Дисертації з теми "FP5"
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Paplewski, Peter. "Instabile Halogenphosphane FPO, FPS und PH2Br Erzeugung und rotationsschwingungs- spektroskopische Charakterisierung /." [S.l.] : [s.n.], 2001. http://deposit.ddb.de/cgi-bin/dokserv?idn=964164310.
Повний текст джерелаBreuss, Fritz. "Österreich in der EU - eine Erfolgsgeschichte." Wirtschaftskammer Österreich, 2015. http://epub.wu.ac.at/5231/1/005_Breuss.pdf.
Повний текст джерелаAl-Mashat, Alex. "Comparison of Multiple Models for Diabetes Using Model Averaging." Thesis, Uppsala universitet, Institutionen för farmaci, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-448168.
Повний текст джерелаIvaškevičius, Klaidas. "Daugiamačių sekų šablonų analizė." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2014. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2012~D_20140630_173416-93518.
Повний текст джерелаThe main goal of this master final work was to present some of the algorithms and their combinations for the multidimensional sequence pattern mining and implement an algorithm, that is capable of doing that. FP-Tree, that is used to store critical (for example, often repeated) data, was described. FP-Growth algorithm, that can analyze FP-Tree structure and give frequent pattern set as a result, was presented. MD-PS-FPG algorithm – a combination of modified FP-Growth and PrefixSpan algorithms – was introduced. The results of some tests, further work objectives and other things were also presented.
Tomblin, Josh. "Buried FPR-Concrete Arches." Fogler Library, University of Maine, 2006. http://www.library.umaine.edu/theses/pdf/TomblinJX2006.pdf.
Повний текст джерелаCavrini, Guido. "Il ruotamento nelle configurazioni FPL." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/8767/.
Повний текст джерелаDobiášková, Veronika. "Strategie rozvoje podniku FPO s.r.o." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2010. http://www.nusl.cz/ntk/nusl-222495.
Повний текст джерелаBruckner, Dean C. "Automatic pulse shaping with the AN/FPN-42 and AN/FPN-44A Loran-C transmitters." Thesis, Monterey, California : Naval Postgraduate School, 1992. http://handle.dtic.mil/100.2/ADA257860.
Повний текст джерелаThesis Advisor: Tummala, Murali. "December 1992." Description based on title screen as viewed on April 16, 2009. Includes bibliographical references (p. 181-183). Also available in print.
Junior, Marcos de Freitas. "Melhoria na consistência da contagem de pontos de função com base na Árvore de pontos de função." Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/100/100131/tde-02022016-012253/.
Повний текст джерелаFunction point analysis (FPA) is one of the measures used to achieve the functional size of software. It was determined, in Brazil, public procurement of software development should use FPA. However, one of the main criticisms made the FPA concerns the lack of reliability between different counters on the same count that, according to some researchers, the FPA rules are subjective, requiring that each counter do individual interpretations from them. There are various proposals in order to increase the reliability of the results generated with FPA. In General, the proposed approaches perform mappings between artifacts developed components in software life cycle with the concepts of FPA. However, such proposals simplify in more than 50% the rules laid down in FPA compromising the validity of the results generated by the scores. As the size of the software is used in the derivation of other measures, inconsistencies in sizes measured may compromise the measures derived, which negatively influence the decisions taken. Without standardization of functional sizes obtained and consequently without reliability of the results obtained, derived from measures of functional size, cost and effort, may be compromised, causing it to not help to positively influence these projects. In this context, the objective of this work is to develop and experimentally evaluate one approach to offer greater standardization and systematization in the implementation of FPA. For this, it is proposed to incorporate the artifact \"function point Tree\" to the FPA process. Its inclusion would allow additional data collection necessary for function point count, reducing the occurrence of personal interpretations of the counter, and consequently, the variation of size reported. The approach was called as Function Point Tree-based Function Point Analysis (FPT-FPA). This work is based on the method of Design Science research, whose goal is to extend the limits of the human and organizational capacities, creating new artifacts to troubleshoot unresolved or still partially resolved; in this work, it is the lack of reliability in application of FPA because of its scope for different interpretations. FPT-FPA were tested with 11 Systems analysts / requirements analysts, based on the specification of a human resources software measured by the IFPUG with 125 points, have modeled the function point Tree manually or via automated tool prototype developed. The results obtained indicate that the functional sizes calculated with FPT-FPA have coefficient of variation, respectively of 10.72% for reliability and 17.61% in relation to the validity of the measurement results generated. The FPA approach showed potential for better results can be obtained. It turns out that the main cause of the variations observed were related to the absence of information required for the tree of function points have not been identified any particular problem regarding the rules defined for FPT-FPA. Finally, it was found that the use of a prototype tool increases by up to 47% on efficiency function point count when compared to FPT-FPA manual
Söderberg, John. "FPS i en interaktiv 3D-modellvisare med WebGL : En FPS-jämförelse av WebGL Javascriptbiblioteken Three.js och Babylon.js." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18642.
