6 resultados para Buddhism and everyday life
em Universidad Politécnica de Madrid
Resumo:
En la encrucijada y debate actual sobre la aplicación de los nuevos medios en la documentación de la Arquitectura, se destaca la necesidad de preservar los valores de la tradición del dibujo arquitectónico, proponiendo su papel nuclear en el concepto de Vida Gráfica como lugar de integración de los nuevos medios y los añejos fines para el progreso en el conocimiento y difusión de la Arquitectura.
Resumo:
Profiting by the increasing availability of laser sources delivering intensities above 10 9 W/cm 2 with pulse energies in the range of several Joules and pulse widths in the range of nanoseconds, laser shock processing (LSP) is being consolidating as an effective technology for the improvement of surface mechanical and corrosion resistance properties of metals and is being developed as a practical process amenable to production engineering. The main acknowledged advantage of the laser shock processing technique consists on its capability of inducing a relatively deep compression residual stresses field into metallic alloy pieces allowing an improved mechanical behaviour, explicitly, the life improvement of the treated specimens against wear, crack growth and stress corrosion cracking. Following a short description of the theoretical/computational and experimental methods developed by the authors for the predictive assessment and experimental implementation of LSP treatments, experimental results on the residual stress profiles and associated surface properties modification successfully reached in typical materials (specifically steels and Al and Ti alloys) under different LSP irradiation conditions are presented
Resumo:
Effect of Thermal Relaxation on LSP Induced Residual Stresses and Fatigue Life Enhancement of AISI 316L stainless steel
Resumo:
La historia social de la planificación espacial es un elemento clave en el proyecto de replanteamiento crítico de las políticas urbanas y territoriales. Un urbanismo comprometido con la recuperación de lo común bajo coordenadas radicalmente democráticas requiere una lectura del pasado capaz de desvelar cómo llegaron a producirse las estructuras socioespaciales contemporáneas y el papel que la planificación jugó en dicho proceso. La historia social de la planificación permite comprender la génesis sociopolítica de los discursos, técnicas y prácticas urbanísticas que empleamos en la actualidad y cuál ha sido su efecto sobre la vida cotidiana de los planificados. Este artículo analiza varios momentos conceptuales y metodológicos de ese proyecto historiográ!co. Se exploran en primer lugar el concepto gramsciano de «hegemonía» y el foucaultiano de «gubernamentalidad » como herramientas que permiten comprender la articulación entre política y vida cotidiana en el marco de una historia social general. Esta matriz de trabajo se traslada a la dimensión espacial a través de los conceptos de «territorio» y «territorialidad». Por último se estudia el modo en que la planificación ha sido movilizada históricamente como técnica de regulación espacial de los procesos de reproducción social por determinados proyectos hegemónicos/gubernamentales en un contexto de lucha de territorialidades. ........................................... The social history of spatial planning is a key element in the critical reevaluation of urban and territorial policies. In order to engage planning in the recovery of the commons and the formation of more democratic environments we need to understand its role in the historical production of our present sociospatial structures. This historiographical approach provides an alternative account of the sociopolitical genesis of contemporary planning discourses, techniques and practices, describing their effects and impact on the everyday lives of planned populations. This article analyzes several conceptual and methodological moments of this research project. Firstly I suggest that we use Gramsci’s conceptualization of «hegemony» and Foucault’s «governmentality» in order to understand the articulation between politics and everyday life in the context of a general social history. This theoretical framework is then translated into spatial terms through the concepts of «territory» and «territoriality». Finally, I study how planning has been mobilized throughout history by particular hegemonic/governmental projects in order to spatially regulate the processes of social reproduction, in a context shaped by struggles of territoriality.
