448 research outputs found
The effects of large vibration amplitudes on the mode shapes and natural frequencies of thin elastic shells, part I: coupled transverse-circumferential mode shapes of isotropic circular cylindrical shells of infinite length
The effects of large vibration amplitudes on the first and second coupled radial-circumferential mode shapes of isotropic circular cylindrical shells of infinite length are examined. A theoretical model based on Hamilton's principle and spectral analysis developed previously for clamped–clamped beams and fully clamped rectangular plates is extended to shell type structures, reducing the large-amplitude free vibration problem to the solution of a set of non-linear algebraic equations. The transverse and circumferential displacements are assumed to be harmonic and expanded in the form of a finite series of functions. The Donnel–Mushtarie shell theory, taking into account the coupling between extensional and flexural deformations is used. Then, the non-linear deformation energy is expressed by taking into account the non-linear term due to the considerable stretching of the middle surface of the shell induced by large deflections. Tables of numerical results are given for the first and second non-linear modes, for a wide range of the vibration amplitude, which may be used for engineering purposes. For each value of the vibration amplitude considered, the corresponding contributions of the basic functions defining the non-linear transverse and circumferential displacement shapes are given, with the corresponding non-linear frequencies. Selected plots of mode shapes and bending stress distributions are presented, with an extensive discussion of the effects of non-linearity on the dynamic behaviour of shells
Singular quasilinear elliptic systems involving gradient terms
In this paper we establish the existence of at least one smooth positive solution for a singular quasilinear elliptic system involving gradient terms. The approach combines the sub-supersolutions method and Schauder's fixed point theorem
Reply to “Catamenial anaphylaxis”
Reply to : Özdemir Ö. Catamenial anaphylaxis. J Allergy Clin Immunol Pract. 2025 Jun;13(6):1499-1500. doi: 10.1016/j.jaip.2025.03.042. PMID: 40483018.
Regarding : Moussaoui D, Foran T, Richards S, Grover SR. Catamenial anaphylaxis in adolescents and young adults: A case series. J Allergy Clin Immunol Pract. 2025 Jan;13(1):220-224. doi: 10.1016/j.jaip.2024.09.032. Epub 2024 Oct 9. PMID: 39389262. https://archive-ouverte.unige.ch/unige:187722</p
The Cosmopolitan and the nonmenal: A case study of islamic jihadist night dreams as reported sources of spiritual and political inspiration
The convergence of peoples and markets in ‘real-world’ cosmopolitanism is significantly challenged and indeed fractured in emerging apparent differences as to the ontological status of inner worlds. On the one hand, the Western secular, liberal, post-Christian capitalist ideology and world view ‘see’ inner worlds, usually, as reflective but not primarily constitutive or generative of outer world dynamics. The Freudian notion of the personal unconscious is emblematic of such a paradigm. The Western psychoanalytical paradigm, however is radically different from that of many societies studied by social anthropologists, notably shamanic cultures. Strongly religious cultures share a differing and variant paradigm as to the nature of the unconscious; the numinous is, or rather can be, the locus of spiritual generativity within the outer world. These abstractions find real-world political, economic and social significance today, particularly, in the ideological world view of the growing militant jihadist variant of Islam
Joint Bayesian Endmember Extraction and Linear Unmixing for Hyperspectral Imagery
This paper studies a fully Bayesian algorithm for endmember extraction and abundance estimation for hyperspectral imagery. Each pixel of the hyperspectral image is decomposed as a linear combination of pure endmember spectra following the linear mixing model. The estimation of the unknown endmember spectra is conducted in a unified manner by generating the posterior distribution of abundances and endmember parameters under a hierarchical Bayesian model. This model assumes conjugate prior distributions for these parameters, accounts for nonnegativity and fulladditivity constraints, and exploits the fact that the endmember proportions lie on a lower dimensional simplex. A Gibbs sampler is proposed to overcome the complexity of evaluating the resulting posterior distribution. This sampler generates samples distributed according to the posterior distribution and estimates the unknown parameters using these generated samples. The accuracy of the joint Bayesian estimator is illustrated by simulations conducted on synthetic and real AVIRIS images
Community engagement and social justice
