1,590 research outputs found

    薬物の副作用を予測するための高度なディープラーニングモデルの構築

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    京都大学新制・課程博士博士(薬科学)甲第24559号薬科博第176号新制||薬科||19(附属図書館)京都大学大学院薬学研究科医薬創成情報科学専攻(主査)教授 馬見塚 拓, 教授 山下 富義, 教授 金子 周司学位規則第4条第1項該当Doctor of Pharmaceutical SciencesKyoto UniversityDFA

    A Short Hike: Writing with a videogame

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    This master thesis focuses on implementing a videogame in an educational setting. By doing this, the study can focus on the pupils’ interactions with the videogame and how their texts are inspired by the videogame A Short Hike. The study was performed in two different classes in 5th and 7th grade. With this in mind, the research question is: How does an adventure videogame inspire the pupils’ writing? With this question, the study can analyse the pupils’ texts and what is expressed in their texts. On the side, there will be a focus on the popular culture the pupils interact with and references and intertextuality in their texts. The study carries out a lesson plan for the classes where the game A Short Hike is being played. After the gameplay, the pupils will write a continuation of where the class stopped playing. The introduced task invites the pupils to write a narrative text with no limitations to the content. There was only one condition, and it was to write a continuation of the gameplay. The texts’ content will be analysed, and the focus during the analysis is on the texts’ references and intertextualities with other videogames, popular culture, and stories. With the analysis of four texts and observation from the study, it was discovered that the pupils’ texts contained several references and intertextualities from their interests and other videogames. The structure and theme of the texts were also inspired by previous texts they might have encountered in the past. It was also important to facilitate the pupils’ joy of writing within the study. Without it, the pupils would struggle to write and find interest in writing a text. This study encourages the teachers to learn more about the pupils’ popular culture and implement videogames in their teaching schemes. By doing this, the pupils can be more engaged in the writing and in the class. Implementing videogames for educational purposes can also motivate them and facilitate their joy of writing.

    The Impact of the Economic Stimulus on Domestic, Private Enterprises

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    In the year 2008 and the first half of 2009, the world witnessed the unfolding and heavy repercussions of the global financial crisis which affected Vietnam, among others, through the reduction of investments inflow, lower global commodity prices and trade. The government of Vietnam has acted quickly with its stimulus package, including a 4% interest rate subsidy for enterprises with the objective of preventing the economy from falling further. While there are some anecdotal evidences about the effectiveness of the stimulus package, there is no systematic evidence of the impact of the stimulus package. This paper makes use of the PCI 2008 enterprise survey data, a unique dataset which is only recently made by available to investigate the impact of the 4% interest rate subsidy component of the stimulus package. We find strong statistical evidence that the 4% interest rate subsidy has positive and important impacts on the enterprises, easing the severe effects of the global crisis.Freeware; Global financial crisis, fiscal stimulus, interest rate subsidy, Vietnam.

    Some Background on Moral Hazard Management in Banks

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    The article focuses on researching the theoretical framework for moral hazard management in banks. With the desk research methodology, the content focuses on researching the overview of the concept and the causes of moral hazard, study of the theoretical literature related to moral hazard management and moral hazard management models in banks

    On the influence of second order non-linearity on random vibrations

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