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Dissertations / Theses on the topic 'Virtues of Mary'

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1

Clough, Daniel M. "St. Lawrence of Brindisi: Mary in the Psalms as Model of the Spiritual Life." IMRI - Marian Library / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=udmarian1624398994284175.

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McDonald, Dana Noelle. "Self-psychology, virtue ethics, and absolute personalistic idealism in the thought of Mary Whiton Calkins /." Available to subscribers only, 2006. http://proquest.umi.com/pqdweb?did=1240700381&sid=10&Fmt=2&clientId=1509&RQT=309&VName=PQD.

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Harris, Cassondra Fay. "Vice or Virtue? American Interpretations of Elizabeth Whitman and Mary Wollstonecraft in the Late Eighteenth Century." Ohio Dominican University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=odu1556907844923407.

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Kumar, Sanjay. "New abstractions and mechanisms for virtualizing future many-core systems." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2008. http://hdl.handle.net/1853/24644.

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Thesis (Ph.D.)--Computing, Georgia Institute of Technology, 2009.
Committee Chair: Dr. Karsten Schwan; Committee Member: Dr. Calton Pu; Committee Member: Dr. Mustaque Ahamad; Committee Member: Dr. Parthasarathy Ranganathan; Committee Member: Dr. Sudhakar Yalamanchili
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5

Sun, Che. "Many-Light Real-Time Global Illumination using Sparse Voxel Octree." Digital WPI, 2015. https://digitalcommons.wpi.edu/etd-theses/1125.

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"Global illumination (GI) rendering simulates the propagation of light through a 3D volume and its interaction with surfaces, dramatically increasing the fidelity of computer generated images. While off-line GI algorithms such as ray tracing and radiosity can generate physically accurate images, their rendering speeds are too slow for real-time applications. The many-light method is one of many novel emerging real-time global illumination algorithms. However, it requires many shadow maps to be generated for Virtual Point Light (VPL) visibility tests, which reduces its efficiency. Prior solutions restrict either the number or accuracy of shadow map updates, which may lower the accuracy of indirect illumination or prevent the rendering of fully dynamic scenes. In this thesis, we propose a hybrid real-time GI algorithm that utilizes an efficient Sparse Voxel Octree (SVO) ray marching algorithm for visibility tests instead of the shadow map generation step of the many-light algorithm. Our technique achieves high rendering fidelity at about 50 FPS, is highly scalable and can support thousands of VPLs generated on the fly. A survey of current real-time GI techniques as well as details of our implementation using OpenGL and Shader Model 5 are also presented."
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Mabini, Alex T. "Improved usability of locomotion devices using human-centric taxonomy." Thesis, Monterey, Calif. : Naval Postgraduate School, 2009. http://edocs.nps.edu/npspubs/scholarly/theses/2009/Mar/09Mar%5FMabini.pdf.

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Thesis (M.S. in Modeling, Virtual Environments and Simulation (MOVES))--Naval Postgraduate School, March 2009.
Thesis Advisor(s): Darken, Rudolph. "March 2009." Description based on title screen as viewed on May 6, 2009. Author(s) subject terms: Locomotion, Virtual Walking, Taxonomy, Virtual Environments Includes bibliographical references (p. 101-102). Also available in print.
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Maheshwary, Anurag, Edward Franklin Matson, and David DeForest Woods. "Mark II Dual-Mode Vehicle Design and Analysis." Master's thesis, Virginia Tech, 1998. http://hdl.handle.net/10919/37177.

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In the Spring of 1998, the Virtual Corporation at Virginia Tech demonstrated the ability of Linear Switched Reluctance Propulsion (LSRP) to propel a vehicle on a track using only the interaction of a passive magnetic component carried on the vehicle with electromagnets built into the track. The Mark II project was a follow-on effort to complete a thorough design analysis of a second iteration vehicle which features the complete functionality of the original vehicle, with the addition of the ability to enter and exit the LSRP track system using remote control and an electric motor. The new vehicle also features certain design improvements in communications and structural rigidity. This paper elaborates on the process of design and analysis of the vehicle and ramp systems, including detail design drawings, finite element analysis of the vehicle chassis, powertrain subsystem analysis, and detailed analysis of the ramp surface contour design.
Master of Engineering
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Lucca, Ricardo Rodrigues. "MARO : um modelo de emoções usando ontologia." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2012. http://hdl.handle.net/10183/108987.

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Este trabalho apresenta um framework que permite a programação de agentes capazes de perceberem seus próprios estados emocionais. O framework foi desenvolvido em Java com base na plataforma multi-agente Jason, estendendo a base de crenças de agentes Jason a fim de utilizar a ontologia afetiva desenvolvida. Além disso, o ambiente foi construído a partir de uma base de conhecimento que descreve rotinas em ambientes simulados. Um mecanismo de avaliação das emoções baseando-se nas anotações dos objetos foi construído apoiado por uma ontologia de preferência sobre essas anotações. Dessa forma, aplicações de entretenimento poderiam utilizar o sistema ou as bases de conhecimento apresentadas para diferentes propósitos. A criação de um mapa onde os personagens atuam, e a criação da rotina de cada personagem e suas preferências são alguns exemplos de utilizações. Para validação do framework desenvolvido, dois exemplos foram construídos. O primeiro utilizou a maior parte dos grupos afetivos da ontologia proposta, com a finalidade principal de demonstrar o modelo implementado. Já o segundo usa apenas um grupo emotivo e serve para demonstrar a utilização conjunta de todas as ontologias apresentadas.
This work presents a framework built on top of the Jason platform (BORDINI et al., 2004) to allow the development of software agents that have emotional states. The framework was developed in Java and extends the belief base of Jason agents so as to use an ontology for the OCC affective model (ORTONY; COLLINS; CLORE, 1988) that has been created as part of this work. The developed belief base allows an agent to perceive its own emotions throw inferring new beliefs based on the agent’s appraisal of the state of the environment. In addition, a model of agents’ routine tasks was defined, as was a model for agents’ preferences about aspects of environment, helping automate the ascription of emotional states. Finally, in order to validate the developed framework, two applications were developed. The first demonstrates the use of various different emotions from the affective model and the second uses in a single application all the ontologies and models developed as part of this work.
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9

Halfmann, Marc [Verfasser], and Hanspeter A. [Akademischer Betreuer] Mallot. "Place Recognition and Navigation in Virtual Environments / Marc Halfmann ; Betreuer: Hanspeter A. Mallot." Tübingen : Universitätsbibliothek Tübingen, 2016. http://d-nb.info/119812136X/34.

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Yildiz, Faruk. "Implementation of a human avatar for the MARG project in networked virtual environments." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Mar%5FYildiz.pdf.

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Thesis (M.S. in Modeling, Virtual Environments and Simulation (MOVES))--Naval Postgraduate School, March 2004.
Thesis advisor(s): Xiaoping Yun. Includes bibliographical references (p. 61-62). Also available online.
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11

Eldridge, Luci. "Mars, invisible vision and the virtual landscape : immersive encounters with contemporary rover images." Thesis, Royal College of Art, 2017. http://researchonline.rca.ac.uk/2798/.

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How do contemporary imaging devices and the forms in which images are displayed affect our perception of Mars? How are scientists and engineers visually exploring, experiencing and navigating this uninhabitable terrain? Can we better understand this virtual landscape through immersive imaging techniques, or are these simply illusions? At what point does the glitch invade these immersive spaces, throwing us back into the realm of the image? And finally, can the glitch be seen as a method towards another kind of visibility, enabling us to ‘see’ and encounter Mars in productive ways? Through the analysis of contemporary representations of the Martian terrain, Mars, Invisible Vision and the Virtual Landscape: Immersive Encounters with Contemporary Rover Images offers a new contribution to studies of the digital and virtual image. Specifically addressing immersive image forms used in Mars exploration the research is structured around four main case studies: life-size illusions such as panoramas; 3D imaging; false colour imaging; and the concept of a ‘Mars Yard’. The thesis offers a new understanding of human interaction with a landscape only visible through a screen, and how contemporary scientific imaging devices aim to collapse the frame and increase a sense of immersion in the image. Arguing that these representations produce inherently virtual experiences, their transportive power is questioned, highlighting the image as reconstructed – through the presence of a glitch, illusion is broken, revealing the image-as-image. This thesis takes an interdisciplinary approach in which scientific images are analysed through the prism of photography’s relationship to reality, theories of vision and perception, representations of landscape, and digital and virtual image theory. At the heart of this thesis is the act of looking; critical and speculative writing is used to convey immersive encounters with images at NASA and the Jet Propulsion Laboratory (USA); University College London’s Regional Planetary Imaging Facility; Airbus Defence and Space (UK); the photographic archive at the V&A; and the Panorama Mesdag (Netherlands). The research re-examines scientific forms of images against examples from the history of visual culture (be it art or popular culture) to draw parallels between different ways of seeing, representing and discovering the unknown. The eyes of the Mars rovers provide viewpoints through which we regard an alien terrain: windows upon unknown worlds. Rover images bridge a gap between what is known and unknown, between what is visible and invisible. The rover is our surrogate, an extension of our vision that portrays an intuitively comprehensible landscape. Yet this landscape remains totally out of reach, millions of miles away. This distance is an impenetrable boundary – both physically and metaphorically – that new technologies are trying to break. Mars, Invisible Vision and the Virtual Landscape offers a two-way impact, constituting a new approach to the relationship between real and imagined images in order to demonstrate that the real Mars, however it is represented and perceived, remains distant and detached.
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McCarthy, Avril Dawn. "Development and validation of a virtual environment as a training tool for surgeons in knee arthroscopy." Thesis, University of Sheffield, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.366114.