Community engagement and social justice sit at the heart of the University of East London’s pedagogical provision. The London Scholars scheme represents a flagship of this commitment through collaborations between students, staff, and the wider community. A key objective of the scheme is the provision of enriched learning experiences concerned with promoting a sense of civic responsibility, social inclusion, and active citizenship.A London Scholars project on Bridging barriers – Equality and diversity: Making a difference through improving communication across language and culture in health and community settings was established. The training celebrated diversity and built upon the rich cultural heritages of our students. Past and present students with bicultural heritage and who were bilingual undertook training at the university and a community organization in working as an interpreter/community broker in health and social care settings. The program provided trained interpreters/cultural brokers to work within the community, thereby assisting in facilitating access (for people who were not fluent in English) to health and social care systems, thereby making a contribution to improving social inclusion and challenging marginalization.While the students acquired knowledge and skills relating to working as an interpreter/cultural broker and obtained an understanding of health and social care systems, they also extended their professional networks, in addition to potentially enhancing their employability
Bayesian separation of spectral sources under non-negativity and full additivity constraints
This paper studied Bayesian algorithms for separating linear mixtures of spectral sources under non-negativity and full additivity constraints. These two constraints are required in some applications such as hyperspectral imaging and spectroscopy to get meaningful solutions. A hierarchical Bayesian model was defined based on priors ensuring the fulfillment of the constraints. Estimation of the sources as well as the mixing coefficients was then performed by using samples distributed according to the joint posterior distribution of the unknown model parameters. A Gibbs sampler strategy was proposed to generate samples distributed according to the posterior of interest. The generated samples were then used to estimate the unknown parameters. The performance of the algorithm was first illustrated by means of simulations conducted on synthetic signals. The application to the separation of chemical mixtures resulting from Raman spectroscopy was finally investigated. The proposed Bayesian algorithm provided very promising results for this application. Particularly, when the computational times is not a study constraint, the proposed method clearly outperforms other standard NMF techniques, which can give approximative solutions faster. Perspectives include the development of a similar methodology for unmixing hyperspectral images. Some results were already obtained for the unmixing of known sources. However, the joint estimation of the mixing coefficients (abundances) and the sources (endmembers) is a still an open and challenging problem
Implementación de una aplicación móvil para una herramienta de gamificación
El proyecto desarrollado a continuación se basa en la aportación de una nueva aplicación para cumplimentar los diferentes módulos de una herramienta de gamificación, llamada Classpip, creada hace poco más de dos años por alumnos de la EETAC. Desde entonces, esta herramienta ha tenido muchas mejoras y versiones cada vez más funcionales y manejables para el usuario final y este proyecto es una contribución más para que así sea.
Para llegar a entender el objetivo de este proyecto, primero hay que aclarar el concepto de gamificación que es un concepto clave para la herramienta del Classpip y además conocer la última versión de esta herramienta y sobre qué tecnología se ha construido.
La gamificación es una técnica de aprendizaje que traslada la mecánica de los juegos al ámbito educativo-profesional con el fin de conseguir mejores resultados. Es muy útil para absorber conocimientos, para mejorar habilidades y despertar la motivación de los usuarios. Es un término que ha adquirido una enorme popularidad en los últimos años, sobre todo en entornos educativos y digitales.
En cuanto a la herramienta, actualmente, dispone de 3 módulos diferentes. Una aplicación web y una base de datos desarrollados con la tecnología Angular. Y el tercer módulo es una aplicación móvil que recoge algunas de las funcionalidades importantes de la aplicación web para el perfil del profesor. Este último módulo está desarrollado con la tecnología Ionic.
Este proyecto tiene como objetivo crear un cuarto módulo para cumplimentar el Classpip, desarrollando una nueva aplicación móvil para el perfil del alumno. Esta aplicación pretende ser intuitiva, con funcionalidades útiles para el usuario final, manejable y con la mayor organización posible en el código. También se usará la tecnología Ionic para llevar a cabo esta aplicación, se necesitará la información de la base de datos actual para construir dicha aplicación y también se intentará reutilizar parte del código usado tanto en la aplicación web como en la aplicación móvil del profesor.
