8 resultados para genotype media interaction

em Universidad Politécnica de Madrid


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A maritime construction is usually a slender line in the ocean.It is usual to see just its narrow surface strip and not analyse the large amount of submerged material the latter is supporting.Without doubt,it is the ground to which a notable load is transmitted in an environment subjected to periodic,alternating stresses,dynamic forces which the sea's media constitute. Both an outer and inner maritime construction works in a complex fashion.A granular solid(breakwater)breathes with the incident wave flow,dissipating part of the wave energy between its gaps.The backflow tries to extract the different items from the solid block,setting a balance between effective and neutral tensions that follow Terzaghui's principle. On some occasions,fluidification of the armour layer has caused the breakwater to collapse(Sines,Portugal,February 1978).On others,siphoning or liquefaction of sand supporting monoliths(vertical breakwaters)lead them to destruction or collapse(New Barcelona Harbour Mouth,Spain,November 2001). This is why the ground-force-structure interaction is a complicated analysis with joint design tools still in an incipient state. The purpose of this article is to describe two singular failures in inner maritime constructions in Spain deriving from ground problems(Malaga,July 2004and Barcelona,January 2007).They occurred recently and the causes are the subject of reflection and analysis.

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The goal of the W3C's Media Annotation Working Group (MAWG) is to promote interoperability between multimedia metadata formats on the Web. As experienced by everybody, audiovisual data is omnipresent on today's Web. However, different interaction interfaces and especially diverse metadata formats prevent unified search, access, and navigation. MAWG has addressed this issue by developing an interlingua ontology and an associated API. This article discusses the rationale and core concepts of the ontology and API for media resources. The specifications developed by MAWG enable interoperable contextualized and semantic annotation and search, independent of the source metadata format, and connecting multimedia data to the Linked Data cloud. Some demonstrators of such applications are also presented in this article.

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Immersion and interaction have been identified as key factors influencing the quality of experience in stereoscopic video systems. The work presented here aims to create a new paradigm for 3D Multimedia consumption exploiting these factors in order to increase user involvement. We use a 5-sided CAVETM environment to support 3D panoramic video reproduction, real-time insertion of synthetic objects into the three-dimensional scene and real-time user interaction with the inserted elements. In this paper we describe our system requirements, functionalities, conceptual design and preliminary implementation results emphasizing the most relevant challenges accomplished. The focus is on three main issues: the generation of stereoscopic video panoramas; the synchronous reproduction of immersive 3D video across multiple screens; and, the real-time insertion algorithm implemented for the integration of synthetic objects into the stereoscopic video. These results have been successfully integrated into the graphic engine managing the operation of the CAVETM infrastructure.

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La razón de estudio del proyecto que continúa es comprobar el nivel de interacción presente entre las Administraciones Públicas y los Medios Sociales en la actualidad. El estudio se realiza desde dos perspectivas distintas: la interacción actual entre ambos y cómo puede ir más allá para conseguir la gestión electrónica de la Administración Pública (el e-Gobierno. En la interacción actual, el estudio se realiza en distintos niveles, partiendo desde la Administración Pública de la Unión Europea para, posteriormente, entrar en la española. En esta última se comprueba a distintos niveles: o Administración Central o Administración Autonómica o Administración Provincial o Administración Municipal Este estudio se realiza desde dos perspectivas. Por un lado desde el papel como regulador que toma la Administración Pública en los contenidos publicas en los Medios Sociales y cómo actúa en caso de que no sean adecuados o violen leyes. La otra perspectiva es cómo, la Administración Pública, ejerce de usuario tradicional de los Medios Sociales. Los datos presentados van desde qué plataformas son las más utilizadas, cuál es la temática de los mensajes o cómo influyen estos dos elementos en los propios mensajes. Acercando el concepto de e-Gobierno al lector se presenta una serie de pautas para usar de manera más ventajosa los Medios Sociales. Para finalizar el proyecto y hacer uso de lo analizado con anterioridad se presenta la idea de implantación de un e-Gobierno en el Ministerio de Alimentación, Agricultura y Medio Ambiente (MAGRAMA) de España. Esta idea abarca el uso de Medios Sociales, ya sean propietarios o los ya creados, tanto de cara al interior del Ministerio como hacia el exterior. De esta forma se analiza las conexiones que tiene el Ministerio con otras entidades de la Administración Pública,con empresas o ciudadanos. ABSTRACT: The reason for the study of this project is to test the level of interaction between government and Social Media today. The study was carried out from two different perspectives: the current interaction between the two and how can go further to get the electronic management of the Public Administration (e-Government.In the current interaction, the study is performed at various levels, starting from the Public Administration of the European Union. Later the study continues in the Public Administration of Spain, in different levels. o Central Administration o Regional Administration o Provincial Administration o Municipal Administration This study is conducted from two perspectives. On the one hand from the role as a regulator that takes the government as public content on Social Media and how it works if not suitable or violate laws. The other perspective is how, Public Administration, holds traditional user of SocialMedia. The data presented are from what platforms are the most used, what is the theme of the messages or how to influence these two elements in the messages.Bringing the concept of e-government presents to the reader a series of guidelines to use more advantageously Social Media. To finish the project and use the analyzed previously presented, the idea of implementing an e-Government in the Ministerio de Alimentación, Agricultura y Medio Ambiente (MAGRAMA) of Spain. This idea embraces the use of social media, whether owners or those already created,both within the Ministry face as outward. This analyzes the connections it has with other entities of Public Administration, companies or citizens.

