Dissertations / Theses on the topic 'Virtual soil'

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1

Wright, A. "Tyre/soil interaction modelling within a virtual proving ground environment." Thesis, Cranfield University, 2012. http://dspace.lib.cranfield.ac.uk/handle/1826/7904.

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Off-road mobility defines the ability of land-based vehicles to accelerate, pull loads and climb gradients. Historically, much of the work completed to relate mobility to vehicle and terrain characteristics has been empirical in nature, and has therefore been susceptible to errors caused by the inherent variability of naturally occurring soils. This thesis addresses the off-road mobility of wheeled vehicles, and in particular the use of a finite element (FE) based approach to predict performance metrics such as rolling resistance, drawbar pull and tractive efficiency. Tools to predict these measures of performance have a wide range of applications, including military, agricultural and leisure vehicles, aircraft operating from temporary airfields and planetary landing craft. The current study extends the virtual proving ground (VPG) concept, where a single vehicle model can be subjected to a series of virtual test conditions, to include the assessment of off-road mobility. Throughout, modelling has been carried out using LS-DYNA, a commercially available non-linear dynamic analysis code. Unlike previous studies using FE techniques to investigate wheel / soil interaction, an Eulerian representation of the soil has been employed, which permits a consistent approach to be applied to both purely cohesive and purely frictional soils, as well as those displaying a combination of cohesive and frictional behaviour. At each stage of the research, the validity of the FE-based modelling approach has been assessed using data from controlled experimental testing at Cranfield University’s off-road dynamics facility. A key finding of the work completed is that rate sensitivity in moisture containing soils can significantly affect the accuracy of (empirical, analytical and numerical) model predictions, even at low translational speeds (less than 0.1m/s). This finding highights the adverse impact of simplifications in many previous experimental and modelling studies, which have assumed that rate effects may be ignored providing the translational speed of the vehicle is low.
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2

Chung, Jae-Won. "Development of a geographic information system-based virtual geotechnical database and assessment of liquefaction potential for the St. Louis Metropolitan area." Diss., Rolla, Mo. : University of Missouri-Rolla, 2007. http://scholarsmine.mst.edu/thesis/pdf/Chung_09007dcc80483011.pdf.

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Thesis (Ph. D.)--University of Missouri--Rolla, 2007.
Vita. The entire thesis text is included in file. Title from title screen of thesis/dissertation PDF file (viewed March 24, 2008) Includes bibliographical references (p. 145-155).
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3

Hossain, A. K. M. Azad. "Developing a virtual sensor (VS) for mapping soil moisture at high spatial and temporal resolution /." Full text available from ProQuest UM Digital Dissertations, 2008. http://0-proquest.umi.com.umiss.lib.olemiss.edu/pqdweb?index=0&did=1798966761&SrchMode=2&sid=1&Fmt=2&VInst=PROD&VType=PQD&RQT=309&VName=PQD&TS=1258141491&clientId=22256.

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Thesis (Ph.D.)--University of Mississippi, 2008.
Typescript. Vita. "December 2008." Committee chair: Dr. Greg Easson Includes bibliographical references (leaves 126-134). Also available online via ProQuest to authorized users.
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Schaldach, Ruth [Verfasser]. "Depletive Virtual Water Trade Embedded in the Water-Energy-Soil-Trade-Discourse Nexus / Ruth Schaldach." Kassel : Kassel University Press, 2019. http://d-nb.info/1208303430/34.

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5

Brimo, Khaled. "Modélisation de la dynamique des hydrocarbures aromatiques polycycliques (HAP) dans des sols soumis à un gradient de contamination allant d’un contexte agricole à un contexte industriel." Thesis, Université Paris-Saclay (ComUE), 2017. http://www.theses.fr/2017SACLA017/document.

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Du fait des activités industrielles anciennes et du recyclage croissant des produites résiduaires organiques d’origine urbaine dans les sols agricoles, des composés organiques persistants, parmi lesquels les hydrocarbures aromatiques polycycliques (HAP) se retrouvent présents dans les sols français. Dans le cadre de la gestion des sites et sols pollués et de l'évaluation des risques associés aux HAP dans l'environnement, une meilleure connaissance du comportement, de la dissipation, du transfert ou de l’accumulation des HAP dans les sols est alors indispensable. Dans ce but, il est utile de développer une nouvelle génération de modèles numériques basés sur le couplage flexible de l’ensemble des processus majeurs contrôlant la dynamique des HAP dans le sol. Notre travail repose sur la mise en œuvre, dans le cadre de la plateforme VSoil de l’INRA (https://www6.inra.fr/vsoil/The-Project), d'un modèle global interdisciplinaire de dynamique des HAP dans les sols, applicable à l’échelle du terrain et couplant des modules décrivant les principaux processus physiques, biochimiques et biologiques. Ce modèle associe d’une part des modules déjà publiés simulant la décomposition des matières organiques exogènes apportées, le transfert d'eau, le transfert de chaleur et le transport de solutés dans des conditions climatiques réelles, et d’autre part, un nouveau modèle représentant spécifiquement la réactivité des HAP.La démarche numérique adoptée dans ce travail a alors été de i) calibrer le modèle de terrain en utilisant des paramètres déterminés à partir de données expérimentales obtenues au laboratoire et complétées avec une partie des données de terrain obtenues sur une courte période, ii) tester et valider le modèle calibré au terrain à l'aide des données de terrain complémentaires sur des périodes plus longues, iii) tester différentes hypothèses de variation de disponibilité et scenarios climatiques ou d’apports répétés de différents composts sur le devenir de HAP dans le sol. Nos résultats montrent que le modèle peut prédire de manière satisfaisante le devenir des HAP dans le sol sur une gamme de contamination allant de parcelles agricoles amendées avec des matières organiques faiblement contaminées jusqu’à d’anciens sites industriels fortement contaminés et permettent alors de mieux appréhender les processus contrôlant la dynamique des HAP dans ces différents systèmes
Due to former industrial activities and the increasing recycling of organic waste products from urban areas in agricultural soils, increasing amounts of persistent organic compounds, among them polycyclic aromatic hydrocarbons (PAH), are to be found in French soils. In the framework of the management of polluted sites and soils and the risk assessment of PAH transfer in the environment, it is essential to better understand the behavior, dissipation, transfer or accumulation of PAH in soils. For this purpose, there is a need to develop a new generation of numerical models based on the flexible coupling between the processes describing PAH dynamics in soil. Our work presents the development and assessment of such model. It is based on the implementation of an interdisciplinary global model, and applicable at the field scale, for PAH in soil by coupling modules describing the major physical, biochemical and biological processes influencing the fate of PAH in soil, with modules that simulate water transfer, heat transfer, solute transport, and organic matter transformation under real climatic conditions. The coupling is performed using the «VSoil» modeling platform of INRA (https://www6.inra.fr/vsoil/The-Project). The steps of our modelling study are the following: i) calibrate the model at the field scale using previously estimated parameters at the lab-scale and completed with field data on a short period of time, ii) test and validate the calibrated model using field experimental data on mid term periods, iii) test different hypotheses of variation of availability and climatic scenarios or repeated applications of different composts on the fate of PAH in soil. Our results show that the model can adequately predict the fate of PAH in soil over a wide range of contamination ranging from agricultural plots amended with weakly contaminated composted organic wastes to old industrial sites heavily contaminated. This new tool allows, therefore, a better understanding of the processes controlling the dynamics of PAH in these different systems
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6

Park, Borinara. "Development of a Virtual Reality Excavator Simulator: a Mathematical Model of Excavator Digging and a Calculation Methodology." Diss., Virginia Tech, 2002. http://hdl.handle.net/10919/29801.

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Virtual Reality (VR) simulators have become popular because of two distinctive merits. One is the capability to transfer data and information to users in an intuitive way by means of 3-D high-quality graphics output and real input devices. The other is the capability to represent physical systems in mathematical models so that meaningful responses of the systems can be predicted. Previous efforts in VR excavating machine simulator development, however, showed a lack of balance between the fidelity of the model of the physics and the visual representation of the simulated equipment. In order to ensure that a VR construction excavator simulator provides convincing operating results to users, the focus of simulator development needs to be shifted to interaction of physically valid soil and the excavator machine. This research aims to contribute to the development of a VR construction excavator simulator system by proposing a mathematical model of excavator digging and a calculation methodology. The mathematical model of excavator digging provides physically meaningful soil-bucket interaction information to a simulator. The calculation methodology provides systematic and efficient computation methods to ensure the seamless integration of the excavator digging model with a VR simulator system as well as adequate system speed. As a result, the simulator is realized as an engineering process tool equipped with real-time interactivity.
Ph. D.
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7

Botega, Leonardo Castro. "Análise de imagens tomográficas da Ciência do Solo em ambiente de realidade virtual." Universidade Federal de São Carlos, 2008. https://repositorio.ufscar.br/handle/ufscar/412.

