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1

Jaffal, Moustapha. "Développement de Dépôt Sélectif Topographique 3D par combinaison de procédés PE(ALD) et ALE en microélectronique". Electronic Thesis or Diss., Université Grenoble Alpes, 2024. http://www.theses.fr/2024GRALT046.

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Au cours des dernières décennies, l’industrie des semi-conducteurs a connu une augmentation spectaculaire de la performance des circuits intégrés. La photolithographie, un procédé indispensable à la fabrication des circuits intégrés, requiert désormais une séquence d'étapes de plus en plus complexes, comprenant de nombreux traitements successifs tels que le Self-Aligned Double Patterning (SADP) et le Self-Aligned Quadruple Patterning (SAQP). Au-delà de leur complexité et de l’augmentation des coûts associés, les étapes de patterning engendrent des erreurs d’alignement (Edge Placement Error (EPE)) qui affectent le bon fonctionnement des dispositifs. L’objectif de la thèse est de développer un nouveau procédé de dépôt sélectif topographique (TSD) par une approche en super-cycle « Dépôt/Gravure ». Les avantages d’un dépôt TSD est de réaliser latéralement et directement des espaceurs sur les flancs latéraux des architectures 3D telles que les grilles des transistors CMOS à l’échelle du nanomètre. Cette nouvelle stratégie de fabrication permet tout d’abord d’envisager une réduction du nombre des étapes et d’équipements nécessaires à la structuration, limitant ainsi les EPE potentiellement induites par la photolithographie. Ainsi, elle offre la possibilité de réduire la consommation des surfaces horizontales des transistors 3D, qui est un des éléments critiques à prendre en compte lors de réalisation des espaceurs dans l’intégration des nœuds technologiques avancés. Une preuve de concept du dépôt TSD a fait l’objet de ma thèse grâce à une approche en super-cycle reposée sur l’alternance d’un procédé de dépôt conforme par PE(ALD) suivi par différents procédés de gravure plasma anisotrope dans un seul et même équipement, en utilisant les propriétés physiques et chimiques d’interactions des plasmas avec les matériaux
Over the past decades, the semiconductor industry has witnessed a remarkable increase in the performance of integrated circuits. Photolithography, a crucial process in the manufacturing of integrated circuits, requires an increasingly complex sequence of steps, including various successive treatments such as Self-Aligned Double Patterning (SADP) and Self-Aligned Quadruple Patterning (SAQP). Beyond their complexity and the associated cost escalation, patterning steps can result in alignment errors, known as Edge Placement Error (EPE), which can impact the proper functioning of devices such as transistors. The objective of this thesis is to develop a novel topographical selective deposition (TSD) process using a "Deposition/Etching" super-cycle approach. The advantages of this TSD process include the lateral and direct formation of spacers on the sidewalls of 3D architectures, such as CMOS transistor gates at the nanoscale. This innovative manufacturing approach paves the way for reducing the number of steps and equipment required in the fabrication process, minimizing the potential EPE introduced by photolithography. Consequently, it offers the opportunity to reduce the consumption of horizontal surfaces in 3D transistors, a critical factor in the integration of advanced technological nodes during spacer creation. This work offers a proof of concept of the TSD deposition, using a super-cycle approach that alternates between a conformal deposition process by PE(ALD) and various anisotropic plasma etching processes in the same tool. This approach leverages the physical and chemical properties of plasma interactions with materials
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2

Bertram, David. "Game-Space". Thesis, Virginia Tech, 2005. http://hdl.handle.net/10919/31140.

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Game-space presents the development of a student game-hall on the campus of Virginia Polytechnic Institute and State University in Blacksburg, Virginia. The architectural theory that guided the development asserts that an intelligent translation of a building's physical and conceptual needs into a matrix of well defined layers provides a strong foundation for the creation of a cultivated space.
Master of Architecture
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3

Calderon, Ana C. M. A. "Understanding game semantics through coherence spaces". Thesis, University of Bath, 2012. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.580675.

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4

Balog, Michael Rosen Warren A. "The automated compilation of comprehensive hardware design search spaces of algorithmic-based implementations for FPGA design exploration /". Philadelphia, Pa. : Drexel University, 2007. http://hdl.handle.net/1860/1770.

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5

Bendele, Rigby L. "NEGOTIATING MASCULINITY IN TABLETOP ROLEPLAYING GAME SPACES". VCU Scholars Compass, 2019. https://scholarscompass.vcu.edu/etd/5805.

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As video games and other gaming has become a popular media form, with 60% of Americans playing games daily (Entertainment Software Association [ESA], 2018), gaming communities have increased in size and participation. While scholarly research has consistently found that women are marginalized in these communities, little research has looked at how men see these communities. Research on homosociality shows that men use communities and relationships with other men to access masculinity (Bird, 1996; Dellinger, 2004; Houston, 2012). Building on game studies and masculinity studies, this research looks at the way men in tabletop roleplaying game communities understand their involvement and the ways their involvement connects with masculinity. Tabletop gaming communities give men access to a form of masculinity they may be denied, primarily by providing access to other ways of building social capital and relationships with other men.
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6

Meldgaard, Betty Li. "Perception, action, and game space". Universität Potsdam, 2008. http://opus.kobv.de/ubp/volltexte/2008/2462/.

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This paper examines the use of the ecological approach to visual perception in relation to action in game spaces. By applying the ecological approach it is believed that we can gain new insights into the mechanisms of perceiving possibilities for action.
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7

Brown, Eric L. "A quadratic partial assignment and packing model and algorithm for the airline gate assignment problem". Thesis, This resource online, 1995. http://scholar.lib.vt.edu/theses/available/etd-07212009-040541/.

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8

Gingold, Chaim. "Miniature gardens and magic crayons : games, spaces and worlds". Thesis, Georgia Institute of Technology, 2003. http://hdl.handle.net/1853/17671.

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9

Ebert, Dean A. "Design and development of a configurable fault-tolerant processor (CFTP) for space applications". Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2003. http://library.nps.navy.mil/uhtbin/hyperion-image/03Jun%5FEbert.pdf.

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Thesis (M.S. in Electrical Engineering)--Naval Postgraduate School, June 2003.
Thesis advisor(s): Herschel H. Loomis, Alan A. Ross. Includes bibliographical references (p. 219-224). Also available online.
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10

Humberd, Caleb J. "A compression algorithm for field programmable gate arrays in the space environment". Monterey, California. Naval Postgraduate School, 2011. http://hdl.handle.net/10945/10623.

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The focus of this thesis is a lossy Fourier-transform-based compression algorithm for implementation on field programmable gate arrays in the space environment. The algorithm computes the fast Fourier transform (FFT) of a real input signal, determines the energy in user-defined time and frequency ranges of interest, and transmits only those frequency domain portions of the signal that exceed the predefined thresholds. Error detection against single event upsets for the FFT is implemented by comparing the sum of the squares of the input to the scaled sum of the squares of the FFT output, which should be equal according to Parseval's Theorem. Error correction is implemented by duplicating the FFT calculation and error detection and choosing the output of the FFT that is not in error.
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11

Walz, Steffen P. "Approaches to space in game design research". Universität Potsdam, 2009. http://opus.kobv.de/ubp/volltexte/2009/3325/.

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In this contribution, we gather major academic and design approaches for explaining how space in games is constructed and how it constructs games, thereby defining the conceptual dimensions of gamespace. Each concept’s major inquiry is briefly discussed, iterated if applicable, as well as named. Thus, we conclude with an overview of the locative, the representational, the programmatic, the dramaturgical, the typological, the perspectivistic, the form-functional, and the form-emotive dimensions.
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12

Sá, Jorge Paulo Duarte Hipólito de. "Media na arquitetura: intervenção e experiência visual em espaço contemplativo Nimbus Radiance Gate Project". Doctoral thesis, Universidade de Évora, 2014. http://hdl.handle.net/10174/14549.

