594 resultados para Conversor buck
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p.1-19
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My dissertation defends a positive answer to the question: “Can a videogame be a work of art? ” To achieve this goal I develop definitions of several concepts, primarily ‘art’, ‘games’, and ‘videogames’, and offer arguments about the compatibility of these notions. In Part One, I defend a definition of art from amongst several contemporary and historical accounts. This definition, the Intentional-Historical account, requires, among other things, that an artwork have the right kind of creative intentions behind it, in short that the work be intended to be regarded in a particular manner. This is a leading account that has faced several recent objections that I address, particular the buck-passing theory, the objection against non-failure theories of art, and the simultaneous creation response to the ur-art problem, while arguing that it is superior to other theories in its ability to answer the question of videogames’ art status. Part Two examines whether games can exhibit the art-making kind of creative intention. Recent literature has suggested that they can. To verify this a definition of games is needed. I review and develop the most promising account of games in the literature, the over-looked account from Bernard Suits. I propose and defend a modified version of this definition against other accounts. Interestingly, this account entails that games cannot be successfully intended to be works of art because games are goal-directed activities that require a voluntary selection of inefficient means and that is incompatible with the proper manner of regarding that is necessary for something to be an artwork. While the conclusions of Part One and Part Two may appear to suggest that videogames cannot be works of art, Part Three proposes and defends a new account of videogames that, contrary to first appearances, implies that not all videogames are games. This Intentional-Historical Formalist account allows for non-game videogames to be created with an art-making intention, though not every non-ludic videogame will have an art-making intention behind it. I then discuss examples of videogames that are good candidates for being works of art. I conclude that a videogame can be a work of art, but that not all videogames are works of art. The thesis is significant in several respects. It is a continuation of academic work that has focused on the definition and art status of videogames. It clarifies the current debate and provides a positive account of the central issues that has so far been lacking. It also defines videogames in a way that corresponds better with the actual practice of videogame making and playing than other definitions in the literature. It offers further evidence in defense of certain theories of art over others, providing a close examination of videogames as a new case study for potential art objects and for aesthetic and artistic theory in general. Finally, it provides a compelling answer to the question of whether videogames can be art. This project also provides the groundwork for new evaluative, critical, and appreciative tools for engagement with videogames as they develop as a medium. As videogames mature, more people, both inside and outside academia, have increasing interest in what they are and how to understand them. One place many have looked is to the practice of art appreciation. My project helps make sense of which appreciative and art-critical tools and methods are applicable to videogames.
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Many works deal with the study of Greek epigrams. These texts gather precious historical, religious and epigraphic content whose analysis has been addressed from a literary point of view. The degree of dependence of Hellenistic epigrams of earlier period epigrams are of great interest, as shown by recent and numerous papers on this matter (Harder et al . 1998; 2002; 2006; 2012; Bing and Bruss 2007; Baumbach et al. 2010). Another major line of research is focused on the origin of epigrams and their relation to elegy (Gentilli 1968; Passa 1998b) or to hexametric poetry and the oral-formulaic language inherited from Homeric tradition (di Tillio 1969; Moranti 1971, 1972; Gentili and Giannini 1977). Furthermore, other authors, such as Day (2010), have pointed out the significance of the performative and ritual nature of epigrams. Likewise, this field of study has undergone a renewal because of new papyrological findings enriching the existing epigram collection corpora. Compared to all these works, monographs and studies dedicated to the analysis of the language of the verse inscriptions are fewer. Many of them explore the linguistic differences between literary epigrams and those epigrams preserved by epigraphic means, as well as the degree of intervention of later tradition on such texts (Tiberi 1996, del Barrio Vega 2008; Kaczko 2009). The first exclusively linguistic reviews were published by the end of the 19th century (Wagner 1883; Fengler 1892), however, they are descriptive analyses lacking from an independent methodology. Kock(1910) was the first researcher who systematized and suggested a linguistic hypothesis and upheld the use of epichoric dialects by poets. His theory was supported by adepts such as Kretschmer (1913; 1915) although some discordant voices appeared soon, such as Buck (1923) who denied the existence of a linguistic standard and endorsed the importance of the Ionic model over the epichoric one. Traditionally, Greek language manuals point out the significance of the Ionic model and accept the adaptation of Homeric language to epichoric dialect. The study of verse inscription language was not systematically resumed until Mickey's publications (1981a; 1981b). According to this researcher, epigraphic poetry consists of a tempered version of the epichoric dialect where the dialect-characteristic features are avoided. Following the same line but with some differences, Alonso Déniz and Nieto Izquierdo (2009) conclude that the most distinctive features of Argolic are not avoided, at least at the metrical inscriptions from Argolid...
