heating reconstructed LDHs at the same temperatures. The synthesized materials were characterized using X-ray powder diffraction (XRD) analysis and scanning electron microscopy (SEM). Nitrogen adsorption by the Brunauer, Emmett, and Teller (BET) and Barrett, Joyner, and Halenda (BJH) methods were used to determine the surface area and pore diameter of differently synthesized alkaline earth metal substituted MMO compounds. It was demonstrated for the first time that the microstructure of reconstructed MMO from sol–gel derived LDHs showed a “memory effect”.
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Kumar, A., S. Dutta, J. Singh, R. Mehta, A. Hooda, and R. Namdev. "Clinical Measurement of Maximal Mouth Opening in Children: A Pioneer Method." Journal of Clinical Pediatric Dentistry 37, no. 2 (December 1, 2012): 171–76. http://dx.doi.org/10.17796/jcpd.37.2.l17x8227682j5610.

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Objectives: To determine the maximal mouth opening (MMO) in children aged 3 to 5 years from Indian population and to examine the possible influence of age, gender, height and body weight on MMO. Study Design: Assessment of MMO is accomplished with a modified Vernier Caliper by measuring the distance between the incisal edge of upper and lower incisor during maximal mouth opening upto the painless limit. Participants of the study were healthy children selected among regular students from local schools. Age, gender, height and body weight of each child were also recorded at the same time. Results: The results of the present study revealed that MMO in Indian children were 41.61 mm, 44.9 mm and 46.81 mm for boys and 40.09 mm, 44.22 mm and 46.2 mm for girls at age of 3,4 and 5 years respectively. Further significant associations were noted in between age, height, body weight and MMO. However, no gender difference was observed. Conclusion: A definite relationships exist between MMO, age, height and body weight in Indian children with primary dentition.
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Lee, Su-Bin, Eun-Hye Ko, Joo Y. Park, and Jae-Min Oh. "Mixed Metal Oxide by Calcination of Layered Double Hydroxide: Parameters Affecting Specific Surface Area." Nanomaterials 11, no. 5 (April 28, 2021): 1153. http://dx.doi.org/10.3390/nano11051153.

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Mixed metal oxide (MMO) is one of the widely utilized ceramic materials in various industries. In order to obtain high performance, the specific surface area of MMO should be controlled. Calcination of layered double hydroxide (LDH) is a versatile way to prepare MMO with homogeneous metal distribution and well-developed porosity. Although researchers found that the specific surface area of LDH-originated MMO was relatively high, it had not been systematically investigated how the surface area is controlled under a certain parameter. In this review, we summarized LDH-originated MMO with various starting composition, calcination temperature, and pore developing agent in terms of specific surface area and porosity. Briefly, it was represented that MMOs with Mg-Al components generally had higher specific surface area than Mg-Fe or Zn-Al components. Calcination temperature in the range 300–600 °C resulted in the high specific surface area, while upper or lower temperature reduced the values. Pore developing agent did not result in dramatic increase in MMO; however, the pore size distribution became narrower in the presence of pore developing agents.
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Zhang, Wen, Lei Ye, Fenglei Wang, Jiawen Zheng, Xiaoxiao Tian, Yan Chen, Guofang Ding, and Zuisu Yang. "Immunomodulatory Effects of the Meretrix Meretrix Oligopeptide (QLNWD) on Immune-Deficient Mice." Molecules 24, no. 24 (December 5, 2019): 4452. http://dx.doi.org/10.3390/molecules24244452.

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The aim of this study was to explore the immunomodulatory effects of the Meretrix meretrix oligopeptide (MMO, QLNWD) in cyclophosphamide (CTX)-induced immune-deficient mice. Compared to untreated, CTX-induced immune-deficient mice, the spleen and thymus indexes of mice given moderate (100 mg/kg) and high (200 mg/kg) doses of MMO were significantly higher (p < 0.05), and body weight loss was alleviated. Hematoxylin-eosin (H&E) staining revealed that MMO reduced spleen injury, thymus injury, and liver injury induced by CTX in mice. Furthermore, MMO boosted the production of immunoglobulin G (IgG) and hemolysin in the serum and promoted the proliferation and differentiation of spleen T-lymphocytes. Taken together, our findings suggest that MMO plays a vital role in protection against immunosuppression in CTX-induced immune-deficient mice and could be a potential immunomodulatory candidate for use in functional foods or immunologic adjuvants.
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Tong, Chenning, and Khuong X. Nguyen. "Multipoint Monin–Obukhov Similarity and Its Application to Turbulence Spectra in the Convective Atmospheric Surface Layer." Journal of the Atmospheric Sciences 72, no. 11 (November 1, 2015): 4337–48. http://dx.doi.org/10.1175/jas-d-15-0134.1.