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O aparecimento das novas tecnologias media abriu novos campos de inter-venção na Arquitetura criando uma nova dinâmica comunicacional na relação entre o espaço e o público onde estão presentes aparatos tecnológicos que permitem uma nova experiência sensorial, estética e até espiritual. Esta conexão torna pertinente a ideia de reabilitar espaços através das novas tecnologias media, como por exemplo espaços religiosos. Esta investigação pretende criar um projeto Media integrado em espaço reli-gioso, explorando Arquitetura, Arte e Tecnologias media reforçando este campo mul-tidisciplinar. O projecto Media consiste na leitura crítica do lugar através da elabora-ção de um conceito simbólico e iconográfico relacionando o espaço contemplativo e um aparato media/arquitetónico, utilizando softwares de última geração. O projeto media, Nimbus Radiance Gate Project utiliza projeções 3D e sensores de movimento resultando numa dupla projeção holográfica; Abstract: The appearance of the new Media technologies have opened new fields of in-tervention in architecture creating a new dynamic communication in the relationship between public and space, where are present technological devices that enable a new sensory experience, aesthetic and even espiritual.This connection makes rele-vant the idea of rehabilitate architectonic spaces with new media technologies such as sacred spaces. This research aims to create a media project integrated in sacred spaces that combine Architecture, Art and New Technologies, exploring new perspectives and diferent dynamics in space.
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13

Elund, Judith. "The gendered body in virtual space : sexuality, performance and play in four Second Life spaces". Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2012. https://ro.ecu.edu.au/theses/544.

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This work is principally an investigation into visual and screen culture, using four specific regions of the three-dimensional virtual world of ‘Second Life’ as case studies. The analysis follows a thematic application of discourse analysis as a basis for critiquing Western screen culture, most importantly the cultural and social conditions that replicate dominant paradigms of power and agency. Of particular pertinence to this study are the framing, representational and spatial practices of gendered and sexual identities within ‘Second Life’ spaces. As is typical of the internet, sexual freedom is a given, yet representational performance (how one appears through their embodied avatar) is predicated on significations from the corporeal. So, within potentially subversive spaces, there is a normativity that persists which reiterates the ideological foundations of identity that are historically and culturally ascribed to. This is particularly prevalent in gendered representation – avatars tend to hyper-gendered expression and the excesses of Western bodily presentation and adornment, so that bodies are seen to move beyond all biological capacity of attainment. That these representational practices carry over into sexually diverse regions is perhaps unsurprising given that gay and lesbian culture has been in a large way subsumed into contemporary mass culture. It is the tensions that occur as a result of the normative acting upon the subversive that forms the basis of investigation, specifically the relationship between corporeal normativity and screen culture as well as the tensions between cultural conservatism, subversive representation and gender conformity.
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14

Svendsen, Zoë Anna. "Making space for practice : theatricality and the Gate Theatre, Notting Hill, 1979-2002". Thesis, University of Cambridge, 2010. https://www.repository.cam.ac.uk/handle/1810/283856.

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15

Trifković, Vuk. "Construction of space in early Holocene Iron Gates". Thesis, University of Oxford, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.422572.

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16

Patil, Sreenivas. "Reconfigurable hardware for color space conversion /". Online version of thesis, 2008. http://hdl.handle.net/1850/7756.

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17

Eklow, Joshua Ryan. "My second word was "game"". Thesis, University of Iowa, 2011. https://ir.uiowa.edu/etd/958.

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Dispatched from deep within the Orbital Video Archive, Josh Eklow submits a follow-up to "My First Word Was Video". This thesis de caeli, entited, "My Second Word Was Game" focuses on the importance of the play element of art, hummus, stickers, exercise, and other fun things.
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18

Livingston, Jeremy V. "A field programmable gate array based software defined radio design for the space environment". Thesis, Monterey, California : Naval Postgraduate School, 2009. http://edocs.nps.edu/npspubs/scholarly/theses/2009/Dec/09Dec%5FLivingston.pdf.

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Thesis (M.S. in Electrical Engineering)--Naval Postgraduate School, December 2009.
Thesis Advisor(s): Kragh, Frank E.; Loomis, Herschel. "December 2009." Description based on title screen as viewed on January 27, 2010. Author(s) subject terms: data compression, signal analysis, Software Defined Radio (SDR), system generator, Fast Fourier Transform (FFT), Field Programmable Gate Array (FPGA), Xilinx, Virtex (TM), error detection, parity, space-based computing. Includes bibliographical references (p. 101-102). Also available in print.
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19

McClellan, Robert Eric. "Gated Communities: Gating Out Crime?" Virginia Tech, 2002. http://hdl.handle.net/10919/46526.

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Gated communities exclude the public by presenting barriers to entry. Barriers take many forms, ranging from simple gates and fences to sophisticated electronic devices and security guards. Today, more than 20,000 communities in the United States are gated, housing a population in excess of 8 million. Those figures continue to rise, and there is no indication that current trends will slow in the immediate future. While several factors are fueling the growth of gated communities, crime tops the list. This paper evaluates the effect of gating on crime inside gated communities. To provide a context for the paper, a detailed description of gated communities is offered by way of introduction. Scholarly findings and several brief case examples are then presented in order to evaluate the impact of gating on crime. The notion that gating delivers crime prevention benefits stems from defensible space theory. This paper introduces defensible space theory, discusses the links to gated communities, and uses the findings to evaluate the contentions of defensible space theory. Several additional crime theories are also introduced, and their implications for gated communities discussed. Gated communities excite a number of concerns. Those that are relevant to planning objectives and ideals are presented in the final chapter of this paper. Areas for further research involving gated communities are also identified. Attention to these issues will further our understanding of gated communities and answer many questions that remain unresolved. Opinions, insights, and recommendations for addressing gated communities and crime are offered in conclusion.
Master of Urban and Regional Planning
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20

Brown, Jarrod P. "Field Programmable Gate Array Application for Decoding IRIG-B Time Code". International Foundation for Telemetering, 2013. http://hdl.handle.net/10150/579691.

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ITC/USA 2013 Conference Proceedings / The Forty-Ninth Annual International Telemetering Conference and Technical Exhibition / October 21-24, 2013 / Bally's Hotel & Convention Center, Las Vegas, NV
A field programmable gate array (FPGA) is used to decode Inter-Range Instrumentation Group (IRIG) time code for a PC-based Time-Space-Position Information (TSPI) acquisition. The FPGA architecture can latch time via an external event trigger or a programmable periodic internal event. By syncing time with an external IRIG Group Type B (IRIG-B) signal and using an 8 megahertz (MHz) internal clock, captured time has 125 nanosecond (ns) precision. A Range Instrumentation Control System (RICS) application utilizing the FPGA design to capture IRIG time is presented and test results show matching time accuracy when compared to commercial IRIG time capture hardware components.
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21

Kücklich, Julian. "Seki : ruledness and the logical structure of game space". Universität Potsdam, 2010. http://opus.kobv.de/ubp/volltexte/2010/4270/.

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Game space can be conceived of as being structured by varying levels of ruledness, i.e. it oscillates between openness and closure, between playability and gameness. The movement through game space can then be described as a vector defined by possibility spaces, which are generated organically out of the interplay between ruled and unruled space. But we can only define rules ex negativo, therefore the possibility of breaking the rules is always already inscribed in this vector of movement. This can be conceptualized as a boundary operation that takes the difference between ‘ordinary life’ and ‘play’ as its argument, and which thus generates the difference between ‘play’ and ‘game’.
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22

Van, Der Linde Ian. "Space-variant image compression for gaze-contingent stereoscopic displays". Thesis, Anglia Ruskin University, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.405284.