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Made available in DSpace on 2016-06-02T19:05:37Z (GMT). No. of bitstreams: 1 2176.pdf: 7940164 bytes, checksum: 98727460db08f23e4e24aa4a4b695d4d (MD5) Previous issue date: 2008-08-28
This work presents a Virtual Reality environment dedicated to the analysis of tomographic images of Soil Science. Its architecture uses models proceeding from a volumetric (3-D) reconstruction algorithm, summed with several graphics processes of manipulation and visualization, in a way to provide immersion and interaction of the user with the virtual scene. Its validation was performed based on a case study involving the analysis of the porosity of the agricultural soil samples, which presents preferential paths for the water and solute flow (fingering). Results illustrate the consistent verification of the preferential paths of the agricultural soil samples, analyzed based on the developed environment.
Este trabalho apresenta um ambiente de Realidade Virtual dedicado à análise de imagens tomográficas da Ciência do Solo. Sua arquitetura utiliza modelos provenientes de um algoritmo de reconstrução volumétrica (3-D) adicionado a diversos processos gráficos de manipulação e visualização, de tal forma a possibilitar imersão e interação do usuário com a cena virtual. Sua validação foi realizada com base em um estudo de caso envolvendo análise de porosidade de amostras de solos agrícolas, os quais apresentam caminhos preferenciais para o fluxo de água e solutos (fingering). Resultados ilustram a verificação consistente dos caminhos preferenciais das amostras de solos agrícolas, analisadas com base no ambiente desenvolvido.
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8

El, Ouni Asma. "Measuring Air-Water Interfacial Area in Unsaturated Porous Media Using the Interfacial Partitioning Tracer Test Method." Thesis, The University of Arizona, 2013. http://hdl.handle.net/10150/297008.

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Interfacial partitioning tracer tests (IPTT) are one method available for measuring air-water interfacial area (A(ia)).This study used the standard approach comprising tracer injection under steady unsaturated-flow conditions with a uniform water-saturation distribution within the column. Sodium dodecylbezene sulfonate (SDBS) and pentafluorobenzoic acid (PFBA) were used as the partitioning and nonreactive tracers, respectively. Three types of porous media were used for the study: a sandy soil, a well-sorted sand, and glass beads. Initial water saturations, S(w), were approximately 80%, 80%, and 26 % for the soil, sand, and glass beads, respectively. Water saturation was monitored gravimetrically during the experiments. The maximum interfacial areas (A(ia)/(1-S(w))) calculated from the results of the experiments are compared among the three porous media used in this work, and compared to previous air-water interfacial area studies.
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9

Wargnier, Pierre. "Technologies d'humains virtuels dans le soin aux personnes âgées atteintes de troubles cognitifs : les expériences LOUISE et Virtual Promenade." Thesis, Paris Sciences et Lettres (ComUE), 2016. http://www.theses.fr/2016PSLEM021/document.

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Les travaux présentés dans ce manuscrit portent sur l'utilisation des humains virtuels et, plus globalement, des technologies du jeu vidéo pour améliorer le soin aux personnes âgées atteintes de troubles cognitifs. Nos travaux s'articulent autour de deux cas d'utilisation des humains virtuels : comme non-soi et comme soi. Plus spécifiquement, nous avons conçu, implémenté et évalué un agent conversationnel animé, appelé LOUISE (LOvely User Interface for Servicing Elders), ayant pour but de servir d'interface utilisateur accessible dans les dipositifs de compensation cognitives à destination des personnes âgées attenteintes de troubles cognitifs, et un dispositif de thérapie psychologique par la réalité virtuelle pour traiter les conséquences des chutes, appelé Promenade virtuelle. Ces deux projets ont été menés suivant des principes de conception participative en living lab, implicant plusieurs parties prenantes dans le processus de conception (patients, aidants et professionnels de santé)
The work presented in this manuscript investigates the use of virtual huamans, and, more broadly, of video game technologies to improve the care of older adults with cognitive impairment. Our work revolved around two use cases of virtual humans: as non-self and as self. More specifically, we have designed, implemented and evaluated an embodied conversational agent, called LOUISE (LOvely User Interface for Servicing Elders), meant to serve as an accessible user interface in cognitive compensation systems for older adults with cognitive impairment, and a system for virtual reality-based psychological therapy addressing the consequences of falls, called Virtual Promenade. These two projects have been conducted according to the principles of living lab participatory design, involving several stakeholders in the design process (patients, caregivers and healthcare professionals)
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10

Spekken, Mark. "Creating optimized machine working patterns on agricultural fields." Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/11/11152/tde-22092015-112051/.

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In the current agricultural context, agricultural machine unproductivity on fields and their impacts on soil along pathways are unavoidable. These machines have direct and indirect costs associated to their work in field, with non-productive time spent in manoeuvres when these are reaching field borders; likewise, there is a double application of product when machines are covering headlands while adding farm inputs. Both issues aggravate under irregular field geometry. Moreover, unproductive time can also appear in operations of loading/offloading the machine\'s reservoir with inputs/harvested-goods, which can increase with an improper use of the reservoir due to the inadequate machine path length. On the other hand, irregular steep surfaces present a problem for establishment of row crops and machine paths towards erosion. Though contouring (i.e., performing field operations perpendicular to slope direction) is a common practice to reduce runoff and increase water infiltration, still elevation contours are never parallel, while machine operations always are. Many of these issues were target for optimization in computer path planning for agricultural machines, where unproductivity was overall minimized and attempts of soil loss reduction by more proper path establishment also yielded results. This thesis gathered these issues in a combined path planning approach making possible to address soil loss and unproductive costs to their proper location. A number of methods was proposed and modified: creating and replicating steerable machine track; finding more optimal references for path coverage on irregular surfaces (curved or straight); quantifying the impacts of soil loss for a given path pattern; identifying spatially the water flow and concentration; defining geometrically different manoeuvre types and calculate its time, space and energy demands; obtain the overlapped area of input application; and quantifying the machine replenishment cost in relation to underuse of its reservoir for following tracks of inadequate length. An algorithm-application was achieved, which is capable of simulating a large number of path coverage scenarios and to display optimized ones based on a user defined criteria. Sugarcane crop, grown in Brazilian conditions, was the main object of study in this thesis because of its high in-field mechanization costs (along with unproductive operational costs), high susceptibility of soil erosion in its planting phase, and for occupying an area of predominant rolling surface. Case studies were subject to this algorithm that provided suitable outputs with minimized impacts. The outputs of the algorithm were comprehensive and showed potential for the methods to be used by agricultural decision makers.
No contexto agrícola atual, improdutividade de máquinas agrícolas em campo e seus impactos sobre o solo ao longo de suas vias são inevitáveis. Estas máquinas têm custos diretos e indiretos associados ao seu trabalho no campo, como tempo improdutivo gasto em manobras quando estes atingem os limites do talhão. Também nestes limites, há uma dupla aplicação de insumos agrícolas quando as máquinas estão cobrindo cabeceiras. Ambas as questões se agravam em talhões de geometria irregular. Além disso, o tempo improdutivo também pode aparecer em operações de carga / descarga do reservatório da máquina com insumos / bens colhidos, o que pode aumentar com um uso indevido do reservatório da máquina devido ao comprimento inadequado do percurso em campo. Ainda, superfícies irregulares e íngremes apresentam um problema para o estabelecimento de culturas em fileira e caminhos de máquinas contra declive. Apesar de operações em nível serem uma prática comum para reduzir o escoamento e aumentar a infiltração de água, curvas de nível nunca são paralelas, enquanto operações agrícolas são sempre paralelas. Muitas destas questões foram alvo de otimização computacional para planejamento de percursos de para máquinas agrícolas, onde a ineficiência foi, em geral, minimizada e tentativas de redução da perda de solo estabelecimento de percursos mais adequados também produziu resultados. Esta tese reuniu estas questões em uma abordagem de planejamento de percurso quantificando e direcionando custos de perda de solo e improdutividade de máquinas para sua devida localização. Métodos foram propostos e modificados, como: criar e replicar trajetos transitáveis de máquinas; encontrar referências ideais para a cobertura do trajeto em superfícies irregulares (curvas ou retas); quantificação dos impactos da perda de solo por um determinado padrão de percursos; identificar espacialmente o fluxo da água e sua concentração; definir geometricamente diferentes tipos de manobras e calcular o seu tempo, espaço e energia demandada; obter a área sobreposta de aplicação de insumos; e quantificar custo de reposição da máquina em relação à subutilização de seu reservatório para seguir trajetos de comprimento inadequado. Um aplicativo-algoritmo foi obtido capaz de simular um grande número de cenários de padrões de percurso, e exibindo aqueles que foram otimizados por critérios definidos pelo usuário. A cultura da cana, em condições brasileiras, foi a principal cultura de estudo nesta tese devido ao seu alto custo de mecanização (assim como custos operacionais improdutivos), alta suscetibilidade à erosão do solo na sua fase de plantio, e ocupando predominantemente áreas de superfície irregular. Os estudos de caso foram sujeitos ao algoritmo que obteve resultados coerentes e impactos minimizados. Os resultados do algoritmo mostram potencial para que os métodos avaliados sejam utilizados por tomadores de decisão da área agrícola.
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11

Alvarez, Guido Esteban. "Soul Hunting." VCU Scholars Compass, 2004. http://scholarscompass.vcu.edu/etd/1069.