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13

Monzali, Andrea. "Gpu-based many-core architecture emulation: A double level approach." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2013. http://amslaurea.unibo.it/6219/.

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The efficient emulation of a many-core architecture is a challenging task, each core could be emulated through a dedicated thread and such threads would be interleaved on an either single-core or a multi-core processor. The high number of context switches will results in an unacceptable performance. To support this kind of application, the GPU computational power is exploited in order to schedule the emulation threads on the GPU cores. This presents a non trivial divergence issue, since GPU computational power is offered through SIMD processing elements, that are forced to synchronously execute the same instruction on different memory portions. Thus, a new emulation technique is introduced in order to overcome this limitation: instead of providing a routine for each ISA opcode, the emulator mimics the behavior of the Micro Architecture level, here instructions are date that a unique routine takes as input. Our new technique has been implemented and compared with the classic emulation approach, in order to investigate the chance of a hybrid solution.
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Roth, Daniel [Verfasser], and Marc Erich [Gutachter] Latoschik. "Intrapersonal, Interpersonal, and Hybrid Interactions in Virtual Reality / Daniel Roth ; Gutachter: Marc Erich Latoschik." Würzburg : Universität Würzburg, 2020. http://d-nb.info/120436673X/34.

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Lindlbauer, David [Verfasser], Marc [Akademischer Betreuer] Alexa, Marc [Gutachter] Alexa, Ravin [Gutachter] Balakrishnan, and Jörg [Gutachter] Müller. "Bridging the virtual world and the physical world with optically dynamic interfaces / David Lindlbauer ; Gutachter: Marc Alexa, Ravin Balakrishnan, Jörg Müller ; Betreuer: Marc Alexa." Berlin : Technische Universität Berlin, 2018. http://d-nb.info/1164076523/34.

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16

Courgeon, Matthieu. "Marc : modèles informatiques des émotions et de leurs expressions faciales pour l’interaction Homme-machine affective temps réel." Thesis, Paris 11, 2011. http://www.theses.fr/2011PA112255/document.

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Les émotions et leurs expressions par des agents virtuels sont deux enjeux importants pour les interfaces homme-machine affectives à venir. En effet, les évolutions récentes des travaux en psychologie des émotions, ainsi que la progression des techniques de l’informatique graphique, permettent aujourd’hui d’animer des personnages virtuels réalistes et capables d’exprimer leurs émotions via de nombreuses modalités. Si plusieurs systèmes d’agents virtuels existent, ils restent encore limités par la diversité des modèles d’émotions utilisés, par leur niveau de réalisme, et par leurs capacités d’interaction temps réel. Dans nos recherches, nous nous intéressons aux agents virtuels capables d’exprimer des émotions via leurs expressions faciales en situation d’interaction avec l’utilisateur. Nos travaux posent de nombreuses questions scientifiques et ouvrent sur les problématiques suivantes : Comment modéliser les émotions en informatique en se basant sur les différentes approches des émotions en psychologie ? Quel niveau de réalisme visuel de l’agent est nécessaire pour permettre une bonne expressivité émotionnelle ? Comment permettre l’interaction temps réel avec un agent virtuel ? Comment évaluer l’impact des émotions exprimées par l’agent virtuel sur l’utilisateur ? A partir de ces problématiques, nous avons axé nos travaux sur la modélisation informatique des émotions et sur leurs expressions faciales par un personnage virtuel réaliste. En effet, les expressions faciales sont une modalité privilégiée de la communication émotionnelle. Notre objectif principal est de contribuer l’amélioration de l’interaction entre l’utilisateur et un agent virtuel expressif. Nos études ont donc pour objectif de mettre en lumière les avantages et les inconvénients des différentes approches des émotions ainsi que des méthodes graphiques étudiées. Nous avons travaillé selon deux axes de recherches complémentaires. D’une part, nous avons exploré différentes approches des émotions (catégorielle, dimensionnelle, cognitive, et sociale). Pour chacune de ces approches, nous proposons un modèle informatique et une méthode d’animation faciale temps réel associée. Notre second axe de recherche porte sur l’apport du réalisme visuel et du niveau de détail graphique à l’expressivité de l’agent. Cet axe est complémentaire au premier, car un plus grand niveau de détail visuel pourrait permettre de mieux refléter la complexité du modèle émotionnel informatique utilisé. Les travaux que nous avons effectués selon ces deux axes ont été évalués par des études perceptives menées sur des utilisateurs.La combinaison de ces deux axes de recherche est rare dans les systèmes d’agents virtuels expressifs existants. Ainsi, nos travaux ouvrent des perspectives pour l’amélioration de la conception d’agents virtuels expressifs et de la qualité de l’interaction homme machine basée sur les agents virtuels expressifs interactifs. L’ensemble des logiciels que nous avons conçus forme notre plateforme d’agents virtuels MARC (Multimodal Affective and Reactive Characters). MARC a été utilisée dans des applications de natures diverses : jeu, intelligence ambiante, réalité virtuelle, applications thérapeutiques, performances artistiques, etc
Emotions and their expressions by virtual characters are two important issues for future affective human-machine interfaces. Recent advances in psychology of emotions as well as recent progress in computer graphics allow us to animate virtual characters that are capable of expressing emotions in a realistic way through various modalities. Existing virtual agent systems are often limited in terms of underlying emotional models, visual realism, and real-time interaction capabilities. In our research, we focus on virtual agents capable of expressing emotions through facial expressions while interacting with the user. Our work raises several issues: How can we design computational models of emotions inspired by the different approaches to emotion in Psychology? What is the level of visual realism required for the agent to express emotions? How can we enable real-time interaction with a virtual agent? How can we evaluate the impact on the user of the emotions expressed by the virtual agent? Our work focuses on computational modeling of emotions inspired by psychological theories of emotion and emotional facial expressions by a realistic virtual character. Facial expressions are known to be a privileged emotional communication modality. Our main goal is to contribute to the improvement of the interaction between a user and an expressive virtual agent. For this purpose, our research highlights the pros and cons of different approaches to emotions and different computer graphics techniques. We worked in two complementary directions. First, we explored different approaches to emotions (categorical, dimensional, cognitive, and social). For each of these approaches, a computational model has been designed together with a method for real-time facial animation. Our second line of research focuses on the contribution of visual realism and the level of graphic detail of the expressiveness of the agent. This axis is complementary to the first one, because a greater level of visual detail could contribute to a better expression of the complexity of the underlying computational model of emotion. Our work along these two lines was evaluated by several user-based perceptual studies. The combination of these two lines of research is seldom in existing expressive virtual agents systems. Our work opens future directions for improving human-computer interaction based on expressive and interactive virtual agents. The software modules that we have designed are integrated into our platform MARC (Multimodal Affective and Reactive Characters). MARC has been used in various kinds of applications: games, ubiquitous intelligence, virtual reality, therapeutic applications, performance art, etc
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Sinav, Alper. "Analysis and modeling of the virtual human interface for the MARG body tracking system using quaternions." Thesis, Monterey, California. Naval Postgraduate School, 2002. http://hdl.handle.net/10945/6018.

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Approved for public release; distribution unlimited
This thesis done in cooperation with the MOVES Institute
Mathematicians have used quaternions for about a hundred years. Today they are an important part of computer graphics and simulation systems. This thesis takes an analytical approach to quaternions by using them in the construction of a virtual human for sourceless Magnetic Accelerometer Rate Sensor (MARG) body tracking system. Virtual citizens will be a reflection of our personalities in cyberspace. Prophecies say they may take control in the virtual world and govern themselves too. One of the objectives of this thesis is to design a seamless and realistic humanoid from laser scan data clouds. This humanoid will be compatible with motion capture systems and networked virtual environments. Second objective of this thesis is to search for the answers related to the optimal real-time representation of an articulated virtual human, maintaining a high level of visual fidelity within networked cyberspace. While visual detail and fidelity have been and will continue to be a major ongoing interest within the computer graphics community, the idea of sourceless body tracking is still in its early stages. MARG body tracking is one of the successful approaches to body tracking systems. This thesis proposes a networked quaternion based real-time virtual human interface for the MARG body tracking system.
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Méndez, Real Maria. "Spatial Isolation against Logical Cache-based Side-Channel Attacks in Many-Core Architectures." Thesis, Lorient, 2017. http://www.theses.fr/2017LORIS454/document.