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Abstract A generalized Monin–Obukhov similarity hypothesis for the atmospheric surface layer is proposed. It employs the Monin–Obukhov length as a length scale in both the horizontal and vertical directions, in contrast to the original Monin–Obukhov similarity. Therefore, the horizontal turbulence scales, which are contained in multipoint statistics, must be explicitly included. The similarity hypothesis is formulated for the joint probability density function (JPDF) of multipoint velocity and temperature differences and is termed the multipoint Monin–Obukhov similarity (MMO). In MMO, the nondimensional JPDF in the surface layer depends on the separation vectors and the heights from the ground, both nondimensionalized by the Monin–Obukhov length. A key aspect of MMO is that at heights much smaller than the absolute value of the Monin–Obukhov length, both shear and buoyancy can be important. As an application, MMO is used to predict the two-dimensional horizontal turbulence spectra in the convective surface layer. It predicts a two-layer structure with three scaling ranges. Comparisons of the predicted spectra with those obtained using high-resolution large-eddy simulations show general agreement, supporting MMO. Within MMO, full similarity is only achieved for multipoint statistics, while similarity properties (or a lack thereof) for one-point statistics (the original Monin–Obukhov similarity) can be derived from those of multipoint statistics. MMO provides a new framework for analyzing the turbulence statistics and for understanding the dynamics in the atmospheric surface layer.
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Lee, Keun-Bae, Hyun-Kee Yang, Eun-Sun Moon, and Eun-Kyoo Song. "Modified Step-Cut Medial Malleolar Osteotomy for Osteochondral Grafting of the Talus." Foot & Ankle International 29, no. 11 (November 2008): 1107–10. http://dx.doi.org/10.3113/fai.2008.1107.

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Background: Osteochondral grafting for the treatment of osteochondral lesions of the talus (OLT) usually requires a medial malleolar osteotomy (MMO) to achieve adequate intraarticular exposure. This study describes the technique used and the results obtained using a modified step-cut MMO for osteochondral grafting of talar dome lesions. Materials and Method: Eleven feet in ten patients underwent modified step-cut MMO prior to osteochondral grafting for OLT. The patients included three women and seven men with a mean age of 40 (range, 20 to 51) years. Modified step-cut MMO consisted of an oblique osteotomy, which was made at approximately 45 degrees to the transverse plane of the proposed traditional step-cut osteotomy, and a vertical osteotomy to the axilla on the medial tibial plafond. Results: In all patients, modified step-cut MMO provided better perpendicular access to lesions than traditional step-cut osteotomy. In all cases, the osteochondral graft plug was accurately set perpendicular to the defect area, and all ten patients experienced uncomplicated osteotomy healing at a mean 8 weeks postoperatively without loss of reduction or malreduction. Conclusion: Modified step-cut MMO is an excellent, reproducible method for perpendicular access to a talar dome lesion. Level of Evidence: IV, Retrospective Case Study
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Dissertations / Theses on the topic "MMO"

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Bergstrand, Isak. "”Spelen är ju typ alltid på engelska…” : Elevers medvetenhet om MMO-spels påverkan på engelskkunskaper." Thesis, Högskolan för lärande och kommunikation, Högskolan i Jönköping, Språk-, litteratur- och mediedidaktik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-36048.

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Syftet med studien är att undersöka elevers uppfattningar om Massive Multiplayer Online-spels (MMO-spel) inverkan på engelskkunskaper. Studien, likt tidigare forskning inom om-rådet, grundar sig i ett sociokulturellt perspektiv. En kvalitativ metod i form av semistruk-turerade intervjuer har använts för att intervjua deltagare i årskurs 6. Följande frågeställ-ningar har legat som grund för studien: Hur beskriver elever sitt eget och klasskamraters spelande av MMO-spel i förhållande till engelskinlärning? Hur beskriver elever att de och andra lär sig engelska i MMO-spel? Hur ser elever på MMO-spel som ett möjligt verktyg för språkinlärning i engelskundervisning?Intervjuerna analyserades med en fenomenografiskt inspirerad modell i sju steg för att få fram ett resultat. Resultatet visar att eleverna är medvetna om MMO-spels inverkan på eng-elskkunskaper. Medvetenheten hos deltagarna berör inte enbart utvecklingen av engelsk-kunskaper utan även spelvanor och vad i spelen det är som utvecklar engelska. Resultatet visar även att eleverna påstår att det är den sociala sidan i spelen som utvecklar och inte själva spelandet. Flertalet av deltagarna är skeptiska till en potentiell användning av MMO-spel i engelskundervisningen.
The purpose of this study is to inquire into the perceptions of the influence which Massive Multiplayer Online games (MMOs) have on the English language skills of those who play them. This study, like other studies in the same field, departs from a sociocultural perspec-tive. This qualitative study employed semi-structured interviews with participants aged be-tween 12 and 13. The study asked the following questions: How do participants perceive the influence MMOs have on their own and others’ English? How do participants describe the experience of learning English through MMOs? How do participants regard the idea of using MMOs as a tool for English language teaching in a formal educational setting?The interviews were analysed with a fenomenographically inspired model to find a result. The results indicate that participants are aware of the impact MMOs have on their English language skills. This awareness encompassed not only the improvement of English lan-guage skills, but also an awareness of their gaming habits and how they also improve English language skills. Furthermore, participants perceived that it is the social aspect of MMOs which improves English skills, as opposed to the game play mechanics. The majority of the participants are, however, skeptical of the use of MMOs in formal English education.
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Perez, Michael. "MMO gaming culture| An online gaming family." Thesis, Florida Atlantic University, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10096029.

