Дисертації з теми "Base editors"

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1

Donati, Francesco. "RNA editing deficient mutants of APOBEC1: from genome editing to cancer." Doctoral thesis, Università di Siena, 2020. http://hdl.handle.net/11365/1096842.

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Анотація:
APOBEC-1 is a cytosine-to-uracil deaminase that exerts its primary physiological role in the editing of the Apolipoprotein B mRNA at C6666. Recent studies outlined the ability of APOBEC1 to edit also DNA, thus linking its mutational property to the its overexpression in cancer. Several reports suggest that APOBEC1 can alter the cellular state by targeting RNA molecules. Our hypothesis portrays APOBEC1 as the trigger for a dual path towards cancer through its DNA- and RNA- targeting abilities, and its activity as central to the onset of tumorigenic features. Aim of my PhD project is to understand whether APOBEC1 oncogenic potential is mainly related to its ability to edit RNA or DNA. To this aim, I assessed the tumorigenic potential of a set of APOBEC1 mutants, selected for a dissociation in their RNA and DNA editing ability: they are DNA editing proficient but unable to edit RNA. I characterized these mutants and I tested them in mice to assess their ability to trigger liver tumors. Even if unable to edit RNA, the APOBEC1 mutants are still able to induce tumor formation. This means that RNA editing does not play a central role in the oncogenic potential of APOBEC1. Moreover, considering the recent developments in genome editing, I have exploited these mutants as base editors -fusions of the DNA targeting Cas9 with a DNA deaminase- that allow the correction of single bases: the most common mutator moiety in cytosine-targeting base editors is based on APOBEC1, but overexpression of the APOBEC1-Cas9 chimera results in a substantial amount of RNA and DNA off-target alterations. Once fused with Cas9, our RNA-editing deficient mutants were able to mutate the target DNA. On the other hand, I demonstrated that their off-target activity on RNA is orders of magnitude lower than that of wild type APOBEC1, at the same levels of the negative controls. Exploitation of these mutants could thus provide tools for safer base editing both in vitro and in vivo.
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2

Lembo, Gaia. "Substrate targeting and inhibition of editing deaminases." Doctoral thesis, Università di Siena, 2021. http://hdl.handle.net/11365/1144295.

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Identification of small molecules against APOBEC3B The APOBECs are deaminases that act on DNA and RNA to restrict exogenous nucleic acids. Yet, the signature of their mutagenic activity –especially that of APOBEC3A and APOBEC3B- has been observed in the cancer genomes and their ability to increase the genetic heterogeneity of tumours has been linked to the onset of drug resistance in cancer. As such inhibition of their enzymatic activity represents a potential target for anticancer therapies. During my PhD I worked at the identification of APOBEC3B small-molecule inhibitors. To this aim, I used a computational approach to perform a virtual screening on large library of molecules to block APOBEC3B enzymatic activity. I then tested selected molecules from the virtual screening using biochemical assays to quantify their effect on APOBEC3B activity and their capacity to interfere with APOBEC3B binding to DNA. Through this, I was able to identify two small molecules that reduce the activity of this protein, which could provide basis for the development of the first drug for anti-APOBEC activity. Engineering ADAR2 to act on DNA Genome editing technologies have revolutionized our ability to target and modify the genomes of living cells and organisms. The fusion of AID/APOBECs to genome editing tools such as Cas9 allowed the development the first base editor, molecules that can be targeted to mutate specific cytosines. The pool of available Base Editors is in constant expansion as new molecules are developed to target DNA with more specificity and efficiency. As the only adenine-targeting Base Editor is based on TadA- an RNA deaminase-, I focused on the development of a A•T base editor based on the catalytic domain of ADAR2. Adenosine Deaminases Acting on RNA (ADARs), are editing enzymes that catalyse the C6 deamination of adenosine (A) to produce inosine (I) in double-stranded RNA. As human ADAR2 is able to target DNA/RNA hybrids, I first tried -without success- to use chimeras of n/dCas9 and the deaminase domain of ADAR2 to induce mutations in a fluorescent reporter. I then used a bacterial screen to select for mutants of ADAR2 that act on DNA. I selected a mutant that induces a mutator phenotype in bacteria and DNA damage in mammalian cells. I am currently working to engineer this mutant into a Base Editor suitable for biotechnological applications such as gene therapy, antiviral treatment and cancer therapy.
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3

McCaskill, George Alexander. "Generating programming environments with integrated text and graphics for VLSI design systems." Thesis, University of Edinburgh, 1987. http://hdl.handle.net/1842/6628.

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Анотація:
The constant improvements in device integration, the development of new technologies and the emergence of new design techniques call for flexible, maintainable and robust software tools. The generic nature of compiler-compiler systems, with their semi-formal specifications, can help in the construction of those tools. This thesis describes the Wright editor generator which is used in the synthesis of language-based graphical editors (LBGEs). An LBGE is a programming environment where the programs being manipulated denote pictures. Editing actions can be specified through both textual and graphical interfaces. Editors generated by the Wright system are specified using the formalism of attribute grammars. The major example editor in this thesis, Stick-Wright, is a design entry system for the construction of VLSI circuits. Stick-Wright is a hierarchical symbolic layout editor which exploits a combination of text and graphics in an interactive environment to provide the circuit designer with a tool for experimenting with circuit topologies. A simpler system, Pict-Wright: a picture drawing system, is also used to illustrate the attribute grammar specification process. This thesis aims to demonstrate the efficacy of formal specification in the generation of software-tools. The generated system Stick-Wright shows that a text/graphic programming environment can form the basis of a powerful VLSI design tool, especially with regard to providing the designer with immediate graphical feedback. Further applications of the LBGE generator approach to system design are given for a range of VLSI design activities.
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4

Hedman, Per. "Requirement specification Editor : REQUIREMENTS EDITOR BASED ON CONTRACT THEORY." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-177130.

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Vid utveckling av tyngre fordon inför man allt fler avancerade funktione. Mycket av denna funktionalitet handlar om att maskiner automatiskt ska utföra uppgifter för att assistera föraren. Detta leder till att nya risker uppstår. Och till följd av detta har man börjat skapa nya funktionella säkerhetsstandarder. ISO 26262 är en ny funktionell säkerhetsstandard som finns för vanliga personbilar men som ännu inte trätt i kraft för lastbilar. I ISO-26262 standarden ska krav kunna mappas till andra krav samt till systemarkitektur. I nuläget finns det vissa verktyg på marknaden som stödjer användaren när den skriver kravspecifikationer. Men undersökningar av verktyg ledde till att vi kommit fram till att alla hade någon brist. Och ingen hade bra stöd för mappning mellan krav och systemarkitektur. I detta examensarbete har arbetet varit att testa implementera funktionalitet för ett verktyg som assisterar användaren på olika sätt när den skriver kravspecifikationer. Baserat på kontraktteori och konceptet om portar som hjälp för att koppla samman krav med systemarkitektur ska applikationen se till att det finns en formell koppling mellan dessa. För att testa och validera att portar går att använda för att testa intressant funktionalitet har också en applikation utvecklats där mycket funktionalitet implementerats. Resultatet har varit lyckat då vi baserat på kontraktteori lyckats implementera och validera att det är möjligt att använda portar för att skapa koppling mellan krav och systemarkitektur, samt mellan krav och krav. Validering av att det valda lagringsformatet JSON också förser implementeraren med nog starkt stöd för att kunna spara dessa krav så att data i filerna kan brytas ner och lagras i temporära databasen Neo4J och på så sätt skapa ett fungerande kretslopp.
When developing new heavy vehicles today demands for increasingly more advanced features are asked for. A lot of the new functionality is about machines performing tasks automatically to assist the driver when driving. This leads to new risks, and as a result a new functional safety standard has been created. ISO 26262 is a functional safety standard that today exists for ordinary cars, but has not yet became a standard for trucks. According to the ISO 26262-standard requirements can be mapped to other requirements as well as to the system architecture. At present there are several tools on the market that supports the user when writing specifications. However, our research of the tools has led us to conclude that all lacked something. For example neither of the tools had good support for mapping between requirements and system architecture. In this thesis work, functionality for a tool which is supposed to support the user in various ways when writing requirements specifications was to be examined. Based on contract theory and the concept of ports that links requirements together with system architecture, an application can ensure that there is a formal link between the two. To test the suggested functionality a prototype is being developed. The result has been a successful as we based on contract theory could validate that using ports to create links between different requirements as well as between requirements and system architecture works through the implementation of the tool. Validation that the selected storage format JSON also provides the implementer with enough support to save the requirements in a way so that the data files can be decomposed and stored in the Neo4J database.
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5

Li, Rui. "Operation transformation based concurrency control in group editors." Texas A&M University, 2006. http://hdl.handle.net/1969.1/4151.