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The mechanical behavior of granular materials has been traditionally approached through two theoretical and computational frameworks: macromechanics and micromechanics. Macromechanics focuses on continuum based models. In consequence it is assumed that the matter in the granular material is homogeneous and continuously distributed over its volume so that the smallest element cut from the body possesses the same physical properties as the body. In particular, it has some equivalent mechanical properties, represented by complex and non-linear constitutive relationships. Engineering problems are usually solved using computational methods such as FEM or FDM. On the other hand, micromechanics is the analysis of heterogeneous materials on the level of their individual constituents. In granular materials, if the properties of particles are known, a micromechanical approach can lead to a predictive response of the whole heterogeneous material. Two classes of numerical techniques can be differentiated: computational micromechanics, which consists on applying continuum mechanics on each of the phases of a representative volume element and then solving numerically the equations, and atomistic methods (DEM), which consist on applying rigid body dynamics together with interaction potentials to the particles. Statistical mechanics approaches arise between micro and macromechanics. It tries to state which the expected macroscopic properties of a granular system are, by starting from a micromechanical analysis of the features of the particles and the interactions. The main objective of this paper is to introduce this approach.

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En un mundo en el que cada vez son más las personas que utilizan Internet para llevar a cabo sus comunicaciones y relaciones, tanto a nivel personal como profesional, las Redes Sociales se han convertido en una herramienta, para muchos imprescindible, de interacción social. A lo largo de este proyecto se realizará un análisis exhaustivo de las características del ya conocido como Fenómeno Social Media, para posteriormente centrar toda la atención en las ventajas y desventajas de dicha actividad en el ámbito empresarial. Dado que hasta el momento no se ha encontrado ningún otro estudio que trate el Fenómeno Social Media en la Pequeña Empresa del sector TIC español, el objetivo principal del proyecto se centra en conocer la influencia que las Redes Sociales están generando en la estrategia empresarial de dicho sector de empresas, cuyas características y particularidades hacen de ellas un modelo de negocio único y diferente y cuyo número se ha visto incrementado en los últimos años, debido quizás, a la situación de crisis que atraviesa el país. Para ello, se analizarán las ventajas e inconvenientes que se derivan de su uso, como afecta a la creación de valor, y, finalmente, cual es el nivel de implicación y/o inversión que la Pequeña Empresa ha adoptado al respecto. Dentro de este marco, se pretende realizar un énfasis especial en el concepto de cocreación de valor y sus variantes (Crowdsourcing, Open Innovation e Innovación Orientada por las Personas), que permita determinar el grado de importancia del usuario como generador de valor. Posteriormente, en la parte práctica, se llevará a cabo un amplio estudio de mercado, a partir de una encuesta online realizada a un conjunto de empresas, cuidadosamente seleccionadas de entre más de 100.000 compañías, según su sector de actividad, número de empleados y volumen de negocios anual, y cuyos resultados serán analizados con la intención de obtener una