929 resultados para Graphic simulators


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This article traces the intertextual relationships between Anya Ulinich’s graphic novel Lena Finkle’s Magic Barrel, Bernard Malamud’s short story ‘The Magic Barrel’ and a number of works by Philip Roth. Through these relationships and her construction of a number of variations on what Miriam Libicki has called a ‘gonzo self’ Ulinich explores the tensions between life and art, fact and fiction, and autobiography and the novel, mediating the aesthetic imperatives of what Roth has called the ‘written world’ and the ethical obligations of the ‘unwritten world’ in order to arrive at an authentic sense of herself as an artist and writer.

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Tcl/Tk scripting language has become the de-facto standard for EDA tools. This paper explains how to start working with Tcl/Tk using simple examples. Two complete applications are presented to show in more detail the capabilities of the language. In one script average power consumption of a digital system is automated. A second script creates a virtual display driven by the simulation of a graphic card.

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The present work describes a new tool that helps bidders improve their competitive bidding strategies. This new tool consists of an easy-to-use graphical tool that allows the use of more complex decision analysis tools in the field of Competitive Bidding. The graphic tool described here tries to move away from previous bidding models which attempt to describe the result of an auction or a tender process by means of studying each possible bidder with probability density functions. As an illustration, the tool is applied to three practical cases. Theoretical and practical conclusions on the great potential breadth of application of the tool are also presented.

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This paper reports on a collaborative project between staff and students in the Department of Typography & Graphic Communication at the University of Reading The Partnerships in Learning and Teaching (PLanT) project here described is a direct response to student needs for better online support materials. Methodologically, the project embeds user-centred design principles within an iterative process of design development and participant research. This process has underpinned the development of a prototype for an online interface called Typo-Resource. The resulting initial prototype addresses the usability and user experience dimensions of an online learning resource, moving beyond providing tutor-identified sets of resources to a multifaceted, collaborative, and visual platform for peer learning.

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The Transition Network exemplifies the potential of social movements to create spaces of possibility for alternatives to emerge in the interstices of mainstream, neoliberal economies. Yet, little work has been carried out so far on the Transition Network or other grassroots innovations for sustainability in a way that reveals their actual patterns of diffusion. This graphic of the diffusion of the Transition Network visualises its spatial structure and compare diffusion patterns across Italy, France, Great Britain and Germany. The graphics show that the number of transition initiatives in the four countries has steadily increased over the past eight years, but the rate of increase has slowed down in all countries. The maps clearly show that in all four countries the diffusion of the Transition Network has not been spatially even. The graphic suggests that in each country transition initiatives are more likely to emerge in some geographical areas (hotspots) than in others (cold spots). While the existence of a spatial structure of the Transition Network may result from the combination of place-specific factors and diffusion mechanisms, these graphics illustrate the importance of better comprehending where grassroots innovations emerge.

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The aim of this research is to exhibit how literary playtexts can evoke multisensory trends prevalent in 21st century theatre. In order to do so, it explores a range of practical forms and theoretical contexts for creating participatory, site-specific and immersive theatre. With reference to literary theory, specifically to semiotics, reader-response theory, postmodernism and deconstruction, it attempts to revise dramatic theory established by Aristotle’s Poetics. Considering Gertrude Stein’s essay, Plays (1935), and relevant trends in theatre and performance, shaped by space, technology and the everchanging role of the audience member, a postdramatic poetics emerges from which to analyze the plays of Mac Wellman and Suzan-Lori Parks. Distinguishing the two textual lives of a play as the performance playtext and the literary playtext, it examines the conventions of the printed literary playtext, with reference to models of practice that radicalize the play form, including works by Mabou Mines, The Living Theatre and Fiona Templeton. The arguments of this practice-led Ph.D. developed out of direct engagement with the practice project, which explores the multisensory potential of written language when combined with hypermedia. The written thesis traces the development process of a new play, Rumi High, which is presented digitally as a ‘hyper(play)text,’ accessible through the Internet at www.RumiHigh.org. Here, ‘playwrighting’ practice is expanded spatially, collaboratively and textually. Plays are built, designed and crafted with many layers of meaning that explore both linguistic and graphic modes of poetic expression. The hyper(play)text of Rumi High establishes playwrighting practice as curatorial, where performance and literary playtexts are in a reciprocal relationship. This thesis argues that digital writing and reading spaces enable new approaches to expressing the many languages of performance, while expanding the collaborative network that produces the work. It questions how participatory forms of immersive and site-specific theatre can be presented as interactive literary playtexts, which enable the reader to have a multisensory experience. Through a reflection on process and an evaluation of the practice project, this thesis problematizes notions of authorship and text.

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The quality control optimization of medical processes that use ionizing radiation in the treatment of diseases like cancer is a key element for patient safety and success of treatment. The major medical application of radiation is radiotherapy, i.e. the delivery of dose levels to well-defined target tissues of a patient with the purpose of eliminating a disease. The need of an accurate tumour-edge definition with the purpose of preserving healthy surrounding tissue demands rigorous radiation treatment planning. Dosimetric methods are used for dose distribution mapping region of interest to assure that the prescribed dose and the irradiated region are correct. The Fricke gel (FXG) is the main dosimeter that supplies visualization of the three-dimensional (3D) dose distribution. In this work the dosimetric characteristics of the modified Fricke dosimeter produced at the Radiation Metrology Centre of the Institute of Energetic and Nuclear Research (IPEN) such as gel concentration dose response dependence, xylenol orange addition influence, dose response between 5 and 50Gy and signal stability were evaluated by magnetic resonance imaging (MRI). Using the same gel solution, breast simulators (phantoms) were shaped and absorbed dose distributions were imaged by MRI at the Nuclear Resonance Laboratory of the Physics Institute of Sao Paulo University. (C) 2007 Elsevier Ltd. All rights reserved.

