4,244 research outputs found

    Okounkov bodies of finitely generated divisors

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    We show that the Okounkov body of a big divisor with finitely generated section ring is a rational simplex, for an appropriate choice of flag; furthermore, when the ambient variety is a surface, the same holds for every big divisor. Under somewhat more restrictive hypotheses, we also show that the corresponding semigroup is finitely generated.Comment: 9 pages; v2 includes a stronger result in the surface cas

    Techniques for publishing real-time data on a local area network

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    The primary objective of this thesis was to develop techniques for publishing real-time data on a Local Area Network (LAN) using the two transport protocols, Transmission Control Protocol (TCP) and User Datagram Protocol (UDP). One of the main restrictions was that the Data Acquisition (DAQ) system, the server, which does time-critical functions, should not be interrupted as it sends the data to monitoring applications. It was also desired that the monitoring applications, the clients, receive most of the published data. The two protocols, TCP and UDP, were evaluated using programs developed in C/C++ and compiled with the Visual C 6.0 compiler under Windows 2000. An ordinary TCP server software, developed in C/C++, published 100,000 1400 Byte TCP segments on a 100 Megabit per second (Mbps) LAN. An ordinary TCP client software was coded in C/C++ which read the published data. After reading 30,000 segments, the client application paused for 5 sec and the effect of the delay on the server was analyzed. The procedure failed to satisfy the requirement not to interrupt the server because the server stopped publishing data during the delay period. A proposed solution put the server\u27s publishing procedure into a separate thread thereby isolating the server application as a whole from any client interference. The results proved this approach to be successful. It was also found that the server can maintain one-server-tomany-clients interaction if the bandwidth is reduced by the number of connected clients. Using UDP sockets, ordinary server and client applications were developed to evaluate the real-time performance of the standard UDP sockets as was done for the TCP sockets. The client recorded the percentage of datagrams successfully received. Though the client did not block the server, it did not always receive 100% of the published datagrams. The server, however, could use UDP broadcast and publish simultaneously to multiple clients without reducing bandwidth. To solve the delivery reliability problem, the approach implemented allowed the UDP client to detect and request a retransmission of datagrams that it loses. The improved UDP server had the ability to retransmit datagrams that are lost by its clients. It was determined that the server efficiently serviced retransmission requests from the clients for data rates up to 9MB/s. In cases where the client application was engaged in other activities beside reading data from the server, an ordinary UDP client read 100% of all published data only at rates below 4 MB/sec, while the improved client read 100% of data up to 6 MB/sec

    Alien Registration- Anderson, Victor (Wade, Aroostook County)

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    https://digitalmaine.com/alien_docs/32626/thumbnail.jp

    Technology-Enhanced Teaching: A Technology Acceptance Model to Study Teachers’ Intentions to Use Digital Games in the Classroom

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    This research to practice paper uses a Technology Acceptance Model (TAM) to explore the factors that affect teachers’ intentions to use digital educational games in the classroom. Research shows that using computers and other digital technologies like digital games is one way to influence young people’s career aspirations and improve their digital literacy. This is particularly important as the world of work is changing and emerging jobs becoming more intensive in their use of digital technologies. In the developing world and in particular Nigeria, there have been calls to improve the digital literacy skills of young people to help them make informed career choices, and fully participate effectively and equally in the digital world. However, many of the computing and digital technology education initiatives have not produced the positive results intended. The lack of awareness, readiness and buy-in of the relevant stakeholders are some of the factors that has been identified as a barrier here. For example, for computing and digital technology-based projects in schools, the success largely depends on the support and attitude of teachers. As one of the major stakeholders in the classroom, teachers need to be consulted in decisions that affect the way they deliver their lessons; especially when novel ideas and approaches that challenge tradition are introduced. It is therefore important to consider their acceptance or otherwise of digital games in the classroom. A Technology Acceptance Model (TAM) was modified to include constructs previously identified by teachers that potentially influence their intention to use digital games in the classroom. The extended TAM was developed into a questionnaire and tested with 220 teachers in Nigeria. Analyses of the results show that syllabus connectedness, perceived usefulness and self-efficacy are significant predictors of the intention of teachers to adoptdigital game-based learning in the classroom. Furthermore, the teachers' demographics including experience of teaching, age and gender all mediated the intention of the teachers to use digital game-based learning. The results and findings present recommendations for school leaders and developers of digital educational games. The practical insights from this are also important here and helpful for guiding the deployment of such games particularly in areas where such technological interventions have not been used before

    Alcoholic as Seen in Court

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