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According to the Webster's unabridged dictionary, a mania is an excessively intense enthusiasm, interest, or desire; a craze. I experience a mania on a daily basis: I take photographs. I trap photographs inside flat, airless fish tanks where time stands still. The creatures captured inside the tanks resurrect every time I see them to remind me of a sound, an odor, a flavor, and, ultimately, a feeling I once experienced and now cherish. This project will attempt to show the energy captured in my photographic archives as a journey through my memories using an experimental interactive method.
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Khelil, Hedi. "De la constitution du soi contemporain en art : moments de partage et expériences du temps." Thesis, Paris 1, 2016. http://www.theses.fr/2016PA01H318/document.

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Le domaine des arts dits « visuels » connaît actuellement une survalorisation du contemporain. L'incessante expansion du mot - aussi bien dans les musées que dans les galeries d'art - fait l'objet d'un usage inflationniste, qui le vide finalement de son sens. Ce phénomène est problématique en tant qu'il présente, non pas seulement le signe d'un certain « succès historique » qu'on reconnaît à l'art contemporain, mais surtout l'identification à un « présentisme » généralisé, caractérisant depuis peu notre expérience temporelle d'être-au-monde. Nous nous sommes donc résolu de l'examiner de près dans la mesure où il nous semble incarner un indice, aussi hypothétique soit-il, d'un lien ontologique, que la contemporanéité revendiquerait auprès de l'activité créatrice d'une manière générale. C'est à se demander, en somme, si cette survalorisation du contemporain ne rend pas compte d'un sens nouveau que l'on attribuerait à nos dispositions créatrices. Dans cette perspective, nous recourons essentiellement à la philosophie du temps de Gilles Deleuze, afin de tenter de prouver qu'un point de convergence possible réunissant l'activité créatrice [de soi/de quelque chose] et le contemporain se révèle à travers l'expérience d'une temporalité qualitative, éprouvée sous l'égide d'un état de conscience
The field of arts known as «visual» knows nowadays an overvaluation of the contemporary. The incessant expansion of the word - both in museums and art galleries - is often the subject of an inflationary use, that finally empties it of its meaning. This phenomenon is problematic as it presents not only the sign of a «historical success» that is usually attributed to the contemporary art, but particularly identifying a widespread «presentism», characterizing recently our temporal experience of being-in-the-world. Therefore, we decided to look at this excessive interest on the contemporary, to the extent that it seems to embody a sign, no matter how hypothetical, of an ontological relation that contemporaneity would claim with the activity of creation in general. It makes you wonder, after all, if this overvaluation of the contemporary does not reflect a new meaning that we attribute to our creative capabilities. In this perspective, we essentially use the philosophy of time of Gilles Deleuze to try to prove that one possible focal point bringing together the creative activity [of oneself / of something] and the contemporary is revealed through the experience a qualitative temporality experienced through a state of consciousness
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Savett, Susan Mallard. "Games as theater for soul| An archetypal psychology perspective of virtual games." Thesis, Pacifica Graduate Institute, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3686802.

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Millions of people are spending billions of hours each week playing digital games. These astonishing numbers point to a vast reservoir of psychic material that has been relatively unexamined by the field of depth psychology. Yet, in a realm of virtual games where image is primary and fantasy is played out, soul (psyche) is clearly present in its various disguises.

Through play and fantasy, unconscious content of the psyche is able to express its deep longings. Hypnogogic landscapes of video games provide immersive realms in which players enact psychological dramas. However, to date most psychological research of game experiences has been primarily empirical analysis within cognitive behavioral psychology and neuroscience. The question of soul-making within games is rarely approached.

In this qualitative interdisciplinary study of game studies and depth psychology, the relationship between digital games and psyche is explored through the lens of archetypal psychology. The overarching goal is to address whether the constructs of archetypal psychology provide an adequate psychological framework for understanding the phenomena of digital game worlds.

This study looks primarily to archetypal psychologist and Jungian psychoanalyst James Hillman, to ground the research in depth psychological concepts of archetype, image, and soul. Hillman’s four concepts of personifying, pathologizing, psychologizing, and soul-making, as conveyed in Re-Visioning Psychology (1975/1992), provide the guideposts for the structure of interviews with four prominent game narrative designers, fieldwork discussions, and hermeneutic investigation of the literature.

The results of this dissertation demonstrate games as a virtual theater where psyche can play; the psychological necessity of personification and regression through fantasy; the role of archetypes in the creation process of game experiences; and the importance of archetypal influences within game realms for broader and richer context for soul’s participation. In addition, this study provides initial languaging allowing archetypal psychologists and game designers to enter into both game analysis and exploratory conversations, resulting in deeper meaning-making in gameplay. This work introduces depth psychologists to the important domain of digital games for soul and suggests to game designers a new access path as game designs evolve in new directions.

Keywords: Archetypal psychology, Jung, Hillman, videogames, pathology, soul.

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Gaetan, Sophie. "Monde virtuel et avatar : de la mise en scène de soi à l'addiction." Thesis, Aix-Marseille, 2012. http://www.theses.fr/2012AIXM3056.

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Le jeu vidéo est une activité de loisir particulièrement répandue auprès des adolescents. Néanmoins, pour certains, une conduite addictive peut se mettre en place, remplissant une fonction précise et nécessaire à l'équilibre du sujet. L'objectif de ce travail de thèse est d'amorcer la construction d'un modèle explicatif de ce processus addictif. L'opérationnalisation de cette recherche repose sur une méthodologie quantitative permettant de mesurer le poids et l'implication de variables psychopathologiques, cognitivo-émotionnelles et de personnalité dans la mise en place de cette conduite addictive. Le monde virtuel et l'avatar sont les deux constituants majeurs de tout jeu vidéo. Ils permettent au sujet de mettre en scène et médiatiser son Soi Emotionnel. Le processus addictif résulte d'une cristallisation de cette dynamique, ne permettant pas au sujet de se réapproprier son expérience émotionnelle. Par ailleurs, ce travail a permis de mettre en avant l'existence d'une utilisation addictive des jeux vidéo en ligne et hors ligne. Ces deux formats se différencient dans la mise en scène d'aspects du Soi Identitaire qu'ils impliquent. Pour finir, ce travail nous amène à questionner la frontière entre une utilisation régulière et addictive/pathogène des jeux vidéo
Video games cover preferential activity of adolescents. But for some, the practice becomes an addictive behavior, playing an important role in psychological functioning of adolescents. The global aim is to establish a comprehensive model of this addictive process. This research is based on a quantitative methodology in order to assess the weight and the involvement of psychopathological, emotional and personality variables in this addictive process. Avatar and virtual world are the two essential components of any video game. They allow subject to mediatize and enact his Emotional Self. The addiction process is the result of crystallization of this dynamic which does not allow the subject to reappropriate his emotional experience. Furthermore, the research puts the light on two different types of addictive processes with on line or outline video games. These two formats differ in the enacting of aspects of the Self Identity they imply. Finally, this work leads us to question the boundary between regular and addictive / pathogen use of video games
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Ollila, Maija-Riitta. "The ethics of rendezvous : morality, virtues and love /." Helsinki : Societas philosophica fennica, 1993. http://catalogue.bnf.fr/ark:/12148/cb37607822k.

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Bourabah, Dinat. "Qu’en est-il du jeu excessif à l’adolescence ? : étude comparée et exploratoire des pratiques du jeu vidéo à l’adolescence et à l’âge adulte." Thesis, Paris 10, 2013. http://www.theses.fr/2013PA100206.

