Dissertations / Theses on the topic 'Plug-ins'
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Turan, Sinan. "Entwicklung eines Eclipse Plug-Ins für die SESAM-Modellhochsprache." [S.l. : s.n.], 2005. http://www.bsz-bw.de/cgi-bin/xvms.cgi?SWB11730078.
Full textVitiutinas, Ruslanas. "Model driven development of plug-ins for UML based modeling tools." Doctoral thesis, Lithuanian Academic Libraries Network (LABT), 2011. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2011~D_20110808_111443-92074.
Full textŠiame darbe yra pristatoma modeliavimu grindžiama praplėtimo sąsaja, kurią siūloma vadinti aplikacijos modeliavimo sąsaja (angl. Application Modeling Interface, AMI). Modeliuotojai, naudodami siūlomą aplikacijos modeliavimo sąsają, gali kurti UML įrankių įskiepius juos modeliuodami pačių UML įrankių pagalba. Darbe taip pat nagrinėjamas aplikacijos modeliavimo sąsajos apibrėžimo ir realizavimo UML įrankiuose aspektai.
Algovik, Ludvig. "Hör man skillnad? : En jämförande analys mellan interna och externa plug-ins." Thesis, Kungl. Musikhögskolan, Institutionen för musik- och medieproduktion, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kmh:diva-4107.
Full textSvensson, Lisa, and Josefine Thurén. "Modellering av krökta vangstycken iTekla Structures." Thesis, KTH, Byggteknik och design, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-213711.
Full textIn this thesis, a study has been conducted to develop and compare methods of modeling curved stringer made of steel with complex geometries in the Tekla Structures program. The delimitation of the study has been to compare two methods: Method 1 uses the Complex Polybeam Creation tools in combination with Surface Generation Between Polybeams in Tekla, and Method 2 uses the tool Spiral Staircase. A spiral staircase from the project Patienten and Princeton, Sankt Eriks Eye Hospital in Hagastaden, Stockholm, has been used to test the complex geometries that this spiral staircase entails. Based on this, Tutorials of the two methods have been created, so that the reader can easily follow and implement the same steps. The result of this thesis is that both methods work for modeling, depending on the type of geometry that is created. After modeling with the tool Spiral Staircase, correct manufacturing drawings of the horizontal plates could not be obtained, unlike Method 1. The conclusion of the study is that with only rapid modeling of circular geometries as well as production of manufacturing drawings for vertical curved plates, Method 2 can be used with advantage. However, in the production of manufacturing drawings of complex and non-circular geometries, Method 1 is best suited.
Matsumoto, Shou. "Um framework baseado em plug-ins para raciocínio em ontologias PR-OWL 2." reponame:Repositório Institucional da UnB, 2011. http://repositorio.unb.br/handle/10482/9819.
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O volume crescente de informações disponibilizadas na Internet dificulta a localização da informação desejada, visto que os mecanismos de busca usuais são fortemente baseados em aspectos sintáticos. A Web Semântica e a OWL (Web Ontology Language) são tecnologias promissoras para o desenvolvimento de aplicações que permitam realizar buscas complexas na Internet. No entanto, ambas, como atualmente proposto, não consideram a incerteza, a qual é inerente à problemas do mundo real. Uma linha de pesquisa atual bastante ativa é a busca por propostas que ofereçam princípios sólidos e consistentes para raciocínio plausível na Web. Nesse contexto, Probabilistic Web Ontology Language (PR-OWL) (31, 34) emergiu como uma candidata para representação de ontologias probabilísticas na Web. PR-OWL é baseada no formalismo de MEBN (Multi-Entity Bayesian Network) (67) que é uma linguagem probabilística de primeira ordem. Apesar de sua alta expressividade, PR-OWL falha ao integrar consistentemente o conhecimento probabilístico com conhecimento determinístico oriundo de OWL, dificultando o reuso de informações “não probabilísticas”. Visando solucionar tal problema, PR-OWL 2, uma versão de PR-OWL que permite mapear propriedades OWL com variáveis aleatórias, foi proposta na Universidade George Mason (19). Esta dissertação propõe a primeira implementação mundial da especificação PR-OWL 2. Essa implementação foi feita no framework UnBBayes (17, 22, 79, 81, 100), composta de interface gráfica, API e máquina de inferência, todas elas programadas em Java. Para facilitar o desenvolvimento de aplicações, o UnBBayes foi refatorado, migrando para a arquitetura de plug-ins, com o objetivo de se tornar uma linha de produtos de software com variabilidade resolvida em tempo de execução. Portanto, este trabalho contribui também para a área de Engenharia de Software como um exemplo de linha de produtos de software dinâmico no domínio de Inteligência Artificial. ______________________________________________________________________________ ABSTRACT