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23

Neupane, Aatish. "A Review of Fitness Tracker Game Elements and a Novel Game Approach for the Design Space". BYU ScholarsArchive, 2021. https://scholarsarchive.byu.edu/etd/8919.

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Physical activities like walking have proven health benefits. People are adopting fitness trackers to track physical activity, but they often stop using them after a relatively short time. Many apps and games exist in the app markets that use gamification to tackle this problem of motivation. In this thesis, we examined these existing gamified fitness tracker apps from app markets and looked at the usage of different game elements within these apps. We conducted a systematic review of existing fitness Tracker Apps from Google Play Store and Apple App Store and used a mixed-method approach to identify apps, categorize them by different game elements used and found gaps in the design space using basic statistics, group clustering algorithms, and network analysis using NodeXL. We also developed a mobile game that combines step tracker data, a compelling narrative, and a strategic resource management mechanic with social cooperative-collaborative gameplay to encourage users to keep using fitness trackers and exercise more. It utilizes game elements and mechanics that haven't been explored by previous research or games as validated by our results from the systematic review of gamified fitness tracker apps.
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24

IUNG, ELIANE JORDY. "THE CARTOGRAPHY OF SPACES OF EDUCATION FOR SMALL CHILDREN UNDER THE GAZE OF DESIGN". PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2017. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=32003@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO
PROGRAMA DE SUPORTE À PÓS-GRADUAÇÃO DE INSTS. DE ENSINO
Partindo do tema design e educação, o foco central desse estudo é o espaço escolar, por ser o lugar, para além do espaço familiar, em que as crianças desenvolvem competências e habilidades cognitivas, colhem suas primeiras sensações, impressões e iniciam o processo de grandes transformações físicas, psicológicas e sociais. Embasada em autores como Antônio Fontoura, Sonia Kramer, Maria Apparecida Mamede Neves e Rita Couto, o trabalho assume o desafio de abordar o objeto da investigação tendo campos teóricos estruturados em torno dos conceitos como Design na Educação e Educação Infantil. A investigação considerou as referências conceituais que embasam o recorte teórico de reflexão sobre os espaços escolares, em especial as abordagens de autores como Antônio Viñao Frago, Agustín Escolano, Doris Kowaltowski, Mayumi Lima e Ana Lucia Goulart de Faria. O problema que norteou a presente pesquisa foi o seguinte: Como o Design e a Educação quando aliados podem contribuir com seus respectivos corpos de conhecimento, metodologias e práticas para a criação de um espaço vivo, propício ao desenvolvimento de experiências e aprendizados no âmbito da pré-escola? Guiado por esse problema, foi desenvolvido, na República de São Tomé e Príncipe, África, junto ao trabalho de campo, o projeto de ressignificação e reforma de três escolas piloto - Creche Escola Primeiro de Maio; Jardim de Infância de Monte Café e Jardim de Infância Boa Entrada. Diante das etapas que compuseram o processo de reforma das escolas, o enfoque metodológico do Design em Parceria foi utilizado buscando a validação pelos usuários, ao contribuírem com informações significativas que permitiram a descoberta de soluções apropriadas, gerando um novo valor às configurações e aos ambientes escolares. A ressignificação dos espaços das três escolas não se constituiu apenas em ações relativas aos aspectos físicos do edifício escolar, mas fundamentaram a valorização dos aspectos humanos e pedagógicos, o que tornou os ambientes interativos, estimulantes para o brincar, para a experiência estética. Essa ressignificação também permitiu o estabelecimento de espaços imersivos de percepção e o contato com a natureza. As constatações apontam possibilidades para o desenvolvimento de projetos de escolas com compromisso firmado com a qualidade de vida das crianças e a elaboração de um exemplo de espaço escolar. Ao considerar que escolas são espaços de viver destinados às atividades educacionais no estrito senso, está se afirmando que a aprendizagem escolar não se dá apenas quando as crianças estão dentro de sala de aula. A ressignificação dos espaços escolares se constituiu como experiência piloto, servindo de inspiração para que outras escolas de São Tomé e Príncipe possam também ser contempladas e fornece subsídios para melhorar a qualidade de escolas públicas em contextos semelhantes, dentro da própria África, podendo ser estendida também a escolas de regiões específicas do Brasil.
Starting from the theme design and education, the main focus of this study is the school space, because it is the place, besides the family space, where children develop competences and cognitive abilities, collect their first sensations, impressions and begin the process of great physical, psychological and social changes. Based in authors such as Antônio Fontoura, Sonia Kramer, Maria Apparecida Mamede Neves and Rita Couto, the work takes on the challenge of approaching the object of investigation having theoretical fields structured around concepts such as Design in Education and Child Education. The investigation considered the conceptual references in which is based the theoretical framework of reflection about school spaces, mainly approaches by authors such as Antônio Viñao Frago, Agustín Escolano, Doris Kowaltowski, Mayumi Lima and Ana Lucia Goulart de Faria. The problem that guided the investigation was that: How Design and Education, when allied, may contribute with their respective bodies of knowledge, methodologies and practices for creating a living space, proper to the development, experiences and learning in the scope of the preschool? Guided by this problem, a project was carried out, in the Republic of Sao Tome and Principe, Africa, together with the work field, for the redetermination and renovation of three pilot schools - Creche School Primeiro de Maio; Kindergarten of Monte Café and Kindergarten Good Entrance. In face of the stages that made up the renovation project of the schools, the methodological approach of Design in Partnership was used aiming their validation by the users, by contributing with significant information allowing the discovery of proper solutions, generating a new value to configurations as well as school environments. The resignification of the spaces of the three schools was not made only by actions regarding the physical aspects of the school building, but it founded the valorization of human and pedagogic aspects, creating interactive environments, stimulating the playing, for the aesthetic experience. This resignification also enabled to establish immersive spaces of perception and contact with nature. The findings point to possibilities for developing school projects with a signed commitment with the quality of life of children and elaborating an example of the school space. By considering that schools are living spaces aimed to educational activities in strict sense, it is being said that school learning does not occur only when children are in classroom. The resignification of school spaces was a pilot experience being used as an inspiration so that other schools of Sao Tome and Principe may be contemplated and providing subsides to improve the quality of life of public schools in similar contexts, within Africa itself, and able to also be extended to schools of specific regions in Brazil.
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Farmer, Matthew Ray. "Strong Choquet Topologies on the Closed Linear Subspaces of Banach Spaces". Thesis, University of North Texas, 2011. https://digital.library.unt.edu/ark:/67531/metadc84202/.

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In the study of Banach spaces, the development of some key properties require studying topologies on the collection of closed convex subsets of the space. The subcollection of closed linear subspaces is studied under the relative slice topology, as well as a class of topologies similar thereto. It is shown that the collection of closed linear subspaces under the slice topology is homeomorphic to the collection of their respective intersections with the closed unit ball, under the natural mapping. It is further shown that this collection under any topology in the aforementioned class of similar topologies is a strong Choquet space. Finally, a collection of category results are developed since strong Choquet spaces are also Baire spaces.
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Gazzard, A. "Paths, players, places : towards an understanding of mazes and spaces in videogames". Thesis, University of Hertfordshire, 2010. http://hdl.handle.net/2299/4804.