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Les jeux vidéo entretiennent des liens étroits avec les problématiques pubertaires et la vie psychique des adolescents. Ils répondent à des besoins psychologiques spécifiques du processus pubertaire et permettent d’articuler les émois et les pensées de l’adolescent. En ce sens, les jeux vidéo semblent faire office de contenant utilisé par les adolescents pour transformer leurs états internes et permettent de ressentir en toute sécurité des émotions intenses. Ils mobilisent également une expérience émotionnelle, ils sollicitent l’empathie du joueur, un rapprochement peut se faire entre l’espace du jeu vidéo et ce que D.Winnicott a nommé « l’espace transitionnel », qui se situe entre la réalité externe et réalité interne du joueur, entre le dedans et le dehors. Ainsi, cette thèse interroge la relation qu’entretiennent les joueurs excessifs adolescents avec les jeux vidéo et le type d’interaction qui y est recherchée. A l’aune du modèle théorique de S.Tisseron (2008) distinguant deux types d’interactions sensori-motrice et émotionnelles-narratives à l’œuvre dans le jeu vidéo, cette recherche présente les résultats d’une démarche d’évaluation de 836, dont 582 adolescents et 274 adultes. Les résultats préliminaires attestent que la pratique excessive des jeux vidéo à l’adolescence ne signe en rien une conduite problématique et met en exergue des différences statistiquement significatives entre les pratiques excessives des adolescents et celles des adultes ne relevant pas de la même logique
Video games have close ties with puberty problems and teenagers psychic life; they meet specific psychological needs of the pubertal process and help to articulate the emotions and thoughts of the youth. In this sense, video games seem to act as a container used by teens to transform their internal states and allow to feel safely intense emotions. They also mobilize an emotional experience and it seeks empathy player. A comparison may be b the way, the space between the video game and what D.Winnicott named "transitional space" which is between external reality and internal reality of the player, between the inside and the outside. This thesis make us question about the young gamblers relationship with video games and the type of interaction that is sought. In the light of the theoretical model, S.Tisseron (2008) distinguishes two types of “sensori-motor” interactions and “emotional–narrative” at work in the video games. This research presents the evaluations results process of 836 players, including 582 adolescents and 274 adults. Preliminary results show that with an excessive playing of video games, teens are in no way a problematic behavior’s sign and highlight statistically, significant differences between the excessive practice of adolescents and those of adults, not covered by the same logic
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Fenton, Jennifer Lynn Kiefer. "'Our Feet Are Mired in the Same Soil'| Deepening Democracy with the Political Virtue of Sympathetic Inquiry." Thesis, Marquette University, 2019. http://pqdtopen.proquest.com/#viewpdf?dispub=13864568.

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This dissertation puts American philosophers and social reformers, Jane Addams (1860–1935) and John Dewey (1859–1952), in conversation with contemporary social and political philosopher, Iris Marion Young (1949-2006), to argue that an account of deliberative equality must make conceptual space to name the problem of ‘communicatively structured deliberative inequality’. I argue that in order for participatory democracy theory to imagine and construct genuinely inclusive deliberative spaces, it must be grounded in a relational ontology and pragmatist feminist social epistemology.

The literature has largely developed deliberative inequality in terms of access (e.g., participation costs) and ‘impoverished capacities’ for political participation (e.g., political-process illiteracy; public debate skills). This literature has failed to appreciate the communicative dimensions of deliberative inequality. Individuals who occupy historically stigmatized social groups may participate at a communicatively structured disadvantage in participatory forums not because of their own impoverished capacities, but because of the identity-prejudiced stereotypes of their interlocutors.

Chapter 1 situates Young’s communicative democracy in contemporary deliberative democracy literature and shows the inadequacies of liberal individualism, assumed by much of traditional deliberative theory, for naming and addressing the problem of communicatively structured deliberative inequality. Chapter 2 draws on literature in feminist and resistance epistemologies as well as the social identity approach within contemporary social psychology theory to flesh out the problem of communicatively structured deliberative inequality. Here, I provide a relational ontology of prejudice and examine it’s impact on one’s epistemic and deliberative standing. Chapter 3 draws on the work of Addams and Dewey to develop a relational ontology of political agency as well as the pragmatist feminist epistemology of communicative democracy.

Addams and Dewey, like Young, saw exclusion as a serious social and political problem, and they looked to democratic norms and practices as a resource for social justice. Thus, Chapter 4 looks to Addams and Dewey’s writings and Addams’s leadership at Hull House as a resource for communicative democracy, and more particularly, for addressing deliberative inequality and imagining and constructing inclusive deliberative spaces in light of the problem of communicatively structured deliberative inequality.

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Hernandez, Hernandez Gabriel Angel. "Effets d'interaction sismique sol-structure." Châtenay-Malabry, Ecole centrale de Paris, 1993. http://www.theses.fr/1993ECAP0285.

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Grâce à l'utilisation du principe des travaux virtuels, il est possible de présenter une approche unifiée de l'interaction sismique sol-structure mettant en évidence les sollicitations exercées d'un système sur l'autre adaptées à la cinématique de chaque domaine. La considération du problème sismique au niveau de la fondation set avantageuse car celle-ci peut souvent être considérée comme rigide. Le raisonnement en sous-structures développé ici ne repose que sur l'hypothèse de linéarité du comportement. Cette hypothèse restrictive étant retenue, le problème complet de l'interaction est envisagé en insistant sur une utilisation d'un champ sismique local le plus riche possible. Le traitement numérique n'est développé que le plus tardivement possible de manière à laisser la voie ouverte aux techniques les plus adaptées et à la mise en œuvre de méthodes simplifiées. Cette approche modulaire permet d'utiliser en tant que de besoin divers outils, en particulier tout code classique de calcul dynamique des structures
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Park, JunSoo. "Confucian questions to Augustine : is my cultivation of Self your care of the Soul?" Thesis, University of Edinburgh, 2017. http://hdl.handle.net/1842/22869.

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In this thesis I compare the works of Confucius and Mencius with those of Saint Augustine. My purpose in so doing is to show Confucian Augustinianism as a new theological perspective on Confucian- Christian ethics and Augustinianism by discovering analogies and differences in their respective understandings of the formation of moral self, particularly the acquisition of virtue, and how they believe this leads to happiness. Using the method of inter-textual reasoning, and assuming continuity between Augustine’s early and later works, I compare Confucius and Mencius’s xue (學), si (思) and li (禮) including yue (樂) with Augustine’s moral learning, contemplation, sacrament, and music respectively from chapter two to four. For Augustine the formation of the moral self is the process of finding truth in God. For Confucius and Mencius it is the process of becoming a person of virtue, which follows from growth in self-understanding in relation to the Way (道). For Confucians humans already have potential self-in-heart bestowed by Heaven whereas for Augustine the self is the metaphor of the soul in the struggle of both body and soul to be directed toward the love of God in which true happiness exists. In the concluding chapter, I propose a Confucian Augustinian synthesis as a new theological perspective on Confucian-Christian ethics and Augustinianism which offers a useful medium for the formation of the moral self by mutually making up for their respective weaknesses as revealed by this critical intertextual and cross-cultural reading. I argue that Augustinians can learn the value of public ritual practices and the public political self from classical Confucians whereas Confucians can learn from Augustine the value of spiritual experience in the moral formation of the pubic self. Confucian Augustinianism is teleological, constructive, political, public, sacramental and sin-virtue oriented theology. Confucian Augustinianism which is based on virtue ethics as common ground between Confucians and Augustine not only shows methodologies for engaging in public issues with civil society for its articulation of theology in the public sphere, but also provides profound spirituality with the engagement of Augustinian biblical and systematic theology unlike liberation theologies. In contrast to modern Augustinianism such as Augustinian realism (hope), Augustinian proceduralism (justice), Augustinian civic liberalism (love), and Radical Orthodoxy (love), Confucian Augustinianism highlights the virtue of humility and sincerity (誠) for the practice of love of God and neighbour by offering specific methods for cultivating self. Contrary to Confucian theology according to understanding of Heaven in the Confucian tradition, Confucian Augustinianism focuses on how to embody the Way of Heaven by cultivating virtue (德) rather than the theology of Heaven (天) or lists of virtues. By linking the self to family, community, nation, and transcendent God Confucian Augustinianism shows distinguishing ways for sanctification. Confucian Augustinianism is to seek true happiness by cultivating virtue and promoting inward, outward, and upward self through moral learning, contemplation, sacramental ritual, and music on the basis of biblical truth in a pluralistic global context. It can rectify the limit of Protestant individualism. Confucian Augustinianism is an own angle of Asian Christians on Augustinianism in the rapid growth of Christians in Asia contrary to previous Western Augustinianism. Confucian Augustinianism could make Asian Christians happy in truth.
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Han, Jacques. "La structure de la philosophie de Socrate selon Platon." Thesis, Paris 1, 2018. http://www.theses.fr/2018PA01H205/document.