visión clara del comportamiento global de las empresas seleccionadas. Por último, tomaremos de referencia las dos últimas publicaciones anuales del “Observatorio sobre el uso de las Redes Sociales en las Pymes españolas” (2011 y 2013), estudios dedicados íntegramente a Redes Sociales y Pymes, y cuya información, junto con los resultados obtenidos de nuestro estudio, nos permitirán determinar la tendencia actual y futura, y en consecuencia, obtener las conclusiones oportunas que nos permitan dar respuesta a las cuestiones planteadas durante la realización del proyecto, y determinar si nos encontramos o no ante una verdadera fuente de éxito empresarial. ABSTRACT. In a world where more and more people are using the Internet to perform their communications and relationships, both personally and professionally, Social Networks have become a social interaction tool, indispensable for many people. Throughout this project we will perform a thorough analysis of the characteristics of the Social Media Phenomenon, focusing on the advantages and disadvantages of such activity in a business scope. Given that we have not found no study on the Social Media Phenomenon in Small Business of the Spanish ICT sector, the main objective of this project is to establish the influence that Social Networks are generating in the business strategy of this business sector, the characteristics and peculiarities that make them a unique and different business model and whose number has increased in recent years, perhaps due to the crisis the country is facing. To do this, we will discuss the advantages and disadvantages derived from its use, how it affects value creation, and finally, what is the level of involvement and / or investment that the Small Business has taken in this regard. In this context, we intend to make a special emphasis on the concept of value co-creation and its variants (Crowdsourcing, Open Innovation and People Oriented Innovation), to determine the degree of importance of the user to value generator. Subsequently, on the practical section, out a comprehensive market study will be carried, based on an online test to a group of enterprises, carefully selected from more than 100,000 companies, according to their sector of activity, number of employees and annual turnover, and the results will be analyzed with the intention to get a clear view of the selected company's overall performance. Finally, we will take as reference the last two annual publications of the "Observatory on the use of Social Networks in Spanish SMEs" (2011 and 2013), entirely dedicated to Social Media and SMEs studies, and whose information, together with the results obtained in our study will allow us to determine the current and future trends, and consequently, obtain the appropriate conclusions to respond to the raised questions throughout the project, and determine whether or not they are a real source of business success.

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The theoretical study of forced bubble oscillations is motivated by the importance of cavitation bubbles and oscillating encapsulated microbubbles (i.e. contrast agents) in medical sciences. In more details,theoretical studies on bubble dynamics addressing the sound-bubble interaction phenomenon provide the basis for understanding the dynamics of contrast agent microbubbles used in medical diagnosis and of non-linearly oscillating cavitation bubbles in the case of high-intensity ultrasound therapy. Moreover, the inclusion of viscoelasticity is of vital importance for an accurate theoretical analysis since most biological tissues and fluids exhibit non-Newtonian behavior.