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L’évolution technologique ainsi que l’augmentation incessante de la puissance de calcul requise par les applications font des architectures ”many-core” la nouvelle tendance dans la conception des processeurs. Ces architectures sont composées d’un grand nombre de ressources de calcul (des centaines ou davantage) ce qui offre du parallélisme massif et un niveau de performance très élevé. En effet, les architectures many-core permettent d’exécuter en parallèle un grand nombre d’applications, venant d’origines diverses et de niveaux de sensibilité et de confiance différents, tout en partageant des ressources physiques telles que des ressources de calcul, de mémoire et de communication. Cependant, ce partage de ressources introduit également des vulnérabilités importantes en termes de sécurité. En particulier, les applications sensibles partageant des mémoires cache avec d’autres applications, potentiellement malveillantes, sont vulnérables à des attaques logiques de type canaux cachés basées sur le cache. Ces attaques, permettent à des applications non privilégiées d’accéder à des informations secrètes sensibles appartenant à d’autres applications et cela malgré des méthodes de partitionnement existantes telles que la protection de la mémoire et la virtualisation. Alors que d’importants efforts ont été faits afin de développer des contremesures à ces attaques sur des architectures multicoeurs, ces solutions n’ont pas été originellement conçues pour des architectures many-core récemment apparues et nécessitent d’être évaluées et/ou revisitées afin d’être applicables et efficaces pour ces nouvelles technologies. Dans ce travail de thèse, nous proposons d’étendre les services du système d’exploitation avec des mécanismes de déploiement d’applications et d’allocation de ressources afin de protéger les applications s’exécutant sur des architectures many-core contre les attaques logiques basées sur le cache. Plusieurs stratégies de déploiement sont proposées et comparées à travers différents indicateurs de performance. Ces contributions ont été implémentées et évaluées par prototypage virtuel basé sur SystemC et sur la technologie ”Open Virtual Platforms” (OVP)
The technological evolution and the always increasing application performance demand have made of many-core architectures the necessary new trend in processor design. These architectures are composed of a large number of processing resources (hundreds or more) providing massive parallelism and high performance. Indeed, many-core architectures allow a wide number of applications coming from different sources, with a different level of sensitivity and trust, to be executed in parallel sharing physical resources such as computation, memory and communication infrastructure. However, this resource sharing introduces important security vulnerabilities. In particular, sensitive applications sharing cache memory with potentially malicious applications are vulnerable to logical cache-based side-channel attacks. These attacks allow an unprivileged application to access sensitive information manipulated by other applications despite partitioning methods such as memory protection and virtualization. While a lot of efforts on countering these attacks on multi-core architectures have been done, these have not been designed for recently emerged many-core architectures and require to be evaluated, and/or revisited in order to be practical for these new technologies. In this thesis work, we propose to enhance the operating system services with security-aware application deployment and resource allocation mechanisms in order to protect sensitive applications against cached-based attacks. Different application deployment strategies allowing spatial isolation are proposed and compared in terms of several performance indicators. Our proposal is evaluated through virtual prototyping based on SystemC and Open Virtual Platforms(OVP) technology
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Coraiola, Sheyla Mara. "Mapas conceituais em fóruns de discussão realizados em ambientes virtuais de aprendizagem / Sheyla Mara Coraiola ; orientador, Flávio Bortolozzi." reponame:Biblioteca Digital de Teses e Dissertações da PUC_PR, 2007. http://www.biblioteca.pucpr.br/tede/tde_busca/arquivo.php?codArquivo=688.

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Dissertação (mestrado) - Pontifícia Universidade Católica do Paraná, Curitiba, 2007
Inclui bibliografia
Em meio às diversas mudanças tecnológicas e sociais, a construção do conhecimento torna-se cada vez mais imprescindível. Com isso faz-se necessário refletir sobre as práticas pedagógicas tradicionais. Os ambientes virtuais de aprendizagem (AVA), incentiva
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Gupta, Vishakha. "Coordinated system level resource management for heterogeneous many-core platforms." Diss., Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/42750.

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A challenge posed by future computer architectures is the efficient exploitation of their many and sometimes heterogeneous computational cores. This challenge is exacerbated by the multiple facilities for data movement and sharing across cores resident on such platforms. To answer the question of how systems software should treat heterogeneous resources, this dissertation describes an approach that (1) creates a common manageable pool for all the resources present in the platform, and then (2) provides virtual machines (VMs) with multiple `personalities', flexibly mapped to and efficiently run on the heterogeneous underlying hardware. A VM's personality is its execution context on the different types of available processing resources usable by the VM. We provide mechanisms for making such platforms manageable and evaluate coordinated scheduling policies for mapping different VM personalities on heterogeneous hardware. Towards that end, this dissertation contributes technologies that include (1) restructuring hypervisor and system functions to create high performance environments that enable flexibility of execution and data sharing, (2) scheduling and other resource management infrastructure for supporting diverse application needs and heterogeneous platform characteristics, and (3) hypervisor level policies to permit efficient and coordinated resource usage and sharing. Experimental evaluations on multiple heterogeneous platforms, like one comprised of x86-based cores with attached NVIDIA accelerators and others with asymmetric elements on chip, demonstrate the utility of the approach and its ability to efficiently host diverse applications and resource management methods.
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Espasa, Roca Anna. "El feedback en el marc de la regulació de l'aprenentatge: caracteritizació i anàlisi en un entorn formatiu en línia." Doctoral thesis, Universitat Oberta de Catalunya, 2009. http://hdl.handle.net/10803/9128.

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L'objectiu d'aquesta tesi doctoral és l'estudi de l'activitat educativa en línea posant atenció en els processos de feedback com a promotors de la regulació de l'aprenentatge. Des d'una aproximació socio-constructivista, s'ha elaborat una primera part teòrica fonamentada, en primer lloc, en les teories de l'aprenentatge i les teories de l'educació a distància; en segon lloc, en els processos de regulació de l'aprenentatge per acabar, en darrer lloc, amb la conceptualització del feedback en el context de l'ensenyament i l'aprenentatge en línia.
La segona part de la recerca permet, inicialment, descriure de forma exploratòria els processos de feedback en nou assignatures de diferent naturalesa i propietats. Aquesta descripció facilita la selecció de les tres assignatures que, sota uns criteris predefinits, han estat considerades les més regulatives. En la part final de la recerca hem caracteritzat els processos de feedback d'aquestes assignatures a partir de l'anàlisi de la interacció educativa en línia.
En síntesi, aquest estudi permet posar de manifest la importància del feedback en els entorns d'ensenyament i aprenentatge asincrònics i escrits.
This research aims to respond to some difficulties emerging from the characteristics of an online environment, i.e. asynchronous and based on written communication. In this context, it is not easy to gather evidence showing that students are progressing towards achieving learning objectives. One of the mechanisms teachers have to facilitate learning is giving feedback during the educational activity. The focus of this research is to identify and characterize feedback processes in the specific context of online teaching and learning.

Feedback is conceptualized as a source of external regulation, provided by an agent whose aim is to promote the regulation of learning in order to facilitate the construction of knowledge. Little empirical study has so far been done around this research issue.

Two studies conform this dissertation. The first one is a quantitative study aiming to provide a general exploratory description of the feedback given in nine courses of different nature developed online. The results obtained allow us to identify the presence of feedback in virtual classrooms and a general exploratory description of the feedback from the student's point of view. The second study presents a micro-level analysis of the characteristics of feedback given by the teacher in the three courses which have been selected because, potentially, promote at their best the regulation of online learning.
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Melchiorri, Riccardo. "Calibration et préparation à la spectro-imagerie planétaire." Paris 7, 2004. http://www.theses.fr/2004PA077218.

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Wang, Boqian. "High-Performance Network-on-Chip Design for Many-Core Processors." Licentiate thesis, KTH, Elektronik och inbyggda system, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-283517.