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La philosophie de Socrate selon Platon se structure autour de six termes : la Forme, l'âme, l'ignorance, la science, la vertu et la dialectique. En effet, l'âme, immortelle, est la source de tous les biens et de tous les maux, parce qu'elle est le principe du mouvement spontané et par conséquent la cause première de tous les mouvements aussi bien intellectifs que sensitifs et physiques. Cela étant, rendre justes la cité et les citoyens, c'est avant tout rendre juste leur âme. Or, comment rendre meilleure une âme, si l'on ne connaît pas la cause même des biens et celle des maux ? Dans les premiers dialogues, Socrate philosophe contre l'ignorance qui est la cause du vice, lequel prive l'âme de la vertu. Dans les dialogues tardifs, Socrate philosophe pour la science, c'est-à-dire la connaissance de ce qui est, qui est la source même de la vertu. Or comment connaître ce qui est, si la réalité ou l'être ne cesse de changer? De là vient la nécessité de l'existence des réalités intelligibles qui sont universelles et immuables auxquelles participent les réalités sensibles qui sont particulières et changeantes. Une question se pose : si la réfutation est le moyen, à travers le dialogue, de faire apparaître l'ignorance, quel est le moyen de connaître ce qui est ? Ce moyen, c'est la dialectique qui permet, à travers le dialogue, de se remémorer des réalités véritables que l'âme eut jadis contemplées
According to Plata, the philosophy of Socrates is structured around six terms: Form, soul, ignorance, knowledge, virtue, and dialectics. The soul, which is immortal, is the source of all goods and all evils, since it is the principle of spontaneous movement, and consequently the first cause of all movements, whether intellective, sensitive, or physical. Therefore, to make the city and its citizens just means, above all, making their soul just. Yet how can a soul be made better if one does not know the very cause of what is good and what is bad? ln the first dialogues, Socrates philosophizes against ignorance as the cause of vice, which deprives the soul of virtue. ln the late dialogues, Socrates philosophizes in favor of knowledge, that is, the knowledge of that which is, which is the very source of virtue. Yet how can one know that which is, if reality or being never cease changing? Hence the need for the existence of intelligible realities that are universal and immutable, in which sensible realities, which are particular and changing, participate. A question arises: if refutation is the means of revealing ignorance through dialogue, what is the means for knowing that which is? The answer is dialectic, which, through dialogue, allows one to recall the genuine realities which the soul once contemplated
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Sentuna, Eylul. "A Study On Dikaiosune And Eudaimonia In Plato&#039." Master's thesis, METU, 2012. http://etd.lib.metu.edu.tr/upload/12614268/index.pdf.

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The aim of this study is to analyze the concept on dikaiosune in Plato'
s Republic with its main aspects. Republic as an overarching philosophical work will be reviewed as a whole and the overall scheme will be taken into account. There will be an emphasis on the ethical point of view rather than a political standpoint. The main interest of the thesis is what dikaiosune is and its relationship with goodness and eudaimonia which are terms sometimes used interchangeably. Still, the intervowen concepts of virtue, happiness, fulfillment, desire and unity will be taken into consideration as also for Plato these are perpetually connected. Various commentators of the Republic, their views and arguments will also be examined and analyzed within this study.
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Lee, Kyunghwa. "Etude des dispositifs à dopage électrostatique et des applications dans les technologies FD-SOI." Thesis, Université Grenoble Alpes (ComUE), 2019. http://www.theses.fr/2019GREAT041.

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La récente technologie Fully Depleted SOI (FD-SOI) est une excellente alternative à la technologie conventionnelle CMOS (Complementary Metal Oxide Semiconductorqui a mené le développement incessont des circuits intégrés. FD-SOI offre une faible consommation d'énergie et un contrôle électrostatique amélioré pour les transistors MOS, même dans les nœuds très avancés (14 et 28 nm). En raison de leurs dimensions nanométriques, aussi bien en épaisseur qu’en longueur, les transistors FD-SOI présentent des mécanismes de fonctionnement et des caractéristiques très spécifiques. L’état de l’art du FD-SOI est décrit en insistant sur les atouts des composants, les effets physiques particuliers et les techniques de caractérisations dédiées. La diode Hocus-Pocus (HP) est un exemple de dispositif innovant rendu possible par la flexibilité sans égal de la technologie FD-SOI. En modifiant le type de dopage électrostatique, N ou P, un dispositif peut être reconfiguré en diode P-N virtuelle, diode Esaki virtuelle, diode semi-virtuelle, diode P-I-N, TFET ou FET à modulation de bande. Chaque configuration fonctionne comme un dispositif physiquement dopé. Les aspects inédits découlent d'un changement dynamique de la concentration des porteurs. Des applications originales telles que l'extraction de la durée de vie des porteurs et la diode virtuelle Esaki sont explorées. Le Z2-FET (Zero subthreshold slope and Zero impact ionization) est un dispositif particulièrement prometteur en raison de ses caractéristiques attrayantes (commutation abrupte, faible courant de fuite, tension de déclenchement réglable et rapport de courant élevé ION/IOFF). Dans ce travail, nous nous concentrons sur une mémoire dynamique sans capacité (1T-DRAM) et un interrupteur logique rapide. Les mécanismes de fonctionnement en courant continu et transitoire ainsi que les performances du dispositif sont étudiés en détail à l'aide de simulations TCAD et validés à l'aide de résultats expérimentaux systématiques
Fully Depleted SOI (FD-SOI) is an excellent alternative of conventional Complementary Metal Oxide Semiconductor (CMOS) technology which is leading the semiconductor industry. FD-SOI offers low-power consumption and improved electrostatic control for MOS transistors even in very advanced nodes (14 nm and 28 nm). FD-SOI transistors feature nanometer thickness and length which bring rather particular operation mechanisms and characteristics. This work describes the state-of-the-art and the assets of FD-SOI components. The Hocus-Pocus (HP) diode is one example of the innovative devices made possible by the unrivalled flexibility of FD-SOI technology. By modifying the type of electrostatic doping, N or P, a single device can be reconfigured as a virtual P-N diode, a virtual Esaki diode, a semi-virtual diode, a P-I-N diode, a TFET or a band-modulation FET. Each configuration works as a physically doped device with peculiar behavior induced by the dynamic change of doping concentration. Original applications such as lifetime extraction and virtual Esaki diode are explored. The Z2-FET (Zero subthreshold slope and Zero impact ionization) is a striking application of HP diode thanks to attractive characteristics (sharp switch, low leakage current, adjustable triggering voltage and high current ratio ION/IOFF). In this work, we focus on a capacitorless Dynamic Random Access Memory (1T-DRAM) and a fast logic switch. The DC and transient operation mechanisms as well as the device performance are investigated in details with TCAD simulations and validated with systematic experimental results
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Leeflang, Arne Karl. "An intra-textual study of Aristotle’s Nicomachean Ethics Book VI and the role of the five states of the rational soul." Diss., University of Pretoria, 2011. http://hdl.handle.net/2263/26442.

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In Book VI of the Nicomachean Ethics Aristotle makes the assumption that there are five states of the soul through which we interact with truth. He continues Book VI with a discussion of his intended meaning of each of these states of the soul. In this study the relevant discussions on each state are extracted from the text to enable a clearer understanding of these states, as Aristotle presents them. Subsequently, the role of each state is studied in the context of the entire Nicomachean Ethics. The primary focus is directed at a clearer understanding of Aristotle’s proposed intellectual virtues, and on their respective roles in the ethical life. Simultaneously, the ethical life that Aristotle presents, and its ultimate end eudaimonia, or happiness, are approached from this perspective. Aristotle argues that reason is the distinguishing feature of humans, and that man’s excellence must include the excellent use of this capacity. This study investigates how Aristotle proposes that the rational intellect should reach its completion, and comes to the conclusion that true mastery of the intellect can only result from the cooperation of the five states of the rational soul. It becomes evident that each state of the soul has a different nature and function, and that through directed cooperation they do not compete with one another, but are mutually enhanced. However, Aristotle repeatedly emphasises the importance of extending thought into action. This makes Aristotle’s ethical theory so attractive: he manages to consolidate his theorizing with the value of experienced reality. This is his essential key to happiness, which is experienced both in perception and in action. By approaching the Nicomachean Ethics from the perspective of the five states of the rational soul, an appreciation is acquired for the fine balance by which action and reason may combine to result in man’s fulfilment of his highest potential. It is in this balance that one finds the secret to eudaimonia.
Dissertation (MA)--University of Pretoria, 2011.
Ancient Languages
unrestricted
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Nakul, Estelle. "Bases vestibulaires et multisensorielles de la localisation du soi : approches comportementales, cliniques et électrophysiologiques chez l’homme." Thesis, Aix-Marseille, 2019. http://theses.univ-amu.fr.lama.univ-amu.fr/191216_NAKUL_347wvvjk888iej213gd236endae_TH%20(1).pdf.