The growing volume of information available on the Internet makes it difficult to locate desired information, because search engines rely basically on syntactic aspects. The Semantic Web and OWL (Web Ontology Language) are promising technologies for developing applications which perform complex searches on the Internet. However, such technologies, as currently proposed, do not consider the uncertainty inherent to real world problems. A very active and up-to-date field of research is to look for proposals that offer principled, consistent, and plausible reasoning on the Web. In such context, Probabilistic Ontology Web Language (PR-OWL) (31, 34) has emerged as a candidate for representing probabilistic ontologies on the Web. PR-OWL is based on MEBN (Multi-Entity Bayesian Network) formalism (67), which is a first-order probabilistic language. Despite its expressiveness, PR-OWL fails to consistently integrate the probabilistic knowledge with deterministic knowledge coming from OWL, making the reuse of “non-probabilistic” information on probabilistic ontologies very difficult. In order to solve such problem, PR-OWL 2, a new version of PR-OWL which allows us to create a mapping from random variables to OWL properties, was proposed at George Mason University (19). This work is intended to offer the first world-wide implementation of PR-OWL 2. This implementation was built on UnBBayes framework (17, 22, 79, 81, 100), offering a GUI, API, and a reasoner, all developed in Java. Additionally, in order to facilitate the development of new applications, the UnBBayes framework was refactored to use a plug-in design, in order to become a Software Product Line with runtime variability. Therefore, this work also contributes to the area of Software Engineering as an example of a Dynamic Software Product Line in the field of Artificial Intelligence.
Gruschka, Erik. "Spezifikation und Implementierung eines Plug-ins für JOSM zur semiautomatisierten Kartografierung von Innenraumdaten für OpenStreetMap." Bachelor's thesis, Universitätsbibliothek Chemnitz, 2016. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-194144.
Full textCosta, Túlio Henriques. "NuSense: Um framework baseado em plug-ins para ambientes inteligentes aplicado ao monitoramento de gameterapias." Universidade Estadual da Paraíba, 2016. http://tede.bc.uepb.edu.br/tede/jspui/handle/tede/2773.
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The emergence of technologies that promote the users' immersion has pointed the interest of researchers into the healthcare field. These technologies, when combined with electronic games, have obtained good results by being used for therapeutic purposes. Commercial games have been widely used to that end, however, it is still required the supervision of health professionals for a better targeting in the patients' treatment. To decrease the burden of the supervision, tailor-made games with monitoring capabilities have been developed. The problem with this approach is that the quality - in terms of gameplay - of those games is low due to the lack of playfulness. To solve this problem, a good scenario is add monitoring capabilities to the treatments using commercial games. Given the lack of proposals with this approach, it is necessary a mechanism to assist developers in building applications for monitoring patients during the gameplay, according with predetermined characteristics set by health specialists. In this work, we propose the NuSense, a plugin-based framework to support in developing applications for the automatic monitoring of people in environments applied to game-based therapies, motor rehabilitation and physical exercises.
O surgimento de tecnologias que promovem a imersão dos usuários tem despertado o interesse dos pesquisadores da área da saúde. Essas tecnologias, quando aliadas aos jogos eletrônicos, têm obtido bons resultados ao serem utilizadas para fins terapêuticos. Jogos comerciais vêm sendo amplamente utilizados com essa finalidade, contudo, ainda é necessária a supervisão de profissionais de saúde para um melhor direcionamento no tratamento dos pacientes. Para diminuir o nível de supervisão necessário, jogos sob medida, com capacidade de monitoramento, estão sendo desenvolvidos. Porém, a qualidade desses jogos – em termos de jogabilidade – ainda é baixa, devido, muitas vezes, à falta de ludicidade, ou seja, torna-se difícil atrair a atenção do paciente. Para resolver esse problema, o cenário ideal é o uso de jogos comerciais com capacidade de monitoramento. Diante da falta de propostas com esse enfoque, torna-se necessário um mecanismo que auxilie os desenvolvedores na construção de aplicações para o monitoramento de pacientes durante o gameplay, de acordo com características pré-determinadas pelo profissional de saúde. Neste trabalho propõe-se o NuSense, um framework baseado em plug-ins para o auxílio no desenvolvimento de aplicações para o monitoramento automático de pessoas em ambientes aplicados a terapias baseadas em jogos – gameterapia, bem como reabilitação motora e exercícios físicos.