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This thesis contributes to the field of academic game studies by reworking and updating the established theories of Espen Aarseth, Janet Murray and Marie-Laure Ryan in understanding the path in videogames. It also draws upon the more recent theoretical discussions of figures such as Jesper Juul, Lev Manovich, Frans Mäyrä and James Newman in order to explore the player’s experience along these paths in the gameworld. By defining a vocabulary of routes through space, the thesis uses the maze in particular as a way of understanding the paths of videogames. The research starts by examining our cultural understanding of the maze within videogames. Various mazes around the UK were walked in order to understand their design and how this may translate into the virtual world of the videogame. The thesis examines the uses of real world mazes through the work of Penelope Doob, and Herman Kern to discuss how the videogame may rework our cultural understanding of the maze due to its increasingly ubiquitous nature. This enables a discussion of maze-paths found within many videogames that are not necessarily categorised by what is often discussed as the maze genre of games. A morphology of maze-paths is devised through comparing the mazes of the real world and the virtual mazes of the videogame. This is achieved by breaking down the maze into separate path types and shows how these paths may link to one another. The thesis argues that the paths of the videogame are generated by the player’s actions. Therefore the focus of this thesis is on the player’s experience along these paths and the objects found at points on them. In acknowledging how to overcome obstacles along the path it is also possible to understand the role of the path in the player’s learning and mastery of the gameworld. This leads to discussions of different types of play experienced by the player in the videogame. Play is separated into what I term purposeful play, being the activities intended by the designer, and appropriated play which is the play formed out of the player’s exploration of the game system. These two terms help to understand player’s incentives for playing along the ruled paths of the gameworld as well as exploring the game’s system further to find new types of play outside of the pre-determined rules. As this thesis is concerned with videogames involving the player’s avatar having a direct relationship with the path, the research also investigates what happens when certain devices break these paths. It was discovered that warp devices reconstruct both temporal and narrative elements within the gamespace, and cause the player’s avatar to temporarily move on tracks through the gameworld. In defining a vocabulary of movement through space on a fixed track, as opposed to a player-determined path, there is a further understanding of the player experience related to each type of route taken in the game. Through an understanding of the maze and defining a vocabulary of maze-paths, tracks and objects found along them, this thesis adds a new contribution to knowledge. It also acknowledges the importance of different types of play within videogames and how these can shape the player experience along the paths of the game.
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27

Flynn, Barbara Anne. "The surveillance gaze : women's perceptions and experiences within urban space". Thesis, University of Liverpool, 2012. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.568984.

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This thesis is concerned with exploring women's experiences of formal and informal surveillance practices within the specific context of urban space. The focus of the research is to address two questions: What impact do surveillance practices have on women's perceptions and experiences of their inclusion within urban space? How is the socio spatial ordering aspect of surveillance mediated by gender? In order to begin this process of exploration, - the thesis considers normative ~', =. assumptions about surveillance practices within the UK which are informed by a 'nothing to hide, nothing to fear' ethos.. This justification fails to acknowledge or explore the social ordering capacity enabled by one of the worlds most technologically advanced surveillance systems. This thesis explores gender as a primary social ordering category and explores how the power dynamics inherent in gender relations are played out within the context of urban space. The thesis explores how the changing nature of 'public' and 'private' impacts on the experience of equal ,t' access within the arena of 'public' space. The influences of surveillance practices and existing gender relations on the processes involved in developing regenerated urban space are explored, alongside constantly shifting boundaries of 'public' /' private' enabled by surveillance technologies.
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28

Modén, Erick. "The Urban Spaces of fear : How the perceived spaces in Rio de Janeiro contribute to urban exclusion and fortification". Thesis, Stockholms universitet, Latinamerika-institutet, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-88015.

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Rio de Janeiro, Brazil’s second biggest city is both seen as a leisurely paradise and a dangerous drug-warzone at the same time, two contra-dictory spatial images. In Rio de Janeiro, the urban conflict between the rich, formal city and the favela and the police and the favela has produced an abstract spatial image of the favela and its residents as being violent. In the same way in which the formal city and police have produced their abstract spatial image and social space of the fa-vela, those in the favela has produced their own abstract spatial imag-es of the police, the formal city and of themselves. This development in Rio de Janeiro is juxtaposed with the similar development in Los Angeles during their drug war in the 1980’s.This study analyzes, through narratives, how the spatial images in both Rio de Janeiro and Los Angeles have been constructed and shaped their urban landscapes into a fortified and exclusionary one.
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29

Carver, Jeffrey Michael. "A Methodology to Design Pipelined Simulated Annealing Kernel Accelerators in Space-borne Field-Programmable Gate Arrays". DigitalCommons@USU, 2009. https://digitalcommons.usu.edu/etd/436.

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Increased levels of science objectives expected from spacecraft systems necessitate the ability to carry out fast on-board autonomous mission planning and scheduling. Heterogeneous radiation-hardened Field Programmable Gate Arrays (FPGAs) with embedded multiplier and memory modules are well suited to support the acceleration of scheduling algorithms. A methodology to design circuits specifically to accelerate Simulated Annealing Kernels (SAKs) in event scheduling algorithms is shown. The main contribution of this thesis is the low complexity scoring calculation used for the heuristic mapping algorithm used to balance resource allocation across a coarse-grained pipelined data-path. The methodology was exercised over various kernels with different cost functions and problem sizes. These test cases were benchedmarked for execution time, resource usage, power, and energy on a Xilinx Virtex 4 LX QR 200 FPGA and a BAE RAD 750 microprocessor.
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30

MORINI, LUCA. "The World Makers' Playgrounds: Mapping the Networked Spaces of Ludic Creation". Doctoral thesis, Università degli Studi di Milano-Bicocca, 2015. http://hdl.handle.net/10281/87285.

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La presente tesi mira ad offrire una prospettiva esplorativa rispetto a forme, organizzazioni e contenuti di apprendimento originali e caratterizzanti l'attuale "ecologia dei media", proponendo una mappatura etnografica e qualitativa delle dinamiche partecipative inerenti la discussione, la modificazione, la progettazione e la creazione di giochi (digitali o "analogici") all'interno di comunità e contesti sia "virtuali" che "reali", dentro e fuori dalle istituzioni educative formali. Queste comunità e questi contesti saranno visti come "playgrounds", spazi di produzione orizzontali, eterarchici e reticolari in cui viene ad oggi costruita dal basso l'alfabetizzazione sistemica, costruttivista, cooperativa e transdisciplinare necessaria per essere attivi "costruttori di mondi" nell'era dell'informazione. La prima parte delle trattazione sarà intesa a contestualizzare storicamente e transdisciplinarmente lo studio del gioco e del giocare, sia attraverso una retrospettiva bibliografica intesa ad evidenziare il rapporto contrastato tra atteggiamenti giocosi e "serietà" dei contesti di apprendimento formale, che con un esplorazione della rilevanza delle dinamiche ludiche nei processi psichici, sociali, culturali ed evolutivi, concludendo con la proposta del "game design" come possibile metafora unificante, atta ad esplorare proficuamente la varietà delle scienze del vivente. La seconda parte approfondirà lo stretto legame tra l'attuale configurazione "partecipativa" delle culture mediali e le scelte metodologiche operate durante il mio lavoro di ricerca, evidenziando la rilevanza politica della rivoluzione digitale nel perturbare gli assetti istituzionali attraverso la sua influenza sulla strutturazione dei sistemi di apprendimento formale ed informale, nonché le conseguente di questo spostamento di paradigma sulle fondamenta epistemologiche della ricerca in ambito sociale. La terza parte offrira quindi, attraverso una serie di casi e "schizzi etnografici, un sintetico spaccato delle realtà plurali del "Do It Together" ludico, evidenziando in esse l'uso e la co-costruzione di metafore e modelli complessi (sul piano sia logico-formale che estetico). Verranno inoltre illustrate difficoltà, criticità e momenti di "insight" incontrati nel corso del lavoro sul campo svolto nelle comunità di creatori di giochi, in contesti sia formali che informali, online e offline. L'intero percorso sarà volto a proporre un nuovo possibile ruolo per le professioni educative: quello del meta-designer, co-costruttore di spazi interattivi aperti e animatore di comunità ludiche/educanti/ricercanti le cui attività, definite attraverso modalità non-programmatiche e co-progettate, possano muoversi attraverso ed al di là della media education, intesa come meta-disciplina volta alla costruzione di un modello inclusivo, distribuito e democratico dell'apprendere.
The present dissertation is aimed at offering an explorative perspective toward original forms, organizations and contents of learning which characterize the present "media ecology", proposing an ethnographic and qualitative mapping of participatory dynamics as pertaining the discussion, modification, design, and creation of games (be them digital or "analog") within a plurality of communities and contexts, be them "virtual" or "real", within and without formal learning institutions. These communities and contexts will be thematized as "playgrounds", spaces of production and interaction characterized by horizontality, heterarchy and reticularity, spaces where a systems-oriented, constructivist, cooperative and transdisciplinary literacy is being built from the grassroots, a literacy necessary to be an active and participative "world maker" in the present Information Age. Part I of this tractation will be aimed at contextualizing the study of play and games from an historical and transdisciplinary standpoint, both through a literature review aimed at highlighing the contested relationship between playfulness and the serious character of formal learning contexts, and through an exploration of play's relevance in psychological, social, cultural and evolutive processes, concluding with the proposal of "game design" as a possible, unifying metaphor for the diversity of the sciences of living systems. Part II will explore the close links between the present participatory patterns within media cultures and the methodological choices I operated during my fieldwork, highlighting the political relevance of the "Information Revolution" in disrupting institutional infrastructures through its influence on the patterning of learning systems both formal and informal, evidencing the consequences of this paradigm shift on the epistemological fundations of research in human sciences. Part III will then offer, through a series of Cases and "ethnographic sketches", a synthetic panorama of the plural realities of ludic "Do It Together", evidencing within them the use and co-construction of complex models and metaphors (both on a formal and on an aesthetical level). In discussing the fieldwork within communities of game creators (be them formal or informal, online or offline), ample space will be given to difficulties, criticalities and insights, so as to further highlight the methodological quandaries of working in these specificcontexts. The whole of this work will, in conclusion, be aimed at proposing a new, possible role for learning professionals: that of the meta-designer, co-constructor of interactive open spaces and catalyst of ludic/learning/researching communities, where the activities, defined through non-programmatic and co-designed patterns of participation, will move through and beyond media education, meant as a meta-discipline aimed at the construction of an inclusive, distributed and democratic paradigm of learning.
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31