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Le cerveau construit la sensation d'être dans son corps grâce aux entrées sensorielles. Des atteintes neurologiques et des manipulations expérimentales modifient la localisation du soi, dévoilant ses bases multisensorielles. Les signaux vestibulaires, proprioceptifs et intéroceptifs sont maintenant reconnus comme aussi importants pour le soi que les signaux visuels ou tactiles. Cette thèse approfondit l'étude des bases vestibulaires et multisensorielles de la localisation du soi, qui restent encore à élucider. Une première étude concerne l'influence des signaux sensorimoteurs liés à la locomotion sur la localisation du soi. Notre adaptation de l'illusion du corps entier en réalité virtuelle montre que les signaux de mouvement ancrent le soi au corps. Une tâche de locomotion impliquait un plus fort ancrage du soi au corps qu'une tâche d'imagerie mentale chez les mêmes participants immobiles. Une deuxième étude chez des patients avec une perte vestibulaire bilatérale ancienne ne révéla pas de changement d'intéroception cardiaque ni d’ancrage du soi au corps, malgré une atténuation des sensations corporelles liées aux émotions chez les patients. La représentation du soi ne serait donc pas maintenue par une compensation intéroceptive après une perte vestibulaire. Une troisième étude combinant électrophysiologie vestibulaire et neurosciences sociales montre que l'observation de soi ou d'autrui inhibe le traitement des informations vestibulaires. Le soi corporel dépendrait donc de l'intégration de signaux multisensoriels eux-mêmes influencés par les contraintes cognitives des représentations du soi et d'autrui
The brain creates the feeling of being located in the body thanks to sensory inputs. Neurological disorders and experimental manipulations can alter self-location. Although self-location is difficult to study, its multisensory underpinnings are progressively being revealed. It is now acknowledged that vestibular, proprioceptive et interoceptive information are as important to body self-awareness as visual or tactile information. This PhD thesis aims to advance the study of the vestibular et multisensory bases of self-location, the underlying multisensory mechanisms still needing to be elucidated. A first study measured the influence of sensorimotor signals generated by locomotion on self-location. By adapting the full-body illusion paradigm to virtual reality, we showed that a locomotion task involved a stronger anchoring of the self to the body than a mental imaging task in immobile participants. A second study in patients with a bilateral vestibular loss did not reveal any change in cardiac interoception nor self-body closeness, although patients showed decrease in emotion-related body sensations. Consistent body representations after long-term vestibular loss would therefore not depend on cardiac interoceptive compensation. A third study merged vestibular electrophysiology with social neuroscience to show that observing the self et others inhibits vestibular information processing. The bodily self would therefore depend on the integration of multisensory signals that are themselves influenced by the cognitive constraints of representations of the self and others
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Sorel, Luc. "Paysages virtuels et analyse de scénarios pour évaluer les impacts environnementaux des systèmes de production agricole." Phd thesis, Agrocampus - Ecole nationale supérieure d'agronomie de rennes, 2008. http://tel.archives-ouvertes.fr/tel-00440205.

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L'évaluation environnementale des systèmes de production agricole est un enjeu majeur pour le développement de pratiques agricoles durables, la préservation ou la restauration du bon état écologique des ressources naturelles. Cependant, cette évaluation est compliquée à réaliser par expertise ou par expérimentation à cause de la diversité des processus de transformation et de transfert de la matière organique au sein des paysages agricoles, leurs interactions et leurs dynamiques. L'objectif de ce projet était de de proposer une méthodologie d'évaluation environnementale qui soit spatialisée et dynamique afin d'intégrer les effets du milieu physique, du climat et des pratiques agricoles. L'approche suivie dans ce projet est basée sur le développement d'une plateforme de modélisation des paysages agricoles (Qualscape), comme support conceptuel commun aux différentes étapes de ce travail :
- l'analyse de successions culturales parcellaires observées afin d'identifier les déterminants spatiaux et temporels des transitions de cultures ; l'occupation du sol spatialisant les pratiques agricoles ;
- à partir du bassin versant de Naizin (12 km2, Morbihan, France) caractérisé par des activités d'élevage bovin et porcin intensives, la construction d'un jeu de paysages agricoles virtuels différant par leur milieu physique, les forçages climatiques et les pratiques agricoles auxquels ils sont soumis ;
- la réalisation d'une évaluation environnementale multi-cibles et multi-critères de ces agrosystèmes en permettant le couplage et l'intégration des sorties entre le modèle agro-hydrologique TNT2 et un modèle de bilan de phosphore du sol. Stochastree, un modèle de transition de cultures basé sur des arbres de décision stochastiques a été développé. Il a notamment permis de maintenir la distribution spatiale des cultures autour du corps d'exploitation, tout en respectant des contraintes d'hydromorphie des sols et d'objectif de production des exploitations. L'évaluation environnementale des paysages virtuels a quantifié l'influence du climat, du milieu et des systèmes de culture sur différents indicateurs agricoles, pédologiques et hydrologiques. Nous avons constaté que l'adoption d'un système de culture modéré (réduction d'intrants, intercultures hivernales) réduit significativement les flux excédentaires de phosphore vers les sols et accroît l'efficience des apports d'azote et de phosphore. Cependant, cet effet s'atténue pour des indicateurs incorporant des processus de transformation et de transfert de la matière organique, comme la concentration en nitrate à l'exutoire. De plus, les effets des interactions sol-climat sur cette concentration sont du même ordre qu'une réduction de 15% des apports totaux d'azote. Ainsi, la définition de pratiques agricoles alternatives devant satisfaire un objectif environnemental précis (cf. le non-dépassement du seuil des 50 mg NO3.l-1 dans les cours d'eau) ne peut se faire qu'en lien avec les caractéristiques du paysage et que leur transposition directe à un autre paysage peut ne pas atteindre l'effet escompté.
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Ajmi, Faten. "Le concept d'excellence dans la philosophie arabe du IVe/ Xe siècle." Thesis, Lyon, 2016. http://www.theses.fr/2016LYSE2144.

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Au carrefour de l'éthique, du politique, de la noétique et de la métaphysique, la notion de kamāl (perfection, excellence) est fortement présente dans la philosophie arabe médiévale : elle est présente dans les écrits d'un al-Fārābī (870-950) ou d'un Miskawayh (932-1030), comme condition de bonne gouvernance et de bonheur. Elle constitue un sujet de prédilection dans les salons littéraires ou dans les lieux de rencontres entre intellectuels dans le Bagdad du Xe siècle, comme l'atteste l'ouvrage d'al-Tawḥīdī (932-1030) intitulé « Du plaisir et de la bonne compagnie ». C'est à la fois cette réflexion commune sur la notion d'excellence et l'apport propre de chacun des auteurs de ce siècle spécial qu'est le Xe siècle que ce travail de thèse se propose de développer. Sur le plan historique, il cherchera à apporter des éclairages sur les milieux intellectuels de l'époque, et à faire ressortir les affinités qui existaient entre des auteurs très connus comme al-Fārābī, et d'autres moins connus et moins étudiés comme Ibn 'Adiyy, philosophe chrétien, élève de Fârâbî et auteur d'un livre intitulé la réforme de l'éthique, ou comme al-'Amīrī, auteur d'un livre fondamental sur le bonheur. sur le plan théorique, il cherchera à dégager l'articulation entre la notion d'excellence et des notions aussi présentes chez les penseurs de cette époque telles que les notions de bonheur, de bien, de justice… cette réflexion se déploiera suivant trois axes extrêmement solidaires, mais dont la distinction permettra d'étudier, à chaque fois, la notion d'excellence, à partir d'un angle différent et selon des critères singuliers : un axe éthique, un axe politique et un axe noétique
The concept of kamāl– perfection, excellence- is deeply ingrained in the medieval arabic philosophy, it is a concept at the crossroads of ethics, politics, noetics and metaphysics. This concept is present in the writings of someone like Al-Fārābī-870-950 or someone as Miskawayh -932-1030 and it appears as a prerequisite for good governance and happiness. It is also the most favoured theme of talks in the literary saloons or in places gathering intellectuals in Baghdad in the Xth century. This is revealed by the book of al-Tawḥīdī -932-1030- named Charming and Delightful company (pleasure of speaking in the court society).This work is at the same time a reflection on the concept of excellence and on what all the authors of this unique century have brought of interesting in this field.It is this matter that this PHD is exploring.On a historical plan, the purpose is to shed light on the intellectual milieu in this century and on the bonds between very famous authors like al-Fārābī and others less reknowned and less studied like Ibn Adiyy who was a Christian philosopher (student of al-Fārābī) and who wrote a book named “the reform of ethics” or other authors like al-Amīrī who wrote a very important book on happiness.On a theoretical plan, this work will try to unravel the links between the concept of excellence and other very important concepts which were the objects of work for thinkers of that century like happiness, goodness, justice…This reflection is built on three very important axes close one to another and at the same time distinct, the study of which will enable to shed light on the concept of excellence from different perspectives and on basis of particular criteria.The axes directing the present work are therefore the following: Ethics, politics,noetics
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Trnková, Barbora. "Rozklad černé, technika nedůsledného překládání Světla." Master's thesis, Vysoké učení technické v Brně. Fakulta výtvarných umění, 2012. http://www.nusl.cz/ntk/nusl-232329.

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Im interested in the topic of praying machine, because I want to analyze aspects of photography and its functions. It's known, that the reality is manipulated by photography. Bud we can also say, that the relationship between reality and photography is neutral in fact, that the manipulation is made by our interpretation of photography. The change of the reality can be realized just in the dialog between photography and reality. Can it be, that the mechanization change into the will? Does it prays praying mill or the buddhistic monk, who rotates the mill? When he believes into it, is it enough? Or is it enough if believes who watch the monk with his mill? ... The computers from he place A are "praying" the prayers from the place B. With Tomáš Javůrek we collaborated with Vladimír Veselý and Radek Lát to create the Game for re-articulation our reality on the base of the revision of our faith.
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Crisp, Michael Perry. "The Optimization of Geotechnical Site Investigations for Pile Design in Multiple Layer Soil Profiles Using a Risk-Based Approach." Thesis, 2020. http://hdl.handle.net/2440/129182.