Повний текст джерелаHornæs, Daniel. "Low-Cost FPU : Specification, Implementation and Verification." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for elektronikk og telekommunikasjon, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-11145.
Повний текст джерелаВачнадзе, А. М. О. "Розробка FPS гри на ігровому рушії Unity". Thesis, Чернігів, 2020. http://ir.stu.cn.ua/123456789/23439.
Повний текст джерелаОб’єкт дослідження – процес створення гри на безкоштовному рушії гри. Предмет дослідження є гра для операційної системи Windows. Гра була розроблена за допомогою ігрового рушія Unity, який працює на таких платформах як Windows, Linux, MacOS. Unity - зручний і практичний інструмент для розробки комп’ютерних, мобільних ігор і т.д. Окрім цього він став популярним інструментом серед кіно-та автоіндустрії. Мета дослідження: - ознайомлення з інструментом розробки комп’ютерних, мобільних та інших додатків Unity; - розробка десктопної гри для операційної системи Windows; - продемонструвати можливості та доступність рушія гри Unity. За останні 20 років ігрова індустрія стала доволі великою, впливовою та фінансово вигідною. Збільшилася кількість пристроїв на яких можливо запустити ігри: комп’ютери, ноутбуки, смартфони, планшети, звичайні та портативні ігрові консолі. З часом стали доступні різні ігрові рушії, завдяки яким будь-хто міг створювати ігри самостійно, оскільки раніше розробникам доводилося власноруч створювати інструменти для розробки ігор. Серед таких рушіїв був Unity, за допомогою якого була створена дана кваліфікаційна робота.
The topic of the qualification work is development of FPS game on the Unity game engine. The object of research is the process of creating a game on a free game engine. The subject of the study is a game for the Windows operating system. The game was developed by using Unity game engine, which runs on platforms such as Windows, Linux, MacOS. Unity is a convenient and practical tool for developing computer and mobile games, etc. In addition, it has become a popular tool among the film and automotive industries. The purpose of the study: - introduction to the tool for developing computer, mobile and other Unity applications; - development of a desktop game for the Windows operating system; - demonstrate the capabilities and availability of the Unity game engine. Over the last 20 years, the gaming industry has become quite large, influential and financially profitable. The number of devices that can run games has increased: computers, laptops, smartphones, tablets, regular and portable game consoles. Over time, various game engines became available, thanks to which anyone could create games on their own, as previously developers had to create their own tools for creating games. Among such engines was Unity, with the help of which this qualifying work was created.
Hnilička, Libor. "Marketingový výzkum ve firmě FPO, s. r.o." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2007. http://www.nusl.cz/ntk/nusl-221525.
Повний текст джерелаFlensburg, Allan, and Simon Nilsson. "Player-Driven UI Design for FPS-Games." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20143.
Повний текст джерелаNilsson, Felix, and Jesper Nilsson. "Comparing Automated Testing Approaches for FPS Games." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-22068.
Повний текст джерелаBakgrund. En viktig del av att göra ett bra spel är att säkerställa att spelet fungerar som det ska. Det görs genom testning, oftast av speltestare som spelar spelet om och om igen för att hitta fel. Det är en tidskrävande uppgift och en del av testningen kan automatiseras. Syfte. Denna avhandling undersöker två olika automatiserade testmetoder. De valda metoderna är spela in och spela upp och skriptbaserad metod. Testmetoderna utvärderas på ett kommersiellt FPS-spel. Metod. Den vetenskapliga metoden som användes i denna avhandling var ett exper-iment för att samla in data om de två testmetoderna. Testmetoderna implementerades och testades sedan på spelet. Den insamlade datan var tiden för att skapa ett testfall och testets exekveringstid. Resultat. Att skapa tester med det skriptbaserade metoden var betydligt långsammare jämfört med spela in och spela upp. Det fanns ingen signifikant skillnad i exekveringstid mellan spela in och spela upp och skriptbaserad testning, men den skriptbaserade metoden är något snabbare i de flesta tester. Slutsatser. Spela in och spela upp och den skriptbaserad metoden har olika styrkor och svagheter. Spela in och spela upp är snabbt att skapa tester men kan inte anpassas till förändringar i 3D-världen. Skriptbaserade metoden är långsam när det gäller att skapa tester men är anpassningsbar och därför krävs mindre underhåll.
Cigna, Claudio. "Events Management: il caso FPA Worlds 2012." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2012. http://amslaurea.unibo.it/4220/.