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With the development of on-chip manufacturing technologies and the requirements of high-performance computing, the core count is growing quickly in Chip Multi/Many-core Processors (CMPs) and Multiprocessor System-on-Chip (MPSoC) to support larger scale parallel execution. Network-on-Chip (NoC) has become the de facto solution for CMPs and MPSoCs in addressing the communication challenge. In the thesis, we tackle a few key problems facing high-performance NoC designs. For general-purpose CMPs, we encompass a full system perspective to design high-performance NoC for multi-threaded programs. By exploring the cache coherence under the whole system scenario, we present a smart communication service called Advance Virtual Channel Reservation (AVCR) to provide a highway to target packets, which can greatly reduce their contention delay in NoC. AVCR takes advantage of the fact that we can know or predict the destination of some packets ahead of their arrival at the Network Interface (NI). Exploiting the time interval before a packet is ready, AVCR establishes an end-to-end highway from the source NI to the destination NI. This highway is built up by reserving the Virtual Channel (VC) resources ahead of the target packet transmission and offering priority service to flits in the reserved VC in the wormhole router, which can avoid the target packets’ VC allocation and switch arbitration delay. Besides, we also propose an admission control method in NoC with a centralized Artificial Neural Network (ANN) admission controller, which can improve system performance by predicting the most appropriate injection rate of each node using the network performance information. In the online control process, a data preprocessing unit is applied to simplify the ANN architecture and make the prediction results more accurate. Based on the preprocessed information, the ANN predictor determines the control strategy and broadcasts it to each node where the admission control will be applied. For application-specific MPSoCs, we focus on developing high-performance NoC and NI compatible with the common AMBA AXI4 interconnect protocol. To offer the possibility of utilizing the AXI4 based processors and peripherals in the on-chip network based system, we propose a whole system architecture solution to make the AXI4 protocol compatible with the NoC based communication interconnect in the many-core system. Due to possible out-of-order transmission in the NoC interconnect, which conflicts with the ordering requirements specified by the AXI4 protocol, in the first place, we especially focus on the design of the transaction ordering units, realizing a high-performance and low cost solution to the ordering requirements. The microarchitectures and the functionalities of the transaction ordering units are also described and explained in detail for ease of implementation. Then, we focus on the NI and the Quality of Service (QoS) support in NoC. In our design, the NI is proposed to make the NoC architecture independent from the AXI4 protocol via message format conversion between the AXI4 signal format and the packet format, offering high flexibility to the NoC design. The NoC based communication architecture is designed to support high-performance multiple QoS schemes. The NoC system contains Time Division Multiplexing (TDM) and VC subnetworks to apply multiple QoS schemes to AXI4 signals with different QoS tags and the NI is responsible for traffic distribution between two subnetworks. Besides, a QoS inheritance mechanism is applied in the slave-side NI to support QoS during packets’ round-trip transfer in NoC.
Med utvecklingen av tillverkningsteknologi av on-chip och kraven på högpresterande da-toranläggning växer kärnantalet snabbt i Chip Multi/Many-core Processors (CMPs) ochMultiprocessor Systems-on-Chip (MPSoCs) för att stödja större parallellkörning. Network-on-Chip (NoC) har blivit den de facto lösningen för CMP:er och MPSoC:er för att mötakommunikationsutmaningen. I uppsatsen tar vi upp några viktiga problem med hög-presterande NoC-konstruktioner.Allmänna CMP:er omfattas ett fullständigt systemperspektiv för att design högprester-ande NoC för flertrådad program. Genom att utforska cachekoherensen under hela system-scenariot presenterar vi en smart kommunikationstjänst, AVCR (Advance Virtual ChannelReservation) för att tillhandahålla en motorväg till målpaket, vilket i hög grad kan min-ska deras förseningar i NoC. AVCR utnyttjar det faktum att vi kan veta eller förutsägadestinationen för vissa paket före deras ankomst till nätverksgränssnittet (Network inter-face, NI). Genom att utnyttja tidsintervallet innan ett paket är klart, etablerar AVCRen ände till ände motorväg från källan NI till destinationen NI. Denna motorväg byggsupp genom att reservera virtuell kanal (Virtual Channel, VC) resurser före målpaket-söverföringen och erbjuda prioriterade tjänster till flisar i den reserverade VC i wormholerouter. Dessutom föreslår vi också en tillträdeskontrollmetod i NoC med en centraliseradartificiellt neuronät (Artificial Neural Network, ANN) tillträdeskontroll, som kan förbättrasystemets prestanda genom att förutsäga den mest lämpliga injektionshastigheten för varjenod via nätverksprestationsinformationen. I onlinekontrollprocessen används en förbehan-dlingsenhet på data för att förenkla ANN-arkitekturen och göra förutsägningsresultatenmer korrekta. Baserat på den förbehandlade informationen bestämmer ANN-prediktornkontrollstrategin och sänder den till varje nod där tillträdeskontrollen kommer att tilläm-pas.För applikationsspecifika MPSoC:er fokuserar vi på att utveckla högpresterande NoCoch NI kompatibla med det gemensamma AMBA AXI4 protokoll. För att erbjuda möj-ligheten att använda AXI4-baserade processorer och kringutrustning i det on-chip baseradenätverkssystemet föreslår vi en hel systemarkitekturlösning för att göra AXI4 protokolletkompatibelt med den NoC-baserade kommunikation i det multikärnsystemet. På grundav den out-of-order överföring i NoC, som strider mot ordningskraven som anges i AXI4-protokollet, fokuserar vi i första hand på utformningen av transaktionsordningsenheterna,för att förverkliga en hög prestanda och låg kostnad-lösning på ordningskraven. Sedanfokuserar vi på NI och Quality of Service (QoS)-stödet i NoC. I vår design föreslås NI attgöra NoC-arkitekturen oberoende av AXI4-protokollet via meddelandeformatkonverteringmellan AXI4 signalformatet och paketformatet, vilket erbjuder NoC-designen hög flexi-bilitet. Den NoC-baserade kommunikationsarkitekturen är utformad för att stödja fleraQoS-schema med hög prestanda. NoC-systemet innehåller Time-Division Multiplexing(TDM) och VC-subnät för att tillämpa flera QoS-scheman på AXI4-signaler med olikaQoS-taggar och NI ansvarar för trafikdistribution mellan två subnät. Dessutom tillämpasen QoS-arvsmekanism i slav-sidan NI för att stödja QoS under paketets tur-returöverföringiNoC

QC 20201008

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Lewis, Randall Lee. "DEVELOPMENT OF NORTHROP-GRUMMAN MARK VIIE TRAINING UNIT AND WIRELESS VIDEO SYSTEM FOR USE IN IMMERSIVE ENVIRONMENTS." UKnowledge, 2014. http://uknowledge.uky.edu/ece_etds/49.

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A training unit has been developed that allows NVESD researchers to develop training simulations within virtual environments to enhance infantry skill and awareness. A ground station was developed to house a computer, power system, and video transmission system. This station will allow for a remote operator to wirelessly send a video/audio stream to the handset. The ground station also allows the use of external video and audio inputs to be sent using onboard converters. Different wireless frequencies were evaluated to determine the best for long-range transmission of content. A handset was developed from a carbon fiber prototype shell. The handset features a video receiver, display, power system, OSD system, and external video inputs. The user can view transmitted video and audio while obtaining real-time GPS feedback from the OSD. The alternate video input allows the handset to be used within the virtual environments developed at the University of Kentucky’s Center for Visualization for virtual environments. This thesis will present the research conducted in order to develop Mark VIIE training unit including the requirements for the project, the desired functionality, the NVESD provided equipment, the analysis of the prospective components, the design of custom fabricated parts, and the assembly and integration of the components into a complete system.
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Dias, Tânia Mara. "Bibliotecas virtuais/digitais : suas ferramentase contribuições na educação superior - o caso da PUCPR / Tânia Mara Dias ; orientador, Paulo Roberto Alcântara." reponame:Biblioteca Digital de Teses e Dissertações da PUC_PR, 2008. http://www.biblioteca.pucpr.br/tede/tde_busca/arquivo.php?codArquivo=1149.

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Dissertação (mestrado) - Pontifícia Universidade Católica do Paraná, Curitiba, 2008
Bibliografia: f. 92-97
Com o presente estudo pretende-se identificar as contribuições que a Biblioteca Virtual/Digital traz ao processo ensino-aprendizagem na Pontifícia Universidade Católica do Paraná - PUCPR. Buscando na literatura científica informações sobre este tipo de bi
The present study is intended to identify the contributions that the Virtual/Digital Library brings to the teaching and learning process at the Pontifical Catholic University of Parana - PUCPR. The searching of information about this type of library on th
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Courgeon, Matthieu. "Marc : modèles informatiques des émotions et de leurs expressions faciales pour l'interaction Homme-machine affective temps réel." Phd thesis, Université Paris Sud - Paris XI, 2011. http://tel.archives-ouvertes.fr/tel-00651467.

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Les émotions et leurs expressions par des agents virtuels sont deux enjeux importants pour les interfaces homme-machine affectives à venir. En effet, les évolutions récentes des travaux en psychologie des émotions, ainsi que la progression des techniques de l'informatique graphique, permettent aujourd'hui d'animer des personnages virtuels réalistes et capables d'exprimer leurs émotions via de nombreuses modalités. Si plusieurs systèmes d'agents virtuels existent, ils restent encore limités par la diversité des modèles d'émotions utilisés, par leur niveau de réalisme, et par leurs capacités d'interaction temps réel. Dans nos recherches, nous nous intéressons aux agents virtuels capables d'exprimer des émotions via leurs expressions faciales en situation d'interaction avec l'utilisateur. Nos travaux posent de nombreuses questions scientifiques et ouvrent sur les problématiques suivantes : Comment modéliser les émotions en informatique en se basant sur les différentes approches des émotions en psychologie ? Quel niveau de réalisme visuel de l'agent est nécessaire pour permettre une bonne expressivité émotionnelle ? Comment permettre l'interaction temps réel avec un agent virtuel ? Comment évaluer l'impact des émotions exprimées par l'agent virtuel sur l'utilisateur ? A partir de ces problématiques, nous avons axé nos travaux sur la modélisation informatique des émotions et sur leurs expressions faciales par un personnage virtuel réaliste. En effet, les expressions faciales sont une modalité privilégiée de la communication émotionnelle. Notre objectif principal est de contribuer l'amélioration de l'interaction entre l'utilisateur et un agent virtuel expressif. Nos études ont donc pour objectif de mettre en lumière les avantages et les inconvénients des différentes approches des émotions ainsi que des méthodes graphiques étudiées. Nous avons travaillé selon deux axes de recherches complémentaires. D'une part, nous avons exploré différentes approches des émotions (catégorielle, dimensionnelle, cognitive, et sociale). Pour chacune de ces approches, nous proposons un modèle informatique et une méthode d'animation faciale temps réel associée. Notre second axe de recherche porte sur l'apport du réalisme visuel et du niveau de détail graphique à l'expressivité de l'agent. Cet axe est complémentaire au premier, car un plus grand niveau de détail visuel pourrait permettre de mieux refléter la complexité du modèle émotionnel informatique utilisé. Les travaux que nous avons effectués selon ces deux axes ont été évalués par des études perceptives menées sur des utilisateurs.La combinaison de ces deux axes de recherche est rare dans les systèmes d'agents virtuels expressifs existants. Ainsi, nos travaux ouvrent des perspectives pour l'amélioration de la conception d'agents virtuels expressifs et de la qualité de l'interaction homme machine basée sur les agents virtuels expressifs interactifs. L'ensemble des logiciels que nous avons conçus forme notre plateforme d'agents virtuels MARC (Multimodal Affective and Reactive Characters). MARC a été utilisée dans des applications de natures diverses : jeu, intelligence ambiante, réalité virtuelle, applications thérapeutiques, performances artistiques, etc.
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Bonello, Guillaume. "Etalonnage au sol d'expériences spatiales de spectro-imagerie visible et proche infrarouge pour l'étude de surfaces planétaires : cas de VIRTIS sur ROSETTA et OMEGA sur MARS-EXPRESS." Paris 11, 2001. http://www.theses.fr/2001PA112341.

