993 resultados para Board games


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The radio communication system is one of the most critical system of the overall satellite platform: it often represents the only way of communication, between a spacecraft and the Ground Segment or among a constellation of satellites. This thesis focuses on specific innovative architectures for on-board and on-ground radio systems. In particular, this work is an integral part of a space program started in 2004 at the University of Bologna, Forlì campus, which led to the completion of the microsatellite ALMASat-1, successfully launched on-board the VEGA maiden flight. The success of this program led to the development of a second microsatellite, named ALMASat-EO, a three-axis stabilized microsatellite able to capture images of the Earth surface. Therefore, the first objective of this study was focused on the investigation of an innovative, efficient and low cost architecture for on-board radio communication systems. The TT&C system and the high data rate transmitter for images downlink design and realization are thoroughly described in this work, together with the development of the embedded hardware and the adopted antenna systems. Moreover, considering the increasing interest in the development of constellations of microsatellite, in particular those flying in close formations, a careful analysis has been carried out for the development of innovative communication protocols for inter-satellite links. Furthermore, in order to investigate the system aspects of space communications, a study has been carried out at ESOC having as objective the design, implementation and test of two experimental devices for the enhancement of the ESA GS. Thus, a significant portion of this thesis is dedicated to the description of the results of a method for improving the phase stability of GS radio frequency equipments by means of real-time phase compensation and a new way to perform two antennas arraying tracking using already existing ESA tracking stations facilities.

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Lo studio della deidrogenazione catalitica di idrocarburi affronta uno dei problemi principali per l'applicazione delle fuel cells in aeromobili. La conversione di miscele di idrocarburi in H2 può essere eseguita in loco, evitando le difficoltà di stoccaggio dell'idrogeno: l'H2 prodotto è privo di CO e CO2 e può essere alimentato direttamente alle celle a combustibile per dare energia ai sistemi ausiliari, mentre i prodotti deidrogenati, mantenendo le loro originali caratteristiche possono essere riutilizzati come carburante. In questo un lavoro è stato effettuato uno studio approfondito sulla deidrogenazione parziale (PDH) di diverse miscele di idrocarburi e carburante avio JetA1 desolforato utilizzando Pt-Sn/Al2O3, con l'obiettivo di mettere in luce i principali parametri (condizioni di reazione e composizione di catalizzatore) coinvolti nel processo di deidrogenazione. Inoltre, la PDH di miscele idrocarburiche e di Jet-A1 ha evidenziato che il problema principale in questa reazione è la disattivazione del catalizzatore, a causa della formazione di residui carboniosi e dell’avvelenamento da zolfo. Il meccanismo di disattivazione da residui carboniosi è stato studiato a fondo, essendo uno dei principali fattori che influenzano la vita del catalizzatore e di conseguenza l'applicabilità processo. Alimentando molecole modello separatamente, è stato possibile discriminare le classi di composti che sono coinvolti principalmente nella produzione di H2 o nell’avvelenamento del catalizzatore. Una riduzione parziale della velocità di disattivazione è stata ottenuta modulando l'acidità del catalizzatore al fine di ottimizzare le condizioni di reazione. I catalizzatori Pt-Sn modificati hanno mostrato ottimi risultati in termini di attività, ma soffrono di una disattivazione rapida in presenza di zolfo. Così, la sfida finale di questa ricerca era sviluppare un sistema catalitico in grado di lavorare in condizioni reali con carburante ad alto tenore di zolfo, in questo campo sono stati studiati due nuove classi di materiali: Ni e Co fosfuri supportati su SiO2 e catalizzatori Pd-Pt/Al2O3.