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Анотація:
Collaborative editing systems (or group editors) allow a geographically dispersed group of human users to view and modify shared multimedia documents, such as research papers, design diagrams, web pages and source code together over a computer network. In addition to being useful tools, group editors are a classic research vehicle and model of interactive groupware applications, based on which a variety of social and technical issues have been investigated. Consistency maintenance as a fundamental problem in group editors has attracted constant research attention. Operational transformation (OT) is an optimistic consistency maintenance method that supports unconstrained collaboration among human users. Although significant progress has been achieved over the past decade, there is still a large space for improvement on the theoretical part of OT. In this dissertation, we are concerned with three problems: (1) How to evaluate the correctness of OT-based consistency maintenance protocols; (2) How to design and prove correct OT-based protocols; (3) What are the consistency correctness conditions for group editing systems in general. This dissertation addresses the above three problems and makes the following contributions: (1) propose a total order based framework including a new consistency model and the associated design methodology. This framework reduces the complexities of the OT design; (2) improve the total order based framework by introducing a natural order based framework. In contrast, this framework removes the requirement of defining a total order that is not necessary to the OT design; (3) establish a generic consistency model and propose the first set of practical design guidelines in OT based on this model.
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6

Choudhury, Surajit. "A fragment based program editor /." Thesis, McGill University, 1986. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=65502.

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7

Han, Kwon Soo. "Surveygen: A web-based survey editor." CSUSB ScholarWorks, 1998. https://scholarworks.lib.csusb.edu/etd-project/1786.

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8

Amai, Takamitsu. "Development of genome editing technology of mitochondrial DNA in Saccharomyces cerevisiae." Doctoral thesis, Kyoto University, 2021. http://hdl.handle.net/2433/263707.

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9

Jeet, E. J. "A relationship-based interactive graphical diagram editor." Thesis, University of Kent, 1987. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.378580.

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10

Kadlčík, Stanislav. "Webový editor audia." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2013. http://www.nusl.cz/ntk/nusl-413324.

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Анотація:
The Web Based Audio Editor thesis deals with the requirements specification, selection of technologies and with the implementation itself. The thesis uses modern approaches of HTML5 standards and is divided into the client and the server parts. Both the web application and the server are implemented in JavaScript. The Web based audio editor allows basic editing features like cut, shifting, deleting. All this in multiple audio tracks. The application runs in recent versions of the most widely used web browsers.
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11

Ng, Elizabeth P. Y. "Development of the Presto pen-based music editor." Thesis, University of Canterbury. Computer Science, 1998. http://hdl.handle.net/10092/9414.

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Deficiencies in existing methods of music input have made the process slow and tedious; text music editors are difficult to use, graphical music editors are slow, and Optical Music Recognition is inaccurate and requires cumbersome equipment. This research aims to develop one of the fastest and easiest methods for entering music into computers-the pen-based music input. The design of pen music input closely follows the idea of traditional pencil and manuscript for musicians. Musicians draw sketches on the system similar to those they do on paper. The development of smaller and lighter low-cost pen computers enables the system to be portable. This thesis develops an earlier method for using pen computers to input music, called Presto. It extends the gesture set and further develops the system in Presto. The objectives of Presto are to be fast, easy to learn, easy to use, and portable. This thesis first reviews existing gesture sets and graphical music editors. Next, four aspects of Presto are investigated: gestures, editing features, drawing beams, and feedback. The research on each part reviews existing work on the relevant issues, then designs and implements improvements. Presto has become significantly faster than its previous version, and many features are improved to make it more usable. It can be three to more than four times faster than using other methods to input music. The research on the pen-based music input has greatly improved accuracy, functionality, speed, and usability of Presto, making it a useful technique for musicians.
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12

Andersson, Linnea. "Personal Pronouns in Editor’s Letters : A gender-based study." Thesis, Linnéuniversitetet, Institutionen för språk och litteratur, SOL, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-28803.

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Several studies have shown that women tend to use more personal pronouns and therefore show more involvement with the reader. This paper examines the differences between male and female editors’ letters in magazines. The study applied the method of corpus linguistics in order to examine forty editor’s letters twenty from the male-targeted magazine Gentlemen’s Quarterly and twenty from the female-targeted magazine Harper’s Bazaar. First person singular and second person singular pronouns were examined to determine whether the female editor showed more involvement with the reader than the male editor. The result shows that the male editor from the Gentlemen’s Quarterly shows more involvement with the reader than the female editor from Harper’s Bazaar, which clashes the findings of previous studies.
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13

Valêncio, Carlos Roberto. "UM EDITOR GENÉRICO SENSÍVEL À SINTAXE ARMAZENADA NUMA BASE DE DADOS." Universidade de São Paulo, 1993. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-20082018-090027/.

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Este trabalho descreve a implementação do Protótipo de um Editor Sensível à Sintaxe (PEGSS). Nesta versão o Editor oferece a edição sensível à sintaxe para um subconjunto das linguagens Pascal, C e FORTRAN. Programas sintaticamente corretos são construídos através da requisição pelo usuário de gabaritos que correspondem aos comandos e pela descrição das expressões. É proposto um modo único de representação interna dos programas editados sob o contexto desse Editor. Assim, um conjunto de ferramentas pode beneficiar-se dessa forma de representação. Por exemplo, é permitido que programas escritos em um linguagem sejam obtidos em qualquer das outras linguagens contempladas pelo Editor. Além disso, pode ser efetuada a adição de novas linguagens pertencentes a um mesmo paradigma, pois a construção dessa representação interna prevê esta extensão. Neste trabalho são apresentadas as caracteristicas do PEGSS: a estrutura utilizada para a exibição dos seus programas, a representação interna destes programas, a manipulação das expressões e, finalmente, como foram especificados e implementados os módulos principais que compõem este Sistema.
This work describes the construction of the Prototype of an Editor Sensible to Sintax(PEGSS). In this version the Editor offers the edition sensible to sintax to a subgroup of the Pascal , C and FORTRAN languages. Programs syntatically correct are build through the requirement by the templates users that correspond to the command and through the description of the expressions. It\'s proposed an only manner of intern representation of programs editored under a context of this Editor. So, a group of tools can be benefited of this representations form. For instance, it is allowed that programs written in a language are obtained in any of the other languages suported by the Editor. Besides, the adition of new languages belonging to same paradigm can be made, therefore the construction of this intern representation foresees this expansion. In this work the caracteristics of the PEGSS are presented: the structure utilized to an exibition of its programs, the intern representation of these programs, the manipulation of the expressions and, finally, how were specified and build the main modulus that arrange this system.
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14

Lok, Shien-wai. "A galley and page formatter based on relations /." Thesis, McGill University, 1985. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=63352.