Повний текст джерелаClosa, Calvo Marta. "Estudi de l'especialització funcional dels isoenzims citosòlics de la farnesildifosfat sintasa d'Arabidopsis thaliana." Doctoral thesis, Universitat de Barcelona, 2007. http://hdl.handle.net/10803/1054.
Повний текст джерелаAmb l'objectiu d'analitzar el paper de l'isoenzim FPS2 en la via del mevalonat, i obtenir evidències de l'especialització funcional dels isoenzims FPS1S i FPS2, en aquesta tesi es duen a terme diferents abordatges experimentals basats en l'obtenció i caracterització de mutants d'A. Thaliana amb guany i pèrdua de funció dels gens FPS1 i FPS2. Per una banda, mitjançant l'estudi dels efectes de la sobreexpressió de l'isoenzim FPS2 i de la sobreexpressió simultània dels isoenzims FPS1S i FPS2. D'altra banda, a través de l'anàlisi de mutants amb pèrdua de funció dels gens FPS1 i FPS2 i del doble mutant fps1:fps2. Aquests abordatges es complementen amb l'estudi dels efectes de la sobreexpressió en A. Thaliana de proteïnes quimèriques FPS1S/FPS2 (domain swapping), l'elaboració de models estructurals tridimensionals dels isoenzims FPS1S i FPS2 i l'anàlisi dels perfils d'expressió gènica en mutants amb pèrdua de funció dels isoenzims FPS.
En aquest treball es demostra que els isoenzims FPS1S i FPS2, tot i catalitzar la síntesi del mateix producte, tenir la mateixa localització subcel.lular i uns paràmetres cinètics similars, produeixen efectes molt diferents quan són sobreexpressats en A. thaliana. La presència d'un únic isoenzim FPS és suficient per garantir la viabilitat de les plantes, ara bé, la pèrdua de funció de l'isoenzim FPS2 desencadena una resposta metabòlica compensatòria a les llavors. En conjunt, tots els resultats indiquen que els isoenzims citosòlics FPS1S i FPS2 desenvolupen funcions majoritàriament redundants, tot i que presenten una certa especialització funcional que sembla derivar del patró d'expressió especialitzat de cadascun dels gens FPS.
Farnesyldiphosphate synthases (FPS) catalyze the condensation of two molecules of isopentenyldiphosphate (IPP) with its isomer dimethylallyldiphosphate (DMAPP) to produce farnesyldiphosphate (FPP; C15). FPS is located at a key position in the mevalonic acid pathway (MVA), as both the substrates and the reaction product are precursors of a variety of isoprenoid end-products. Arabidopsis thaliana contains a small FPS gene family consisting of two genes, FPS1 and FPS2, encoding three FPS isoforms: FPS1S, FPS1L and FPS2. FPS1L isoform is located in the mitochondria, whereas FPS1S and likely FPS2, are both localized in the cytosol. The differential patterns of expression of FPS1 and FPS2, strongly suggest a functional specialization of the encoded FPS1S and FPS2 isoforms.
The aim of this thesis is to analyze the role of FPS2 isozyme in the MVA pathway and to obtain evidence of a functional specialization of FPS1S and FPS2 isozymes. Different experimental approaches have been undertaken using A. thaliana mutants with gain and loss of function of FPS1S and FPS2. We have investigated the effects of FPS2 overexpression and the effects of the overexpression of both FPS isozymes simultaneously. We have also characterized A. thaliana knock-out mutants in both FPS genes and the double knock-out mutant fps1:fps2. Analysis of the effects caused by the overexpression of chimeric FPS1S/FPS2 proteins in A. thaliana, 3D modelling of FPS isozymes, and microarray analysis of FPS knock-out mutants are also included in this study.
Results demonstrate that, although FPS1S and FPS2 isozymes synthesize the same reaction product, have the same subcellular localization and have similar kinetic parameters, its overexpression produce different effects in A. thaliana. The existence of a single FPS isozyme is enough to assure plant viability. However, FPS2 loss of function triggers a compensatory metabolic response in A. thaliana seeds. All these results indicate that FPS1S and FPS2 play redundant functions in the MVA pathway, although they also show a certain level of functional specialization.
Salcic, Dubravko, and Bahador Mostofi. "Varför spelar ungdomar våldsspel? : - om FPS spelens attraktion." Thesis, Stockholm University, School of Business, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-6179.