Hulme, Charles A. "Testing and evaluation of the configurable fault tolerant processor (CFTP) for space-based application". Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2003. http://library.nps.navy.mil/uhtbin/hyperion-image/03Dec%5FHulme.pdf.

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Thesis (M.S. in Electrical Engineering)--Naval Postgraduate School, December 2003.
Thesis advisor(s): Herschel H. Loomis, Jr., Alan A. Ross. Includes bibliographical references (p. 241-243). Also available online.
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32

Motsa, Bongiwe Nontobeko. "Levels of participation in outdoor recreation at Malolotja Game Reserve, Swaziland". Thesis, University of Zululand, 2007. http://hdl.handle.net/10530/1152.

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A dissertation of limited scope submitted to the Faculty of Arts in partial fulfillment of the requirements for the Post-Graduate Diploma in Recreation and Tourism, in the Department of Recreation and Tourism at the University of Zululand, South Africa, 2008.
The study on Levels of Participation in Outdoor Recreation at Malolotja Game Reserve was conducted against the background that, the Game Reserve has lot of outdoor recreation facilities. Everyone must use these facilities, so that the participation level in outdoor recreation is increased. The study was aimed at finding out the levels of participation in outdoor recreation at Malolotja Game Reserve. This aim was narrowed down to the following objectives: • To establish the levels of understanding the respondents have about the meaning of outdoor recreation activities. • To ascertain the level of participation of various stakeholders in activities provided by Malolotja Game Reserve. • To ascertain if the management of the Game Reserve is regarded as efficient by the respondents. • To find out the nature and types of recreation facilities offered at Malolotja Game Reserve. • To reveal who the respondents think is responsible for financing the Malolotja Game Reserve. • To find out how local community perceive safety and security in Malolotja Game Reserve. Data was collected through the use of sets of questionnaires, which had both * opened-ended and closed ended questions. Data was collected, it was analysed through the use of computer programme, statistical Package for Social Sciences. This programme was used to formulate frequency tables. There were various findings that the researcher obtained from respondents which were tourists, local community, authority and Swaziland National Trust Commission. It was discovered that all the tourists' respondents had a good understanding of outdoor recreation whereas local community had poor understanding of the meaning of outdoor recreation. The participation level was low in local community and moderate for tourists. Participation level was elevated in international tourists and in local community it was declining. Nature and types of facilities the study area had were satisfactory to all the respondents. Management of the facilities were regarded as inefficient and the Game Reserve gets most income from its profit and Government of Swaziland. To address the concerns of the decreasing level of participation, various recommendations were suggested. These include creation of projects to facilitate the participation level in outdoor recreation, provision of outdoor recreation facilities and activities, marketing and promotion of Malolotja Game Reserve, involving the government in development of outdoor recreation, provision of access to finance, development of information centres and lastly improve safety and security. If all this is considered the participation level in outdoor recreation could increase.
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33

IKONOMI, Joan. "Creative space in virtual reality Video game designing tools for architecture". Doctoral thesis, Università degli studi di Ferrara, 2022. http://hdl.handle.net/11392/2496475.

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Abstract (sommario):
In the last few decades, almost every field has been touched by the new digital state of mind, beginning with commerce, engineering, health studies, education, art, media, and so on. Architecture, traditionally trapped in its physical container, is now being pushed towards the new frontiers of virtual reality with the next generation. The digital age generation values virtual space experiences considerably more than physical environments, resulting in an increasing migration towards virtual reality (Castronova, E, 2007). According to Marie-Laure Rya`n (2001), virtual reality is “an immersive, interactive experience generated by a computer, a potential that expands the creation process, opens up the future, and injects a core of meaning beneath the platitude of immediate physical presence" (MarieLaure Ryan, 2001). This potential applies in various mediums such as films, animation, simulations, videogames, multimedia, software, and applications. However, due to computer limitations, digital worlds in interactive media based on real-time rendering have not been developed to their full potential. The advancement of new media technology (including computer graphics, animation, computer-aided design and real-time 3-dimensional spaces, interactive tools, digital broadcasting, and movie-making) and the increase in computer capacities will broaden the opportunities to create complex and dynamic settings accessible to professionals and users being more user friendly. In this case, virtual space, as opposed to our reality, and influenced by cultural, geographical, and economic factors, can provide different forms of expression to build hybrid and complex realities.
Negli ultimi decenni, quasi ogni campo è stato influenzato dal nuovo pensiero digitale, dal economia, ingegneria, ricerca sanitaria, istruzione, arte, media etc.. L'architettura, tradizionalmente confinata nel suo contenitore fisico, viene ora spinta verso nuove frontiere della realtà virtuale con le giovani generazioni. La generazione dell'era digitale preferisce le esperienze virtuali molto più degli ambienti fisici, portando a una crescente emigrazione verso la realtà virtuale (Castronova, E, 2007). Secondo Marie-Laure Ryan (2001), la realtà virtuale è un'esperienza coinvolgente e interattiva generata dal computer, "un potenziale che espande il processo di creazione, apre il futuro e arrichisce di significati la banalita della presenza fisica immediata " (Marie Laure Ryan, 2001). Questo potenziale e stato applicato in vari mezzi come film, animazione, simulazioni, videogiochi, multimedia, software e applicazioni. Tuttavia, a causa delle limitazioni del computer, i mondi digitali nei media interattivi basati sul rendering in tempo reale non sono stati sviluppati al massimo delle loro potenzialità. Il progresso della tecnologia dei media creativi (computer grafica, progettazione e animazione assistite da computer, ambienti virtuali tridimensionali in tempo reale (RT3D) e progettazione di giochi, trasmissione digitale e produzione di film) e l'aumento delle capacità dei computer stano ampliando le possibilità di creare spazi complessi e dinamici, accessibili a professionisti e utenti essendo molto piu user-friendly. In questo caso, lo spazio virtuale, in opposizione alla nostra realtà fisica che e influenzata da fattori culturali, geografici ed economici, può fornire diverse forme di espressione per costruire realtà ibride e complesse.
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34

IKONOMI, Joan. "Creative space in virtual reality Video game designing tools for architecture". Doctoral thesis, Università degli studi di Ferrara, 2022. http://hdl.handle.net/11392/2496474.