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15

Hu, Xian Xiang. "Implementation of a constraint-based graphics editor for Relix." Thesis, McGill University, 1991. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=61193.

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This thesis addresses the implementation of gedit, a constraint-based graphics editor for exploring constraint techniques in a graphics system and extending a database system with graphics processing facility.
As a graphic operation of the relational database system relix, gedit provides an interactive graphics edit window for the relix user to draw and save graphics as a database relation. A constraint technique is used in gedit as a means for making precise graphics and constructing new graphics by applying constraints to existing graphics.
The abstract graphics description is represented as five kinds of primitive drawings: point, circle, polyline, polygon, and text. A constraint is visualized on the screen as an icon which shows the relationship among the graphics objects constrained. A set of basic commands for graphics and constraints are presented. A constraint satisfaction mechanism for building up simultaneous equations for constraints and solving the system of equations to get the expected result is also provided.
The design and implementation of gedit are given in object-oriented programming style.
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16

Kühn, Thomas, Kay Bierzynski, Sebastian Richly, and Uwe Aßmann. "FRaMED: Full-Fledge Role Modeling Editor (Tool Demo)." ACM, 2016. https://tud.qucosa.de/id/qucosa%3A75117.

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Анотація:
Since the year 1977, role modeling has been continuously investigated as promising paradigm to model complex, dynamic systems. However, this research had almost no influence on the design of todays increasingly complex and context-sensitive software systems. The reason for that is twofold. First, most modeling languages focused either on the behavioral, relational or context-dependent nature of roles rather than combining them. Second, there is a lack of tool support for the design, validation, and generation of role-based software systems. In particular, there exists no graphical role modeling editor supporting the three natures as well as the various proposed constraints. To overcome this deficiency, we introduce the Full-fledged Role Modeling Editor (FRaMED), a graphical modeling editor embracing all natures of roles and modeling constraints featuring generators for a formal representation and source code of a rolebased programming language. To show its applicability for the development of role-based software systems, an example from the banking domain is employed.
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17

KANERVA, MARTIN. "Skin Generator for trig.com : A user friendly, browser based, CSS editor." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-156252.

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Анотація:
This report revolves around social network communities, accessible over the Internet using a browser. More specifically it discusses each member’s personal presentation page. Beyond just a name and fifty words of text, how much more freedom is viable for this page? How can page presentationbe easily adjusted via a user interface? Are there any technical limitations for implementation? This work offered Adocca Entertainment a theoretical backgroundand an overview of the technical landscape in 2006. It discusses possibilities and reflects on the intended audience and other requirements. It includes implementation of a prototype version of a browser based Cascading Style Sheets (CSS) Editor, called the “Skin Generator”. This inspired further development and allowed an informed decision to be made. Starting in the theoretical, by applying fields such as programming paradigms, data modelling and user interface. Viewing the broader field and then discussing the implementation specifics of a prototype version.User interface is arguably one of the barriers to allowing users more freedom when presenting themselves in online communities. The prototype proposes a solution leveraging the Model View Controller paradigm in tandem with the Direct Manipulation school and adaptation to intended audience.
Den här rapporten berör sociala nätverk och communities, tillgänglig aöver Internet via en webbläsare. Mer specifikt behandlar den varje medlems personliga presentationssida. Bortom ett namn och femtio ord, hur många fler frihetsgrader är möjliga här? Hur kan användaren hantera inställningar? Finns det några tekniska hinder vid en implementation? Arbetet gav Adocca Entertainment en teoretisk bakgrund samt en översikt över det tekniska landskapet år 2006. Rapporten diskuterar möjligheter och reflekterar över målgrupp och kravbild för ett webbläsarbaserat verktyg som låter användaren programmera Cascading StyleSheets (CSS), kallat “Skingenerator”. En prototypversion implementeras som en del av processen, vilket inspirerade vidare utveckling och bidrog till att ett mer informerat beslut kunde tas i frågan. Avtramp görs från det teoretiska, med områden som programmerings paradigm,datamodellering och användargränssnitt som centrala.Berör den större bilden för att sedan diskutera implementations-detaljer gällande prototypen. Att förbättra gränssnittet, som i relaterade lösningar oftast består av textinmatning, är viktigt. Genom detta minskar den friktion medlemmen står inför när den vill presentera sig annorlunda i community- sammanhanget. Prototypen föreslår en lösning baserad iModel-View-Controller (MVC), ett paradigm som driver implementationen. Läran om Direct Manipulation och målgruppsanpassning skänker inspiration till användargränssnittet.
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18

Roffi, Federico. "Progettazione e realizzazione di un editor web-based per il linguaggio jolie." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2011. http://amslaurea.unibo.it/1868/.

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19

Monzali, Andrea. "Supporto a editor Web-Based in Ambiente Service-Oriented: modellazione dell'Ambiente Dati." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2011. http://amslaurea.unibo.it/2723/.

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Анотація:
Nell'ambito delle Service-Oriented Architecture, il linguaggio JOLIE, assieme al suo editor jEye, consentono la realizzazione di orchestratori. Questa tesi realizza (modello e implementazione) il supporto per l'Ambiente Dati
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20

Bonazzi, Matteo. "Supporto a editor web-based in ambiente service-oriented: implementazione dell'ambiente dati." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2011. http://amslaurea.unibo.it/2730/.

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21

Anderson, Jocelynn Marie. "A Cloud-Based GSSHA Index Map Editor Utility for Watershed Decision Support." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/5292.

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Preventing damages from flooding is critically important for city managers and planners.Efforts in protecting infrastructure from flooding are often coupled with building hydrologicmodels to provide predictions of what is likely to happen during storm events. As land usechanges, these models must be updated, which is more challenging with sophisticated models. Ateam of researchers from universities in Utah and Wyoming have been developing tools forwater management in the Intermountain West as part of a collaborative NSF research grantcalled CI-WATER. In particular, a free and open source web platform called Tethys has beendeveloped to support the development and hosting of hydrologic web applications. Tethys wasused to develop a prototype application that uses a GSSHA runoff model and allows users tochange land-use inputs to simulate the impact on a watershed for any type of land use change.The application also provides a method to run the edited model and produces a comparisonreport of before-and-after runoff and water depth as part of a decision-support framework.
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22

Whittle, J. N. D. "The use of proofs-as-programs to build an analogy-based functional program editor." Thesis, University of Edinburgh, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.663736.

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This thesis presents a novel application of the technique known as proofs-as-programs. Proofs-as-programs defines a correspondence between proofs in a constructive logic and fundamental programs. By using this correspondence, a functional program may be represented directly as the proof of a specification and so the program may be analysed, within this proof framework. CYNTHIA is a programming editor for the functional language ML which uses proofs-as-programs to analyse users' programs as they are written. So that the user requires no knowledge of proof theory, the underlying proof representation is completely hidden. The proof framework allows programs written in CYNTHIA to be checked to be syntactically correct, well-typed, well-defined and terminating. Users of CYNTHIA make fewer programming errors and the feedback facilities of CYNTHIA mean that it is easier to track down the source of errors when they do occur. CYNTHIA also embodies the idea of programming by analogy - rather than starting from scratch, users always begin with an existing function definition. They then apply a sequence of high-level editing commands which transform this starting definition into the one required. These commands preserve correctness and also increase programming efficiency by automating commonly occurring steps. The thesis describes the design and implementation of CYNTHIA and investigates its role as a novice programming environment. Use by experts is possible but only a subset of ML is currently supported. Two major trials of CYNTHIA have shown that CYNTHIA is well-suited as a teaching tool.
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23

Matheson, Robert Newell. "New Performance Editions of Three Works for Double Bass by Theodor Albin Findeisen (1881-1936)." Diss., The University of Arizona, 2012. http://hdl.handle.net/10150/242435.