Seefried, Sean Computer Science & Engineering Faculty of Engineering UNSW. "Language extension via dynamically extensible compilers." Awarded by:University of New South Wales. Computer Science and Engineering, 2006. http://handle.unsw.edu.au/1959.4/29524.
Full textWallin, Daniel, and Martin Wasberg. "Parametric design of building structures in cooperation with architects : Usage and evaluation of structural plug-ins in 3D visualisation software." Thesis, KTH, Betongbyggnad, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-188948.
Full textMoutela, Maria João. "Malhas de polígonos para simulação de tecidos baseadas em regiões afins." Master's thesis, FCT - UNL, 2009. http://hdl.handle.net/10362/1959.
Full textEm computação gráfica, a representação de tecidos virtuais é, normalmente, constituída por malhas de triângulos ou quadriláteros, nas quais se podem definir as propriedades usadas no modelo físico (elasticidade, densidade, rigidez à curvatura, etc.). Quanto mais detalhada é uma malha, maior é o realismo na representação de um tecido real, levando também a um processo de simulação de tecidos mais moroso. Usando um simulador de tecidos com detalhe dinâmico alivia-se o processamento inerente a malhas mais detalhadas. Com este projecto pretendeu-se criar um conjunto de funcionalidades que disponibilizem um sistema de conversão de malhas poligonais quaisquer, modeladas de forma livre num programa de modelação, para malhas com um formato específico necessário ao simulador de tecidos com detalhe. A característica mais importante do trabalho resulta da capacidade dos algoritmos de conversão desenvolvidos serem capazes de preservar as características individuais dos modelos geométricos, tais como vincos, mapeamento de texturas ou a mistura de diferentes propriedades materiais em zonas diferenciadas do modelo. A ideia principal consiste na determinação de regiões de polígonos afins sobre o modelo original, nas quais se pode efectuar a conversão de forma livre. O sistema construído é flexível ao ponto de poder ser estendido para diferentes critérios de afinidade, incluindo critérios a definir de futuro. No final analisam-se os resultados obtidos pelos algoritmos desenvolvidos recorrendo, quer à inspecção visual dos resultados, quer à comparação metódica entre os modelos obtidos e o modelo original. São ainda analisados alguns indicadores que permitem aferir a qualidade das malhas assim obtidas.
Remmers, Tobias. "Gravity Control System: Realistic Balanced Poses and Animations." Thesis, University of Gävle, Department of Mathematics, Natural and Computer Sciences, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-158.
Full textThe Gravity Control for Maya will be extraordinary
beneficial to an animator trying to create realistic
animation, by calculating the center of gravity and area
of balance. This control will provide the animator with
the ability to rotate around the center of gravity and
keep the character in a balanced pose. With that ability,
the animator can easily create accurate poses and
animation, such as mid-air flips. The system also
supports a vast number of characters with different
shapes, sizes and number of limbs.
Srivatsa, Mudhakar. "Security Architecture and Protocols for Overlay Network Services." Diss., Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/16284.
Full textSilva, Lidiana Mendes da. "Framework para interface e gerenciamento de bancos de dados." Universidade Federal de Uberlândia, 2009. https://repositorio.ufu.br/handle/123456789/14426.