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The testing of subsurface material properties, i.e. a geotechnical site investigation, is a crucial part of projects that are located on or within the ground. The process consists of testing samples at a variety of locations, in order to model the performance of an engineering system for design processes. Should these models be inaccurate or unconservative due to an improper investigation, there is considerable risk of consequences such as structural collapse, construction delays, litigation, and over-design. However, despite these risks, there are relatively few quantitative guidelines or research items on informing an explicit, optimal investigation for a given foundation and soil profile. This is detrimental, as testing scope is often minimised in an attempt to reduce expenditure, thereby increasing the aforementioned risks. This research recommends optimal site investigations for multi-storey buildings supported by pile foundations, for a variety of structural configurations and soil profiles. The recommendations include that of the optimal test type, number of tests, testing locations, and interpretation of test data. The framework consists of a risk-based approach, where an investigation is considered optimal if it results in the lowest total project cost, incorporating both the cost of testing, and that associated with any expected negative consequences. The analysis is statistical in nature, employing Monte Carlo simulation and the use of randomly generated virtual soils through random field theory, as well as finite element analysis for pile assessment. A number of innovations have been developed to assist the novel nature of the work. For example, a new method of producing randomly generated multiple-layer soils has been devised. This work is the first instance of site investigations being optimised in multiple-layer soils, which are considerably more complex than the single-layer soils examined previously. Furthermore, both the framework and the numerical tools have been themselves extensively optimised for speed. Efficiency innovations include modifying the analysis to produce re-usable pile settlement curves, as opposed to designing and assessing the piles directly. This both reduces the amount of analysis required and allows for flexible post-processing for different conditions. Other optimizations include the elimination of computationally expensive finite element analysis from within the Monte Carlo simulations, and additional minor improvements. Practicing engineers can optimise their site investigations through three outcomes of this research. Firstly, optimal site investigation scopes are known for the numerous specific cases examined throughout this document, and the resulting inferred recommendations. Secondly, a rule-of-thumb guideline has been produced, suggesting the optimal number of tests for buildings of all sizes in a single soil case of intermediate variability. Thirdly, a highly efficient and versatile software tool, SIOPS, has been produced, allowing engineers to run a simplified version of the analysis for custom soils and buildings. The tool can do almost all the analysis shown throughout the thesis, including the use of a genetic algorithm to optimise testing locations. However, it is approximately 10 million times faster than analysis using the original framework, running on a single-core computer within minutes.
Thesis (Ph.D.) -- University of Adelaide, School of Civil, Environmental and Mining Engineering, 2020
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29

Saraiva, Fernando José Vaz Guedes Bacelar. "Gamificação numa rede social duma universidade virtual : o caso da Rede SOL." Doctoral thesis, 2018. http://hdl.handle.net/10400.2/7349.

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O nosso projecto de doutoramento propôs a implementação de Gamificação numa Rede Social Académica (SOL) de uma Universidade Virtual. Gamificação é definida como o uso de elementos derivados dos jogos em contextos que não são jogos com o intuito de promover a motivação, participação dos utilizadores em vários tipos de atividades. Fazendo uso de Gamificação e adaptando-a ao nosso contexto, quisemos verificar de que forma a sua implementação influenciava a Interação, Colaboração, Cooperação e Aprendizagem Social no espaço da SOL. Para isso usámos uma Metodologia de Design Based Research numa configuração de Métodos Mistos. O trabalho foi efetuado no enquadramento do paradigma Web 2.0 e olhando para teorias de aprendizagem nomeadamente o Conetivismo e o Modelo da Comunidade de Investigação (CoI). Identificámos como foco de análise as formas sociais para a aprendizagem. Definimos Gamificação como o uso de Elementos derivados dos Jogos em contextos que não são jogos, definição simples mas abrangente em linha com os autores mais citados. Como moldura teórica de suporte ao uso de Gamificação, foram abordadas teorias de aceitação e uso de sistemas de informação, da motivação e de interação homem-máquina. Na nossa revisão da literatura, descrevemos o uso de Gamificação em contexto educacional, tendo por base diferentes tecnologias. Descrevemos ainda outros exemplos em áreas como o Marketing ou a promoção de comportamentos saudáveis. Começámos por recolher opiniões dos utilizadores da SOL, usando entrevistas semiestruturadas. Os resultados, informaram na construção de um protótipo gamificado construído com a ferramenta Elgg. Seguidamente efetuaram-se testes de usabilidade, recolhendo dados da performance e das opiniões dos utilizadores e foi construída uma nova Rede (SOL2). Depois da implementação foram enviados questionários aos utilizadores e recolhidas estatísticas do uso. Os dados foram descritos, analisados e discutidos, segundo uma ordem cronológica. Concluímos que o uso de Gamificação teve um impacto positivo na Interação, Colaboração e Cooperação, Aprendizagem Social e nas presenças identificadas pelo modelo CoI. Espera-se que o projeto possa servir de exemplo para a construção de um Design Instrucional gamificado.
Our doctoral project proposed the implementation of Gamification in an Academic Social Network (SOL) in a Virtual University. Gamification is the use of the Elements derived from Games in non-game contexts, to promote the interaction, engagement and resilience of users, in several types of activities. We wanted to verify the way Gamification influences the Interaction, collaboration and cooperation, Social interaction and Social Learning, inside SOL. We used a Mixed-Methods approach and a Design Based Research methodology. We supported our project within the Web 2.0 paradigm, taking into account theories like Connectivism and the Community of Inquiry Framework (CoI). Narrowing the focus of analysis we used the Social Forms for Learning: Sets Nets and Groups. We defined the term Gamification opting for a simple definition, in line with most preeminent authors, although the term is still being discussed. Supporting the use of Gamification, we discussed theories of use and acceptance of technology, motivation and Human Computer Interaction. We show examples where Gamification is already being used in Education from small courses to postgraduate studies, using diverse technologies and some examples in other areas like Marketing or promotion of healthy behaviours. We started by collecting opinions of users of the Social Network, using semistructured interviews. The results from coding, informed on the construction of a gamified prototype, made with Elgg. Then Usability tests were conducted and the data helped refine the subsequent implementation. A questionnaire was deployed and all data from the different phases were gathered, arranged, presented and discussed. We then answered our questions. We saw that the implemention have had positive impact on the interaction, collaboration and cooperation, social presence and social learning, and on the three presences of CoI. Gamification as a research field is still maturing but we showed that it can be used for Elearning in Higher Education to promote interaction and help the support the Education process. We propose that the work will help on the construction of an Instructional Gamification Design.
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30

Carvalho, Ricardo Nuno Castro de. "Desenvolvimento duma comunidade virtual baseada numa WebRadio Social: estudo de caso numa universidade virtual." Master's thesis, 2017. http://hdl.handle.net/10400.2/7181.

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O projeto que agora se apresenta constitui o desenvolvimento dum protótipo de WebRadio social em plataforma própria integrado numa Rede Social Académica com características particulares e abrangendo a comunidade académica da referida instituição através duma abordagem metodológica da design-based research. Com uma dimensão experimental e exploratória, encontra-se integrado no projeto de investigação, Web Social e Educação Online no Laboratório de Educação a Distância e Elearning (LE@D). Numa primeira parte efetua-se a revisão bibliográfica dedicada há importância das rádios académicas (universitárias, escolares e no contexto de educação a distância e eLearning) e as alterações que a Web 2.0 introduz em termos sociais, educacionais dando-se especial ênfase ao caso da WebRadio. Analisa-se ainda a importância da educação aberta, nomeadamente, a proliferação do saber através de recursos educacionais abertos (REA), constituindo o projeto de WebRadio um Recurso Educacional Aberto. Sustentando-se metodologicamente na design-based research foram estudados os requisitos e as condições técnicas, tecnológicas e legais para o desenvolvimento e implementação do protótipo de WebRadio académica. Efetuou-se a sua testagem, seleção e implementação experimental de toda a infra-estrutura tecnológica e o seu design conceptual de acordo com os objetivos pretendidos. Desenvolveram-se os conteúdos como recursos educacionais abertos (REA) e realizou-se a emissão experimental difundida para a comunidade académica online (rede SOL). Finalmente, foi analisado e avaliado todo o percurso, quer em termos metodológicos, quer o processo e os resultados obtidos aplicando-se uma análise SWOT. Desta análise emergiram um conjunto de obstáculos e recomendações centradas nos recursos disponíveis e, na necessidade de um projeto com esta complexidade, necessitar de uma estrutura multidisciplinar para a sua sustentabilidade, demonstrando que é possível criar e implementar uma WebRadio.
The project that we present it is the development of a prototype of a social WebRadio on a particular platform. This project aimed to develop a WebRadio prototype integrated in an Academic Social Network with particular characteristics and covering the academic community of the institution through a methodological approach of design-based research. With an experimental and exploratory dimension, it is integrated in the research project, Social Web and Online Education in the Distance Education and eLearning Laboratory (LE@D). In the first part, we present a bibliographical review dedicated to the importance of academic radios (university, school and in the context of distance learning and eLearning), and the changes that Web 2.0 introduces in social and educational terms, with special emphasis on the case of Web radio. It also analyzes the importance of open education, namely, the proliferation of knowledge in the form of an open educational resources (OER) being the WebRadio project an Open Educational Resource. Drawing on methodologically in design-based research, we studied the technical, technological and legal requirements and conditions for the development and implementation of the academic WebRadio prototype. Testing, selection and experimental implementation of the technological infrastructure and its conceptual design were carried out according to the intended objectives. The contents were developed as open educational resources (OER) and an experimental broadcast was carried out in the online academic community (SOL network). Finally, the entire process was analyzed and evaluated, both in methodological terms, as well as in the process and results obtained by applying the SWOT analysis. Some obstacles and recommendations emerged, focusing on the available resources and the need for a project with this complexity. multidisciplinary structure for its sustainability, demonstrating that it is possible to create and implement a WebRadio.
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31