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Cette thèse est consacrée à l'étude, la réalisation, la qualification et la mise en oeuvre d'un dispositif expérimental d'étalonnage au sol pour les expériences spatiales de spectro-imagerie fonctionnant dans la domaine visible et proche infrarouge VIRTIS et OMEGA. Dans les 20 dernières années, la spectro-imagerie s'est imposée comme une technique de télédétection unique pour étudier les surfaces et les atmosphères des objets planétaires, de manière préparatoire ou complémentaire aux analyses in-situ. Mais les expériences passés ont aussi montré toute la complexité de l'analyse des mesures issues de ce type d'instruments : des artefacts instrumentaux peuvent engendrer une mauvaise interprétation des données acquises entraînant une mise en échec des scénarios scientifiques déduits. Ces biais ne peuvent être levés que par une minutieuse analyse des réponses instrumentales des expériences développées, elle nécessite d'apporter un soin particulier à la phase d'étalonnage devenant partie prenante de l'analyse scientifique. La première partie de ce travail a consisté à élaborer un cahier des charges du dispositif en fonction des performances des expériences étudiées. Les études relatives aux différents sous-ensembles conduisant à la réalisation du dispositif d'étalonnage ont pu ensuite être menées. La validation et la caractérisation des performances intrinsèques de ce dispositif ont constitué la plus grande partie des résultats de ce travail étant donnés qu'elles conditionnent la qualité de l'étalonnage et donc le retour scientifique des expériences. Ceux-ci ont montré la parfaite adéquation du dispositif réalisé aux spécifications requises. La mise en oeuvre du dispositif dans le cadre de l'étalonnage du modèle de vol de VIRTIS a confirmé ces résultats. Dans le cas d'OMEGA, des mesures directes d'échantillons minéralogiques observés en réflectance augmentera, pour la première fois, les possibilités de préparation de la réduction de données de la mission scientifique
This thesis is dedicated to the study, the implementation, the qualification and the use of a ground calibration set-up for the visible and near infrared imaging spectrometer space experiments VIRTIS and OMEGA. Over the past 20 years, imaging spectrometry was essential to remote sensing surfaces and atmospheres of planetary objects, prior and in addition to in-situ analyses. However, the last experiments also showed the complexity of the analyses of measurements resulting from this type of instruments. Indeed, artifacts from the instrument can generate wrong interpretations of the data and consequently of the inferred scientific scenarios. This needs a meticulous analysis of the instrumental responses of the developed experiments, taking a particular care to the calibration phase becoming part of the scientific analysis process. The first part of this work consisted in working out a specification document of the set-up according to the performances of the studied experiments. We could then carry out the studies relating to the various subsets leading to the realization of the calibration set-up. The validation and the characterization of the intrinsic performances of this set-up constituted most of the results of this work since they condition the quality of the calibration and thus the scientific return of the experiments. These results showed the perfect adequacy of the device carried out with the necessary specifications. The use of the device within the framework of the calibration of the VIRTIS flight model confirmed these results. In the case of OMEGA, direct measurements of mineralogical samples observed in reflectance will increase, for the first time, the possibilities of preparation of the scientific data reduction
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Diwischek, Lisa [Verfasser], Matthias [Akademischer Betreuer] Rötting, Matthias [Gutachter] Rötting, and Mark [Gutachter] Vollrath. "Method generation for the evaluation of virtual buttons with multimodal feedback / Lisa Diwischek ; Gutachter: Matthias Rötting, Mark Vollrath ; Betreuer: Matthias Rötting." Berlin : Technische Universität Berlin, 2016. http://d-nb.info/1156183634/34.

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29

Du, Minzhen. "Assessment of a Low Cost IR Laser Local Tracking Solution for Robotic Operations." Thesis, Virginia Tech, 2021. http://hdl.handle.net/10919/103320.

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This thesis aimed to assess the feasibility of using an off-the-shelf virtual reality tracking system as a low cost precision pose estimation solution for robotic operations in both indoor and outdoor environments. Such a tracking solution has the potential of assisting critical operations related to planetary exploration missions, parcel handling/delivery, and wildfire detection/early warning systems. The boom of virtual reality experiences has accelerated the development of various low-cost, precision indoor tracking technologies. For the purpose of this thesis we choose to adapt the SteamVR Lighthouse system developed by Valve, which uses photo-diodes on the trackers to detect the rotating IR laser sheets emitted from the anchored base stations, also known as lighthouses. Some previous researches had been completed using the first generation of lighthouses, which has a few limitations on communication from lighthouses to the tracker. A NASA research has cited poor tracking performance under sunlight. We choose to use the second generation lighthouses which has improved the method of communication from lighthouses to the tracker, and we performed various experiments to assess their performance outdoors, including under sunlight. The studies of this thesis have two stages, the first stage focused on a controlled, indoor environment, having an Unmanned Aerial Vehicle (UAS) perform repeatable flight patterns and simultaneously tracked by the Lighthouse and a reference indoor tracking system, which showed that the tracking precision of the lighthouse is comparable to the industrial standard indoor tracking solution. The second stage of the study focused on outdoor experiments with the tracking system, comparing UAS flights between day and night conditions as well as positioning accuracy assessments with a CNC machine under indoor and outdoor conditions. The results showed matching performance between day and night while still comparable to industrial standard indoor tracking solution down to centimeter precision, and matching simulated CNC trajectory down to millimeter precision. There is also some room for improvement in regards to the experimental method and equipment used, as well as improvements on the tracking system itself needed prior to adaptation in real-world applications.
Master of Science
This thesis aimed to assess the feasibility of using an off-the-shelf virtual reality tracking system as a low cost precision pose estimation solution for robotic operations in both indoor and outdoor environments. Such a tracking solution has the potential of assisting critical operations related to planetary exploration missions, parcel handling/delivery, and wildfire detection/early warning systems. The boom of virtual reality experiences has accelerated the development of various low-cost, precision indoor tracking technologies. For the purpose of this thesis we choose to adapt the SteamVR Lighthouse system developed by Valve, which uses photo-diodes on the trackers to detect the rotating IR laser sheets emitted from the anchored base stations, also known as lighthouses. Some previous researches had been completed using the first generation of lighthouses, which has a few limitations on communication from lighthouses to the tracker. A NASA research has cited poor tracking performance under sunlight. We choose to use the second generation lighthouses which has improved the method of communication from lighthouses to the tracker, and we performed various experiments to assess their performance outdoors, including under sunlight. The studies of this thesis have two stages, the first stage focused on a controlled, indoor environment, having an Unmanned Aerial Vehicle (UAS) perform repeatable flight patterns and simultaneously tracked by the Lighthouse and a reference indoor tracking system, which showed that the tracking precision of the lighthouse is comparable to the industrial standard indoor tracking solution. The second stage of the study focused on outdoor experiments with the tracking system, comparing UAS flights between day and night conditions as well as positioning accuracy assessments with a CNC machine under indoor and outdoor conditions. The results showed matching performance between day and night while still comparable to industrial standard indoor tracking solution down to centimeter precision, and matching simulated CNC trajectory down to millimeter precision. There is also some room for improvement in regards to the experimental method and equipment used, as well as improvements on the tracking system itself needed prior to adaptation in real-world applications.
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30

Tran, Trung Thai Verfasser], Antonello [Akademischer Betreuer] [Monti, and David Mark [Akademischer Betreuer] Raisz. "Advanced hierarchical control structure for virtual oscillator-based distributed generation in multi-bus microgrids under different grid dynamics and disturbances / Trung Thai Tran ; Antonello Monti, David Mark Raisz." Aachen : Universitätsbibliothek der RWTH Aachen, 2021. http://d-nb.info/1238603173/34.

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Draheim, Patrick [Verfasser], Gabriel [Akademischer Betreuer] Zachmann, Gabriel [Gutachter] Zachmann, and Marc-Erich [Gutachter] Latoschik. "New Concepts for Virtual Testbeds : Data Mining Algorithms for Blackbox Optimization based on Wait-Free Concurrency and Generative Simulation / Patrick Draheim ; Gutachter: Gabriel Zachmann, Marc-Erich Latoschik ; Betreuer: Gabriel Zachmann." Bremen : Staats- und Universitätsbibliothek Bremen, 2018. http://d-nb.info/1176103636/34.