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Dissertação de mest. em Engenharia de Sistemas e Computação, Faculdade de Ciências e Tecnologia, Univ. do Algarve, 2002
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The voltage source inverter (VSI) and current voltage source inverter (CSI) are widely used in industrial application. But the traditional VSIs and CSIs have one common problem: can’t boost or buck the voltage come from battery, which make them impossible to be used alone in Hybrid Electric Vehicle (HEV/EV) motor drive application, other issue is the traditional inverter need to add the dead-band time into the control sequence, but it will cause the output waveform distortion. This report presents an impedance source (Z-source network) topology to overcome these problems, it can use one stage instead of two stages (VSI or CSI + boost converter) to buck/boost the voltage come from battery in inverter system. Therefore, the Z-source topology hardware design can reduce switching element, entire system size and weight, minimize the system cost and increase the system efficiency. Also, a modified space vector pulse-width modulation (SVPWM) control method has been selected with the Z-source network together to achieve the best efficiency and lower total harmonic distortion (THD) at different modulation indexes. Finally, the Z-source inverter controlling will modulate under two control sequences: sinusoidal pulse width modulation (SPWM) and SVPWM, and their output voltage, ripple and THD will be compared.
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High-resolution melt (HRM) analysis can identify sequence polymorphisms by comparing the melting curves of amplicons generated by real-time PCR amplification. We describe the application of this technique to identify Mycobacterium avium subspecies paratuberculosis types I, II, and III. The HRM approach was based on type-specific nucleotide sequences in MAP1506, a member of the PPE (proline-proline-glutamic acid) gene family.
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The establishment of support platforms for the development of a new culture in design education, in order to achieve both research exploitation and its results, as an approach to the industrial community, challenges higher education institutions to rethink their functioning, divided between investigation on their own initiative or on demand, and its usefulness / practical application. At the same time, through design education, how can they be the engine that aggregates all these frequently antagonistic interests? Polytechnic institutes are predisposed to collaboration and interdisciplinarity. In our course of Technology and Design of Furniture, the availability of a production unit, testing laboratories, and expertise in engineering, design and marketing, encourage the development of a holistic project. In order to develop such knowledge, we adapt three important ways of thinking in designing interactions influenced by the traditional approach, namely, 1) identifying and understanding a design problem, i.e. a market need, 2) defining the design process and knowing what can be used for design education, i.e. opportunities for design education, and 3) sustainability of this framework and design projects' alignment with education in the same field. We explain our approach by arguing from the academicenterprise experiences perspective. This concept is proposed as a way to achieve those three ways of thinking in design education. Then, a set of interaction attributes is defined to explain how engineering and product design education can enhance meaningful relations with manufacturers, stakeholders and society in general. A final discussion is presented with the implications and benefits of this approach. The results suggest that through academic-enterprise partnerships in design, several goals such as students' motivation, product design innovation and potential for knowledge transfer to industries can be achieved.
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“La Unidad de Víctimas de la Fiscalía de la CPI envió en agosto de 2015 a la Clínica Jurídica Internacional de la Universidad del Rosario la siguiente pregunta: “En cuanto al rechazo de la cámara de la solicitud de autorización para apelar presentada por la Defensa en el caso Ntaganda contra la “Solicitud de Defensa de autorización para apelar la decisión sobre la confirmación de los cargos de fecha 09 de junio 2014” de la Sala de cuestiones preliminares I, No ICC-01/04-02/06-322, 7 de Julio de 2014), el artículo 8(2)(e)(viii) del Estatuto de Roma requiere que la Fiscalía demuestre que una orden específica fue dada por el autor para ejecutar el desplazamiento ilegal de la población civil? ¿Y cuál es la relación (semejanzas y diferencias) entre el delito de desplazamiento ilegal en virtud del artículo 8 (2) (e) (viii) del Estatuto de Roma, y el crimen de persecución en virtud del artículo 7 (1) (h)? En términos más generales, ¿cuál es el ámbito de aplicación del crimen de guerra de desplazar a la población civil en virtud del artículo 8 (2) (e) (viii) del Estatuto de Roma? Por favor, incluya en su respuesta un análisis de la historia de la redacción de la disposición pertinente (s) del Estatuto de Roma y los Elementos de los crímenes, así como de la jurisprudencia pertinente de otros tribunales penales internacionales sobre el crimen de guerra de desplazar a la población civil…”
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En esta tesis se presenta la influencia que tiene la Cultura Nacional en el desempeño Logístico de una Nación, en especial de los 123 primeros países evaluados por el Índice de Desempeño Logístico (LPI) realizado por el Banco Mundial. Este estudio se realiza a partir de los seis ítems evaluados en el LPI y de las seis Dimensiones Culturales de Hofstede, para relacionar estas calificaciones se empleará el programa estadístico SPSS Statistical Package for the Social Sciences obteniendo como resultado posibles correlaciones para probar la hipótesis del efecto de la cultura en el desempeño logístico y establecer patrones de comportamiento en los mejores países de cada correlación. De acuerdo a los resultados obtenidos de estas correlaciones, se encontró que si existe una relación entre la cultura nacional y el desempeño logístico de un país, al igual que las dimensiones culturales más influyentes para obtener dichos resultados y se identificaron los países que cuentan con condiciones sobresalientes que facilitan tener altas posiciones en el LPI.