Testo completo
Abstract (sommario):
In the last few decades, almost every field has been touched by the new digital state of mind, beginning with commerce, engineering, health studies, education, art, media, and so on. Architecture, traditionally trapped in its physical container, is now being pushed towards the new frontiers of virtual reality with the next generation. The digital age generation values virtual space experiences considerably more than physical environments, resulting in an increasing migration towards virtual reality (Castronova, E, 2007). According to Marie-Laure Rya`n (2001), virtual reality is “an immersive, interactive experience generated by a computer, a potential that expands the creation process, opens up the future, and injects a core of meaning beneath the platitude of immediate physical presence" (MarieLaure Ryan, 2001). This potential applies in various mediums such as films, animation, simulations, videogames, multimedia, software, and applications. However, due to computer limitations, digital worlds in interactive media based on real-time rendering have not been developed to their full potential. The advancement of new media technology (including computer graphics, animation, computer-aided design and real-time 3-dimensional spaces, interactive tools, digital broadcasting, and movie-making) and the increase in computer capacities will broaden the opportunities to create complex and dynamic settings accessible to professionals and users being more user friendly. In this case, virtual space, as opposed to our reality, and influenced by cultural, geographical, and economic factors, can provide different forms of expression to build hybrid and complex realities.
Negli ultimi decenni, quasi ogni campo è stato influenzato dal nuovo pensiero digitale, dal economia, ingegneria, ricerca sanitaria, istruzione, arte, media etc.. L'architettura, tradizionalmente confinata nel suo contenitore fisico, viene ora spinta verso nuove frontiere della realtà virtuale con le giovani generazioni. La generazione dell'era digitale preferisce le esperienze virtuali molto più degli ambienti fisici, portando a una crescente emigrazione verso la realtà virtuale (Castronova, E, 2007). Secondo Marie-Laure Ryan (2001), la realtà virtuale è un'esperienza coinvolgente e interattiva generata dal computer, "un potenziale che espande il processo di creazione, apre il futuro e arrichisce di significati la banalita della presenza fisica immediata " (Marie Laure Ryan, 2001). Questo potenziale e stato applicato in vari mezzi come film, animazione, simulazioni, videogiochi, multimedia, software e applicazioni. Tuttavia, a causa delle limitazioni del computer, i mondi digitali nei media interattivi basati sul rendering in tempo reale non sono stati sviluppati al massimo delle loro potenzialità. Il progresso della tecnologia dei media creativi (computer grafica, progettazione e animazione assistite da computer, ambienti virtuali tridimensionali in tempo reale (RT3D) e progettazione di giochi, trasmissione digitale e produzione di film) e l'aumento delle capacità dei computer stano ampliando le possibilità di creare spazi complessi e dinamici, accessibili a professionisti e utenti essendo molto piu user-friendly. In questo caso, lo spazio virtuale, in opposizione alla nostra realtà fisica che e influenzata da fattori culturali, geografici ed economici, può fornire diverse forme di espressione per costruire realtà ibride e complesse.
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35

Delgado, Lorena. "Design of innovation spaces in universities : a tool to support the management of Academy-Industry projects". Electronic Thesis or Diss., Université de Lorraine, 2022. http://www.theses.fr/2022LORR0130.

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Les universités sont un acteur très important pour contribuer au développement des pays, non seulement du point de vue de l'enseignement et de la recherche, mais aussi du point de vue du lien avec l'industrie et la société. Les progrès de la science et de la technologie permettent d'apporter des réponses à différents problèmes et besoins dans tous les domaines du développement. Ainsi, l'innovation et plus particulièrement les espaces d'innovation (EI) représentent une opportunité de collaboration entre les universités et leur environnement. Cependant, la grande diversité des types d'espaces d'innovation représente un défi dans sa mise en œuvre. Chaque type d'espace propose une configuration, des objectifs, un fonctionnement et des résultats différents, rendant difficile la formalisation d'un cadre de référence pour leur création et leur gestion. Cette thèse cherche à répondre à la question de savoir comment concevoir et gérer un EI dans une université pour soutenir le développement de ses missions. Un modèle conceptuel est proposé en considérant l'intersection entre les facteurs inhérents aux espaces d'innovation et les facteurs représentatifs des missions de l'université, représentés en 7 dimensions (stratégique, physique, technologique, sociale, émotionnelle, cognitive et financière). Sur la base du modèle conceptuel, un outil est proposé pour évaluer la maturité de l'espace d'innovation en obtenant un diagnostic multidimensionnel. Sur la base de ce diagnostic, un plan de recommandations est généré qui propose deux stratégies d'aide à la décision pour la définition de plans d'amélioration de l'EI. Enfin, afin de travailler sur la dynamique de l'espace, un outil de gestion pour le développement de projets est proposé. L'outil analyse le profil de besoins des projets et le résultat de l'évaluation de la maturité de l'EI pour définir un plan de suivi basé sur la méthodologie du " Stage Gate ". La phase d'expérimentation se déroule en deux étapes: premièrement, le modèle conceptuel est appliqué dans différents EI d'universités chiliennes pour évaluer leur niveau de maturité. Ensuite, un espace d'innovation est choisi parmi les universités étudiées et l'outil de gestion est mis en œuvre dans le développement d'un projet. Pour les managers des espaces d'innovation étudiés, tant le modèle d'évaluation que l'outil de suivi de projet atteignent leur objectif d'aide à la décision pour la planification et le fonctionnement de l'espace, en leur indiquant quelles actions concrètes ils doivent adopter en fonction de leurs objectifs de développement
Universities are a very important actor in contributing to the development of countries, not only from an academic and research point of view, but also from a linkage role with industry and society. Advances in science and technology make it possible to provide answers to different problems and needs in all areas of development. So, innovation and specifically innovation spaces (IS) represent an opportunity for collaboration between universities and their environment. However, the great diversity of types of innovation spaces presents a challenge in its implementation. Each type of space proposes a different configuration, objectives, operation and results, making it difficult to formalize a reference framework for their creation and management.This thesis seeks to answer the question of how to design and manage an IS in a university to support the development of its missions. A conceptual model is proposed considering the intersection between the factors inherent to innovation spaces and the factors that represent the university's missions, represented in 7 dimensions (strategic, physical, technological, social, emotional, cognitive and financial). Based on the conceptual model, a tool is proposed to evaluate the maturity of the innovation space by obtaining a multidimensional diagnosis. Based on the diagnosis, a recommendations plan is generated that proposes two strategies to support decision-making in the definition of IS improvement plans. Finally, in order to work on the dynamics of the space, a management tool for project development is proposed. The tool analyzes the projects' needs profile and the result of the IS maturity assessment to define a follow-up plan based on the stage gate methodology.The experimentation phase is carried out in two stages: first, the conceptual model is applied in different IS in universities in Chile to evaluate their level of maturity. Second, an innovation space is chosen among the universities studied and the management tool is implemented in the development of a project. For the managers of the innovation spaces studied, both the evaluation model and the project monitoring tool achieve their objective of supporting decision making for the planning and operation of the space, indicating to them what concrete actions they should adopt according to their development objectives
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36

Rysavy, Wayne Erik. "Virtually there : social structure over time and space /". [Boise, Idaho] : Boise State University, 2009. http://scholarworks.boisestate.edu/td/62/.

