5 resultados para Componentes automóveis

em Repositório Institucional da Universidade Estadual de São Paulo - UNESP


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Comic books, graphic narrative and sequential art, had their origin in newspapers, in the period of the Industrial Revolution. First published weekly in the comic strip format, with the passage of time, the new form of literature has gained more and more public and comic strips became complete stories in the format of comic books and later, graphic novels. This course's final paper aims to present the main components of comics: the picture and the text; and to examine the way in which these two elements overlap and complement each other in the configuration of comics as a whole. As the object of analysis, it was chosen the graphic novel Spider-Man: Blue, first published in 2002 as part of a project composed by three other titles from the double winning cartoonists of the Eisner Award, Jeph Loeb and Tim Sale. For theoretical background, was chosen the book Os Quadrinhos - Linguagem e Semiótica: Um Estudo Abrangente da Arte Sequencial written by the researcher Antonio Luiz Cagnin, which presents a study of all components found in the sequential art and treated in this work: the narrative time, visual plans, balloons, caption, and onomatopoeia

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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)

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The manufacturing process of components of Pressure Vessels has a great importance in the efficiency during the operation and life cycle of the equipment. Taking this into account, the objective of this dissertation was to analyze the methods to determine the strain rate in formed components by measuring the components themselves, and posterior results comparison with the values found in manufacturing standards of Pressure vessels. In this study the whole manufacturing process of a component from a pressure vessel, known as Head or End, was accompanied. Using the methodology obtained from literatures it was possible to execute the relative and logarithmic deformation measurements of these components and compare with the obtained results by means of equations presented in the Standards as AD-Merkblatt and ASME (for pressure vessels). The found results were also compared with the logarithmic methodology, taking into account the deformation of the empirical mesh and the thickness of the components studied. It is possible to conclude from this study that despite the existence of empirical methods of measurement of strain rate in components plastically formed, it is recommended the adoption in all situation of the component manufacturing standard. It can be noticed and explained during the development of this study and through the results found

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The current lubricants are getting better with advancing technology and more specific to each case of application. Its use is directly linked to the level of waste by friction generated between objects in direct contact and it is essential to promote greater durability of mechanical components. This study refers to behavioral assessment of some types of lubricants and rank among them which one presents the lowest friction between metal components. For this work, will be used the method of ring compression test (RCT), after performed tests and analyzed the results, will be possible to report which lubricant will bring the best reduction in friction. The need for this work was given initially by the observation that some mechanical projects developed at FEG does not conduct in-depth studies the lubricants used. Therefore this study aims to provide better support to these projects. In this work were used five different lubricants, three oils and two greases.

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Dirigir é uma tarefa altamente complexa que requer sincronia entre informações adquiridas e comandos motores, sendo a visão fonte primordial de recursos para o controle do volante por parte do motorista, para que este possa fazer a manobra na quantidade correta e no momento apropriado. Simulações nem sempre preservam os aspectos relevantes do ambiente. O ponto tangente (PT), local mais interno da curva, é onde os motoristas olham em situações de curva ao conduzir um veículo durante contexto natural, e, de acordo com a literatura, este fenômeno também ocorre em situações experimentais com o uso de simuladores específicos de trânsito. Este estudo visa verificar se este comportamento se reproduz em situação simulada de videogame e como a experiência de dirigir naturalmente afeta o desempenho na simulação. Foram recrutados vinte participantes, divididos em dois grupos de dez pessoas cada, com e sem Carteira Nacional de Habilitação e todos com experiência em videogame. A tarefa foi conduzir um veículo em circuito gerado por um jogo de videogame, enquanto seus olhos, e seus respectivos movimentos, foram monitorados e gravados por sistema eye-tracker. Para análise dos dados, foi utilizado o vídeo da imagem gerada pelo videogame com a adição do cursor referente ao olhar do participante. Foram analisadas apenas as situações nas quais os participantes executavam a manobra de cada uma das onze curvas do percurso, utilizando o software ASL Results Plus (versão 1.8.2.18) para estabelecer Áreas de Interesse (AI) de 3º e 10º ao redor do ponto tangente da curva. As variáveis dependentes foram Número Total de Fixações (NF) e Duração Total das Fixações (DF). Os dados foram submetidos à análise de variância de medidas repetidas, tendo fatores grupo (HA ou NH), AI (outros 3º ou 10º) e curvas (onze curvas). Não houve efeito significativo de grupo para ambas as variáveis dependentes. Houve efeito principal de...