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This study examines the social organization of Gaiscíoch, a large online gaming community that exists within the simulated world of a massively multiplayer online role playing game (MMORPG). It provides an ethnographic account of an online gaming community that is open to any player without skill or time commitment requirements, but still maintains high status within the game world. This project identifies eight elements that make this inclusive, friendly, and casual community successful in virtual worlds that tend to be dominated by communities that have a competitive, strict, and exclusive approach to online gaming (social interaction, code of values, leadership, rank system, events, community building, population size, gameplay). Lastly, this project briefly inquires about the nature of the border between the virtual and the physical and establishes that gamers can be considered pseudo-border-inhabitants that are in control of the community they place adjacent to them in the cyber world.

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Schliemann, Erik. "Identitetsskapande och socialisering i onlinespel : Formandet av en digital identitet." Thesis, Umeå universitet, Institutionen för informatik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-73312.

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As social interactions migrate to the ubiquitous Internet we are facing a change in theway we relate to each other, which presents interesting new opportunities foranonymity to create identities. An aspect of this radically evolving technology thatexhibits strong possibilities for altering or producing identities is the rapidly growingonline game genre MMOG (Massive Multiplayer Online Game) which isentertainment that millions of people all over the globe engage in daily. Thisrelatively new platform for socialising has become of cultural and social significance,which is why it calls for examination and research. Thus, the main research questionsasked in this thesis are as following: How does players of MMOGs utilise the nighcomplete anonymity to present or modify their identities online? In which ways areMMOGs used as a platform for socialising and development of social groupdynamics? After observing a large group of players in a popular MMOG, as well asconducting several interviews with key identities within the group, I discovered three fundamental parts of identity creation, and created a model for use and applicationin different social situations and constellations.
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Muhammad, Yousaf. "Evaluation and Implementation of Distributed NoSQL Database for MMO Gaming Environment." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-159864.

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Colombo, Simone. "Computer-Mediated Communication as Situated Phenomenon in Massive Multiplayer Online Servers : A Minecraft-based investigation." Thesis, Umeå universitet, Institutionen för psykologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185133.

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The present study investigated Computer-Mediated Communication (CMC) as situated phenomenonin Massive Multiplayer Online (MMO) servers. The popular videogame of Minecraft was chosen as a testbed to examine CMC within its simulated environment. Previous research on videogames explored CMC without considering the role of the server. This research suggests that the onlineserver represents an integral part of the digital environment, in which communication is situated. Data were collected from four servers that shared the same game play mode. A total of 11,658 chatmessages were collected and analyzed with Basic Content Analysis based on word frequencies. Codes were developed and sorted into three predetermined categories: socioemotional positive, socioemotional negative and task area. Results showed that communication significantly differed between almost all servers. Furthermore, it also appeared that in three of the four servers, communication varied between the two weeks of recordings. Future research on CMC is encouraged to consider the role of the online servers. The social construct that may be represented by the MMO servers ought to be explored more thoroughly.
I föreliggande studie så undersöks datormedierad kommunikation (CMC) som fenomen baserat iMMO-servrar (Massive Multiplayer Online). Detta utförs genom det populära TV-spelet Minecraft. Tidigare forskning har fokuserat på CMC utan att överväga olika servrar som faktorer. Resultatet av föreliggande studie indikerar att online-servern väsentligen hör ihop med den digitala miljön, där den kontextuella kommunikationen sker. Datainsamling skedde från fyra servrar som har överensstämmande spellägen. Totalt 11 658 chatmeddelanden samlades in samt analyserades genom innehållsanalys vilket baserades på ordfrekvens. Koder utvecklades och sorterades i tre förutbestämda kategorier: socioemotionell positiv, socioemotionell negativ och ”task area”. Resultatet indikerar att kommunikationen skiljde sig signifikant mellan servrar. Dessutom såvarierade kommunikationen mellan de två veckorna av insamlade data på tre av fyra servrar. Framtida forskning rörande CMC bör vidare överväga serverns roll. Därutöver bör det sociala konstrukt som framkommit ur MMO-servrar vidare utforskas.
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Lunde, Joacim. "Designprocess MMOFPSRPG: Att förbättra ett spelkoncept." Thesis, Umeå University, Informatics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-1748.

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Denna rapport innefattar framtagningen av ett spelkoncept och användningen av testmetoden fokusgrupp för att styra designprocessen i rätt riktning. Rapporten motiverar mina val av designgrepp samt visar vägen till ett tidigt spelkoncept som innefattar element vilka gör konceptet intressant på marknaden.

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Bergstrand, Isak, and Sund Viktoria Fritzon. "The Game Changer : MMO-spels inverkan på elevers färdigheter i engelska som andraspråk." Thesis, Högskolan för lärande och kommunikation, Högskolan i Jönköping, Språk-, litteratur- och mediedidaktik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-29895.