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37

Gullström, Charlie. "Presence Design : Mediated Spaces Extending Architecture". Doctoral thesis, KTH, Arkitektur, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-24448.

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This thesis is a contribution to design-led research and addresses a readership in the fields of architecture as well as in media and communications. In juxtaposing the tools of the designer (e.g. drafting, prototyping, visual/textual/spatial forms of montage) with those of architectural theory, this thesis seeks to extend the disciplinary boundaries of architecture by observing its assimilation of other media practices. Its primary contribution is to architectural design and theory, and its aims are twofold: Firstly, this thesis applies the concepts of virtual and mediated space to architecture, proposing an extended architectural practice that assimilates the concept of remote presence. Through realized design examples as well as through the history and theory of related concepts, the thesis explores what designing mediated spaces and designing for presence entails for the practicing architect. As a fusion of architecture and media technology, video-mediated spaces facilitate collaborative practices across spatial extensions while simultaneously fostering novel and environmentally sustainable modes of communication. The impact of presence design on workplace design is examined. As an extended practice also calls for an extended discourse, a preliminary conceptual toolbox is proposed. Concepts are adapted from related visual practices and tested on design prototypes, which arise from the author’s extensive experience in designing work and learning spaces. Secondly, this thesis outlines presence design as a transdisciplinary aesthetic practice and discusses the potential contribution of architects to a currently heterogeneous research field, which spans media space research, cognitive science, (tele)presence research, interaction design, ubiquitous computing, second-order cybernetics, and computer-supported collaborative work. In spite of such diversity, design and artistic practices are insufficiently represented in the field. This thesis argues that presence research and its discourse is characterised by sharp disciplinary boundaries and thereby identifies a conceptual gap: presence research typically fails to integrate aesthetic concepts that can be drawn from architecture and related visual practices. It is an important purpose of this thesis to synthesize such concepts into a coherent discourse. Finally, the thesis argues that remote presence through the proposed synthesis of architectural and technical design creates a significantly expanded potential for knowledge sharing across time and space, with potential to expand the practice and theory of architecture itself. The author’s design-led research shows that mediated spaces can provide sufficient audiovisual information about the remote space(s) and other person(s), allowing the subtleties of nonverbal communication to inform the interaction. Further, in designing for presence, certain spatial features have an effect on the user’s ability to experience a mediated spatial extension, which in turn, facilitates mediated presence. These spatial features play an important role in the process through which trust is negotiated, and hence has an impact on knowledge sharing. Mediated presence cannot be ensured by design, but by acknowledging the role of spatial design in mediated spaces, the presence designer can monitor and, in effect, seek to reduce the ‘friction’ that otherwise may inhibit the experience of mediated presence. The notion of ‘friction’ is borrowed from a context of knowledge sharing in collaborative work practices. My expanded use of the term ‘design friction’ is used to identify spatial design features which, unaddressed, may be said to impose friction and thus inhibit and impact negatively on the experience of presence. A conceptual tool-box for presence design is proposed, consisting of the following design concepts: mediated gaze, spatial montage, active spectatorship, mutual gaze, shared mediated space, offscreen space, lateral and peripheral awareness, framing and transparency. With their origins in related visual practices these emerge from the evolution of the concept of presence across a range of visual cultures, illuminating the centrality of presence design in design practice, be it in the construction of virtual pictorial space in Renaissance art or the generative design experiments of prototypical presence designers, such as Cedric Price, Gordon Pask and numerous researchers at MIT Media Lab, Stanford Institute and Xerox PARC.
QC 20100909
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38

Valčiukas, Remigijus. "Kosminio žingsninio strateginio žaidimo kūrimas. Duomenų bazės projektavimas ir realizavimas". Bachelor's thesis, Lithuanian Academic Libraries Network (LABT), 2010. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2010~D_20100907_095336-18977.

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Darbas skirtas sukurti invariantišką kosminių žingsninių strateginių žaidimų duomenų bazę. Darbo metu buvo atlikta žaidimo modelio analizė, pagal kurią buvo suprojektuota duomenų bazė tinkanti bet kokiam žaidimo modeliui. Taip pat žaidimo varikliuke buvo sukurtas modulis dirbti su duomenų baze bei atlikus duomenų bazės efektyvumo tyrimą realizuotas duomenų bazės optimizavimo metodas konkrečiam žaidimui.
The purpose of this work is to create an invariant space turn-based strategy game database. Working with game model and its analysis was designed database suitable for any game model. Also, a module for work with the database was implemented in the game engine. Furthermore, after testing the database a method was implemented, used for optimizing the database for a specific game.
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39

Shkirando, Elizaveta. "Game probes: design space exploration in the area of multilingual family communication". Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23004.

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The focus of this thesis project is exploration of the design space of the area of multilingual family communication. The project elaborates and adds to the concepts of design space and design openings and applies these concepts to the research area. In a common design process the focus at design space predominates at the early stage of design development, when problems and solutions are not found yet and the goal is to create a handful of design openings. Those design openings are leading the designer in different directions of the development of the design proposals. Some design openings and proposals are introduced in this project as illustrations of the design space exploration.The idea of game probes is discovered in this work as a tool of design space exploration. Multilingual children have been attracting my attention as an interaction designer during the last few years. Playful interaction is one of the basic communication channels between a parent and a child of the pre-school and early school age. Artefacts are powerful elements of design research, moreover tangible, visual and embodied experiences enable creativity, exploration and re-thinking of given ideas. All these key concepts are widely discovered through such methods as cultural and technology probes and critical design. The notion of game probes was established in this project through finding connections between its goals and practices of probing methods, playful activities and critical game design.
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40

Turner, Jane. "Beyond game worlds: Story-ing storied space & the hope-full endeavour". Thesis, Queensland University of Technology, 2016. https://eprints.qut.edu.au/95272/12/Jane_Turner_Thesis.pdf.

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This thesis explores the entangled stories in software artefacts and design. An apparently simple problem of participation in a digital approach to telling cross-cultural stories and communicating identity through use of game making software reveals potential dilemmas in the wider fields of participatory culture and new literacies, participatory design and contemporary approaches to designing. The thesis weaves a research narrative around six publications. By questioning the possibilities of crafting digital environments, that genuinely keep, tell, and reflect the experience of diverse cultural groups, the research demonstrates that the way design tells stories about itself is an increasingly important object of study.
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41

Van, der Horst Johannes Gerhardus. "Radiation tolerant implementation of a soft-core processor for space applications". Thesis, Stellenbosch : University of Stellenbosch, 2007. http://hdl.handle.net/10019.1/1857.

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Thesis (MScEng (Electrical and Electronic Engineering))--University of Stellenbosch, 2007.
The availability of high density FPGAs has made the use of soft-core processors an attractive proposition for the low volume space market. Soft-core processors combine the power of programmable logic with the ease of use of a conventional processor to provide a highly customisable solution. However, the SRAM FPGAs used as implementation platform are especially susceptable to radiation induced single event upsets, due to the sensitivity of their configuration memory. To safely use these processors in a space environment requires the modification of the processor to safely mitigate these effects. This thesis presents the process followed to develop and test a fault tolerant implementation of an 8-bit PicoBlaze soft-core processor on a Xilinx Spartan-3 SRAM FPGA. A thorough investigation was made into the available methods that can be used to mitigate single event upsets, in order to identify the most suitable ones. Guidelines for the application of SEU mitigation techniques to SRAM FPGAs were proposed. A single event upset simulator was designed and constructed to compare the different techniques. It mimics SEUs by injecting errors into the configuration memory of an FPGA. The results of error injection were used to develop a PicoBlaze implementation with limited overhead, while it still offers a high degree of error mitigation. Three different designs were tested by proton irradiation to verify the protection afforded by the mitigation techniques. It was found that protected designs were more robust. The cross-section of the FPGA was also determined, which can be used with the SEU simulator to predict the dynamic cross-section of designs. The work contained in this thesis demonstrates the use of open-source intellectual property with commercial-off-the-shelf components to develop a robust component for use in the miniature spacecraft market.
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42

Shin, Hyun Song. "A study of information and common knowledge when states are maximal descriptions, with an application to games". Thesis, University of Oxford, 1988. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.253967.

