50 resultados para gamification,gwap,qr-code,accessibilità,barriere,pervasive game


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The numerical propagation of subcritical Tollmein-Schlichting (T-S), inviscid vortical and cut-on acoustic waves is explored. For the former case, the performances of the very different NEAT, NTS, HYDRA, FLUXp and OSMIS3D codes is studied. A modest/coarse hexahedral computational grid that starkly shows differences between the different codes and schemes used in them is employed. For the same order of discretization the five codes show similar results. The unstructured codes are found to propagate vortical and acoustic waves well on triangular cell meshes but not the T-S wave. The above code contrasting exercise is then carried out using implicit LES or Smagorinsky LES for and Ma = 0.9 plane jet on modest 0.5 million cell grids moving to circa 5 million cell grids. For this case, even on the coarse grid, for all codes results were generally encouraging. In general, the spread in computational results is less than the spread of the measurements. Interestingly, the finer grid turbulence intensity levels are slightly more under-predicted than those of the coarse grid. This difference is attributed to the numerical dispersion error having a favourable coarse grid influence. For a non-isothermal jet, HYDRA and NTS also give encouraging results. Peak turbulence values along the jet centreline are in better agreement with measurements than for the isothermal jets. Copyright © 2006 by University of Wales.

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We propose a novel label processor which can recognize multiple spectral-amplitude-code labels using four-wave-mixing sidebands and selective optical filtering. Ten code-labels x 10 Gbps variable-length packets are transmitted over a 200 km single-hop switched network.

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Players cooperate in experiments more than game theory would predict. We introduce the ‘returns-based beliefs’ approach: the expected returns of a particular strategy in proportion to total expected returns of all strategies. Using a decision analytic solution concept, Luce’s (1959) probabilistic choice model, and ‘hyperpriors’ for ambiguity in players’ cooperability, our approach explains empirical observations in various classes of games including the Prisoner’s and Traveler’s Dilemmas. Testing the closeness of fit of our model on Selten and Chmura (2008) data for completely mixed 2 × 2 games shows that with loss aversion, returns-based beliefs explain the data better than other equilibrium concepts.

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An object in the peripheral visual field is more difficult to recognize when surrounded by other objects. This phenomenon is called "crowding". Crowding places a fundamental constraint on human vision that limits performance on numerous tasks. It has been suggested that crowding results from spatial feature integration necessary for object recognition. However, in the absence of convincing models, this theory has remained controversial. Here, we present a quantitative and physiologically plausible model for spatial integration of orientation signals, based on the principles of population coding. Using simulations, we demonstrate that this model coherently accounts for fundamental properties of crowding, including critical spacing, "compulsory averaging", and a foveal-peripheral anisotropy. Moreover, we show that the model predicts increased responses to correlated visual stimuli. Altogether, these results suggest that crowding has little immediate bearing on object recognition but is a by-product of a general, elementary integration mechanism in early vision aimed at improving signal quality.

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This paper is concerned with the modelling of strategic interactions between the human driver and the vehicle active front steering (AFS) controller in a path-following task where the two controllers hold different target paths. The work is aimed at extending the use of mathematical models in representing driver steering behaviour in complicated driving situations. Two game theoretic approaches, namely linear quadratic game and non-cooperative model predictive control (non-cooperative MPC), are used for developing the driver-AFS interactive steering control model. For each approach, the open-loop Nash steering control solution is derived; the influences of the path-following weights, preview and control horizons, driver time delay and arm neuromuscular system (NMS) dynamics are investigated, and the CPU time consumed is recorded. It is found that the two approaches give identical time histories as well as control gains, while the non-cooperative MPC method uses much less CPU time. Specifically, it is observed that the introduction of weight on the integral of vehicle lateral displacement error helps to eliminate the steady-state path-following error; the increase in preview horizon and NMS natural frequency and the decline in time delay and NMS damping ratio improve the path-following accuracy. © 2013 Copyright Taylor and Francis Group, LLC.

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This paper investigates 'future-proofing' as an unexplored yet all-important aspect in the design of low-energy dwellings. It refers particularly to adopting lifecycle thinking and accommodating risks and uncertainties in the selection of fabric energy efficiency measures and low or zero-carbon technologies. Based on a conceptual framework for future-proofed design, the paper first presents results from the analysis of two 'best practice' housing developments in England; i.e., North West Cambridge in Cambridge and West Carclaze and Baal in St. Austell, Cornwall. Second, it examines the 'Energy and CO2 Emissions' part of the Code for Sustainable Homes to reveal which design criteria and assessment methods can be practically integrated into this established building certification scheme so that it can become more dynamic and future-oriented.Practical application: Future-proofed construction is promoted implicitly within the increasingly stringent building regulations; however, there is no comprehensive method to readily incorporate futures thinking into the energy design of buildings. This study has a three-fold objective of relevance to the building industry:Illuminating the two key categories of long-term impacts in buildings, which are often erroneously treated interchangeably:- The environmental impact of buildings due to their long lifecycles.- The environment's impacts on buildings due to risks and uncertainties affecting the energy consumption by at least 2050. This refers to social, technological, economic, environmental and regulatory (predictable or unknown) trends and drivers of change, such as climate uncertainty, home-working, technology readiness etc.Encouraging future-proofing from an early planning stage to reduce the likelihood of a prematurely obsolete building design.Enhancing established building energy assessment methods (certification, modelling or audit tools) by integrating a set of future-oriented criteria into their methodologies. © 2012 The Chartered Institution of Building Services Engineers.

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Although it is widely believed that reinforcement learning is a suitable tool for describing behavioral learning, the mechanisms by which it can be implemented in networks of spiking neurons are not fully understood. Here, we show that different learning rules emerge from a policy gradient approach depending on which features of the spike trains are assumed to influence the reward signals, i.e., depending on which neural code is in effect. We use the framework of Williams (1992) to derive learning rules for arbitrary neural codes. For illustration, we present policy-gradient rules for three different example codes - a spike count code, a spike timing code and the most general "full spike train" code - and test them on simple model problems. In addition to classical synaptic learning, we derive learning rules for intrinsic parameters that control the excitability of the neuron. The spike count learning rule has structural similarities with established Bienenstock-Cooper-Munro rules. If the distribution of the relevant spike train features belongs to the natural exponential family, the learning rules have a characteristic shape that raises interesting prediction problems.

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BGCore is a software package for comprehensive computer simulation of nuclear reactor systems and their fuel cycles. The BGCore interfaces Monte Carlo particles transport code MCNP4C with a SARAF module - an independently developed code for calculating in-core fuel composition and spent fuel emissions following discharge. In BGCore system, depletion coupling methodology is based on the multi-group approach that significantly reduces computation time and allows tracking of large number of nuclides during calculations. In this study, burnup calculation capabilities of BGCore system were validated against well established and verified, computer codes for thermal and fast spectrum lattices. Very good agreement in k eigenvalue and nuclide densities prediction was observed for all cases under consideration. In addition, decay heat prediction capabilities of the BGCore system were benchmarked against the most recent edition of ANS Standard methodology for UO2 fuel decay power prediction in LWRs. It was found that the difference between ANS standard data and that predicted by the BGCore does not exceed 5%.