Título: Implementación de una aplicación móvil para una herramienta de gamificación
Autor: Sajda Al Moussaoui
Directores: Miguel Valero
Roc Meseguer
Fecha: 07 de Febrero del 2020
Otra de las herramientas necesarias para este proyecto es el Git, donde se encuentran las versiones más recientes de los tres módulos del Classpip que se van a usar como punto de partida para este cuarto módulo. Esta herramienta también será útil para experimentar con diferentes versiones del código y trabajar paralelamente en diferentes secciones del código.
Esta memoria trata de explicar cómo se ha llegado a la conclusión de la necesidad de una aplicación móvil para el perfil del alumno, cómo ha sido todo el proceso de diseño de dicha aplicación y todos los aspectos que se han tenido en cuenta para ello, cómo se ha desarrollado la aplicación y cómo se ha reestructurado el código. Y por último, cómo se ha integrado este nuevo módulo en la herramienta del Classpip.The Project developed below is based on the contribution of a new application to complete the different modules of a gamification tool, called Classpip, created just over two years ago by EETAC students. Since then, this tool has had many improvements and versions increasingly functionals and manageables for the end user and this project is a contribution to make it so.
To understand the objective of this project, firstly we have to clarify the concept of gamification which is a keyword for the Classpip tool and also we have to know the latest version of this tool and on which technology has been built.
Gamification is a learning technique that moves the mechanics of games to the educational-professional field in order to achieve better results. It’s very useful to absorb knowledge, to improve skills and awaken the motivation of users. It’s a term that has gained a lot of popularity in the latest years
The tool, currently, has three different modules. A web application and a database developed with Angular technology. And the third module is a mobile application that collects some of the important functionalities of the web application for the teacher’s profile. This last module is developed with Ionic technology.
The aim of this project is to create a fourth module to complete the Classpip, developing a new mobile application for the student’s profile. This application aims to be intuitive, with useful features for the end user, manageable and with the best possible organization in the code. Ionic technology will also be used to carry out this application, the information from the current database will be needed and part of the code used in both the web application and the teacher’s mobile application will be reused.
Title: Implementation of a mobile application for a gamification tool.
Author: Sajda Al Moussaoui
Directors: Miguel Valero
Roc Meseguer
Date: February 7,2020
Another of the necessary tools for this project is the Git, where the last versions of the three Classpip’s modules are to be used as a starting point of this fourth module. This tool will also be useful to experiment with different versions of the code and work in parallel in different sections os the code.
This report tries to explain how the conslusion of the need for a mobile application for the student’s profile has been reache, how the entire design process has been done and all the aspects that have been taken into account for it, how the application has been developed and how the code has been restructured. And finally, how this new module has been integrated into the Classpip tool
Implementación de una aplicación móvil para una herramienta de gamificación
El proyecto desarrollado a continuación se basa en la aportación de una nueva aplicación para cumplimentar los diferentes módulos de una herramienta de gamificación, llamada Classpip, creada hace poco más de dos años por alumnos de la EETAC. Desde entonces, esta herramienta ha tenido muchas mejoras y versiones cada vez más funcionales y manejables para el usuario final y este proyecto es una contribución más para que así sea.
Para llegar a entender el objetivo de este proyecto, primero hay que aclarar el concepto de gamificación que es un concepto clave para la herramienta del Classpip y además conocer la última versión de esta herramienta y sobre qué tecnología se ha construido.
La gamificación es una técnica de aprendizaje que traslada la mecánica de los juegos al ámbito educativo-profesional con el fin de conseguir mejores resultados. Es muy útil para absorber conocimientos, para mejorar habilidades y despertar la motivación de los usuarios. Es un término que ha adquirido una enorme popularidad en los últimos años, sobre todo en entornos educativos y digitales.
En cuanto a la herramienta, actualmente, dispone de 3 módulos diferentes. Una aplicación web y una base de datos desarrollados con la tecnología Angular. Y el tercer módulo es una aplicación móvil que recoge algunas de las funcionalidades importantes de la aplicación web para el perfil del profesor. Este último módulo está desarrollado con la tecnología Ionic.