Повний текст джерелаTrots att datorspel vuxit i popularitet och fått en större utbredning först under de senaste 10 åren så har många forskare hunnit studera fenomenet. Vissa frågor har studerats utförligt som datorspelsvåldets påverkan på barnen medan andra inte fått lika stor uppmärksamhet. Vi upptäckte att man trots att FPS spelen är den största changern inom datorspel inte visste mycket om varför just de var så populära. Många forskare har utvecklat diverse teorier och försökt besvara frågan om varför datorspel i allmänhet var intressanta. Vi ville därför använda oss av dessa teorier för att försöka förstå varför tonårskillar spelade FPS spel, en fråga som vi fann hade flera svar. För att få en förståelse för tonårskillars konsumtion valde vi att genomföra ett antal fokusgruppsintervjuer där vi samtalade med respondenterna och försökte förstå vilka drivkrafter som dolde sig bakom deras spelande. Dessa intervjuer kompletterades med observationer av FPS spelare i spelhallen Inferno. Vi kom fram till att det fanns ett flertal anledningar till varför tonårskillar tycker om att spela FPS spel. En av anledningarna var den spänning de uplevde när de spelade, känslan av att bli jagad och viljan av att överleva ger en sorts adrenalinkick. Vi fann också att den största anledningen till att de föredrar datorspel framför TV-tittande var den större möjligheten till interaktivitet. I spel kan de anpassa allt ifrån svårighetsgraden till vilka miljöer de ska spela i. Till en viss mån fungerade spelen även som en "rast" från problemen då många ansåg att fartfyllda och actionladdade spel som FPS möjliggör för en att sluta tänka på något annat, i alla fall för den stunden. Den sociala aspekten var också en bidragande orsak till spelens popularitet. FPS spel spelas främst i multiplayer läge och gör det möjligt för spelarna som befinner sig i samma rum att kommunicera och samarbeta, bilda lag med sina vänner men också reta varandra och skryta.
Al-Mbaideen, Amneh Ahmed. "Digital signal processing techniques fpr NIR spectroscopy analysis." Thesis, University of Sheffield, 2011. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.538095.
Повний текст джерелаAran, Amnon. "FPA and globalization theories : the case of Israel." Thesis, London School of Economics and Political Science (University of London), 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.445858.
Повний текст джерелаCariello, Daniel. "Conjectura FPm para grupos metabelianos em dimensões pequenas." [s.n.], 2008. http://repositorio.unicamp.br/jspui/handle/REPOSIP/306917.
Повний текст джерелаDissertação (mestrado) - Universidade Estadual de Campinas, Instituto de Matematica, Estatistica e Computação Cientifica
Made available in DSpace on 2018-08-11T16:37:34Z (GMT). No. of bitstreams: 1 Cariello_Daniel_M.pdf: 483301 bytes, checksum: 1ec393c194e31aecf24d1e555c11df76 (MD5) Previous issue date: 2008
Resumo: Esse trabalho é sobre a conjectura FPm para grupos metabelianos, para m = 2, 3. Estudamos a conjectura e o invariante homológico 'SGMA' 'POT .0'(Q,M). Uma das implicações da conjectura FP2 está demonstrada no capítulo 4, para o caso do grupo metabeliano ser extensão cindida. No último capítulo damos um idéia de como estender essa demonstração para demonstrar o mesmo resultado em dimensão 3.
Abstract: This work is about the FPm-conjecture for metabelian groups, when m = 2, 3. We study the conjecture and the homological invariant 'SGMA' 'POT .0'(Q,M). One of the implications of the FP2-conjecture is proved in chapter 4, when the metabelian group is a split extension. In the last chapter, we expose some ideas to extend our proof to dimension 3.
Mestrado
Algebra
Mestre em Matemática
Вачнадзе, А. М. О. "Розробка багатокористувацької FPS гри на ігровому рушії UNITY". Thesis, Чернігів, 2021. http://ir.stu.cn.ua/123456789/24993.
Повний текст джерелаТема кваліфікаційної роботи – розробка багатокористувацької FPS гри на ігровому рушії Unity. Об’єкт дослідження – процес створення багатокористувацької гри доступними методами. Предмет дослідження є багатокористувацька гра для операційної системи Windows. Гра була розроблена за допомогою ігрового рушія Unity, який працює на таких платформах як Windows, Linux, MacOS. Unity – умовно безкоштовний інструмент для розробки комп’ютерних, мобільних ігор і т.д. Також серед користувачів можна зазначити працівників кіно-та автоіндустрії. Мета дослідження: - ознайомлення із рішенням для створення багатокористувацької гри на рушії Unity; - розробка багатокористувацької гри для операційної системи Windows; - продемонструвати функціонуючу багатокористувацьку гру. За обставин останніх двох років в багатьох людей з’явилася потреба у скоротанні вільного часу, який з’явився через перебування вдома. Як результат, кількість активних гравців збільшилася, а отже, зріс можливий прибуток для розробників. Створити багатокористувацьку гру можна на будь-якому ігровому рушії. Оскільки в попередній кваліфікаційній роботі було використано рушій гри Unity, то було прийнято рішення продовжити роботу з відомим інструментом.