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Estudios recientes promueven la integración de estímulos multisensoriales en activos multimedia con el fin de mejorar la experiencia de usuario mediante la estimulación de nuevos sentidos, más allá de la tradicional experiencia audiovisual. Del mismo modo, varios trabajos proponen la introducción de componentes de interacción capaces de complementar con nuevas características, funcionalidades y/o información la experiencia multimedia. Efectos sensoriales basados en el uso de nuevas técnicas de audio, olores, viento, vibraciones y control de la iluminación, han demostrado tener un impacto favorable en la sensación de Presencia, en el disfrute de la experiencia multimedia y en la calidad, relevancia y realismo de la misma percibidos por el usuario. Asimismo, los servicios basados en dos pantallas y la manipulación directa de (elementos en) la escena de video tienen el potencial de mejorar la comprensión, la concentración y la implicación proactiva del usuario en la experiencia multimedia. El deporte se encuentra entre los géneros con mayor potencial para integrar y explotar éstas soluciones tecnológicas. Trabajos previos han demostrado asimismo la viabilidad técnica de integrar éstas tecnologías con los estándares actualmente adoptados a lo largo de toda la cadena de transmisión de televisión. De este modo, los sistemas multimedia enriquecidos con efectos sensoriales, los servicios interactivos multiplataforma y un mayor control del usuario sobre la escena de vídeo emergen como nuevas formas de llevar la multimedia immersiva e interactiva al mercado de consumo de forma no disruptiva. Sin embargo, existen numerosas interrogantes relativas a los efectos sensoriales y/o soluciones interactivas más adecuadas para complementar un contenido audiovisual determinado o a la mejor manera de de integrar y combinar dichos componentes para mejorar la experiencia de usuario de un segmento de audiencia objetivo. Además, la evidencia científica sobre el impacto de factores humanos en la experiencia de usuario con estas nuevas formas de immersión e interacción en el contexto multimedia es aún insuficiente y en ocasiones, contradictoria. Así, el papel de éstos factores en el potencial de adopción de éstas tecnologías ha sido amplia-mente ignorado. La presente tesis analiza el impacto del audio binaural, efectos sensoriales (de iluminación y olfativos), interacción con objetos 3D integrados en la escena de vídeo e interacción con contenido adicional utilizando una segunda pantalla en la experiencia de usuario con contenidos de deporte. La posible influencia de dichos componentes en las variables dependientes se explora tanto a nivel global (efecto promedio) como en función de las características de los usuarios (efectos heterogéneos). Para ello, se ha llevado a cabo un experimento con usuarios orientado a explorar la influencia de éstos componentes immersivos e interactivos en dos grandes dimensiones de la experiencia multimedia: calidad y Presencia. La calidad de la experiencia multimedia se analiza en términos de las posibles variaciones asociadas a la calidad global y a la calidad del contenido, la imagen, el audio, los efectos sensoriales, la interacción con objetos 3D y la interacción con la segunda pantalla. El posible impacto en la Presencia considera dos de las dimensiones definidas por el cuestionario ITC-SOPI: Presencia Espacial (Spatial Presence) e Implicación (Engagement). Por último, los individuos son caracterizados teniendo en cuenta los siguientes atributos afectivos, cognitivos y conductuales: preferencias y hábitos en relación con el contenido, grado de conocimiento de las tecnologías integradas en el sistema, tendencia a involucrarse emocionalmente, tendencia a concentrarse en una actividad bloqueando estímulos externos y los cinco grandes rasgos de la personalidad: extroversión, amabilidad, responsabilidad, inestabilidad emocional y apertura a nuevas experiencias. A nivel global, nuestro estudio revela que los participantes prefieren el audio binaural frente al sistema estéreo y que los efectos sensoriales generan un aumento significativo del nivel de Presencia Espacial percibido por los usuarios. Además, las manipulaciones experimentales realizadas permitieron identificar una gran variedad de efectos heterogéneos. Un resultado interesante es que dichos efectos no se encuentran distribuidos de forma equitativa entre las medidas de calidad y Presencia. Nuestros datos revelan un impacto generalizado del audio binaural en la mayoría de las medidas de calidad y Presencia analizadas. En cambio, la influencia de los efectos sensoriales y de la interacción con la segunda pantalla se concentran en las medidas de Presencia y calidad, respectivamente. La magnitud de los efectos heterogéneos identificados está modulada por las siguientes características personales: preferencias en relación con el contenido, frecuencia con la que el usuario suele ver contenido similar, conocimiento de las tecnologías integradas en el demostrador, sexo, tendencia a involucrarse emocionalmente, tendencia a a concentrarse en una actividad bloqueando estímulos externos y niveles de amabilidad, responsabilidad y apertura a nuevas experiencias. Las características personales consideradas en nuestro experimento explicaron la mayor parte de la variación en las variables dependientes, confirmando así el importante (y frecuentemente ignorado) papel de las diferencias individuales en la experiencia multimedia. Entre las características de los usuarios con un impacto más generalizado se encuentran las preferencias en relación con el contenido, el grado de conocimiento de las tecnologías