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43

Watkins, Lelania Ottoboni. "Writing Space, Righting Place: Language as a Heterotopic Space in Olaudah Equiano's Interesting Narrative". Digital Archive @ GSU, 2012. http://digitalarchive.gsu.edu/english_theses/143.

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Olaudah Equiano or Gustavas Vassa may have had abolitionist motivations when writing The Interesting Narrative of the Life of Olaudah Equiano or Gustavas Vassa, the African, Written by Himself, but the function of the text is much different and self-serving. Specifically, in looking closely at the wording of the text, with its language of we versus they, in group versus out group, ours versus theirs, Equiano clearly feels he at no time belongs fully to any specific group or place; rather, he only partially belongs anywhere, and thus, creates this work of autobiography and appropriation of fiction and oral tradition to negotiate and cultivate his own liminal, or even heterotopic, space. In other words, I suggest he may have used the writing of this text to define his sense of self, creating a space in which he was both in control and fully belonged.
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44

Costello, Charles. "For any spirringes in that space, the theatrical game of the York plays". Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp03/NQ49872.pdf.

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45

Landers, Stephen P. "Improving Game Design through Responsive Configuration and Procedural Generation". Ohio University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1407252394.

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46

Roberts-Woychesin, Jami. "Understanding 3-D Spaces Through Game-based Learning: a Case Study of Knowledge Acquisition Through Problem-based Learning in Minecraft". Thesis, University of North Texas, 2015. https://digital.library.unt.edu/ark:/67531/metadc804920/.

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The primary purpose in this case study was to explore the use of three-dimensional virtual spaces via the use of the game Minecraft as a teaching tool. The case study examined the effectiveness, self-efficacy, and social interaction of students when using such a tool in the teaching and learning process. The research analyzed knowledge acquisition through various deliverables such as benchmark pre and post exams, student discourse, and tangible objects created from the lessons by the students. Students were enrolled and participated in a summer camp offered from Arts and Technology Institute in North Texas. The camp utilized Minecraft to teach architecture types. Students learned about pyramids (Egyptian and Aztec), Roman/Greek architecture, Gothic architecture, and Post-Modern Architecture. Each day students were exposed to a different them of architecture and were tasked with building a world that was in the theme of an assigned type of architecture. Fifty-nine school age students ranging in ages from eight to twelve years old participated fully in the study. The students were not grouped by age, but instead self-selected partners with which to work during the course of their creations. Results show that students who participated in the Minecraft driven course were highly engaged and reported a positive experience during the course of learning. Participants worked cohesively to achieve common goals and problem solve during the course of project completion. Participants freely participated in discourse that was on the topic of the lesson, as well as, offered suggestions for improvement and solicited ideas from other participants. Pre and posttest results yielded an improvement in knowledge acquisition regarding general knowledge of architecture types. Many students frequently used the word “Fun” to describe their learning experience as cited in their daily blog entries. The research strived to show that using Minecraft as a teaching tool can create an environment in which students are highly engaged and are afforded an opportunity to learn material in a way that students can see as an applicable reason for learning. Results of this research evidence Minecraft as a tool in learning yields an atmosphere in which students take ownership of their learning and work in concert with other members of the classroom to yield positive learning outcomes.
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47

Sariyildiz, Hatice Ozlem. "Graffiti And Urban Space In Istanbul". Master's thesis, METU, 2007. http://etd.lib.metu.edu.tr/upload/3/12608345/index.pdf.

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The aim of this study is to uncover and discuss the spaces appropriated by graffiti writers and to reveal out the possible resistances involved in the act throughout the writers&
#8217
motivations, characteristics, spaces they produce and all over process they are entering into together with the specifications of graffiti in Turkey. It demands to unfold the possibilities sheltered in everyday practices looking through graffiti and subsequently revealing out possibilities in graffiti looking through everyday life. It sees the urban space as a social product, which is incomplete without the tactics of the inhabitants and redefined as a result of appropriation. It looks through the history of graffiti, graffiti writers, their motivations and descriptions, working mechanism of the act, spaces chosen and their overall relations to power placed upon urban space in regard to its predescribed theoretical framework reaching out an integrated explanation on play/game theory and resistance it describes. It claims graffiti as a game of the juveniles acting in urban space as their playground.
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48

Lund, Gavin. "A noise-gated PLL for clock recovery in a free-space laser communication system". Thesis, Massachusetts Institute of Technology, 2012. http://hdl.handle.net/1721.1/77440.

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Abstract (sommario):
Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2012.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 67).
In this thesis, I developed a phase-locked loop system for data clock recovery in a free-space laser communication application. The clock recovery unit is designed to operate at extremely low optical received power, tolerate a fading channel, and also account for Doppler effects. I explored the feasibility of adding a noise-gating system to the clock recovery unit in order to improve link margin in low-data-rate scenarios. I measured key system performance metrics, such as bandwidth, rejection, lock range and phase noise, and tested system integration with the existing optical communications testbed.
by Gavin Lund.
M.Eng.
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49

Hagström, Anders. "Poetically Man Dwells in Game Space : A Phenomenological Investigation of Video Games as Art". Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-326132.

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The studies of digital games is a young scientific field notable for its interdisciplinary nature that seeks to unite several epistemological positions in order to properly encompass the wide array of questions raised by the subject matter. During the last two decades strides have been made towards the introduction of a unified game theory, with several of the more recently suggested methods coalescing towards a similar end. This paper posits a phenomenological game theory which circumvents the usual aesthetic arguments for a focus on game as space, and analyses what it means to be in that space. The result of the initial reading of mainly three well-known and critically acclaimed digital games strongly indicates that using Heideggerian phenomenological thought reveals things about games as art that a) reinforces the validity of commonly held beliefs in current game theory, and b) suggests new ways forward for game design to improve games through enhancing the player’s comportment into their spaces by means of phenomenological game theory.
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50

Meyer, Steven J. "TIME, SPACE, POSITION INFORMATION UNIT MESSAGE STRUCTURE OVERVIEW". International Foundation for Telemetering, 2002. http://hdl.handle.net/10150/607515.

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International Telemetering Conference Proceedings / October 21, 2002 / Town & Country Hotel and Conference Center, San Diego, California
The Joint Advanced Missile Instrumentation (JAMI) program is developing a Time, Space, and Position Information (TSPI) unit for high dynamic missile platforms by employing the use of Global Position System (GPS) and inertial sensors. The GPS data is uncoupled from the inertial data. The output of the JAMI TSPI unit follows the packet telemetry protocol and is called the TSPI unit message structure (TUMS). The packet format allows the data stream to stand on its own, be integrated into a packet telemetry system or be an asynchronous data channel in a PCM data stream. On the ground, the JAMI data processor (JDP) Kalman filters the GPS and inertial data to provide a real time TSPI solution to the ranges for display. This paper gives an overview of the message format, the timing relationships between the GPS data and inertial data, and how TUMS is to be handled by the telemetry receiving site to hand it off to the JDP.
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