The topic of the qualification work is development of a multiplayer FPS game on the Unity game engine. The object of research is the process of creating a multiplayer game with accessible solutions. The subject of the study is a multiplayer game for the Windows operating system. The game was developed by using Unity game engine, which runs on platforms such as Windows, Linux, MacOS. Unity is a shareware tool for developing computer and mobile games, etc. Also, among the users can be noted workers of the film and automotive industries. The purpose of the study: - acquaintance with the solution for creating a multiplayer game on the Unity engine; - development of multiplayer games for the Windows operating system; - demonstrate a functioning multiplayer game. Over the last 20 years, the gaming industry has become quite large, influential and financially profitable. The number of devices that can run games has increased: computers, laptops, smartphones, tablets, regular and portable game consoles. Over time, various game engines became available, thanks to which anyone could create games on their own, as previously developers had to create their own tools for creating games. Among such engines was Unity, with the help of which this qualifying work was created.
Quach, Martin. "Inställningsmenyer i FPS-spel : Gränssnittsheuristiks påverkan på användarupplevelsen." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20513.
Повний текст джерелаDet finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.
Haglund, Tobias. "Ungdomars perception av partikeleffekter i digitala FPS-spel." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-9452.
Повний текст джерелаSpyridou, E., Ian J. Palmer, and E. J. Williams. "Investigating team speech communication in FPS video games." University of Wolverhampton, 2004. http://hdl.handle.net/10454/4036.
Повний текст джерелаRuokonen, J. (Jere). "Effect of financial crisis on FF5 risk-factors." Master's thesis, University of Oulu, 2019. http://jultika.oulu.fi/Record/nbnfioulu-201910253014.
Повний текст джерелаOlsen, Chelsea. "Networking subversion : a feminist analysis of the modernist salon." Thesis, University of Sussex, 2018. http://sro.sussex.ac.uk/id/eprint/75495/.
Повний текст джерелаFoster-McGregor, Neil, Florian Kaulich, and Robert Stehrer. "Global Value Chains in Africa." United Nations University - Maastricht Economic and Social Research Institute on Innovation and Technology (UNU-MERIT), 2015. http://epub.wu.ac.at/4753/1/FosterMcGregor_Kaulich_Stehrer_2015_(UNU%2DMERIT_WP)_%2D%2D_Global_Value_Chains_in_Africa.pdf.
Повний текст джерелаAutant, Cyril. "Réseaux de Pétri pour la sémantique et l'implémentation de processus parallèles." Phd thesis, Grenoble INPG, 1993. http://tel.archives-ouvertes.fr/tel-00343578.
Повний текст джерелаOnyeani, Onyema Awa. "The obligation of host states to accord the standard of 'full protection and security' to foreign investments under international investment law." Thesis, Brunel University, 2018. http://bura.brunel.ac.uk/handle/2438/16087.
Повний текст джерелаSousa, Carlos Augusto Pinheiro de. "Imersão e presença nos jogos FPS: uma aproximação qualitativa." Pontifícia Universidade Católica de São Paulo, 2012. https://tede2.pucsp.br/handle/handle/18116.
Повний текст джерелаThis research aims to investigate immersion and presence in FPS as qualitative approach. This investigation is done by taking in account the two decades of successes on the FPS genre in the games industry in which has been observed paradigm transformations that include control mappings, depth of interaction, graphic realism, considerable expansion in multi-user environments etc. The methodology has been an heuristic one with such an ontological focus situated between the relations of the specific FPS genre and virtual reality done by an organization of bibliographic references and a discussion with professionals from the international industry. From the selected survey which has been organized and selected as a qualitative approach withing the academic literature in both virtual reality and digital games to establish a synthesis of factors to be observed in case studies and evaluated by invited developers from the FPS games industry. This way, it relates the concepts, situating immersion in the field of the convincing experience of the game and that of being in the game . In parallel, the term virtual reality (as a support), by which multi-form definitions emplaces it between device configurations or setups related to sensorial perception and of psychological experiences provided by this medium, the extra-sensorial reach, reflects the development of a projected immersive reproduction by which users of this medium describe the sense of presence, of being in another place or another world. It is believed that the result of this work should contribute to fulfill of studies in the specific FPS genre field, within the own virtual reality studies and possibly in the aiding of design for the development of the FPS games
A pesquisa investiga os conceitos de imersão e presença nos jogos FPS (First-Person Shooters, Jogos de Tiro em Primeira Pessoa) a partir de uma perspectiva qualitativa. Realiza uma investigação tomando o fenômeno dos jogos FPS em duas décadas de sucesso na indústria dos jogos, dentro da qual observou-se transformações paradigmáticas que incluem mapeamentos de controle, à profundidade de interação, realismo gráfico, expansão considerável de ambientes multi-usuário (multijogador), etc. A metodologia foi heurística com enfoque ontológico, situando-se nas relações entre o específico gênero de jogo FPS e realidade virtual, a partir de uma organização da bibliografia e discussão com profissionais da indústria internacional. A partir dos levantamentos realizados organiza e apresenta uma análise qualitativa através da literatura acadêmica tanto em realidade virtual quanto em jogos digitais para estabelecer uma síntese de fatores a serem observados em estudos de caso e avaliados por desenvolvedores convidados da indústria de jogos FPS. Deste modo, relaciona os conceitos, situando a imersão no campo experiência convincente de jogo e de se estar no jogo . Paralelamente, o termo realidade virtual (como suporte), cuja descrição multiforme situa-o entre configurações de dispositivos relacionados à percepção sensorial e de experiências psicológicas providas por este meio, do alcance extra-sensorial, reflete o desenvolvimento projetado para a reprodução imersiva no qual participantes relatam a sensação de presença, de estarem em outro ambiente ou outro mundo. Acredita-se que o resultado deste trabalho poderá contribuir para suprir uma carência de estudos no campo do genêro FPS, dentro dos atuais estudos sobre realidade virtual e possivelmente no auxílio para design e desenvolvimento de jogos FPS
Antony-Debré, Iléana. "Fpd/aml : diagnostic et modélisation d'anomalies de Runx 1." Paris 7, 2013. http://www.theses.fr/2013PA077049.