Full textA utilização de bancos de dados específicos para determinado aplicativo não permite ao usuário a substituição do banco de dados ou o compartilhamento com outras bases de informações sem a reconstrução de todo o aplicativo, tornando não trivial a aplicação das soluções propostas na literatura. Isso reduz a interoperabilidade entre os aplicativos de software de diferentes fornecedores de equipamentos biomédicos existentes. Este trabalho descreve o projeto e o desenvolvimento de um framework para interface e gerenciamento de bancos de dados utilizados em aplicações biomédicas. O sistema se caracteriza por permitir que diferentes bancos de dados possam ser utilizados para diferentes aplicativos a fim de armazenar os dados para posteriores análises. O sistema foi projetado utilizando a técnica de orientação a objetos, plug-ins e reflexão, permitindo criar aplicativos capazes de conectarem-se com os diferentes bancos de dados. Os resultados demonstram que o framework permite a coleta e o armazenamento de informações biomédicas por meio de sistemas adaptativos e de plug-ins, minimizando os problemas de falta de compatibilidade entre bancos, as dificuldades de manutenção e melhorando a integração dos mesmos.
Mestre em Ciências
Ondrák, Lukáš. "Převod UML diagramů mezi Visual Paradigm a textovými formáty." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2021. http://www.nusl.cz/ntk/nusl-445491.
Full textDufka, Filip. "Tvorba grafické knihovny pro zásuvné moduly VST." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2019. http://www.nusl.cz/ntk/nusl-400854.
Full textYu, Jr-Wei, and 于志葳. "HTML 5 Canvas Graphic object oriented design using plug-ins." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/20783093347952253347.
Full text國立臺北商業技術學院
資訊與決策科學研究所
102
In recent years, because the flourish in mobile platforms and the popularity of network application (referred as Webapp), it is clear that the development of Web technique becomes an important issue. In particular, Web technique using HTML 5 has received much attention. Due to the fact that network and information are very popular nowadays, most of users cannot satisfy some situations, such as monotone webpages and unconventional user interface. Thus, the graphic renderings and visual effects have become essential elements for designing applications. For instance, HTML 5 offers many new features, including a simple and fast graphics API, providing gorgeous visuals presentation in the case that does not rely on any plug-in. A new feature called Canvas in HTLM 5 is characterized by rapid and simple high-profile. Canvas can draw a variety of graphics within the HTML tags canvas through javascript new syntax. Although it has a well effect on image processing, its drawing results cannot support the operation of event, and thus is an obvious drawback. Once a drawing is complete, all graphics cannot continue to be operated by a browser. Moreover, all events can be done only in the entire canvas tag operation, and cannot be individually operated on any inner graphic. Therefore, we design a drawing package for Canvas that use plug-in to draw graphics. Consequently, it enables that developers can draw a graphic more easily and made modifications more quickly.
"Eclipse BIRT Plug-ins for Dynamic Piecewise Constant and Event Time-Series." Master's thesis, 2015. http://hdl.handle.net/2286/R.I.28554.
Full textDissertation/Thesis
Masters Thesis Computer Science 2015
Tsai, Yon-Hon, and 蔡永鴻. "The Economic Analysis to the Plug-Ins and Online-Game Industry in Taiwan." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/12952064894182183138.
Full text國立成功大學
政治經濟學研究所
93
Following the successful development of online-games in South Korea, online-games were introduced into Taiwan and yielded considerable value. The profit-maximizing plug-in producers draw profits from online-game producers via the interactions between game suppliers, consumers and Internet cafes. The government had tried to eradicate the problems caused by online-games but failed and consequently suffered social surplus loss. The purpose of this thesis is to explore the causes of the existence of online-games and to provide some policy implications for the growth of this industry. First, I highlight the channels that the plug-ins affects the industry. Second, I analyze the structure of Taiwan’s online-game industry based on the competition theory. The result shows that the plug-ins does lead loss of online-game industry; therefore, the manufacturers must employ foreclosure and/or leverage strategies to keep the market-power. Third, the two-stage model developed in the thesis elucidates the social value of the plug-ins. According to the competition theory, the analysis indicates that by tying the plug-ins and online-games, the loss from the existence of plug-ins could be transformed into the profitability of online-game producers. On the other hand, the analysis of the two-stage model shows that by adopting the strategy of price-squeeze, online-game producers share some of the surplus induced by the plug-ins. In sum, to avoid the plug-ins from entering the market raises social costs but not online-game producers’ profits, the monopolist’s profits could be improved via virtual tie or real one.
Boshoff, Willem Hendrik. "Reusable component oriented agents: a new architecture." Thesis, 2008. http://hdl.handle.net/10210/368.
Full textProf. E.M. Ehlers