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Läroplanen i engelska beskriver hur undervisningen ska anknyta till elevnära och vardagliga situationer. Studien utgår därför ifrån de vardagliga situationer där eleverna möter engelska. Flertalet av dagens elever är bekanta med och har deltagit i online-spel, det är därför intressant att undersöka användandet av online-spels inverkan på elevernas engelska språkutveckling. Målgruppen för undersökningen är elever som studerar engelska som andraspråk. Syftet med studien är att undersöka ‘Massive Multiplayer Online’-spels påverkan på elevers språkutveckling i engelska som andraspråk och är en litteraturöversikt på forskning inom området. Materialet består av vetenskapliga artiklar samt en forskningsrapport. Kommunikationsmiljöerna i spelen ses som mer autentiska än de i klassrummet, vilket i sin tur anses leda till ökad språkinlärning och ett stort intresse för att kommunicera hos eleverna. Elever som aktivt spelar ‘Massive Multiplayer Online’-spel på fritiden visar även enligt studierna en högre kommunikativ och vokabulär förmåga inom engelska som andraspråk. Användandet av spelen lämpar sig inte för elever med begränsade engelskkunskaper och används främst av pojkar. Slutsatsen av studien är att MMO-spel i sin nuvarande form inte bör föras in i klassrummet som en allmängiltig undervisningsmetod, utan att spelen ska ses som ett komplement till engelsk språkutveckling.
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Maumon, de Longevialle Nathalie. "L'intention du consommateur de s'immerger dans les mondes virtuels : l'influence de la présence d'interactions sociales, de la persistance et de l'avatar." Thesis, Nice, 2013. http://www.theses.fr/2013NICE0034/document.

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L’objet de cette recherche est d’étudier les antécédents de l’intention du consommateur de MMO/MMORPG en nous appuyant sur la définition de Bell (2008), qui propose un consensus quant à la définition des mondes virtuels. Par cette définition, tous les mondes virtuels possèdent trois concepts qui leur sont inhérents : la présence d’interactions sociales, la persistance et l’avatar. Nous avons adapté le modèle de l’acceptation technologique en représentant ces trois concepts par l’identité sociale pour laquelle nous distinguons la communauté du MMO et la communauté de la guilde, la perception du flow et l’avatar. Notre travail suit une démarche hypothético-déductive, qui s’est formalisée par l’élaboration d’une analyse qualitative et d’une analyse quantitative, en utilisant les équations structurelles.Les résultats ont montré que les facteurs motivationnels (Yee 2007) d’accomplissement et d’immersion influencent significativement et positivement la personnalisation des déterminants de l’avatar (le physique, l’habillement et les attitudes), a contrario du facteur de sociabilité qui l’influence négativement. Les trois concepts inhérents aux mondes virtuels ont une influence positive sur l’attitude qui, elle-même, influence positivement l’intention. Notre adaptation du modèle de l’acceptation technologique, en intégrant conjointement les trois concepts des MMO/MMORPG que sont l’identité sociale, la perception du flow et la personnalisation des critères de l’avatar, explique à 27,4 % l’intention du consommateur de mondes virtuels
The object of this research is to study the antecedents of the consumer’s intention of MMO/MMORPG by supporting the definition of Bell (2008), which is offering a consensus on the definition of the virtual worlds. By this definition, all the virtual worlds have three concepts which are inherent to them: the presence of social interactions, persistence and avatar. We adapted the model of technological acceptance by representing these three concepts by social identity at which we distinguished the MMO community and the Guild community, perception of the flow and avatar. Our work follows a hypothetico-deductive method, which was formalized by the development of a qualitative and a quantitative analysis, using structural equations method. The results showed that the motivational factors (Yee 2007) of achievement and immersion influence significantly and positively the personalization of the determinants of the avatar (physique, clothing and attitudes), a contrario of the factor of sociability which influences it negatively. The three concepts which are inherent to virtual worlds have a positive influence on the attitude which, itself, influences positively the intention. Our adaptation of the model of technological acceptance, by jointly integrating the three concepts of the MMO/MMORPG which are social identity, perception of the flow and personalization of the criteria of the avatar, explains to 27,4% the consumer’s intention of virtual worlds
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Eladhari, Mirjam Palosaari. "Characterising action potential in virtual game worlds applied with the mind module." Doctoral thesis, Högskolan på Gotland, Avdelningen för Spelutveckling och gestaltning, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-368.