Повний текст джерелаFPD/AML (familial platelet disorder with predisposition to acute myeloid leukemia) results from constitutive alterations of RUNX1, a hematopoietic transcription factor essential to definitive hematopoiesis. In the first part of our work, we proposed a new diagnostic test to detect RUNX1 alterations. We showed that MYH10, which is regulated negatively by RUNX1 during megakaryopoiesis, persisted in platelets from FPD/AML patients. MYHIO persistence was not detected in platelets from patients with other constitutional thrombocytopenia, except from patients with Paris-Trousseau syndrome. This new test could be used also to detect RUNX1 alterations in acquired haematological disorders like chronic myelomonocytic leukemia. In a second work, we generated induced pluripotent stem cells (iPSC) from fibroblasts of FPD/AML patients with different RUNX1 alterations, in order to model the pathology. We reproduced the phenotype already described in patients with defect in megakaryocytic lineage whatever RUNX1 alterations and increase in granulo-monocytic compartment only with the mutation which predisposes to leukemia. We highlighted for the first time that RUNX1 is necessary also for erythroid lineage. We confirmed these results after RUNX1 knock down in an embryonic stem cell line. In conclusion we validated our model and now we can use it to study the mechanisms leading to dysmegakaryopoiesis and predisposition to leukemia in FPD/AML patients
Borges, Leonardo Silveira. "Lanc-FP." Florianópolis, SC, 2009. http://repositorio.ufsc.br/xmlui/handle/123456789/92489.
Повний текст джерелаMade available in DSpace on 2012-10-24T09:22:03Z (GMT). No. of bitstreams: 1 263756.pdf: 1455775 bytes, checksum: ca3ebfd77dbebc9bf2d5410731a4b115 (MD5)
Problemas discretos mal-postos precisam ser regularizados para serem resolvidos estavelmente. Dentre vários métodos de regularização existentes na literatura, um dos mais utilizados é devido a Tikhonov e a sua eficiência depende da escolha do parâmetro de regularização. A curva-L de Hansen, o princípio da discrepância de Morozov e a Validação Cruzada Generalizada de Golub, Heath e Wahba são métodos que buscam determinar um bom parâmetro de regularização. Recentemente um algoritmo de ponto-fixo por Bazán e em seguida uma melhoria por Bazán e Francisco tem mostrado excelentes resultados, tanto de cunho teórico como prático. Problemas de grande porte, de modo geral, são resolvidos por métodos iterativos. O algoritmo LSQR de Paige e Saunders é baseado em projeções em subespaços de Krylov e, assim como muitos métodos de projeção, captura boa parte das informações relevantes do problema nas primeiras iterações. Caso as iterações não sejam interrompidas, as novas soluções iteradas são dominadas pelo ruído nos dados e como consequência existe um deterioramento das iteradas. Para contornar a dificuldade inerente a esta abordagem, um critério de parada faz-se necessário. Apresentamos um algoritmo para problemas mal-postos discretos de grande porte chamado de Lanc-FP, o qual resulta da combinação do algoritmo de ponto-fixo com o método LSQR. A ideia fundamental é estimar o parâmetro de Tikhonov no problema projetado construído por LSQR usando o algoritmo do ponto-fixo, e então prosseguir com as iteradas até as mesmas estacionarem. Desenvolvemos a parte teórica do algoritmo e entre outro resultados, apresentamos a demonstração de que as iteradas realmente estabilizam, o qual é o resultado mais importante deste trabalho e único para os algoritmos na área. Por fim, os resultados teóricos são avaliados na obtenção de soluções numéricas para equações integrais e restauração de imagens.