Hanák, David. "Zpracování komplexního karotážního měření." Master's thesis, 2018. http://www.nusl.cz/ntk/nusl-388259.

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This thesis is focused on the problem of the determination of shear surfaces of slope instabilities (including fossil ones) from the results of the complex of logging methods. It describes the steps taken during data measurement, processing, and interpretation. All the data comes from the measurements conducted in the boreholes carried out for the geotechnical survey of the sliding area in the immediate proximity of the D8 highway or measurements in a well from the Děčín-Loubí locality. On the second mentioned locality, due to a different well construction, a more extensive logging complex could be carried out. After locating shear surfaces in a slope instability, a comparsion was made to determine whether the results in neighboring boreholes corresponded to each other, and to evaluate which methods (or combination of methods) suits best for the task.
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32

Curry, Elizabeth Ruth. ""Neither the Morning, Nor the Evening Star is So Fair": Virtue and the Soul of the World in Plotinus, Treatise 19 (I, 2) and Treatise 20 (I, 3)." 2013. http://hdl.handle.net/10222/35434.

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In Treatises 19 (I, 2) and 20 (I, 3), Plotinus unfolds several ‘grades’ of virtue by interpreting the Platonic dialogues. Beginning with the goal of Theaetetus, “likeness to god”, Plotinus frames his discussion with a glance to the virtue exhibited by World Soul, giving a cosmic significance to the Delphic command, “know thyself”. Within this cosmic framework, the limited sphere of human, “political” virtues is subordinated to higher forms of purification. Purificatory virtue is revealed as the missing step between the political virtues and their archetypes. This step is mediatory and dynamic; as a lower form of purification, civic virtue is dignified as the necessary condition for the soul’s divinisation. World Soul is the exemplary possessor of perfect virtue, and as such operates as the mediatrix for human souls. This particular mediation illustrates the foundation of virtue for Plotinus: the non-anthropocentric, providential activity of the most contemplative of all souls.
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33

Marrder, Ninozka. "Facebook et la réalité des amis virtuels." Thèse, 2013. http://hdl.handle.net/1866/10234.

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La dernière décennie fut marquée par l’avènement des sites de réseautage social ouvrant la voie à une nouvelle façon de communiquer. Avec 900 millions d’utilisateurs, Facebook est de loin le plus populaire de ces sites (Facebook, 2013). Les caractéristiques propres à cette plateforme, telles que l’information présente en ligne de même que la nature publique des interactions, imposent une réflexion sur son potentiel social. Nombre d’auteurs suggèrent que l’utilisation de Facebook pourrait mener à une augmentation du capital social et plus précisément du capital social de type bridging. Basée sur cette théorisation du réseau social établie par Putnam (2001), cette recherche s’est interrogée sur la participation de Facebook à la restructuration du réseau social chez les jeunes universitaires. Ainsi, 176 étudiants nouvellement arrivés à l’Université de Montréal furent interrogés à l’aide d’un questionnaire et d’entrevues. Cette façon de procéder permit de comparer les interactions que les étudiants ont en ligne aux interactions qu’ils ont en face-à-face. Il ressort de cette recherche que Facebook permet de fixer les liens sociaux naissants et facilite la formation de groupes dans un nouvel environnement. De plus, l’utilisation de cette plateforme accompagne le jeune tout au long de son parcours social et s’inscrit ainsi dans un processus évolutif.
The last decade was marked by the advent of social networking sites, Facebook, with 900 million users, is by far the most popular of these sites (Facebook, 2013). The inherent characteristics of this platform, such as the information archived online as well as the public nature of the interactions, require a reflection on its social potential. Many authors suggested that the use of Facebook could lead to an increase of social capital and more specifically bridging social capital. Based on this theorization of social network established by Putnam (2001), this research questioned the involvement of Facebook during the restructuration of young adults’ social network. Data was retrieved using a questionnaire and interviews from 176 students newly arrived at the University of Montreal. This procedure allowed comparing students online interactions with their offline interactions. It is clear from this research that Facebook secures emerging social ties and facilitates the formation of groups in a new environment. In addition, the use of this platform accompanies the young adults throughout their life trajectories and is part of an evolutionary process.
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TOMÁŠKOVÁ, Kateřina. "Dobro v etickém myšlení Platóna a Aristotela." Master's thesis, 2016. http://www.nusl.cz/ntk/nusl-251613.

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The present thesis deals with the question of goodness in ethical thinking of Plato and Aristotle. The work aims to answer two research questions: How did Plato and Aristotle perceive the essence of goodness in human life? What are we supposed to do in order to accomplish human well-being? The first chapter contains a brief summary of ethical ideas of both philosophers. In the following chapters their concepts of areté, soul and goodness are analysed and compared. The comparison supports the fact that both Plato and Aristotle basically agreed on the essence of human goodness. They consider it the sole criterion of human well-being, both of them connect it with moral values and argue that it can be only achived through life in accordance with the virtues. On the other hand, Plato and Aristotle differ from each other in the way how can be such human goodness and well-being achieved. Aristotle's views based on the ethical issues, however, can not be perceived as totally different from those of Plato, but rather as a further elaboration and supplement of his ideas and opinions.
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35

Polák, Ján. "Místo ctnosti v Plótínově filosofii." Master's thesis, 2018. http://www.nusl.cz/ntk/nusl-390322.

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The place of virtue in the philosophy of Plotinus Abstract The main intention of this thesis is to clarify some aspects of Plotinus's concept of virtue. Significant part of it is a report of J. M. Dillon's article An ethic for the late anthique sage and its comparison with P. Hadot's essay Plotinus or the simplicity of vision, which form a base for characteristics of a dualism between sensual and spiritual world, the body/soul polarity, and relation between higher and lower virtues. Consequently a relationship of a Plotinian sage towards others is being investigated. The result of this thesis confirms that Dillon's interpretation of a radical distinction between polarities mentioned above is exaggerated and his pronouncement of an absence of the element of concern for others in Plotinus's ethical reflextion is basically mistaken. Key words Plotinus, ethics, virtue, neoplatonism, J. M. Dillon, P. Hadot, higher and lower virtues, relation with other, body and soul, sensual and spiritual world, late anthique philosophy.
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36

Normandeau, Geneviève. "Le philosophe et ses jeux : étude sur la notion de jeu appliquée aux discours chez Platon." Thèse, 2008. http://hdl.handle.net/1866/6583.

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37

Kopecká, Pavlína. ""Člověk" u Ibn Rušda a Maimonida." Master's thesis, 2012. http://www.nusl.cz/ntk/nusl-308267.

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This thesis interprets the concept of human being in the work of Maimonides and ibn Rushd, two representatives of major Arab and Jewish medieval philosophy. It combines the ancient Greek philosophical tradition, especially Aristotle, with a religious context. When Maimonides and Ibn Rushd tried to harmonize these two traditions, they had to deal with many opposite views, that stemmed from the difference between religious and ancient world. Behind this intellectual ground have they created the original thesis and approaches to grasping reality, the world and the human being in it. The issue of human being is analyzed in three levels. The first level consists of the relationship between human being and creation, which addresses the question about origin of the world the human soul and the resurrection. The second level, i.e. the man and the world, is devoted to describing a scheme of the world, human knowledge and the theory of prophecy. Ethical and political views are analyzed on the third level, which represents the position of human being in relation to the polis. Keywords Ibn Rushd, Maimonides, Aristotle, Plato, neoplatonism, philosophy, religion, The Koran, Torah, human being, world, creation, eternity, soul, resurrection, emanation, knowledge, illumination, active intellect, prophecy, politics,...
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