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Large-scale simulations of parts of the brain using detailed neuronal models to improve our understanding of brain functions are becoming a reality with the usage of supercomputers and large clusters. However, the high acquisition and maintenance cost of these computers, including the physical space, air conditioning, and electrical power, limits the number of simulations of this kind that scientists can perform. Modern commodity graphical cards, based on the CUDA platform, contain graphical processing units (GPUs) composed of hundreds of processors that can simultaneously execute thousands of threads and thus constitute a low-cost solution for many high-performance computing applications. In this work, we present a CUDA algorithm that enables the execution, on multiple GPUs, of simulations of large-scale networks composed of biologically realistic Hodgkin-Huxley neurons. The algorithm represents each neuron as a CUDA thread, which solves the set of coupled differential equations that model each neuron. Communication among neurons located in different GPUs is coordinated by the CPU. We obtained speedups of 40 for the simulation of 200k neurons that received random external input and speedups of 9 for a network with 200k neurons and 20M neuronal connections, in a single computer with two graphic boards with two GPUs each, when compared with a modern quad-core CPU. Copyright (C) 2010 John Wiley & Sons, Ltd.

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This degree project consists of “A photographic journey through Vietnam”. One month was spent in Vietnam where the different aspects of the Vietnamese life were documented in images. The journey began in Hanoi and descended down the country to Ho Chi Minh City.The report describes the compositional elements of photography and makes an attempt to describe what a “good” image is. Furthermore it explains what equipment that is necessary for such a journey and how you can interact with the local population.When the journey came to an end, a photographic book consisting of 200 images was created. The report details the used workflow step by step. Finally the author has commented 20 of the selected images regarding their photographic composition.

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A new visual identity for the ski store Alpingaraget in Stockholm has been proposed as the result of this thesis. Theproposal includes a new logotype, various printed matters, design planning of the store, interior design, signs and otherapplications.The theory section is within the field of graphic profiling and with some focus on profiling in stores.A clear visual identity is important for a company because what the company communicates internally and externallyshould be kept as consistent as possible. This is especially important nowadays when more and more similar products andstores are available. This means that the visual identity becomes part of the competition with other products and stores.The base elements in a visual identity are logotype, colors and typograpy. Using these elements according to rules andtemplates makes a consistent visual profile.

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Tidningskompaniet, a publishing agency in Göteborg, has during the spring of 2003 developed a customermagazine for Göteborgsvarvet, a Half Marathon Race in Göteborg. If realized the magazine shallbe distributed to former participants of the race twice a year and will be financed by adverts.As part of the editorial concept, development of a graphic profile will be made for the magazine. Thisdegree project will result in the production of a »dummy« magazine to be presented to the client and tobe used by the advertisement sales people in their work.The magazine, named »Varvet«, will convey the message that anyone can run Göteborgsvarvet. Theintention is to give the magazine a »youthful and sporty« image.The work in this degree project has comprised designing the magazine in co-operation with an editorialconcept developer and a project leader at Tidningskompaniet, and also the production of 18 magazinepages including prepress work. The magazine has been made into a strictly sectionized product,with a mix of short and long articles with lighter material and strict how-to-do-it guides. The designhas been made to complement the editorial concept, with typography and colours that feel modern and»active«.The dummy magazine has been digitally printed using a Xeikon digital press and has been distributedto the client and the advertisement sales bureau.

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The report describes the production of graphic correspondence and marketing material for DUCIS(Dalarna University Centre for Irish Studies).A logotype symbol is created on the basis of an element from the Celtic art, and a graphic material thatharmonies with this ideal of style is built around the symbol. A unique visiting card, correspondence cardand letterhead is produced to strengthen the identity of DUCIS outwards.The work proceeds with an international education folder which is an important element in the marketingwork for the MA-education which starts in the autumn of 2003. Two posters, one for the opening ofDUCIS in may 2003 and one for a conference in 2004, are produced. Finally, a redesign of the book coverfor NIS, Nordic Irish Studies, is carried out.The report describes the working process consisting of meetings, practical work and other elementswithin the process. The conclusion is that the work has been quite successful and that this, to a largeextent, depended on an engaged and supporting commissioner. The commissioner also is very satisfi edwith the results.The in-depth studies of the project is about the art and design of the Celtic culture throughout history.The text gives an account for the history and expressions of Celtic art from its birth, 2800 years ago, untilits death in 13th century Ireland and Scotland. Special attention is payed to the golden age of ChristianCeltic art on the british islands, the era from which the pattern of the DUCIS logotype originates.

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Consumers don´t buy products, they buy brands. To create a succesful brand, you need a clear identity,and it will be strengthened by for instance a graphic profile. This project includes a theoretical partabout corporate identity and graphic profiling, and a description of the work with the graphic profile ofEM-loppet. The aim with this project is to strengthen the identity of EM-loppet, by making a clear andunified profile. The project has been accomplished by studying literature, searching information on theInternet and via personal contacts. The graphic manual of EM-loppet and examples of its applicationsare enclosed.