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32

Metcalf, Kathryne Young. "Technophobia: Exploring Fearful Virtuality." Bowling Green State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1558442740070796.

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33

Al-Shihi, Hamda D. A. "A transdisciplinary study of embodiment in HCI, AI and New Media." Thesis, University of Bradford, 2012. http://hdl.handle.net/10454/6330.

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The aim of this thesis is to report on a transdisciplinary approach, regarding the complexity of thinking about human embodiment in relation to machine embodiment. A practical dimension of this thesis is to elicit some principles for the design and evaluation of virtual embodiment. The transdisciplinary approach suggests, firstly, that a single discipline or reality is, on its own, not sufficient to explain the complexity and dynamism of the embodied interaction between the human and machine. Secondly, the thesis argues for thinking of transdisciplinary research as a process of individuation, becoming or transduction, that is, as a process of mediation between heterogeneous approaches rather than perceiving research as a stabilized cognitive schema designed to accumulate new outcomes to the already-there reality. Arguing for going beyond the individualized approaches to embodiment, this thesis analyzes three cases where the problems that appear in one case are resolved through the analysis of the following one. Consisting of three phases, this research moves from objective scientific ¿reality¿ to more phenomenological, subjective and complex realities. The first study employs a critical review of embodied conversational agents in human¿computer interaction (HCI) in a learning context using a comparative meta-analysis. Meta-analysis was applied because most of the studies for evaluating embodiment are experimental. A learning context was selected because the number of studies is suitable for meta-analysis and the findings could be generalized to other contexts. The analysis reveals that there is no ¿persona effect¿, that is, the expected positive effect of virtual embodiment on the participant¿s affective, perceptive and cognitive measures. On the contrary, it shows the reduction of virtual embodiment to image and a lack of consideration for the participant¿s embodiment and interaction, in addition to theoretical and methodological shortcomings. The second phase solves these problems by focusing on Mark Hansen¿s phenomenological account of embodiment in new media. The investigation shows that Hansen improves on the HCI account by focusing on the participant¿s dynamic interaction with new media. Nevertheless, his views of embodied perception and affection are underpinned by a subjective patriarchal account leading to object/subject and body/work polarizations. The final phase resolves this polarization by analyzing the controversial work of Alan Turing on intelligent machinery. The research provides a different reading of the Turing Machine based on Simondon¿s concept of individuation, repositioning its materiality from the abstract non-existent to the actual-virtual realm and investigating the reasons for its abstraction. It relates the emergence of multiple human¿machine encounters in Turing¿s work to the complex counter-becoming of what it describes as ¿the Turing Machine compound¿.
Ministry of Higher Education in the Sultanate of Oman
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Al-Shihi, Hamda Darwish Ali. "A transdisciplinary study of embodiment in HCI, AI and New Media." Thesis, University of Bradford, 2012. http://hdl.handle.net/10454/6330.

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The aim of this thesis is to report on a transdisciplinary approach, regarding the complexity of thinking about human embodiment in relation to machine embodiment. A practical dimension of this thesis is to elicit some principles for the design and evaluation of virtual embodiment. The transdisciplinary approach suggests, firstly, that a single discipline or reality is, on its own, not sufficient to explain the complexity and dynamism of the embodied interaction between the human and machine. Secondly, the thesis argues for thinking of transdisciplinary research as a process of individuation, becoming or transduction, that is, as a process of mediation between heterogeneous approaches rather than perceiving research as a stabilized cognitive schema designed to accumulate new outcomes to the already-there reality. Arguing for going beyond the individualized approaches to embodiment, this thesis analyzes three cases where the problems that appear in one case are resolved through the analysis of the following one. Consisting of three phases, this research moves from objective scientific 'reality' to more phenomenological, subjective and complex realities. The first study employs a critical review of embodied conversational agents in human-computer interaction (HCI) in a learning context using a comparative meta-analysis. Meta-analysis was applied because most of the studies for evaluating embodiment are experimental. A learning context was selected because the number of studies is suitable for meta-analysis and the findings could be generalized to other contexts. The analysis reveals that there is no 'persona effect', that is, the expected positive effect of virtual embodiment on the participant's affective, perceptive and cognitive measures. On the contrary, it shows the reduction of virtual embodiment to image and a lack of consideration for the participant's embodiment and interaction, in addition to theoretical and methodological shortcomings. The second phase solves these problems by focusing on Mark Hansen's phenomenological account of embodiment in new media. The investigation shows that Hansen improves on the HCI account by focusing on the participant's dynamic interaction with new media. Nevertheless, his views of embodied perception and affection are underpinned by a subjective patriarchal account leading to object/subject and body/work polarizations. The final phase resolves this polarization by analyzing the controversial work of Alan Turing on intelligent machinery. The research provides a different reading of the Turing Machine based on Simondon's concept of individuation, repositioning its materiality from the abstract non-existent to the actual-virtual realm and investigating the reasons for its abstraction. It relates the emergence of multiple human-machine encounters in Turing's work to the complex counter-becoming of what it describes as 'the Turing Machine compound'.
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35

Yauri, Roman Geraldinne Pamela. "Estrategias que utilizan los docentes del nivel inicial para favorecer el involucramiento parental en el marco de una educación remota en un centro educativo estatal del distrito de Magdalena del Mar." Bachelor's thesis, Pontificia Universidad Católica del Perú, 2021. http://hdl.handle.net/20.500.12404/19705.

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El presente estudio parte del interés personal del investigador por conocer las estrategias que utilizan las maestras del nivel inicial para involucrar a los padres de familia en la educación de sus hijos. Asimismo, en el marco de una educación remota, la cual es el contexto del presente estudio, las TICs cumplen un rol predominante en las estrategias que diseñan las docentes. Por ende, la información obtenida de este estudio es un aporte a la comunidad educativa, pues responde a las necesidades y demandas del contexto actual. En base a ello, el objetivo principal que delimita esta investigación es “Describir las estrategias que utilizan los docentes del nivel inicial para favorecer el involucramiento parental en el marco de una educación remota en un centro educativo estatal del distrito de Magdalena del mar.” Por tal motivo, la tesis tiene un enfoque metodológico cualitativo y es de tipo descriptivo. Los hallazgos muestran que las docentes del nivel inicial utilizan el diálogo para involucrar a sus padres y acercarlos a la escuela. Además, se obtiene que la relación escuela-padre de familia no es tan compenetrada en el marco de una educación remota, por lo cual afecta al involucramiento del padre en las actividades que propone la docente. Inclusive, se evidencian factores laborales y familiares que dificultaron la participación del padre en el proceso educativo de sus hijos.
The present study is based on the personal interest of the researcher in knowing the strategies used by early-school teachers to involve parents in the education of their children. Likewise, in the framework of remote education, which is the context of this study, ICTs play a predominant role in the strategies designed by teachers. Therefore, the information obtained from this study is a contribution to the educational community, as it responds to the needs and demands of the current context. Based on this, the main objective that defines this research is "To describe the strategies used by pre school teachers to promote parental involvement in the framework of remote education in a state educational center in the Magdalena del Mar district." For this reason, the thesis has a qualitative methodological approach and is descriptive. Findings show that pre-school teachers use dialogue to involve their parents and bring them closer to school. In addition, it is obtained that the school-parent relationship is not so pervasive in the framework of remote education, thus affecting the involvement of the parent in the activities proposed by the teacher. Even work and family factors are evident that made it difficult for the father to participate in the educational process of his children.
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Miranda, Velasquez Betzi Antuane. "Las competencias digitales que poseen los padres de familia en el uso de herramientas virtuales propuestas en el contexto de una educación a distancia con niños y niñas de 4 años de una I.E pública de Magdalena del Mar." Bachelor's thesis, Pontificia Universidad Católica del Perú, 2021. http://hdl.handle.net/20.500.12404/19312.

