نتایج جستجو برای: arena
تعداد نتایج: 10029 فیلتر نتایج به سال:
The active place avoidance task is a dry-arena task used to assess spatial navigation and memory in rodents. In this task, a subject is put on a rotating circular arena and avoids an invisible sector that is stable in relation to the room. Rotation of the arena means that the subject's avoidance must be active, otherwise the subject will be moved in the to-be-avoided sector by the rotation of t...
Abstract Simulation software enables to build and process FMS models to analyse different aspects of the system operation. Such models, verified in simulation experiments, are ready to be used for FMS control to calculate control decisions. The idea of using simulation software Arena to control FMS is presented in the paper. Basic characteristic of modelling and simulation in Arena is presented...
Since 1984 the author has developed simulation models that use input data from spreadsheets. These original applications used a standalone Basic program to convert Lotus 123® data into Siman Experiment Frames. While this process has evolved overtime, it did not reach a truly viable level until Arena® 3.0 introduced Visual Basic® for Applications (VBA) by Microsoft®. This advanced tutorial demon...
Adolescence is an important phase of life with increasing independence and identity development, and a vulnerable period of life for chronically ill adolescents with a high occurrence of insufficient treatment adherence. We conducted four photo elicitation focus group interviews with 14 adolescents (12-20 years) with juvenile idiopathic arthritis to investigate identity constructions during tra...
Poetry is a means of conveying ideas. Wiji Thukul poet who was allegedly lost because his poetry. This study describes the textual strategy or writing poetry that took in symbolic contestation Indonesian literary arena during New Order era. research uses Pierre Bourdieu's cultural production theory to describe and explain Thukul's problems, both intrinsic extrinsic, simultaneously. The data sou...
We consider a competitive facility location problem with two players. Players alternate placing points, one at a time, into the playing arena, until each of them has placed n points. The arena is then subdivided according to the nearest-neighbor rule, and the player whose points control the larger area wins. We present a winning strategy for the second player, where the arena is a circle or a l...
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