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Анотація:
The purpose of this project is to bring to light three concert works by Theodor Albin Findeisen (1881-1936), namely Nixenreigen, Elegie, and Romantische Suite, and prepare them for use by modern double bassists. Save for Findeisen's compositions, which are largely out of print and unknown, the Late Romantic Austro-German school of composition is not represented in the double bass concert repertory. To establish the historical significance of Findeisen's concert works for double bass, this document includes background information on the composer and his work. This research culminates in the creation of newly arranged, transposed, transcribed, and edited performance editions that are informed by Findeisen's methodology and by modern performance techniques. This document addresses editorial decisions in creating these new editions.
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24

BENEVIDES, A. B. "A Model-Based graphical editor for supporting the creation, verification and validation of OntoUML conceptual models." Universidade Federal do Espírito Santo, 2010. http://repositorio.ufes.br/handle/10/4211.

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Made available in DSpace on 2016-08-29T15:33:10Z (GMT). No. of bitstreams: 1 tese_3332_.pdf: 4500876 bytes, checksum: 55c9192a29c0414e33a92f7897ba7167 (MD5) Previous issue date: 2010-02-05
Essa tese apresenta um editor gráfico baseado em modelos para o suporte à criação, verificação e validação de modelos conceituais e ontologias de domínio em uma linguagem de modelagem filosoficamente e cognitivamente bem-fundada chamada OntoUML. O editor é projetado de forma que, por um lado, ele protege o usuário da complexidade dos princípios ontológicos subjacentes à essa linguagem. Por outro lado, ele reforça esses princípios nos modelos produzidos por prover um mecanismo para verificação formal automática de restrições, daí assegurando que os modelos criados serão sintaticamente corretos. Além disso, avaliar a qualidade de modelos conceituais é um ponto chave para assegurar que modelos conceituais podem ser utilizados efetivamente como uma base para o entendimento, acordo e construção de sistemas de informação. Por essa razão, o editor é também capaz de gerar instâncias de modelos automaticamente por meio da transformação desses modelos em especificações na linguagem, baseada em lógica, chamada Alloy. Como as especificações Alloy geradas incluem os axiomas modais da ontologia fundacional subjacente à OntoUML, chamada Unified Foundational Ontology (UFO), então as instâncias geradas automaticamente vão apresentar um comportamento modal enquanto estiverem sendo classificadas dinamicamente, suportando, assim, a validação das meta-propriedades modais dos tipos fornecidos pela linguagem OntoUML.
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25

Reis, Philipp [Verfasser]. "Limited-Editions – state of research, willingness to pay and price-based consumer behaviour / Philipp Reis." Mainz : Universitätsbibliothek Mainz, 2018. http://d-nb.info/1165906414/34.

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26

Vásquez-Medina, Mirtha Jimena, Paola Jimena Villegas-Otiniano, and Vicente A. Benítes-Zapata. "Letter to the editor: “A population-based study of cervical cytology findings and human papillomavirus infection in a suburban area of Thailand”." Elsevier B.V, 2018. http://hdl.handle.net/10757/624670.

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27

Sehr, Tony, Undine Proschmann, Katja Thomas, and Tjalf Ziemssen. "Letter to the editor on the paper: “The majority of natalizumab-treated MS patients have high natalizumab concentrations at time of re-dosing”." Sage, 2018. https://tud.qucosa.de/id/qucosa%3A35528.

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Van Kempen et al. described high natalizumab concentrations in their natalizumab-treated multiple sclerosis (MS) patients at time of re-dosing. Based on the literature research the authors consider a natalizumab concentration above 2 μg/mL to be sufficient for an adequate alpha-4 integrin receptor saturation of above 70%. Recently, we have demonstrated similar results using our new cell-based immunoassay to evaluate free natalizumab concentration, cell-bound natalizumab, and alpha-4 integrin receptor saturation as the key pharmacokinetic/pharmacodynamic parameters of natalizumab treatment in different in vivo settings. We investigated the effects of treatment interval extension or treatment cessation.
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28

Krishnan, Sandeep. "Development and evaluation of Formula Editor (a tool-based approach to enhance reusability in software product line model checking) on SAFER case study." [Ames, Iowa : Iowa State University], 2009.

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29

Denman, Christopher David. "DEFINING THE ROLE OF THE TECHNICAL COMMUNICATOR: AN INTERNSHIP WITH THE WEB-BASED LEARNING GROUP AT THE KROGER COMPANY." Oxford, Ohio : Miami University, 2004. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=miami1102534243.

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30

Hausen, Michelle Jennifer. "Converting Instructor-Led Training to Web-Based Training at Atos Origin." Miami University / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=miami1211941818.

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31

Maier, Sonja [Verfasser], Mark [Akademischer Betreuer] Minas, and Paolo [Akademischer Betreuer] Bottoni. "A Pattern-based Approach for the Combination of Different Layout Algorithms in Diagram Editors / Sonja Maier. Universität der Bundeswehr München, Fakultät für Informatik. Gutachter: Mark Minas ; Paolo Bottoni. Betreuer: Mark Minas." Neubiberg : Universitätsbibliothek der Universität der Bundeswehr, 2012. http://d-nb.info/1028336713/34.

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32

Chih, Wang Hong, and 王宏智. "Research on ebXML-Based Eshop Editor." Thesis, 2003. http://ndltd.ncl.edu.tw/handle/76674739330507751198.

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Анотація:
碩士
國立臺灣師範大學
資訊教育研究所
91
Abstract The Internet caused a revolution in many aspects of our lives. The most distinctive change among them occurred in the marketplace. As the Internet continues its pervasive expansion, the economic conditions business will be conducted more and more over the Internet. E-commerce will become the most popular marketplace in our future and XML will play an important role among them. This research applied the characteristic of XML and was based on XML to build the web store mechanism and framework. Therefore, this study combined B2C and B2B e-commerce to operate the online store, which we called e-shop editor. E-shop editor is mainly based on the XML as the main idea to set up the web store mechanism and framework to develop the applications. There are five main design models of this thesis : First, the e-commerce framework model of pure XML : It is divided the web framework into three groups: website structure information, e-shop layout, and backend system. Second, the build e-shop flow chart model : E-shop editor uses XML to provide the standard model and to design fast model. Third, the search of merchandise information model : Data will be saved in XML format. E-shop editor also use XML indexing for the store search function. Fourth, the order-processing model : Based on ebXML, e-shop editor utilize SOAP to pass the orders to the backend system to deliver B2B model. Fifth, the deployment of P3P model : As using standard P3P technique, the privacy policy will become machine-readable and it can also get rid of the problems that normally will be encountered in E-marketplace. (Keywords︰XML, P3P, ebXML, eshop, E-commerce, SOAP)
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33

Vodolán, Miroslav. "Rozšířený editor komponentových architektur pro MEF." Master's thesis, 2014. http://www.nusl.cz/ntk/nusl-340870.

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Managed Extensibility Framework allows development of component-based .NET applications. However relations between components can be quite complex. Therefore the MEF Editor was implemented in context of author's bachelor thesis, which can visualise the relations according to source code analysis and provide their editing. Although possibilities of the analysis are determined by available user's extensions, in some cases the editor cannot be used. This master thesis provides a solution in form of a new version of the MEF Editor which increases the number of cases it can be used in. As part of this thesis, we implemented the editor with extensions allowing analysis of application projects written in C# language and compiled assemblies. It helps to detect composition errors in these applications and allows visual editing of source code where component architecture of these applications is implemented. Powered by TCPDF (www.tcpdf.org)
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34

Cheng, Ya-Wen, and 鄭雅文. "A Model-based Object-Oriented Requirement Editor." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/58504512177051246334.