Kriborg, Frida. "Resning i skattemål : - En studie av resningsbestämmelserna i regeringsformen och förvaltningsprocesslagen." Thesis, Karlstads universitet, Handelshögskolan, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-38783.
Повний текст джерелаBadinger, Harald, and Kemal Türkcan. "Currency unions, export margins, and product differentiation: an empirical assessment for European Monetary Union." Wiley, 2014. http://dx.doi.org/10.1111/roie.12094.
Повний текст джерелаBarbu, Adrian G. "On the cohomology of GLN(FP) with FP coefficients /." The Ohio State University, 2000. http://rave.ohiolink.edu/etdc/view?acc_num=osu1488196781734662.
Повний текст джерелаLourdin, Morgane. "Etudes biochimiques et structurales de la réparation des lésions multiples de l'ADN." Thesis, Grenoble, 2014. http://www.theses.fr/2014GRENV007/document.
Повний текст джерелаPham, Hong Phong. "Studies on Optimal Colorful Structures in Vertex-Colored Graphs." Thesis, Université Paris-Saclay (ComUE), 2018. http://www.theses.fr/2018SACLS528.
Повний текст джерелаIn this thesis, we study different maximum colorful problems in vertex-colored graphs. We focus on finding structures with the possible maximum number of colors by efficient polynomial-time algorithms, or prove these problems as NP-hard for specific graphs. In particular, we first study the maximum colorful matching problem. We show that this problem can be efficiently solved in polynomial time. Moreover, we also consider a specific version of this problem, namely tropical matching, that is to find a matching containing all colors of the original graph, if any. Similarly, a polynomial time algorithm is also provided for the problem of tropical matching with the minimum cardinality and the problem of maximal tropical matching with the minimum cardinality. Then, we study the maximum colorful paths problem. There are two versions for this problem: the shortest tropical path problem, i.e., finding a tropical path with the minimum total weight, and the maximum colorful path problem, i.e., finding a path with the maximum number of colors possible. We show that both versions of this problem are NP-hard for directed acyclic graphs, cactus graphs and interval graphs where the longest path problem is easy. Moreover, we also provide a fixed parameter algorithm for the former in general graphs and several polynomial time algorithms for the latter in specific graphs, including bipartite chain graphs, threshold graphs, trees, block graphs, and proper interval graphs. Next we consider the maximum colorful cycles problem. We first show that the problem is NP-hard even for simple graphs such as split graphs, biconnected graphs, interval graphs. Then we provide polynomial-time algorithms for classes of threshold graphs and bipartite chain graphs and proper interval graphs. Later, we study the maximum colorful cliques problem. We first show that the problem is NP-hard even for several cases where the maximum clique problem is easy, such as complement graphs of bipartite permutation graphs, complement graphs of bipartite convex graphs, and unit disk graphs, and also for properly vertex-colored graphs. Next, we propose a XP parameterized algorithm and polynomial-time algorithms for classes of complement graphs of bipartite chain graphs, complete multipartite graphs and complement graphs of cycle graphs. Finally, we focus on the maximum colorful independent set problem. We first prove that the problem is NP-hard even for some cases where the maximum independent set problem is easy, such as cographs and P₅-free graphs. Next, we provide polynomial time algorithms for cluster graphs and trees
Andreasson, Mikael. "Förflyttad till en annan värld : en litteraturstudie om immersion och användargränssnitt i digitala spel." Thesis, Högskolan Kristianstad, Sektionen för hälsa och samhälle, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-11458.
Повний текст джерелаI have with this literature study closer studied the term immersion and it's connection to user interfaces within video games in the FPS-genre (First-Person Shooter). The study first presents previous research that has occurred in the fields of immersion, user interfaces and video games. Three things are then, from this, later lifted up in the problem specification, those three are, that immersion can affect people, that user interfaces are critical links between the gamer and the game and that the genre is significant in the development of a user interface. The purpose of the study has been to a research current theory which has expanded my knowledge in the fields of immersion, user interfaces and video games. A qualitative oriented research with hermeneutics as the methodology has been applied in the execution of the study. I then present, in the results chapter, three examples of games in the FPS-genre where it is found that two of these games have a user interface that supports immersion with the third game having a user interface that breaks immersion. The results have then been extracted into four guidelines with the purpose to give user interface designers clear instructions about what applies in the development of user interfaces that supports immersion in the FPS-genre. The conclusion of the study has then been that user interfaces can affect immersion in both a positive and in a negative way.
Johansson, Ida, and Andreas Goldmann. ""Verkligheten anropar!" : En kvalitativ studie om upplevelsen av flow och immersion för användare av Mutiplayer FPS-spel." Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-104818.