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La presente tesis se centra en las competencias digitales que poseen los padres de familia en el uso de herramientas virtuales. Actualmente, ante la situación de pandemia por el COVID-19, se está desarrollando una educación a distancia, donde los adultos acompañantes se encuentran guiando a los infantes en las actividades educativas. El objetivo general es analizar las competencias digitales que poseen los padres de familia en el uso de herramientas virtuales propuestas en el contexto de una educación a distancia y como objetivos específicos: (1) describir las habilidades de adopción de tecnologías y (2) describir las habilidades de uso básico en el manejo de herramientas virtuales. Para ello, se empleó la metodología descriptiva de tipo cualitativa, que permite identificar los conocimientos de adultos acompañantes relacionados con los dispositivos tecnológicos y las herramientas virtuales y la técnica aplicada es la entrevista estructurada dirigida a un número de siete padres de familia. Una de las conclusiones es que la variedad de dispositivos tecnológicos que se posee en el hogar no garantiza la familiarización y dominio en todos los integrantes. Como segunda conclusión, se afirma que los docentes influyen en los conocimientos digitales de los adultos responsables, ya que ellos proponen herramientas virtuales y generan su exploración. Por último, la seguridad y privacidad aún es un conocimiento deficiente en los padres. Es importante que los acompañantes posean los conocimientos necesarios para guiar a los infantes, ya que ellos aún requieren de la presencia de un adulto, y más ante los nuevos desafíos de esta modalidad educativa.
This thesis focuses on the digital skills that parents have in the use of virtual tools. Currently, in the face of the COVID-19 pandemic situation, distance education is being developed, where accompanying adults are guiding infants in educational activities. The general objective is to analyze the digital competences that parents have in the use of virtual tools proposed in the context of distance education. The specific objectives are: to describe the skills of technology adoption and to describe the skills of basic use in the management of virtual tools. The methodology used is descriptive of a qualitative type, which allows to identify the knowledge of accompanying adults related to technological devices and virtual tools. The applied technique is the structured interview directed to a number of seven parents. One of the conclusions is that the variety of technological devices that is possessed in the home does not guarantee familiarization and mastery in all the members. As a second conclusion, it is stated that teachers influence the digital knowledge of responsible adults, since they propose virtual tools and generate their exploration. Lastly, security and privacy is still a poor knowledge in parents. It is important that the companions have the necessary knowledge to guide the infants, since they still require the presence of an adult, especially in the face of the new challenges of this educational modality.
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Kavousanos-Kavousanakis, Andreas. "Design and implementation of a DSP-based control interface unit (CIU)." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Mar%5FKavousanos-Kavousanakis.pdf.

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Thesis (M.S. in Electrical Engineering and M.S. in Systems Engineering)--Naval Postgraduate School, March 2004.
Thesis advisor(s): Xiaoping Yun. Includes bibliographical references (p. 61-63). Also available online.
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38

Buton-Maquet, Kevin. "L'individualité militaire et ses vertus : Ethique et écrits tactiques de la Révolution française à la décolonisation." Thesis, Lyon, 2020. http://www.theses.fr/2020LYSE3028.

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Ce travail voudrait esquisser une histoire philosophique de la tactique française de la fin du XVIIIe siècle aux guerres de décolonisation, sous l’angle de l’individualité militaire. En effet, l’ émergence de l’individu, déjà entamée avant la Révolution , mais éclatant pleinement alors que le soldat devient un citoyen à part entière, soulève la question de sa prise en compte et de sa problématisation par l’institution militaire. Le soldat, dans son individualité, est-il un facteur d’irrationalité et d’imprévisibilité de la manoeuvre, qu’il s’agit alors de ramener à la régularité par l’élaboration d’une tactique scientifique. Ou bien la singularité du combattant doit elle être au contraire le point de départ d’une pensée militaire soucieuse de fidélité empirique ? C’est cette individualisation progressive que nous étudions sous ses différentes modalités sur le champ de bataille, dans la caserne et dans le rapport à la cité ) à partir d’un corpus peu étudié jusqu’à présent par la philosophie. Celui d’écrivains militaires(souvent des officiers) qui, avec plus ou moins de distance par rapport à la doctrine officielle, cherchent à rendre intelligible la guerre moderne et la place de l’individu en son coeur
This work aims at introducing to a philosophical history of French tactics from the late eighteenth century to the decolonization wars. The focus is on the military individuality. The rise of the individual is indeed a reality even prior to the French Revolution . However, it becomes increasingly significant as the soldier steps into its newfound role as a citizen,thereby raising the issue of its status and conceptualization in military thinking. Is the individual a factor of irrationality and unpredictability in a formation, which should therefore remain incheck through scientific use of tactics? Or perhaps the individual in its singularity should rather constitute the starting point of an empirical investigation? The progressive individualization of the soldier in tactical doctrine ― whether in combat, at the barracks, or generally as a citizen ― is analyzed through a body of texts rarely studied by philosophy. These texts arewritten by French military writers (often officers writing outside the bounds of a strict orthodoxy towards official doctrinal teaching), who are attempting to restore some intelligibility to modern warfare and to the action of the individual in its midst
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Sharir, Yacov. "Beyond the electronic connection : the technologically manufactured cyber-human and its physical human counterpart in performance : a theory related to convergence identities." Thesis, University of Plymouth, 2013. http://hdl.handle.net/10026.1/1498.

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This thesis is an investigation of the complex processes and relationships between the physical human performer and the technologically manufactured cyber-human counterpart. I acted as both researcher and the physical human performer, deeply engaged in the moment-to-moment creation of events unfolding within a shared virtual reality environment. As the primary instigator and activator of the cyber-human partner, I maintained a balance between the live and technological performance elements, prioritizing the production of content and meaning. By way of using practice as research, this thesis argues that in considering interactions between cyber-human and human performers, it is crucial to move beyond discussions of technology when considering interactions between cyber-humans and human performers to an analysis of emotional content, the powers of poetic imagery, the trust that is developed through sensory perception and the evocation of complex relationships. A theoretical model is constructed to describe the relationship between a cyber-human and a human performer in the five works created specifically for this thesis, which is not substantially different from that between human performers. Technological exploration allows for the observation and analysis of various relationships, furthering an expanded understanding of ‘movement as content’ beyond the electronic connection. Each of the works created for this research used new and innovative technologies, including virtual reality, multiple interactive systems, six generations of wearable computers, motion capture technology, high-end digital lighting projectors, various projection screens, smart electronically charged fabrics, multiple sensory sensitive devices and intelligent sensory charged alternative performance spaces. They were most often collaboratively created in order to augment all aspects of the performance and create the sense of community found in digital live dance performances/events. These works are identified as one continuous line of energy and discovery, each representing a slight variation on the premise that a working, caring, visceral and poetic content occurs beyond the technological tools. Consequently, a shift in the physical human’s psyche overwhelms the act of performance. Scholarship and reflection on the works have been integral to my creative process throughout. The goals of this thesis, the works created and the resulting methodologies are to investigate performance to heighten the multiple ways we experience and interact with the world. This maximizes connection and results in a highly interactive, improvisational, dynamic, non-linear, immediate, accessible, agential, reciprocal, emotional, visceral and transformative experience without boundaries between the virtual and physical for physical humans, cyborgs and cyber-humans alike.
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Ya-yen, Wu, and 巫雅燕. "The One Virtue among the Many Values: Pope, Neoclassicism, and Satire." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/04964326020400059899.

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碩士
國立中興大學
外國語文學系
93
The Augustan England was an august society in which the Puritans’ moral heat was still there while the libertinism of the Restoration, followed by religious and political incertitude, the increasing wealth and prosperity, the party strife, the intermittent wars, etc., formed a neoclassical background for the flourishing of satire. As a neoclassical Augustan, Pope was a satirist and moralist whose life experience helped to mold his satirical inclination and whose poetical career showed his moral consciousness. Besides trying to revive the classical style and attitude, neoclassicists like Pope wished to uphold virtues while attacking vices and ridiculing follies. They advocated a good number of values, among which antiquity, rules, decorum, generality, order, moderation, restraint, reason, harmony, proportion, balance, correctness, artfulness, etc., were those often associated with neoclassicism. In examining some typical works of Pope’s, however, we find Pope also recognized the importance of genius, nature, passion, and fancy, that is, the values often associated with romanticism. This fact leads us to the conclusion that Pope was actually a middle-of-the-roader believing in the doctrine of golden mean. For him the sense of moderation was the primary virtue. By logical reasoning it is capable of coordinating other values. From textual and critical evidence, moderation proves to be the one central virtue, too, among so many neoclassical values, which make up what Pope and other Augustans call good sense. Our ending remark is: Pope is a humanist seeking truth, like a romantic prophet, for mankind. And his ultimate truth might be: moderation is the golden means by which to achieve enduring human happiness and to create a golden time. With this understanding, one might hesitate to call him without modification a typical neoclassicist in the Age of Enlightenment.
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Hillebrand, Mark [Verfasser]. "Address spaces and virtual memory : specification, implementation, and correctness / Mark Hillebrand." 2007. http://d-nb.info/985654988/34.

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42

Shaukat, Noman. "B-RPM: An Efficient One-to-Many Communication Framework for On-Chip Networks." Thesis, 2012. http://hdl.handle.net/1969.1/ETD-TAMU-2012-08-11731.

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The prevalence of multicore architectures has accentuated the need for scalable on-chip communication media. Various parallel applications and programming paradigms use a mix of unicast (one-to-one) and multicast (one-to-many) to maintain data coherence and consistency. Providing efficient support for these communication patterns becomes a critical design point for on-chip networks (OCN). High performance on-chip networks design advocates balanced traffic across the whole network, which makes adaptive routing appealing. Adaptive routing explores the path diversity of the network, increases throughput, and reduces network latency compared with oblivious routing. In this work, we propose an adaptive multicast routing, Balanced Recursive Partitioning Multicast (B-RPM), to achieve balanced one-to-many on-chip communication. The algorithm derives its functionality from previously proposed algorithm Recursive Partitioning Multicast (RPM). Unlike RPM which uses fixed set of directional priorities and position of destination nodes, B-RPM replicates packet based on the local congestion information and position of destination nodes with respect to current node. B-RPM employs a new deadlock avoidance technique Dynamically Sized Virtual Networks (DSVN). Built upon the traditional virtual networks, DSVN dynamically allocates the network resources to different VNs according to the run-time traffic status, which delivers better resources utilization. We also propose a new scheme for representing multiple destinations in packet head. The scheme works simply by differentiating multicast and unicast packets. The algorithm combined with dynamically sized virtual networks enables us to improve network performance at high load on average by 20% (up to 50%) and saturation throughput of network on average by 10% (up to 18%) over the most recent multicast algorithm. Also the new header representation scheme enables us to save 24% of dynamic link power.
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紀美伶. "Enhancing Performance of Cache for Many-Core Systems Using Dynamic Virtual Cache Clustering." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/51029218724594759185.