Este proyecto tiene como objetivo crear un cuarto módulo para cumplimentar el Classpip, desarrollando una nueva aplicación móvil para el perfil del alumno. Esta aplicación pretende ser intuitiva, con funcionalidades útiles para el usuario final, manejable y con la mayor organización posible en el código. También se usará la tecnología Ionic para llevar a cabo esta aplicación, se necesitará la información de la base de datos actual para construir dicha aplicación y también se intentará reutilizar parte del código usado tanto en la aplicación web como en la aplicación móvil del profesor.
Título: Implementación de una aplicación móvil para una herramienta de gamificación
Autor: Sajda Al Moussaoui
Directores: Miguel Valero
Roc Meseguer
Fecha: 07 de Febrero del 2020
Otra de las herramientas necesarias para este proyecto es el Git, donde se encuentran las versiones más recientes de los tres módulos del Classpip que se van a usar como punto de partida para este cuarto módulo. Esta herramienta también será útil para experimentar con diferentes versiones del código y trabajar paralelamente en diferentes secciones del código.
Esta memoria trata de explicar cómo se ha llegado a la conclusión de la necesidad de una aplicación móvil para el perfil del alumno, cómo ha sido todo el proceso de diseño de dicha aplicación y todos los aspectos que se han tenido en cuenta para ello, cómo se ha desarrollado la aplicación y cómo se ha reestructurado el código. Y por último, cómo se ha integrado este nuevo módulo en la herramienta del Classpip.The Project developed below is based on the contribution of a new application to complete the different modules of a gamification tool, called Classpip, created just over two years ago by EETAC students. Since then, this tool has had many improvements and versions increasingly functionals and manageables for the end user and this project is a contribution to make it so.
To understand the objective of this project, firstly we have to clarify the concept of gamification which is a keyword for the Classpip tool and also we have to know the latest version of this tool and on which technology has been built.
Gamification is a learning technique that moves the mechanics of games to the educational-professional field in order to achieve better results. It’s very useful to absorb knowledge, to improve skills and awaken the motivation of users. It’s a term that has gained a lot of popularity in the latest years
The tool, currently, has three different modules. A web application and a database developed with Angular technology. And the third module is a mobile application that collects some of the important functionalities of the web application for the teacher’s profile. This last module is developed with Ionic technology.
The aim of this project is to create a fourth module to complete the Classpip, developing a new mobile application for the student’s profile. This application aims to be intuitive, with useful features for the end user, manageable and with the best possible organization in the code. Ionic technology will also be used to carry out this application, the information from the current database will be needed and part of the code used in both the web application and the teacher’s mobile application will be reused.
Title: Implementation of a mobile application for a gamification tool.
Author: Sajda Al Moussaoui
Directors: Miguel Valero
Roc Meseguer
Date: February 7,2020
Another of the necessary tools for this project is the Git, where the last versions of the three Classpip’s modules are to be used as a starting point of this fourth module. This tool will also be useful to experiment with different versions of the code and work in parallel in different sections os the code.
This report tries to explain how the conslusion of the need for a mobile application for the student’s profile has been reache, how the entire design process has been done and all the aspects that have been taken into account for it, how the application has been developed and how the code has been restructured. And finally, how this new module has been integrated into the Classpip tool
ETUDE D’UN BATIMENT (R+9+Sous sol) IRRIGULIER EN PLAN ET EN ELEVATION A USAGE D’HABITATION
Ce mémoire présente une étude détaillée d’un bâtiment R+9+sous sol de forme irrégulière,
implanté dans la wilaya de TIZI OUZOU, classée comme une zone de moyenne
sismicité (zone IIa).
Cette étude est réalisée :
En premier par la description générale du projet avec une présentation de l’aspect
architectural des éléments du bâtiment. Ensuite le predimensionnement de la structure et enfin
la descente de charge.
Par l’étude des éléments secondaires (les escaliers, dalles et l’acrotére).
Par l’étude dynamique de bâtiment a l’aide de logiciel ETABS afin de déterminer les
différentes sollicitations due aux chargements.
Ensuite le ferraillage des différents éléments résistants de la structure (poteaux, poutres,
voiles). Et enfin l’étude de fondation.
Ceci, en tenant compte des recommandations du BAEL91 modifié 99 et des règlements
parasismique Algériens RPA99/2003
- …