Resumo:
Laser shock processing (LSP) is being increasingly applied as an effective technology for the improvement of metallic materials mechanical and surface properties in different types of components as a means of enhancement of their corrosion and fatigue life behavior. As reported in previous contributions by the authors, a main effect resulting from the application of the LSP technique consists on the generation of relatively deep compression residual stresses field into metallic alloy pieces allowing an improved mechanical behaviour, explicitly the life improvement of the treated specimens against wear, crack growth and stress corrosion cracking. Additional results accomplished by the authors in the line of practical development of the LSP technique at an experimental level (aiming its integral assessment from an interrelated theoretical and experimental point of view) are presented in this paper. Concretely, follow-on experimental results on the residual stress profiles and associated surface properties modification successfully reached in typical materials (especially Al and Ti alloys characteristic of high reliability components in the aerospace, nuclear and biomedical sectors) under different LSP irradiation conditions are presented along with a practical correlated analysis on the protective character of the residual stress profiles obtained under different irradiation strategies. Additional remarks on the improved character of the LSP technique over the traditional “shot peening” technique in what concerns depth of induced compressive residual stresses fields are also made through the paper
Resumo:
The proliferation of video games and other applications of computer graphics in everyday life demands a much easier way to create animatable virtual human characters. Traditionally, this has been the job of highly skilled artists and animators that painstakingly model, rig and animate their avatars, and usually have to tune them for each application and transmission/rendering platform. The emergence of virtual/mixed reality environments also calls for practical and costeffective ways to produce custom models of actual people. The purpose of the present dissertation is bringing 3D human scanning closer to the average user. For this, two different techniques are presented, one passive and one active. The first one is a fully automatic system for generating statically multi-textured avatars of real people captured with several standard cameras. Our system uses a state-of-the-art shape from silhouette technique to retrieve the shape of subject. However, to deal with the lack of detail that is common in the facial region for these kind of techniques, which do not handle concavities correctly, our system proposes an approach to improve the quality of this region. This face enhancement technique uses a generic facial model which is transformed according to the specific facial features of the subject. Moreover, this system features a novel technique for generating view-independent texture atlases computed from the original images. This static multi-texturing system yields a seamless texture atlas calculated by combining the color information from several photos. We suppress the color seams due to image misalignments and irregular lighting conditions that multi-texturing approaches typically suffer from, while minimizing the blurring effect introduced by color blending techniques. The second technique features a system to retrieve a fully animatable 3D model of a human using a commercial depth sensor. Differently to other approaches in the current state of the art, our system does not require the user to be completely still through the scanning process, and neither the depth sensor is moved around the subject to cover all its surface. Instead, the depth sensor remains static and the skeleton tracking information is used to compensate the user’s movements during the scanning stage. RESUMEN La popularización de videojuegos y otras aplicaciones de los gráficos por ordenador en el día a día requiere una manera más sencilla de crear modelos virtuales humanos animables. Tradicionalmente, estos modelos han sido creados por artistas profesionales que cuidadosamente los modelan y animan, y que tienen que adaptar específicamente para cada aplicación y plataforma de transmisión o visualización. La aparición de los entornos de realidad virtual/mixta aumenta incluso más la demanda de técnicas prácticas y baratas para producir modelos 3D representando personas reales. El objetivo de esta tesis es acercar el escaneo de humanos en 3D al usuario medio. Para ello, se presentan dos técnicas diferentes, una pasiva y una activa. La primera es un sistema automático para generar avatares multi-texturizados de personas reales mediante una serie de cámaras comunes. Nuestro sistema usa técnicas del estado del arte basadas en shape from silhouette para extraer la forma del sujeto a escanear. Sin embargo, este tipo de técnicas no gestiona las concavidades correctamente, por lo que nuestro sistema propone una manera de incrementar la calidad en una región del modelo que se ve especialmente afectada: la cara. Esta técnica de mejora facial usa un modelo 3D genérico de una cara y lo modifica según los rasgos faciales específicos del sujeto. Además, el sistema incluye una novedosa técnica para generar un atlas de textura a partir de las imágenes capturadas. Este sistema de multi-texturización consigue un atlas de textura sin transiciones abruptas de color gracias a su manera de mezclar la información de color de varias imágenes sobre cada triángulo. Todas las costuras y discontinuidades de color debidas a las condiciones de iluminación irregulares son eliminadas, minimizando el efecto de desenfoque de la interpolación que normalmente introducen este tipo de métodos. La segunda técnica presenta un sistema para conseguir un modelo humano 3D completamente animable utilizando un sensor de profundidad. A diferencia de otros métodos del estado de arte, nuestro sistema no requiere que el usuario esté completamente quieto durante el proceso de escaneado, ni mover el sensor alrededor del sujeto para cubrir toda su superficie. Por el contrario, el sensor se mantiene estático y el esqueleto virtual de la persona, que se va siguiendo durante el proceso, se utiliza para compensar sus movimientos durante el escaneado.