Повний текст джерелаUser experience is an important aspect of modern gameplay and plays an important role throughout the various parts that gaming has to offer. There are many features to regard in the development of the optimal gaming experience and as the industry continues to advance, our knowledge about the components of the optimal experience must advance with it. In this thesis flow and immersion as components of optimal user experience will be researched to gain an understanding for which activities within FPS-games show the most potential to induce these optimal gaming experiences. Whilst also attempting to combine them under one theory to achieve a better understanding of their relation to one another in a game setting. The theory presented is flow theory, which states that specific states of mind can be observed when users perform tasks in which they possess varying levels of competence and that oppose varying levels of challenge. The experience of flow is an observable state of mind within the theory, whilst immersion is not. However, immersion overlaps with multiple aspects of the flow experience that enables it to be part of this theory, thus enabling immersion's potential to be identified within it. To investigate this both quantitative and qualitative methods are used, consisting of surveys and interviews with gamers of FPS-style games. The results show that no specific activity within these games can be identified with higher levels of neither flow nor immersion and no further research on the subject was conducted. The results regarding immersion within the flow theory gave positive results. The potential to experience immersion was observed within multiple parts of the theory, even though the levels of potential immersion varied between the different areas. The results also showed that the presence of friends increased the potential to experience immersion.
Rogé, Sylvie. "Comparaison des comportements des processus communicants : application au langage FP2." Phd thesis, Grenoble INPG, 1986. http://tel.archives-ouvertes.fr/tel-00322013.
Повний текст джерелаTrinka, Mark W. "Product-market opportunities for FPL spaceboard II molded structural products." Thesis, This resource online, 1991. http://scholar.lib.vt.edu/theses/available/etd-10312009-020141/.
Повний текст джерелаKnappett, Daniel. "Numerical solution of the stationary FPK equation using Shannon wavelets." Thesis, University of Nottingham, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.367109.
Повний текст джерелаDutta, Sumit Ph D. Massachusetts Institute of Technology. "Floating-point unit (FPU) designs with nano-electromechanical (NEM) relays." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/84724.
Повний текст джерелаThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Includes bibliographical references (pages 71-74).
Nano-electromechanical (NEM) relays are an alternative to CMOS transistors as the fabric of digital circuits. Circuits with NEM relays offer energy-efficiency benefits over CMOS since they have zero leakage power and are strategically designed to maintain throughput that is competitive with CMOS despite their slow actuation times. The floating-point unit (FPU) is the most complex arithmetic unit in a computational system. This thesis investigates if the energy-efficiency promise of NEM relays demonstrated before on smaller circuit blocks holds for complex computational structures such as the FPU. The energy, performance, and area trade-offs of FPU designs with NEM relays are examined and compared with that of state-of-the-art CMOS designs in an equivalent scaled process. Circuits that are critical path bottlenecks, including primarily the leading zero detector (LZD) and leading zero anticipator (LZA) blocks, are carefully identified and optimized for low latency and device count. We manage to drop the NEM relay FPU latency from 71 mechanical delays in a CMOS-style implementation to 16 mechanical delays in a NEM relay pass-logic style implementation. The FPU designed with NEM relays features 15x lower energy per operation compared to CMOS.
by Sumit Dutta.
S.M.
Mårtensson, Vidar. "Ambiensljud och spelstilar : Ambiensers inverkan på spelstil i FPS-spel." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15198.
Повний текст джерелаВ, Лавриненко Ю., Лавриненко В. Ю, Лупандин М. В, Бескровная И. А та Юрьева И. М. "Особенности обработки маршрутной части плана полета нового формата FPL 2012". Thesis, Київ, Національний авіаційний університет, 2012. http://er.nau.edu.ua/handle/NAU/18853.
Повний текст джерелаBlackwelder, Reid B. "FPs, Go Out and Make the Case for Family Medicine." Digital Commons @ East Tennessee State University, 2018. https://dc.etsu.edu/etsu-works/6927.
Повний текст джерелаSchnoebelen, Philippe. "Sémantique du parallélisme et logique temporelle : application au langage FP2." Grenoble INPG, 1990. http://www.theses.fr/1990INPG0075.
Повний текст джерелаRogé, Sylvie. "Comparaison des comportements des processus communicants application au langage FP2 /." Grenoble 2 : ANRT, 1986. http://catalogue.bnf.fr/ark:/12148/cb37600743k.
Повний текст джерелаRogé, Sylvie Sifakis Joseph Jorrand Philippe. "Comparaison des comportements des processus communicants application au langage FP2 /." S.l. : Université Grenoble 1, 2008. http://tel.archives-ouvertes.fr/tel-00322013.
Повний текст джерела