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Marc, Róbert. "Sensitivity Analysis of Virtual Terrain Accuracy for Vision Based Algorithms." Thesis, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-50935.

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A number of three-dimensional virtual environments are available to develop vision-based robotic capabilities. These have the advantage of repeated trials at low cost compared to field testing. However, they still suffer from a lack of realism and credibility for validation and verification.This work consists of the creation and validation of state of the art virtual terrains for research in Martian rover vision-based navigation algorithms. This Master's thesis focuses on the creation of virtual environments, which are the exact imitations of the planetary terrain testbed at the European Space Agency's ESTEC site. Two different techniques are used to recreate the Martian-like site in a simulator. The first method uses a novel multi-view stereo reconstruction technique. The second method uses a high precision laser scanning system to accurately map the terrain.Comparison of real environment to the virtual environments is done at exact same locations by making use of captured stereo camera images. Ultimately, the differences will be characterized by the main known feature detectors (e.g. SURF, and SIFT).The present work led to the creation and validation of a database containing highly realistic virtual terrains which can be found on Mars for the purpose of vision-based control algorithms verification.

Validerat; 20120821 (anonymous)

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Schirski, Marc [Verfasser]. "Interactive particle tracing for the exploration of flow fields in virtual environments / vorgelegt von Marc Schirski." 2008. http://d-nb.info/989599051/34.

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46

Simard, Mikaël. "Étude de la tomodensitométrie spectrale quantitative et ses applications en radiothérapie." Thesis, 2021. http://hdl.handle.net/1866/25252.

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La tomodensitométrie par rayons-X (CT) est une modalité d’imagerie produisant une carte tridimensionnelle du coefficient d’atténuation des rayons-X d’un objet. En radiothérapie, le CT fournit de l’information anatomique et quantitative sur le patient afin de permettre la planification du traitement et le calcul de la dose de radiation à livrer. Le CT a plusieurs problèmes, notamment (1) une limitation au niveau de l’exactitude des paramètres physiques quantitatifs extraits du patient, et (2) une sensibilité aux biais causés par des artéfacts de durcissement du faisceau. Enfin, (3) dans le cas où le CT est fait en présence d’un agent de contraste pour améliorer la planification du traitement, il est nécessaire d’effectuer un deuxième CT sans agent de contraste à des fins de calcul de dose, ce qui augmente la dose au patient. Ces trois problèmes limitent l’efficacité du CT pour certaines modalités de traitement qui sont plus sensibles aux incertitudes comme la protonthérapie. Le CT spectral regroupe un ensemble de méthodes pour produire plusieurs cartes d’atténuation des rayons-X moyennées sur différentes plages énergétiques. L’information supplémentaire, pondérée en énergie qui est obtenue permet une meilleure caractérisation des matériaux analysés. Le potentiel de l’une de ces modalités spectrales, le CT bi-énergie (DECT), est déjà bien démontré en radiothérapie, alors qu’une approche en plein essor, le CT spectral à comptage de photons (SPCCT), promet davantage d’information spectrale à l’aide de détecteurs discriminateurs en énergie. Par contre, le SPCCT souffre d’un bruit plus important et d’un conditionnement réduit. Cette thèse investigue la question suivante : y a-t-il un bénéfice à utiliser plus d’information résolue en énergie, mais de qualité réduite pour la radiothérapie ? La question est étudiée dans le contexte des trois problèmes ci-haut. Tout d’abord, un estimateur maximum a posteriori (MAP) est introduit au niveau de la caractérisation des tissus post-reconstruction afin de débruiter les données du CT spectral. L’approche est validée expérimentalement sur un DECT. Le niveau de bruit du pouvoir d’arrêt des protons diminue en moyenne d’un facteur 3.2 à l’aide de l’estimateur MAP. Celui-ci permet également de conserver généralement le caractère quantitatif des paramètres physiques estimés, le pouvoir d’arrêt variant en moyenne de 0.9% par rapport à l’approche conventionnelle. Ensuite, l’estimateur MAP est adapté au contexte de l’imagerie avec agent de contraste. Les résultats numériques démontrent un bénéfice clair à utiliser le SPCCT pour l’imagerie virtuellement sans contraste par rapport au DECT, avec une réduction de l’erreur RMS sur le pouvoir d’arrêt des protons de 2.7 à 1.4%. Troisièmement, les outils développés ci-haut sont validés expérimentalement sur un micro-SPCCT de la compagnie MARS Bioimaging, dont le détecteur à comptage de photons est le Medipix 3, qui est utilisé pour le suivi de particules au CERN. De légers bénéfices au niveau de l’estimation des propriétés physiques à l’aide du SPCCT par rapport au DECT sont obtenus pour des matériaux substituts à des tissus humains. Finalement, une nouvelle paramétrisation du coefficient d’atténuation pour l’imagerie pré-reconstruction est proposée, dans le but ultime de corriger les artéfacts de durcissement du faisceau. La paramétrisation proposée élimine les biais au niveau de l’exactitude de la caractérisation des tissus humains par rapport aux paramétrisations existantes. Cependant, aucun avantage n’a été obtenu à l’aide du SPCCT par rapport au DECT, ce qui suggère qu’il est nécessaire d’incorporer l’estimation MAP dans l’imagerie pré-reconstruction via une approche de reconstruction itérative.
X-ray computed tomography (CT) is an imaging modality that produces a tridimensional map of the attenuation of X-rays by the scanned object. In radiation therapy, CT provides anatomical and quantitative information on the patient that is required for treatment planning. However, CT has some issues, notably (1) a limited accuracy in the estimation of quantitative physical parameters of the patient, and (2) a sensitivity to biases caused by beam hardening artifacts. Finally, (3) in the case where contrast-enhanced CT is performed to help treatment planning, a second scan with no contrast agent is required for dose calculation purposes, which increases the overall dose to the patient. Those 3 problems limit the efficiency of CT for some treatment modalities more sensitive to uncertainties, such as proton therapy. Spectral CT regroups a set of methods that allows the production of multiple X-ray attenuation maps evaluated over various energy windows. The additional energy-weighted information that is obtained allows better material characterization. The potential of one spectral CT modality, dual-energy CT (DECT), is already well demonstrated for radiation therapy, while an upcoming method, spectral photon counting CT (SPCCT), promises more spectral information with the help of energy discriminating detectors. Unfortunately, SPCCT suffers from increased noise and poor conditioning. This thesis thus investigates the following question: is there a benefit to using more, but lower quality energy-resolved information for radiotherapy? The question is studied in the context of the three problems discussed earlier. First, a maximum a posteriori (MAP) estimator is introduced for post-reconstruction tissue characterization for denoising purposes in spectral CT. The estimator is validated experimentally using a commercial DECT. The noise level on the proton stopping power is reduced, on average, by a factor of 3.2 with the MAP estimator. The estimator also generally con- serves the quantitative accuracy of estimated physical parameters. For instance, the stopping power varies on average by 0.9% with respect to the conventional approach. Then, the MAP estimation framework is adapted to the context of contrast-enhanced imaging. Numerical results show clear benefits when using SPCCT for virtual non-contrast imaging compared to DECT, with a reduction of the RMS error on the proton stopping power from 2.7 to 1.4%. Third, the developed tools are validated experimentally on a micro-SPCCT from MARS Bioimaging, which uses the Medipix 3 chip as a photon counting detector. Small benefits in the accuracy of physical parameters of tissue substitutes materials are obtained. Finally, a new parametrization of the attenuation coefficient for pre-reconstruction imaging is pro- posed, whose ultimate aim is to correct beam hardening artifacts. In a simulation study, the proposed parametrization eliminates all biases in the estimated physical parameters of human tissues, which is an improvement upon existing parametrizations. However, no ad- vantage has been obtained with SPCCT compared to DECT, which suggests the need to incorporate MAP estimation in the pre-reconstruction framework using an iterative reconstruction approach.
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47

Sommers, Jennifer Heidrun. "Overeating, Obesity, and Weakness of the Will." Thesis, 2015. http://hdl.handle.net/1828/6589.

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The philosophical literature on akrasia and/or weakness of the will tends to focus on individual actions, removed from their wider socio-political context. This is problematic because actions, when removed from their wider context, can seem absurd or irrational when they may, in fact, be completely rational or, at least, coherent. Much of akrasia's apparent mystery or absurdity is eliminated when people's behaviours are considered within their cultural and political context. I apply theories from the social and behavioural sciences to a particular behaviour in order to show where the philosophical literature on akrasia and/or weakness of the will is insightful and where it is lacking. The problem used as the basis for my analysis is obesity caused by overeating. On the whole, I conclude that our intuitions about agency are unreliable, that we may have good reasons to overeat and/or neglect our health, and that willpower is, to some degree, a matter of luck.
Graduate
0630
0573
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