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Because games set in persistent virtual game worlds (VGWs) have massive numbers of players, these games need methods of characterisation for playable characters (PCs) that differ from the methods used in traditional narrative media. VGWs have a number of particularly interesting qualities. Firstly, VGWs are places where players interact with and create elements carrying narrative potential. Secondly, players add goals, motives and driving forces to the narrative potential of a VGW, which sometimes originates from the ordinary world. Thirdly, the protagonists of the world are real people, and when acting in the world their characterisation is not carried out by an author, but expressed by players characterising their PCs. How they can express themselves in ways that characterise them depend on what they can do, and how they can do it, and this characterising action potential (CAP) is defined by the game design of particular VGWs. In this thesis, two main questions are explored. Firstly, how can CAP be designed to support players in expressing consistent  characters in VGWs? Secondly, how can VGWs support role-play in their rule-systems? By using iterative design, I explore the design space of CAP by building a semiautonomous agent structure, the Mind Module (MM) and apply it in five experimental prototypes where the design of CAP and other game features is derived from the MM. The term semiautonomy is used because the agent structure is designed to be used by a PC, and is thus partly controlled by the system and partly by the player. The MM models a PC's personality as a collection of traits, maintains dynamic emotional state as a function of interactions with objects in the environment, and summarises a PC's current emotional state in terms of `mood'.   The MM consists of a spreading-activation network of affect nodes that are interconnected by weighted relationships.  There are four types of affect node: personality trait nodes, emotion nodes, mood nodes, and sentiment nodes. The values of the nodes defining the personality traits of characters govern an individual PC's state of mind through these weighted relationships, resulting in values characterising for a PC's personality. The sentiment nodes constitute emotionally valenced connections between entities. For example, a PC can `feel' anger toward another PC. This thesis also describes a guided paper-prototype play-test of  the VGW prototype World of Minds, in which the game mechanics build upon the MM's model of personality and emotion. In a case study of AI-based game design, lessons learned from the test are presented. The participants in the test were able to form and communicate mental models of the MM and game mechanics, validating the design and giving valuable feedback for further development. Despite the constrained scenarios presented to test players, they discovered interesting, alternative strategies, indicating that for game design the `mental physics' of the MM may open up new  possibilities.The results of the play-test influenced the further development of the MM as it was used in the digital VGW prototype the Pataphysic Institute. In the Pataphysic Institute the CAP of PCs is largely governed by their mood. Depending on which mood  PCs are in they can cast different `spells', which affect values such as mental energy, resistance and emotion in their targets. The mood also governs which `affective actions' they can perform toward other PCs and what affective actions they are receptive to. By performing affective actions on each other PCs can affect each others' emotions, which - if they are strong - may result in sentiments toward each other. PCs' personalities govern the individual fluctuations of mood and emotions, and define which types of spell PCs can cast. Formalised social relationships such as friendships affect CAP, giving players more energy, resistance, and other benefits. PCs' states of mind are reflected in the VGW in the form of physical manifestations that emerge if an emotion is very strong. These manifestations are entities which cast different spells on PCs in close proximity, depending on the emotions that the manifestations represent. PCs can also partake in authoring manifestations that become part of the world and the game-play in it. In the Pataphysic Institute potential story structures are governed by the relations the sentiment nodes constitute between entities.Because games set in persistent virtual game worlds (VGWs) have massive numbers of players, these games need methods of characterisation for playable characters (PCs) that differ from the methods used in traditional narrative media. VGWs have a number of particularly interesting qualities. Firstly, VGWs are places where players interact with and create elements carrying narrative potential. Secondly, players add goals, motives and driving forces to the narrative potential of a VGW, which sometimes originates from the ordinary world. Thirdly, the protagonists of the world are real people, and when acting in the world their characterisation is not carried out by an author, but expressed by players characterising their PCs. How they can express themselves in ways that characterise them depend on what they can do, and how they can do it, and this characterising action potential (CAP) is defined by the game design of particular VGWs. In this thesis, two main questions are explored. Firstly, how can CAP be designed to support players in expressing consistent  characters in VGWs? Secondly, how can VGWs support role-play in their rule-systems? By using iterative design, I explore the design space of CAP by building a semiautonomous agent structure, the Mind Module (MM) and apply it in five experimental prototypes where the design of CAP and other game features is derived from the MM. The term \textit{semiautonomy} is used because the agent structure is designed to be used by a PC, and is thus partly controlled by the system and partly by the player. The MM models a PC's personality as a collection of traits, maintains dynamic emotional state as a function of interactions with objects in the environment, and summarises a PC's current emotional state in terms of `mood'.   The MM consists of a spreading-activation network of affect nodes that are interconnected by weighted relationships.  There are four types of affect node: personality trait nodes, emotion nodes, mood nodes, and sentiment nodes. The values of the nodes defining the personality traits of characters govern an individual PC's state of mind through these weighted relationships, resulting in values characterising for a PC's personality. The sentiment nodes constitute emotionally valenced connections between entities. For example, a PC can `feel' anger toward another PC. This thesis also describes a guided paper-prototype play-test of  the VGW prototype World of Minds, in which the game mechanics build upon the MM's model of personality and emotion. In a case study of AI-based game design, lessons learned from the test are presented. The participants in the test were able to form and communicate mental models of the MM and game mechanics, validating the design and giving valuable feedback for further development. Despite the constrained scenarios presented to test players, they discovered interesting, alternative strategies, indicating that for game design the `mental physics' of the MM may open up new  possibilities.The results of the play-test influenced the further development of the MM as it was used in the digital VGW prototype the Pataphysic Institute. In the Pataphysic Institute the CAP of PCs is largely governed by their mood. Depending on which mood  PCs are in they can cast different `spells', which affect values such as mental energy, resistance and emotion in their targets. The mood also governs which `affective actions' they can perform toward other PCs and what affective actions they are receptive to. By performing affective actions on each other PCs can affect each others' emotions, which - if they are strong - may result in sentiments toward each other. PCs' personalities govern the individual fluctuations of mood and emotions, and define which types of spell PCs can cast. Formalised social relationships such as friendships affect CAP, giving players more energy, resistance, and other benefits. PCs' states of mind are reflected in the VGW in the form of physical manifestations that emerge if an emotion is very strong. These manifestations are entities which cast different spells on PCs in close proximity, depending on the emotions that the manifestations represent. PCs can also partake in authoring manifestations that become part of the world and the game-play in it. In the Pataphysic Institute potential story structures are governed by the relations the sentiment nodes constitute between entities.
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Torstensson, Peter, and Niklas Salo. "Datorspel: ett språkutvecklande tidsfördriv : Datorspelens påverkan på elevernas engelska ordförråd." Thesis, Högskolan i Jönköping, Högskolan för lärande och kommunikation, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-35647.