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Questa tesi si pone l'obiettivo di presentare la teoria dei giochi, in particolare di quelli cooperativi, insieme alla teoria delle decisioni, inquadrandole formalmente in termini di matematica discreta. Si tratta di due campi dove l'indagine si origina idealmente da questioni applicative, e dove tuttavia sono sorti e sorgono problemi più tipicamente teorici che hanno interessato e interessano gli ambienti matematico e informatico. Anche se i contributi iniziali sono stati spesso formulati in ambito continuo e utilizzando strumenti tipici di teoria della misura, tuttavia oggi la scelta di modelli e metodi discreti appare la più idonea. L'idea generale è quindi quella di guardare fin da subito al complesso dei modelli e dei risultati che si intendono presentare attraverso la lente della teoria dei reticoli. Ciò consente di avere una visione globale più nitida e di riuscire agilmente ad intrecciare il discorso considerando congiuntamente la teoria dei giochi e quella delle decisioni. Quindi, dopo avere introdotto gli strumenti necessari, si considerano modelli e problemi con il fine preciso di analizzare dapprima risultati storici e solidi, proseguendo poi verso situazioni più recenti, più complesse e nelle quali i risultati raggiunti possono suscitare perplessità. Da ultimo, vengono presentate alcune questioni aperte ed associati spunti per la ricerca.

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This thesis focuses on the technical approach to the translation of the Italian horror role-playing game Sine Requie into English. It aims to prove that both the role-playing and horror aspects of the genre are important to convey an enjoyable experience to the players, and that it is possible to create and international reference glossary to better translate the horror genre itself. Following a brief introduction of the history of role-playing games (RPGs), we will look at the RPG technical vocabulary in Sine Requie, and analyze which of these elements can be translated following the great models of the history of role-playing games. A brief introduction will follow regsrding the horror genre and its core characteristics based on the work of worldwide famous horror writer H.P. Lovecraft. Lastly, a description on how the international reference glossary for the horror genre was created will be presented along with a few examples of its practical use.

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Learning by reinforcement is important in shaping animal behavior, and in particular in behavioral decision making. Such decision making is likely to involve the integration of many synaptic events in space and time. However, using a single reinforcement signal to modulate synaptic plasticity, as suggested in classical reinforcement learning algorithms, a twofold problem arises. Different synapses will have contributed differently to the behavioral decision, and even for one and the same synapse, releases at different times may have had different effects. Here we present a plasticity rule which solves this spatio-temporal credit assignment problem in a population of spiking neurons. The learning rule is spike-time dependent and maximizes the expected reward by following its stochastic gradient. Synaptic plasticity is modulated not only by the reward, but also by a population feedback signal. While this additional signal solves the spatial component of the problem, the temporal one is solved by means of synaptic eligibility traces. In contrast to temporal difference (TD) based approaches to reinforcement learning, our rule is explicit with regard to the assumed biophysical mechanisms. Neurotransmitter concentrations determine plasticity and learning occurs fully online. Further, it works even if the task to be learned is non-Markovian, i.e. when reinforcement is not determined by the current state of the system but may also depend on past events. The performance of the model is assessed by studying three non-Markovian tasks. In the first task, the reward is delayed beyond the last action with non-related stimuli and actions appearing in between. The second task involves an action sequence which is itself extended in time and reward is only delivered at the last action, as it is the case in any type of board-game. The third task is the inspection game that has been studied in neuroeconomics, where an inspector tries to prevent a worker from shirking. Applying our algorithm to this game yields a learning behavior which is consistent with behavioral data from humans and monkeys, revealing themselves properties of a mixed Nash equilibrium. The examples show that our neuronal implementation of reward based learning copes with delayed and stochastic reward delivery, and also with the learning of mixed strategies in two-opponent games.

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This article examines the role of domestic spaces and images in mid-nineteenth-century science writing for children. Analyses of John Mill’s The Fossil Spirit, A.L.O.E.’s Fairy Frisket, John Cargill Brough’s The Fairy Tales of Science, Annie Carey’s “Autobiography of a Lump of Coal,” and an assortment of boxed games reveal a variety of ways in which overwhelming scientific concepts are domesticated. Moreover, juvenile science literature contributes this appeasing domestication to the broader scientific discourse, consistently framing natural history in terms of human experience.

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About 15 years ago, the Swiss Society of Pathology has developed and implemented a board examination in anatomical pathology. We describe herein the contents covered by this 2-day exam (autopsy pathology, cytology, histopathology, molecular pathology, and basic knowledge about mechanisms of disease) and its exact modalities, sketch a brief history of the exam, and finish with a concise discussion about the possible objectives and putative benefits weighed against the hardship that it imposes on the candidates.