Teses / dissertações sobre o tema "Spacers gate"
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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.
Texto completo da fonteOver 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
Bertram, David. "Game-Space". Thesis, Virginia Tech, 2005. http://hdl.handle.net/10919/31140.
Texto completo da fonteMaster of Architecture
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.
Texto completo da fonteBalog, 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.
Texto completo da fonteBendele, Rigby L. "NEGOTIATING MASCULINITY IN TABLETOP ROLEPLAYING GAME SPACES". VCU Scholars Compass, 2019. https://scholarscompass.vcu.edu/etd/5805.
Texto completo da fonteMeldgaard, Betty Li. "Perception, action, and game space". Universität Potsdam, 2008. http://opus.kobv.de/ubp/volltexte/2008/2462/.
Texto completo da fonteBrown, 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/.
Texto completo da fonteGingold, Chaim. "Miniature gardens and magic crayons : games, spaces and worlds". Thesis, Georgia Institute of Technology, 2003. http://hdl.handle.net/1853/17671.
Texto completo da fonteEbert, 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.
Texto completo da fonteThesis advisor(s): Herschel H. Loomis, Alan A. Ross. Includes bibliographical references (p. 219-224). Also available online.
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.
Texto completo da fonteWalz, Steffen P. "Approaches to space in game design research". Universität Potsdam, 2009. http://opus.kobv.de/ubp/volltexte/2009/3325/.
Texto completo da fonteSá, 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.
Texto completo da fonteElund, 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.
Texto completo da fonteSvendsen, 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.
Texto completo da fonteTrifkovicÌ, 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.
Texto completo da fontePatil, Sreenivas. "Reconfigurable hardware for color space conversion /". Online version of thesis, 2008. http://hdl.handle.net/1850/7756.
Texto completo da fonteEklow, Joshua Ryan. "My second word was "game"". Thesis, University of Iowa, 2011. https://ir.uiowa.edu/etd/958.
Texto completo da fonteLivingston, 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.
Texto completo da fonteThesis 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.
McClellan, Robert Eric. "Gated Communities: Gating Out Crime?" Virginia Tech, 2002. http://hdl.handle.net/10919/46526.
Texto completo da fonteMaster of Urban and Regional Planning
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.
Texto completo da fonteA 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.
Kücklich, Julian. "Seki : ruledness and the logical structure of game space". Universität Potsdam, 2010. http://opus.kobv.de/ubp/volltexte/2010/4270/.
Texto completo da fonteVan, 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.
Texto completo da fonteNeupane, 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.
Texto completo da fonteIUNG, 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.
Texto completo da fonteCOORDENAÇÃO 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.
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/.
Texto completo da fonteGazzard, A. "Paths, players, places : towards an understanding of mazes and spaces in videogames". Thesis, University of Hertfordshire, 2010. http://hdl.handle.net/2299/4804.
Texto completo da fonteFlynn, 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.
Texto completo da fonteModén, 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.
Texto completo da fonteCarver, 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.
Texto completo da fonteMORINI, 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.
Texto completo da fonteThe 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.
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.
Texto completo da fonteThesis advisor(s): Herschel H. Loomis, Jr., Alan A. Ross. Includes bibliographical references (p. 241-243). Also available online.
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.
Texto completo da fonteThe 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.
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.
Texto completo da fonteNegli 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.
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.
Texto completo da fonteNegli 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.
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.
Texto completo da fonteUniversities 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
Rysavy, Wayne Erik. "Virtually there : social structure over time and space /". [Boise, Idaho] : Boise State University, 2009. http://scholarworks.boisestate.edu/td/62/.
Texto completo da fonteGullström, Charlie. "Presence Design : Mediated Spaces Extending Architecture". Doctoral thesis, KTH, Arkitektur, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-24448.
Texto completo da fonteQC 20100909
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.
Texto completo da fonteThe 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.
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.
Texto completo da fonteTurner, 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.
Texto completo da fonteVan, 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.
Texto completo da fonteThe 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.
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.
Texto completo da fonteWatkins, 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.
Texto completo da fonteCostello, 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.
Texto completo da fonteLanders, Stephen P. "Improving Game Design through Responsive Configuration and Procedural Generation". Ohio University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1407252394.
Texto completo da fonteRoberts-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/.
Texto completo da fonteSariyildiz, Hatice Ozlem. "Graffiti And Urban Space In Istanbul". Master's thesis, METU, 2007. http://etd.lib.metu.edu.tr/upload/3/12608345/index.pdf.
Texto completo da fonte#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.
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.
Texto completo da fonteCataloged 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.
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.
Texto completo da fonteMeyer, Steven J. "TIME, SPACE, POSITION INFORMATION UNIT MESSAGE STRUCTURE OVERVIEW". International Foundation for Telemetering, 2002. http://hdl.handle.net/10150/607515.
Texto completo da fonteThe 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.