76,026 research outputs found
Development and Analysis of Sparse Matrix Concepts for Finite Element Approximation on general Cells
In engineering and computing, the finite element approximation is one of the most well-known computational solution techniques. It is a great tool to find solutions for mechanic, fluid mechanic and ecological problems. Whoever works with the finite element method will need to solve a large system of linear equations. There are different ways to find a solution. One way is to use a matrix decomposition technique such as LU or QR. The other possibility is to use an iterative solution algorithm like Conjugate Gradients, Gauß-Seidel, Multigrid Methods, etc. This paper will focus on iterative solvers and the needed storage techniques..
Workshop time management system
The Workshop Time Management System is a web-based application that is specially built for the third party logistics provider and workshops, with the goals to improve
efficiency and shortening processing time by automating all processes and workflows involved in a central application. This project will focus more on human resources planning
and efficiency such as pending job assignment, mechanic job log, task efficiency, evaluation of mechanic performance and mechanic duty shift control. By implementing the new
solutions to the system, the maintenance staff will be better informed of pending jobs or faults at the workshop whereas the mechanics will be able to access the necessary
information instantly to rectify the problem. A number of improvements on the existing features will also be included, such as urgent task handling, vehicle quality inspection and job activation to ensure more accurate time estimation and further improve the flexibility
of the system in handling the various situations. The project will be carried out systematically with the waterfall model of Software Development Life Cycle and Structured System Analysis and Design Methodology. The business process and environment is analyzed to enable a more thorough understanding of the problems, opportunities and directives that triggered the project. Overall, this project is expected to deliver a range of
mission-critical applications, including a proprietary environmental compliance database for its corporate administrative staff, and a fleet management application for its vehicle maintenance crew at the workshop
Duplicate Detection in Probabilistic Data
Collected data often contains uncertainties. Probabilistic databases have been proposed to manage uncertain data. To combine data from multiple autonomous probabilistic databases, an integration of probabilistic data has to be performed. Until now, however, data integration approaches have focused on the integration of certain source data (relational or XML). There is no work on the integration of uncertain (esp. probabilistic) source data so far. In this paper, we present a first step towards a concise consolidation of probabilistic data. We focus on duplicate detection as a representative and essential step in an integration process. We present techniques for identifying multiple probabilistic representations of the same real-world entities. Furthermore, for increasing the efficiency of the duplicate detection process we introduce search space reduction methods adapted to probabilistic data
Applicants\u27 Experience of the Process of Seeking Therapy
Assessed the process of seeking psychotherapy, conceptualized as 4 steps: recognizing the problem; deciding therapy might help; deciding to seek therapy; and contacting the mental health system. A process of seeking therapy questionnaire was completed by 275 adult therapy applicants. It ascertained problem duration, alternative coping strategies, difficulty achieving and time needed to achieve the steps, and whether the S had informal help achieving the steps. Results indicated that problems tended to be long-standing; Ss attempted a variety of coping strategies before seeking therapy; and informal help was important throughout the process. Problem recognition was the most difficult, time-consuming step. The least and most distressed Ss reported the most difficulty achieving the first 3 steps
An Experiential Comparative Tool for Board Games
In the field of game studies, contemporary board games have until now remained relatively unexplored. The recent years have allowed us to witness the emergence of the occasional academic texts focusing on board games – such as Eurogames (Woods, 2012), Characteristics of Games (Elias et al. 2013), and most recently Game Play: Paratextuality in Contemporary Board Games (Booth, 2015). The mentioned authors all explore board games from diverse viewpoints but none of these authors present a viable and practical analytical tool to allow us to examine and differentiate one board game from another. In this vein, this paper seeks to present an analytical comparative tool intended specifically for board games. The tool builds upon previous works (Aarseth et al. 2003; Elias et al. 2012; and Woods 2012) to show how four categories – rules, luck, interaction and theme – can interact on different levels to generate diverse gameplay experiences. Such a tool allows to score games objectively and separately in each of the categories to create a combined gameplay experience profile for each board game. Following this, the paper proceeds to present numerous practical examples of contemporary board games and how it can be used from a design perspective and an analytical perspective alike
Generating Levels That Teach Mechanics
The automatic generation of game tutorials is a challenging AI problem. While
it is possible to generate annotations and instructions that explain to the
player how the game is played, this paper focuses on generating a gameplay
experience that introduces the player to a game mechanic. It evolves small
levels for the Mario AI Framework that can only be beaten by an agent that
knows how to perform specific actions in the game. It uses variations of a
perfect A* agent that are limited in various ways, such as not being able to
jump high or see enemies, to test how failing to do certain actions can stop
the player from beating the level.Comment: 8 pages, 7 figures, PCG Workshop at FDG 2018, 9th International
Workshop on Procedural Content Generation (PCG2018
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