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Анотація:
碩士
東海大學
資訊工程與科學系
96
It is an important subject for information system developer to come up the application software that meets user’s requirements. And one of the key tasks in software development cycle is to correctly define the new system requirement. Unfortunately most of the user requirements are written in natural language format. It can easily lead to a situation which is full of ambiguity, inconsistency, imprecision and incompleteness. At the same time, it will incur a lot of conversion cost and time when trying to convert such written requirements into object oriented analysis and design documents. To resolve such problem, this paper proposes an object oriented structure that can be used to specify, analyze and manage the software requirements. An object has its natural characteristic of inheritance. This characteristic brings certain design advantages. So object oriented design methodology has become a new development trend. We can define the user requirement as an object and classify it. We can then easily manage the requirement object and its characteristic with some predefined methods. The proposed structure will also help system developer to access to the requirement systematically. It can be used furthermore in the analysis and design development cycle without creating any inconsistency. Based on modeling, object oriented requirement engineering can enhance the efficiency during the requirement cycle. It can also simplify the process in software development such as the stage conversion from requirement into analysis and design. It will further resolve the inconsistency issue. It can help to reduce the development cost as well.
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35

Lin, Chia-Ying, and 林嘉穎. "A Meteor-Based Relation Editor for Cadabia." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/74783952691986617337.

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Анотація:
碩士
國立中正大學
資訊工程研究所
103
Cadabia, which is an abbreviation of Class Algebra DAtaBase Inference Agent, is a database system. It can store object-oriented data and make use of the concept of ontology to maintain an is-a hierarchy with its data typing constraints. The relation editor in this paper includes a backend API that can do some operations such as creating, updating, querying, and removing data. The relation editor also makes sure that every time that a relationship is updated the inverse relationship is also updated. Meteor is an event-driven system that can respond to events quickly, so we can do queries or relation updates faster.
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36

Fernandes, Irina Marques da Silva. "Relatórios de Estágio e Monografia intitulada "Edição de Bases: o futuro da edição de genes?" Master's thesis, 2020. http://hdl.handle.net/10316/93078.

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Relatório de Estágio do Mestrado Integrado em Ciências Farmacêuticas apresentado à Faculdade de Farmácia
By taking advantage of the CRISPR-Cas9 system, gene editing is able to correct a gene mutation through replacement of the mutated portion with an exogenous DNA. However, the first step for this correction is to generate double-stranded DNA breaks. This process is associated with a high prevalence of unwanted products, because cellular DNA repair will introduce in high rates small insertions or deletions, called indels. On the other hand, most human genetic diseases are caused by point mutations in a single nucleotide. Therefore, the interest in developing a technique that only changes the mutant allele and that is not associated with a high rate of indels arised.Thus, base editing was developed. This technique is able to convert, in a programmable manner, one base into another, without the need to introduce the double-stranded DNA breaks. Using the CRISPR system, associated with catalytically deactivated Cas9 variants and deaminases, two types of base editors were created – cytosine base editors and adenine base editors – which, together, can perform the following transitions: C→T, G→A, T→C and A→G. Currently, there are several versions of both editors as a result of successive optimizations in order to improve the efficiency and the final product purity. Likewise, the delivery strategies to the cells needs to be tailored, once the size of the base editors is larger than the load capacity of most known vectors. One of the strategies is to split the base editor and deliver each half to the cell into two different AAV vectors, where the full-length base editor is then reconstituted within the target cell. Nevertheless, other methods have also been used, such as non-viral vectors, through electroporation or transport through lipids.Despite the many hurdles that are yet to be overcome, base editing is a very versatile technique, which has been used in both study of several genetic pathologies and potential treatments. This can be achieved through the introduction of STOP codons, changes in the initiation codon or correction of nonsense mutations, among others. Therefore, the results indicate that we are in the right path towards future successful application of gene editing.
A edição de genes, com recurso ao sistema CRISPR-Cas9, é capaz de corrigir uma mutação num gene, através da substituição da porção mutada por uma sequência de DNA exógeno. No entanto, o primeiro passo para esta correção é o corte da dupla cadeia de DNA. Este fenómeno está associado a uma elevada prevalência de produtos indesejados, uma vez que estes, devido aos processos de reparação celular do DNA, vão conter pequenas inserções e deleções, denominadas de indels. Por outro lado, a maioria das doenças genéticas humanas são causadas por mutações pontuais num único nucleótido. Consequentemente, emergiu o interesse pelo desenvolvimento de uma técnica que apenas alterasse o alelo mutante e à qual não estivessem associadas elevadas taxas de indels. Surgiu, então, a edição de bases. Esta técnica é capaz de converter, de forma programada, um nucleótido noutro, sem a necessidade de cortar a dupla cadeia de DNA. Recorrendo ao sistema CRISPR, associado a variantes da Cas9 cataliticamente desativadas e a desaminases, foram desenvolvidos dois tipos de editores de bases – editores de bases citosina e editores de bases adenina – que, em conjunto, permitem realizar as seguintes transições: C→T, G→A, T→C e A→G. Atualmente, existem diversas versões de ambos os editores, resultado de sucessivas otimizações com o intuito de melhorar a eficácia e a pureza do produto obtido. Do mesmo modo, as estratégias de entrega às células têm de ser adaptadas, uma vez que o tamanho dos editores de bases é superior à capacidade de carga dos vetores convencionais. Uma das estratégias passa por dividir o editor e entregá-lo à célula em dois vetores AAV distintos, sendo posteriormente reconstituído dentro da célula alvo. No entanto, outros métodos também têm sido utilizados, tais como os vetores não virais, através de eletroporação ou transporte mediado por lípidos.Apesar de esta técnica acarretar, ainda, muitos obstáculos que têm de ser ultrapassados, a edição de bases é uma técnica bastante versátil, que tem sido utilizada no estudo de diversas patologias genéticas e seu potencial tratamento. Tal, pode ser conseguido através da introdução de codões STOP, de mutações no codão de iniciação ou da correção de mutações nonsense, entre outros. Consequentemente, perante os resultados obtidos, pode afirmar-se que estamos a caminho do domínio de uma tecnologia revolucionária, que se espera que venha a permitir manipular o genoma com grande precisão e, assim, tratar ou curar múltiplas doenças.
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37

Tsai, Wen-Ho, and 蔡文和. "Develop a Game-based C Programming Language Editor." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/98879223331713011100.

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Анотація:
碩士
中華大學
資訊管理學系
95
Many researches have shown that learners will learn more effectively if we can give them more funs to increase their motivation in learning. In modern societies, computer games have become an essential element of the current life. Using game-based concept in teaching not only can help students in learning but also can enhance their motivation and interest to achieve the goal of edutainment. C Programming Language has become the first programming language for the Information Systems Students to learn. Many surveys showed that many novices of C Programming language had found that the difficulty in the beginning was how to write codes. Therefore, it is very important to help them to overcome the fear of coding first and then teach them to write better codes next. Based on this, the aim of our research is to use edutainment concept to build a game-based C Programming Language editor by combining the Java Swing, GCC and Bomberman game. We hope that we may give a better choice to those who are going to learn C Programming Language in the very beginning.
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38

Ko, Hui-jen, and 柯惠貞. "A JSP GUI Editor Based on theCyberWebForm Architecture." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/17544075460480011153.