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Syftet med denna studie är att undersöka huruvida datorspel kan utveckla ungdomars språkförråd i engelska samt hur datorspel kan användas i undervisningssyfte. En del studier menar på att datorspel kan vara hämmande för elevernas lärande samt att de kan utveckla ett aggressivt beteende. Forskarna är inte eniga kring detta och ger ingen tydlig bild på hur datorspel påverkar ungdomar som spelar längre perioder. Det finns otaligt många olika datorspel som erbjuder olika sätt att interagera och lära sig nya engelska ord. Skolan har i uppdrag att introducera olika medier för att utveckla kunskaper inom engelskämnet. Denna studie undersöker ifall datorspel kan vara ett av dessa och hur de skulle kunna användas och studien grundar sig på Vygotskijs sociokulturella teori. Vi har sökt bland databaser efter artiklar som behandlar hur datorspel kan påverka ungdomar språkligt, som har engelska som sitt andraspråk. Studien avgränsas till artiklar som undersöker ungdomar mellan åldrarna 9 till 16 och deras relation till datorspel. Resultatet grundar sig även på internationella studier, dock är majoriteten genomförda i Sverige, eftersom syftet berör svenska skolungdomar. Resultatet påvisar att datorspel kan bidra till ett utökat ordförråd bland ungdomar som har ett intresse för datorspel. För att datorspel skall kunna användas som ett framgångsrikt verktyg i undervisningssyfte, fordras engagemang hos läraren samt välplanerade lektioner med välutformat lärarmaterial. Dock visar studien på ett antal olika problem som är kopplade till användandet av datorspel i klassrummet. Det främsta problemet berör utgifterna kopplade till införskaffandet av datorer utrustade för att kunna hantera moderna datorspel. Ett annat problem som lyfts fram är kopplat till den tid som datorspel kräver för att ungdomar ska utvecklas språkligt.
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Books on the topic "MMO"

1

Onochie, Ernest Obi. Ogbanje Mmo: A play. Ibadan, Oyo State, Nigeria: Stirling-Horden Publishers, 2000.

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Andrews, Scott F. The guild leader's handbook: Strategies and guidance from a battle-scarred MMO veteran. San Francisco: No Starch Press, 2010.

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Andrews, Scott F. The guild leader's handbook: Strategies and guidance from a battle-scarred MMO veteran. San Francisco: No Starch Press, 2010.

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Buur. MMS design: Menneske-maskin samspil = MMI design : man-machine interface. København: Dansk Design Center, 1994.

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Li shi xun, (1945- ), ed. Mao mao. 3rd ed. Nan chang: Er shi yi shi ji chu ban she, 2006.

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ill, Yun Chŏng-ju 1971, and Li Yinghua, eds. Mao mao chong chi mao mao chong. Taibei Xian Yonghe Shi: Gou gou tu shu you xian gong si, 2003.

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Lan mo shui bian yi zhong xin, ed. Mao mao jing. Tai bei shi: Lan mo shui chu ban, 1995.

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ill, Yin Lu, and Chen Yi, eds. Za mao mao. [Xianggang] Quanwan: Jiao yu chu ban she you xian gong si, 2004.

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Mao cheng mao yu. K.L. [i.e. Kuala Lumpur], Malaysia: Da jiang chu ban she, 2003.

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Mao cheng mao shi. K.L. [i.e. Kuala Lumpur], Malaysia: Da jiang chu ban she, 2005.

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Book chapters on the topic "MMO"

1

Bartle, Richard A. "MMO Morality." In Computer Games and New Media Cultures, 193–208. Dordrecht: Springer Netherlands, 2012. http://dx.doi.org/10.1007/978-94-007-2777-9_12.

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Qiang, Liang, Fan Rui, Xu Renjie, and Du Jun. "Study on MMO in Visual Simulation Application." In Communications in Computer and Information Science, 239–48. Berlin, Heidelberg: Springer Berlin Heidelberg, 2014. http://dx.doi.org/10.1007/978-3-662-45498-5_27.

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Asavei, Victor, Florica Moldoveanu, Alin Moldoveanu, Alexandru Egner, and Anca Morar. "Multi GPGPU Optimizations for 3D MMO Virtual Spaces." In Advances in Intelligent Systems and Computing, 453–62. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-32548-9_32.

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Stabile, Carol A., and Laura Strait. "Out on Proudmoore: Climate Issues on an MMO." In Queerness in Play, 261–72. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-90542-6_15.

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Kim, Youngsik, and Ki-Nam Kim. "Design and Evaluation of a MMO Game Server." In Computational Science/Intelligence & Applied Informatics, 69–82. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-96806-3_6.