integradas en el sistema y la tendencia a involucrarse emocionalmente. En particular, los primeros dos factores parecen generar un conflicto de atención hacia el contenido versus las características/elementos técnicos del sistema, respectivamente. Asimismo, la experiencia multimedia de los fans del fútbol parece estar modulada por procesos emociona-les, mientras que para los no-fans predominan los procesos cognitivos, en particular aquellos directamente relacionados con la percepción de calidad. Abstract Recent studies encourage the integration of multi-sensorial stimuli into multimedia assets to enhance the user experience by stimulating other senses beyond sight and hearing. Similarly, the introduction of multi-modal interaction components complementing with new features, functionalities and/or information the multimedia experience is promoted. Sensory effects as odor, wind, vibration and light effects, as well as an enhanced audio quality, have been found to favour media enjoyment and to have a positive influence on the sense of Presence and on the perceived quality, relevance and reality of a multimedia experience. Two-screen services and a direct manipulation of (elements in) the video scene have the potential to enhance user comprehension, engagement and proactive involvement of/in the media experience. Sports is among the genres that could benefit the most from these solutions. Previous works have demonstrated the technical feasibility of implementing and deploying end-to-end solutions integrating these technologies into legacy systems. Thus, sensorially-enhanced media, two-screen services and an increased user control over the displayed scene emerge as means to deliver a new form of immersive and interactive media experiences to the mass market in a non-disruptive manner. However, many questions remain concerning issues as the specific interactive solutions or sensory effects that can better complement a given audiovisual content or the best way in which to integrate and combine them to enhance the user experience of a target audience segment. Furthermore, scientific evidence on the impact of human factors on the user experience with these new forms of immersive and interactive media is still insufficient and sometimes, contradictory. Thus, the role of these factors on the potential adoption of these technologies has been widely ignored. This thesis analyzes the impact of binaural audio, sensory (light and olfactory) effects, interaction with 3D objects integrated into the video scene and interaction with additional content using a second screen on the sports media experience. The potential influence of these components on the dependent variables is explored both at the overall level (average effect) and as a function of users’ characteristics (heterogeneous effects). To these aims, we conducted an experimental study exploring the influence of these immersive and interactive elements on the quality and Presence dimensions of the media experience. Along the quality dimension, we look for possible variations on the quality scores as-signed to the overall media experience and to the media components content, image, audio, sensory effects, interaction with 3D objects and interaction using the tablet device. The potential impact on Presence is analyzed by looking at two of the four dimensions defined by the ITC-SOPI questionnaire, namely Spatial Presence and Engagement. The users’ characteristics considered encompass the following personal affective, cognitive and behavioral attributes: preferences and habits in relation to the content, knowledge of the involved technologies, tendency to get emotionally involved and tendency to get absorbed in an activity and block out external distractors and the big five personality traits extraversion, agreeableness, conscientiousness, neuroticism and openness to experience. At the overall level, we found that participants preferred binaural audio than standard stereo audio and that sensory effects increase significantly the level of Spatial Presence. Several heterogeneous effects were also revealed as a result of our experimental manipulations. Interestingly, these effects were not equally distributed across the quality and Presence measures analyzed. Whereas binaural audio was foud to have an influence on the majority of the quality and Presence measures considered, the effects of sensory effects and of interaction with additional content through the tablet device concentrate mainly on the dimensions of Presence and on quality measures, respectively. The magnitude of these effects was modulated by individual’s characteristics, such as: preferences in relation to the content, frequency of viewing similar content, knowledge of involved technologies, gender, tendency to get emotionally involved, tendency to absorption and levels of agreeableness, conscientiousness and openness to experience. The personal characteristics collected in our experiment explained most of the variation in the dependent variables, confirming the frequently neglected role of individual differences on the media experience. Preferences in relation to the content, knowledge of involved technologies and tendency to get emotionally involved were among the user variables with the most generalized influence. In particular, the former two features seem to present a conflict in the allocation of attentional resources towards the media content versus the technical features of the system, respectively. Additionally, football fans’ experience seems to be modulated by emotional processes whereas for not fans, cognitive processes (and in particular those related to quality judgment) prevail.