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Анотація:
碩士
國立臺灣大學
資訊工程學研究所
93
In recent years, developing database applications on the web platform is increasingly popular. Since web-based applications are wide-spreading, powerful and convenient, one can do almost everything, everywhere and at any time only via a browser without installing extra client-side software. This thesis designs and implements a JSP GUI editor, which is a development tool based on the CyberWebForm. Beside the inheritable advantages from the CyberWebForm, this editor has more features as the following: �� WYSIWYG user interface. �� Smoother learning curve for JSP programmer. �� Local testing environment. We hope that this system can promote the efficiency of development and reduce the possibility of coding errors.
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39

Lv, Zong-Long, and 呂宗龍. "A Modeling Language of Domain Specific Editors Based on Graphical Modeling Framework." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/98502764393629571311.

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Анотація:
碩士
國立政治大學
資訊科學學系
95
The availability of a visual graphical editor for a target domain is the prerequisite of visual graphical modeling, which has been adopted by classical software development for decades and is especially emphasized in today's model-driven engineering. However, compared with traditional textual editors, developing a visual graphical editor from scratch is not an easy work. As a result, there were frameworks developed such as GEF and GMF aimed to simplify the construction of graphical editors. Even so, however, it is still though hard for an average programmer to construct a visual graphical editor by using these frameworks without a long time of learning.
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40

Kao, Chen-yi, and 高振益. "Shuttle: an Instant Model Synchronization Assistant for GMF Editors Based on Concept Synchronization." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/52905742111445766779.

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Анотація:
碩士
國立政治大學
資訊科學學系
95
Roundtrip engineering and refactoring are killer features of modern IDE systems. Most implementations of these features nowadays, however, are tailor-made for scenarios like GUI or UML diagramming ones and hence are hard to generalize; moreover, existing refactoring ways are usually restricted to exact string matching and are thus unable to synchronize artifacts with different occurrences of the equivalent term. These problems inhibit today's IDEs from supporting developments requiring synchronization across models, languages and documents. Shuttle is a modeling assistant developed by us running on Eclipse GMF editors. It monitors users' input model elements and link them by related concepts automatically. Later modifications of an element will trigger rules to find the others under the same related concepts and result in various synchronization recommendations which developers may choose to take to enforce consistency among parts of the developed system. The linking-triggering mechanism of Shuttle is based on what we call concept synchronization (CS), which is inspired by the idea of concept in ontology and concept search in information retrieval. CS captures the simple idea that model elements with related text descriptions would be very likely modified accordingly if one of them is changed by the developer. To detect all others related to a target model element, we establish a many-to-many mapping between elements and WordNet Synsets【3】according to element text descriptions ahead of time and then, with WordNet’s help【40】, all elements related to the target can be found by looking for those mapped to a Synset associated with the target.
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41

Hu, Chung Hua, and 胡仲華. "Constructing a Language-Based Editor with Object-Oriented Techniques." Thesis, 1994. http://ndltd.ncl.edu.tw/handle/97658844168021170862.

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Анотація:
碩士
國立交通大學
資訊工程研究所
82
This thesis presents a template-based MVC (TMVC for short) architecture, an extension of MVC, for constructing a language- based editor. A TMVC, encapsulating an MVC triad as its components, is capable of handling input events, displaying the layout, and processing language-dependent information. A program in the ediotr is constructed as a tree, called the program tree, and each node in the tree corresponds to a TMVC. Thus, a program is modeled by multiple TMVCs with hierarchical structures. Object-oriented techniques are also used to construct incremental tools for syntactic and semantic analyses. In our language-based editor, incremental semantic evaluation is performed via message passing between TMVCs in a program tree. For better reusability, the class hierarchy of a given language is constructed based on the functionality of the language constructs. Moreover, procedures for integrating a new incremental tool into the existing programming environment are also discussed.
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42

Hsin, Chung-Lin, and 辛忠霖. "Development of a web-based instructional design editor for project-based instruction." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/44805733736815207622.

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Анотація:
碩士
國立高雄師範大學
工業科技教育學系
93
The purpose of this study is to develop a course design template for teachers to implement web-based project instruction, so that web-based instruction can be easily adopted by teachers in their teaching. The system was developed in mind with directed goals of fulfilling the Ten Basic Abilities of the K-9 Integrated Curriculum. It is to say that as long as the teachers adopt this template to design their teaching activities, the template will automatically direct the course design process towards the goals of cultivating the Ten Basic Abilities of the prescribed national curriculum guidelines by the Ministry of Education in Taiwan. This study adopted literature review, analysis, and system development methods. The need and function assessments were conducted first in the analysis stage. The template design process was then outlined. After the coding of the software, it was open on internet for evaluators’ use and test. An evaluation questionnaire was administered for the system appropriateness and effectiveness. The conclusions of this study were as follows. 1. The project-based template for web-based instruction is helpful for teachers in their course design activities. 2. The developed template is useful for promoting web-based instruction in school. The template was recommended for use by the teachers. It could also be provided as a reference for other studies.
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43

Ortega-Arranz, Alejandro. "Design and development of an editor for location-based games." Thesis, 2014. http://hdl.handle.net/10889/8052.