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Kim, Youngsik, and Ki-Nam Kim. "Design and Evaluation of a MMO Game Server." In Software Engineering Research, Management and Applications, 17–30. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-98881-8_2.

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Sasaki, Yu. "Collisions of MMO-MD5 and Their Impact on Original MD5." In Lecture Notes in Computer Science, 117–33. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-21969-6_8.

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Yuan, Si-Si, Jia-sheng Hu, Zun-gui Lu, Zhang-jian Wei, and Zhi-peng Hu. "The Design of Buttons in MMO Mobile Game's Battle Interface." In Lecture Notes in Computer Science, 119–32. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-77277-2_10.

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Kennedy, Tracy, Rabindra Ratan, Komal Kapoor, Nishith Pathak, Dmitri Williams, and Jaideep Srivastava. "Predicting MMO Player Gender from In-Game Attributes Using Machine Learning Models." In Predicting Real World Behaviors from Virtual World Data, 69–84. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07142-8_5.

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Singh, Jay Shankar, and D. P. Singh. "Methanotrophs: An Emerging Bioremediation Tool with Unique Broad Spectrum Methane Monooxygenase (MMO) Enzyme." In Agro-Environmental Sustainability, 1–18. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-49727-3_1.

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Conference papers on the topic "MMO"

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Singh, Samarjeet, Amitesh Roy, K. V. Reeja, Asalatha Nair, Swetaprovo Chaudhuri, and R. I. Sujith. "Intermittency, Secondary Bifurcation and Mixed-Mode Oscillations in a Swirl-Stabilized Annular Combustor: Experiments and Modeling." In ASME Turbo Expo 2020: Turbomachinery Technical Conference and Exposition. American Society of Mechanical Engineers, 2020. http://dx.doi.org/10.1115/gt2020-15356.

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Abstract We experimentally study thermoacoustic transitions in an annular combustor consisting of sixteen premixed, swirl-stabilized turbulent flames. We show the changes in the characteristics of bifurcations leading to the state of longitudinal thermoacoustic instability (TAI) when equivalence ratio and bulk velocity are systematically varied. Depending upon the bulk velocity, we observe different states of combustor operation when the equivalence ratio is varied. These states include combustion noise, intermittency, low-amplitude TAI, mixed-mode oscillations (MMO), and high-amplitude TAI. We closely examine the special case of MMO that is encountered during the transition from low-amplitude TAI to high-amplitude TAI. We also discuss the global and local flame dynamics observed during the state of MMO. We find that during epochs of low-amplitude oscillations of MMO, all the flames are partially synchronized, while during epochs of high-amplitude oscillations, all the flames are perfectly synchronized. Finally, we replicate the criticalities of bifurcation of the annular combustor in a phenomenological model containing sixth-order nonlinearities.
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Davies, Marc, Vic Callaghan, and Daniyal Alghazzawi. "Towards MMO Intelligent Environments." In 2014 International Conference on Intelligent Environments (IE). IEEE, 2014. http://dx.doi.org/10.1109/ie.2014.45.

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Afrić, Winton, and Vjekoslav Afrić. "Multimedia functions of MMO games." In INFuture2015: e-Institutions – Openness, Accessibility, and Preservation. Department of Information and Communication Sciences, Faculty of Humanities and Social Sciences, Zagreb, Croatia, 2015. http://dx.doi.org/10.17234/infuture.2015.29.

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Ogawa, Hiroyuki, Tsutomu Yamazaki, Akira Okamoto, Shigeru Miyazaki, Hirokazu Ohnuki, Fuyuko Fukuyoshi, and Naoko Iwata. "BepiColombo/MMO Thermal Control System." In 40th International Conference on Environmental Systems. Reston, Virigina: American Institute of Aeronautics and Astronautics, 2010. http://dx.doi.org/10.2514/6.2010-6089.

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McKnight, Christopher, Carl Stubens, Yvonne Coady, and Kin Fun Li. "Multi-server MMO Middleware: Unlocked." In 2012 Seventh International Conference on P2P, Parallel, Grid, Cloud and Internet Computing (3PGCIC). IEEE, 2012. http://dx.doi.org/10.1109/3pgcic.2012.45.

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Ogawa, Hiroyuki, Tsutomu Yamazaki, Akira Okamoto, Naoko Iwata, Shun Okazaki, Tomoko Irikado, and Fuyuko Fukuyoshi. "BepiColombo/MMO Thermal Test Model Testing." In 41st International Conference on Environmental Systems. Reston, Virigina: American Institute of Aeronautics and Astronautics, 2011. http://dx.doi.org/10.2514/6.2011-5189.

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Lianos, Andreas, and Yanyan Yang. "Automated Event Manager for MMO Games." In 2010 Fifth International Conference on Systems (ICONS). IEEE, 2010. http://dx.doi.org/10.1109/icons.2010.21.

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Lee, Byoung-Hoon, Inhwan Lee, Yoonsuk Hyun, SeoMin Kim, Chang-Moon Lim, Myoung Soo Kim, and Sung-ki Park. "EUV overlay strategy for improving MMO." In SPIE Advanced Lithography, edited by Obert R. Wood and Eric M. Panning. SPIE, 2014. http://dx.doi.org/10.1117/12.2048283.

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Overby, Harald. "Dynamic Economic Models for MMO Markets." In IEEE INFOCOM 2021 - IEEE Conference on Computer Communications Workshops (INFOCOM WKSHPS). IEEE, 2021. http://dx.doi.org/10.1109/infocomwkshps51825.2021.9484513.

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Srivastava, S. K., R. Saint-Jean, and S. Schaller. "RADARSAT-1 Mission Management Office (MMO) Operation." In Space OPS 2004 Conference. Reston, Virigina: American Institute of Aeronautics and Astronautics, 2004. http://dx.doi.org/10.2514/6.2004-527-320.

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Reports on the topic "MMO"

1

Sellgren, Katelyn, Christopher Gregory, Michael Hunt, Ashkay Raut, Brian Hawkins, Charles Parker, Ethan Klem, Jeffrey Piascik, and Brian Stoner. Development of an Electrochemical Process for Blackwater Disinfection in a Freestanding, Additive-Free Toilet. RTI Press, April 2017. http://dx.doi.org/10.3768/rtipress.2017.rr.0031.1704.

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Electrochemical disinfection has gained interest as an alternative to conventional wastewater treatment because of its high effectiveness and environmental compatibility. Two and a half billion people currently live without improved sanitation facilities. Our research efforts are focused on developing and implementing a freestanding, additive-free toilet system that treats and recycles blackwater on site. In this study, we sought to apply electrochemical disinfection to blackwater. We compared commercially available boron-doped diamond (BDD) and mixed metal oxide (MMO) electrodes for disinfection efficiency in E. coli–inoculated model wastewater. The MMO electrodes were found to be more efficient and thus selected for further study with blackwater. The energy required for disinfection by the MMO electrodes increased with the conductivity of the medium, decreased with increased temperature, and was independent of the applied voltage. Fecal contamination considerably increased the energy required for blackwater disinfection compared to model wastewater, demonstrating the need for testing in effluents representing the conditions of the final application.
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Chang, Ke-Vin. Ultrasonography for the Diagnosis of Carpal Tunnel Syndrome: A Protocol for an Umbrella Review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, April 2022. http://dx.doi.org/10.37766/inplasy2022.4.0058.

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Review question / Objective: This meta-analysis aimed to compare the clinical effectiveness and safety between radioactive versus normal stent insertion for patients with malignant hilar obstruction. Condition being studied: Malignant hilar obstruction (MHO) is a common clinical condition that is caused by the hilar cholangiocarcinoma, gallbladder carcinoma, or hilar metastasis. Most of the patients with MHO underwent palliative biliary drainage or stening by an endoscopic or percutaneous approach until end of life. The previous studies suggested that that bilateral stent placement and the use of metal stents are superior to unilateral and plastic stents in the items of stent patency. However, bilateral stenting did not improve the patients’ overall survival (OS) because stent alone had no treatment effect on the tumors themselves. Although several treatment options, including chemotherapy, external radiation, intra-ductal brachytherapy, etc, has been used to prolong the stent patency and OS for patients with malignant biliary obstruction (MBO), intra-ductal brachytherapy using I-125 seeds has been widely used because of its persistent brachytherapeutic effect. To combine the I-125 seeds and metal stent together, many researchers have developed a radioactive stent (RS) for the patients with MBO. Many meta-analyses also confirmed that RS insertion was associated with significant longer stent patency and OS for patients with MBO when compared to normal stent (NS). However, whether RS can also provide a good effectiveness for patients with MHO is still unclear.
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Lamar, Traci. Real Mom. Ames: Iowa State University, Digital Repository, November 2015. http://dx.doi.org/10.31274/itaa_proceedings-180814-1266.

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Goldstein, Noah, Jeff Stewart, Alan Lamont, Evi Dube, and Jim Gansemer. Scoping Memo Response. Office of Scientific and Technical Information (OSTI), June 2010. http://dx.doi.org/10.2172/1124858.

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SEXTON, R. A. MCO Monitoring Plan. Office of Scientific and Technical Information (OSTI), September 2000. http://dx.doi.org/10.2172/804797.

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SEXTON, R. A. MCO Monitoring activity description. Office of Scientific and Technical Information (OSTI), November 1998. http://dx.doi.org/10.2172/11249.

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Brooksby, C. MPO B593110 - Final Report. Office of Scientific and Technical Information (OSTI), July 2011. http://dx.doi.org/10.2172/1022905.

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Gregg, Michael C., and Jack B. Miller. Modular Microstructure Profiler (MMP). Fort Belvoir, VA: Defense Technical Information Center, September 2007. http://dx.doi.org/10.21236/ada605602.

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LORAL FEDERAL SYSTEMS MANASSAS VA. Microlithographic Mask Development (MMD). Fort Belvoir, VA: Defense Technical Information Center, May 1995. http://dx.doi.org/10.21236/ada294725.

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Rabideau, D. J. MIMO Radar Aperture Optimization. Fort Belvoir, VA: Defense Technical Information Center, January 2011. http://dx.doi.org/10.21236/ada536191.

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