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Анотація:
Nowadays, mobile games and applications have turned around in essential elements in the current society. But, at the same time that world does not stop (society, tendencies, ... it changes daily), mobile games and applications should update and modify their contents. Thus, content providers play an important role and turn around important. The Human Computer Interaction (HCI) group from University of Patras, have developed some mobile games with a playful and educative scope, and also its content editors. But, could be possible stopping developing one editor for each game and make one in common? even could we extend it to other games not developed by the HCI group? This will be our purpose during this document. Trying to create a content editor despite the fact of the differences of the games, logic, user interface and other many aspects which differ them. Therefore, the content provider should be able to create, edit or update the information or content without changing the performance of the games. For carrying this out, first of all we should analyze which things the games have in common and then, to get an abstraction. This abstraction should work for all the games although they have incompatible properties among them. Then, for this kind of properties, we should add somehow a visibility parameter. By this way, that properties will be invisible for games which do not use them. Hence, this common content editor should be able to add, modify and delete objects of the games which have been developed and can be played everywhere in the whole world.
Η παρούσα εργασία περιγράφει το σχεδιασμό, την ανάπτυξη και την υλοποίηση της εφαρμογής ΤaggingCreaditor για χρήση σε σταθερό υπολογιστή. To TaggingCreaditor όπως αποκαλύπτει και το όνομα του είναι ένα εργαλείο για την παραγωγή και επεξεργασία περιεχομένου για συνεργατικά χωρο-ευαίσθητα παιχνίδια με κινητές συσκευές, όπως για παράδειγμα τα “Tagging games” όπου τα φυσικά αντικείμενα αναγνωρίζονται μέσω της σάρωσης QR ή RFID ετικετών. Η εφαρμογή αναπτύχθηκε για χρήση σε σταθερό υπολογιστή αλλά και σε κινητές συσκευές. Σε αυτή τη διπλωματική εργασία θα παρουσιαστεί η εφαρμογή που αφορά στην παραγωγή και επεξεργασία περιεχομένου για χρήση σε σταθερό υπολογιστή. Ενδιαφέρον είναι το παράδειγμα των συνεργατικών χωρο-ευαίσθητων παιχνιδιών τα οποία μπορούν να χρησιμοποιηθούν παράλληλα για ψυχαγωγία και μάθηση. Τέτοια παραδείγματα αποτελούν τα παιχνίδια MuseumScrable και CityScrable, στα οποία έχει γίνει εκτενής μελέτη πριν το σχεδιασμό του TaggingCreaditor. Τα υπάρχοντα χωρο-ευαίσθητα παιχνίδια μπορούν να παιχτούν σε πολλούς χώρους ωστόσο δεν υπάρχει ένα εργαλείο γενικής εφαρμογής το οποίο να διευκολύνει στην δημιουργία περιεχομένου για τα παιχνίδια αυτά. Αυτό το κενό έρχεται καλύψει η παρούσα διπλωματική εργασία με το σχεδιασμό και την ανάπτυξη του εργαλείου TaggingCreaditor. To εργαλείο αυτό αναπτύχθηκε για την παραγωγή και επεξεργασία περιεχομένου για χωρο-ευαίσθητα παιχνίδια έτσι ώστε κάθε σχεδιαστής παιχνιδιού να μπορεί να σχεδιάσει παιχνίδια για να παιχτούν σε οποιαδήποτε περιοχή του κόσμου. Για παράδειγμα, ένας δάσκαλος θα μπορούσε να σχεδιάσει ένα παιχνίδι και να παράξει περιεχόμενο για αυτό ώστε να παιχτεί από τους μαθητές του κατά την διάρκεια μιας επικείμενης επίσκεψης σε ένα μουσείο. Επιπρόσθετα, αυτό το εργαλείο θα μπορούσε να αποτελεί υποστηρικτική λειτουργία για τα υπάρχοντα συνεργατικά χωρο-ευαίσθητα παιχνίδια όπως τα MuseumScrable και CityScrable. Ανάμεσα στα κυριότερα σημεία και δυνατότητες αυτής της εφαρμογής, είναι το γεγονός ότι το TaggingCreaditor είναι ένα συνεργατικό και γενικής εφαρμογής εργαλείο. Κατά πρώτον, ο σχεδιασμός έγινε έτσι ώστε πολλοί χρήστες να μπορούν συνεργατικά και παράλληλα να παράγουν και να επεξεργάζονται το περιεχόμενο των παιχνιδιών τους, χρησιμοποιώντας μια κοινή βάση δεδομένων. Κατά δεύτερον, η εφαρμογή αυτή σχεδιάστηκε με το σκεπτικό πως θα μπορεί να χρησιμοποιηθεί για την παραγωγή και επεξεργασία του περιεχομένου ενός μεγάλου αριθμού χωρο-ευαίσθητων παιχνιδιών, κάτι που κάνει το συγκεκριμένο εργαλείο να είναι εργαλείο γενικής εφαρμογής. Θα ήθελα να κλείσω τονίζοντας την χρησιμότητα που μπορεί να έχει ένα τέτοιο εργαλείο γενικής εφαρμογής για τα χωρο-ευαίσθητα παιχνίδια, επιτρέποντας την δημιουργία και επεξεργασία περιεχομένου γύρω από οποιαδήποτε θεματική ενότητα, για οποιοδήποτε παιχνίδι και σε οποιαδήποτε περιοχή του κόσμου αυτό παίζεται. Θα ήθελα επίσης να τονίσω πως το συγκεκριμένο εργαλείο μπορεί να βελτιωθεί με πολλούς διαφορετικούς τρόπους όπως για παράδειγμα να μπορεί να υποστηρίζει πολλούς χρήστες οι οποίοι όμως δεν θα χρησιμοποιούν κοινή βάση δεδομένων για την παραγωγή και επεξεργασία του περιεχομένου των παιχνιδιών τους.
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44

Lin, Yih-Nan, and 林義楠. "Developing a Document Editor Based on Relational Database via Intranet." Thesis, 2000. http://ndltd.ncl.edu.tw/handle/14942922683558893893.

Повний текст джерела
Анотація:
碩士
元智大學
資訊工程研究所
88
Following by the development of knowledge economy, Knowledge Management is more important. The use of information technology will speed up the application and creation of the knowledge. Structured data is more reduced data mining selection, processing, and transformation data steps that can help knowledge management system to mining knows quality and efficiency than non-structured data. This paper focuses on studying in knowledge author who used word processor editor to product information text. In this edit stage we had embedded data fragment and style-encapsulated functions, structural data transformation policy and domain attribution correspondence check functions. Unstructured text is easy to human readable. Transformation unstructured data to structured data and integrated to RDB of enterprise via this paper methods can make knowledge management system to store data and lead to correspondence, and can use RDB advantage likes to apply in calculation, statistic, graphic, and data analysis and so on, to prompt total knowledge management system efficiency.
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45

Yu, Kuan-Yin, and 余冠穎. "A SysML-based Requirement Traceability Editor for Multicore Embedded System." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/26054765398215155330.

Повний текст джерела
Анотація:
碩士
東海大學
資訊工程學系
100
The research of embedded system is in order to develop the system software rapidly on the embedded system platform, the software and hardware always develop simultaneously. However, the hardware develop so rapidly that the time interval become the most difficult problem of this subject. And how to reduce the time interval effectively becomes the key point of the embedded system developing.Embedded system developers often search the old components from the previous system to reuse for the current component so as to reduce the development costs. But the much most serious defect is the lack of an integrated development environment, which provides the necessary information and development files for developers. By integrated development environment, developers do not view documents step by step. The main objectives of this research is the embedded software requirements traceability that retrieves the development needs in the embedded system development environment, guides users to make correct decisions quickly with the GUI technology, and completes modeling according to expert template for users’ requirement. Developers can reduce the time of defining the demand module, improve the efficiency of development and shorten the developing time.
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46

Ye, Jiun-Hau, and 葉浚豪. "Design and Implementation of Composition-based Wrapper Service Editor for Websites." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/99vad3.

Повний текст джерела
Анотація:
碩士
國立中央大學
資訊工程研究所
94
This research proposes a tool solution to help users wrap a website into a web service, namely Semi-Automatic Wrapper Service Editor (SASWE). The benefits of SASWE are twofold: �� Under Service-Oriented Computing (SOC) environment, a wrapper service can be integrated with others easily and gain add-on values. �� With wrapper service framework, a wrapper service can be maintained easily and API of framework can be reused by users.
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47

Lopez-Romero, Guijarro Rodrigo. "Design and development of a mobile editor for location-based games." Thesis, 2014. http://hdl.handle.net/10889/8051.

Повний текст джерела
Анотація:
In the present project I propose to describe the design, development and implementation of mobile application TaggingCreaditor. TaggingCreaditor, as its name suggests, is a tool that allows the creation and edition of content for collaborative location-based mobile games, i.e., for the called 'Tagging games', whose physical elements are identified with tags such as a QR code or RFID code tags. The application has been developed for both desktop computers and mobile devices. In this paper the editor for the mobile devices will be presented. Mobile technologies play an increasingly important role in our lives, so that it is reasonable that new ideas come up to take advantage of this technology. An interesting example is the collaborative location-based mobile games that have the great advantage that they can be used for both entertainment and learning. Examples of collaborative location-based games are MuseumScrabble or CityScrabble, of which a study will be carried out prior to the design of the content editor. The problem is that there are plenty of locations where you can play many of the existing location-based games, but we do not have a generic tool that facilitates the creation of content. This is what comes to solving TaggingCreaditor: creating content for these games so that any developer can operate his game at any location in the world. Even, a school teacher could use this tool to create content for their students in a museum to which they will visit. Therefore, this application could be considered as a useful supporting utility for collaborative location-based mobile games such as MuseumScrabble or CityScrabble mentioned before. Among the highlights and strengths of the application, we find that it is a generic and collaboration tool. First, the application is designed with the idea that it can be used by a large number of mobile location-based games, so it is a generic tool. And, secondly, the content editor has the advantage of being collaborative, allowing multiple users to create content for their own games in parallel in the same database. I would like to finish remarking the utility that a generic editor may have for the location-based games, allowing to create content of any subject for whatever the game is and in any place of the world. I also would like to highlight that the editor can be improved in a lot of different ways, for instance, an interesting improvement could be the multi-user support so that each user can create their own games without using the same database that other users.
Η παρούσα εργασία περιγράφει το σχεδιασμό, την ανάπτυξη και την υλοποίηση της εφαρμογής ΤaggingCreaditor για κινητές συσκευές. To TaggingCreaditor όπως αποκαλύπτει και το όνομα του είναι ένα εργαλείο για την παραγωγή και επεξεργασία περιεχομένου για συνεργατικά χωρο-ευαίσθητα παιχνίδια με κινητές συσκευές, όπως για παράδειγμα τα “Tagging games” όπου τα φυσικά αντικείμενα αναγνωρίζονται μέσω της σάρωσης QR ή RFID ετικετών. Η εφαρμογή αναπτύχθηκε για χρήση σε σταθερό υπολογιστή αλλά και σε κινητές συσκευές. Σε αυτή τη διπλωματική εργασία θα παρουσιαστεί η εφαρμογή που αφορά στην παραγωγή και επεξεργασία περιεχομένου για κινητές συσκευές. Οι κινητές τεχνολογίες διαδραματίζουν όλο ένα και σημαντικότερο ρόλο στη ζωή μας, με αποτέλεσμα πολλές νέες ιδέες να προκύπτουν λαμβάνοντας υπόψην τα πλεονεκτήματα αυτών των τεχνολογιών. Ενδιαφέρον είναι το παράδειγμα των συνεργατικών χωρο-ευαίσθητων παιχνιδιών τα οποία μπορούν να χρησιμοποιηθούν παράλληλα για ψυχαγωγία και μάθηση. Τέτοια παραδείγματα αποτελούν τα παιχνίδια MuseumScrable και CityScrable, στα οποία έχει γίνει εκτενής μελέτη πριν το σχεδιασμό του TaggingCreaditor. Τα υπάρχοντα χωρο-ευαίσθητα παιχνίδια μπορούν να παιχτούν σε πολλούς χώρους ωστόσο δεν υπάρχει ένα εργαλείο γενικής εφαρμογής το οποίο να διευκολύνει στην δημιουργία περιεχομένου για τα παιχνίδια αυτά. Αυτό το κενό έρχεται καλύψει η παρούσα διπλωματική εργασία με το σχεδιασμό και την ανάπτυξη του εργαλείου TaggingCreaditor. To εργαλείο αυτό αναπτύχθηκε για την παραγωγή και επεξεργασία περιεχομένου για χωρο-ευαίσθητα παιχνίδια έτσι ώστε κάθε σχεδιαστής παιχνιδιού να μπορεί να σχεδιάσει παιχνίδια για να παιχτούν σε οποιαδήποτε περιοχή του κόσμου. Για παράδειγμα, ένας δάσκαλος θα μπορούσε να σχεδιάσει ένα παιχνίδι και να παράξει περιεχόμενο για αυτό ώστε να παιχτεί από τους μαθητές του κατά την διάρκεια μιας επικείμενης επίσκεψης σε ένα μουσείο. Επιπρόσθετα, αυτό το εργαλείο θα μπορούσε να αποτελεί υποστηρικτική λειτουργία για τα υπάρχοντα συνεργατικά χωρο-ευαίσθητα παιχνίδια όπως τα MuseumScrable και CityScrable. Ανάμεσα στα κυριότερα σημεία και δυνατότητες αυτής της εφαρμογής, είναι το γεγονός ότι το TaggingCreaditor είναι ένα συνεργατικό και γενικής εφαρμογής εργαλείο. Κατά πρώτον, ο σχεδιασμός έγινε έτσι ώστε πολλοί χρήστες να μπορούν συνεργατικά και παράλληλα να παράγουν και να επεξεργάζονται το περιεχόμενο των παιχνιδιών τους, χρησιμοποιώντας μια κοινή βάση δεδομένων. Κατά δεύτερον, η εφαρμογή αυτή σχεδιάστηκε με το σκεπτικό πως θα μπορεί να χρησιμοποιηθεί για την παραγωγή και επεξεργασία του περιεχομένου ενός μεγάλου αριθμού χωροευαίσθητων παιχνιδιών, κάτι που κάνει το συγκεκριμένο εργαλείο να είναι εργαλείο γενικής εφαρμογής. Θα ήθελα να κλείσω τονίζοντας την χρησιμότητα που μπορεί να έχει ένα τέτοιο εργαλείο γενικής εφαρμογής για τα χωρο-ευαίσθητα παιχνίδια, επιτρέποντας την δημιουργία και επεξεργασία περιεχομένου γύρω από οποιαδήποτε θεματική ενότητα, για οποιοδήποτε παιχνίδι και σε οποιαδήποτε περιοχή του κόσμου αυτό παίζεται. Θα ήθελα επίσης να τονίσω πως το συγκεκριμένο εργαλείο μπορεί να βελτιωθεί με πολλούς διαφορετικούς τρόπους όπως για παράδειγμα να μπορεί να υποστηρίζει πολλούς χρήστες οι οποίοι όμως δεν θα χρησιμοποιούν κοινή βάση δεδομένων για την παραγωγή και επεξεργασία του περιεχομένου των παιχνιδιών τους.
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48

Chang, Kuei-hsiang, and 張逵翔. "Game Editor and Testing Management System for Online Game-based Learning." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/53137431756350872732.

Повний текст джерела
Анотація:
碩士
靜宜大學
資訊傳播工程學系
100
Games have the potential for learning. Nowadays, Massively Multiplayer Online Role-Playing Game (MMORPG) becomes a trend to interact with players in real time and provides various kinds of game scenarios and cooperation opportunities. To develop a game is usually more time-consuming and laborious; however, using a game authoring tool will assist game designers in editing and managing game content more efficiently. The benefits of this approach include that game materials are reusable and the users do not need to have programming experiments. One of approaches to evaluate the learning performance is testing. Today, Computer-Based Testing has been adopted as evaluation tool in many examinations, such as TOEFL. All answering activities are completed by computers. The integration of game-based learning and computer-based testing makes it possible to learning by another way. In this thesis, we attempt to develop a game editor and testing management system for multiplayer online game-based learning. The developed system provides instructors to create different games for multiple curriculums. We hope that instructors are more flexibility on planning their learning materials and have a good balance between fun and learning by our authoring system.
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49

Tseng, Mei-Chih, and 曾美智. "The Design and Evaluation of a Desktop Project-Based Courses Editor." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/25836741709157054192.

Повний текст джерела
Анотація:
碩士
國立臺南大學
數位學習科技學系碩博士班
102
In order to tackle the hurdle of designing PBL courses online for a learning platform, it is suggested to offer a M.S. Windows-based desktop application based on a needs analysis. The desktop application is a PBL courses editor which is a counterpart of an existing web-based PBL courses template. The goal of the study is to implement the desktop application and evaluate its efficacy afterward. There are three subjects were interviewed for the purpose of the application evaluation. The interview data reflect the fact that the application provides more freedom indeed for courses designers in designing their PBL courses in terms of location and time. In addition, the features of offline editing and sole mission of the application also allow courses designers to concentrate on the designing tasks effectively.
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50

Wang, Chiun-Jr, and 王群智. "An Object based Editor for the Animation Assisted Baseball Strategy Training System." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/sq6epc.

Повний текст джерела
Анотація:
碩士
國立臺北科技大學
資訊工程系研究所
100
The application of sports information has drawn more attention in recent years, and it is an international trend to combine sports events with computer science. In baseball games, in addition to depending on the weekday training, tactical execution is also very important; the key to winning or losing a baseball game is often base on a tactical execution or an incorrect shift by players. This thesis aims to design an animation editing system for baseball strategies and tactics, It can be used in editing the trajectory of the baseball players via animation, which can indicate the player''s location and the relative relationship at a specific time point in the baseball games. By means of animation to enhance the understanding of the players, coupled with the concept of the coach in teaching, strengthening players’ strategies through tactical execution could be carried out in the future or the shortcomings in the cut off could be improved.
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