6 resultados para Partly Different Environments

em Universidade do Minho


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The management of solid waste is a growing concern in many countries. Municipal solid waste is a major component of the total solid waste generated by society, and the composting of municipal solid waste has gained some attention even though a composting treatment for it is not yet widespread. It may not be realistic to replace large portions of these plastics with biodegradable materials, and it may be more important to separate plastics unsuitable for the composting process at the generating spots. However, for food packaging, there is still a great deal of interest in using biodegradable plastics that are difficult to sort at the generation spots. Under these circumstances, nanocomposites of biodegradable polymers as matrix and nanoparticles, that can be degraded along with organic wastes during composting could be a solution. Therefore, this chapter aims to give an overview on the biodegradability studies of bio-nanocomposites. It will focus on different polymers, nanocomposites containing different clay types and inorganic particles exposed under different environments.

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Given the high significance of playing on achildren's life, the existence of spaces for the same becomes essential. However, there are elements that should not be overlooked during its conception. In order for the space to become of the child, he must establish with it three relationships: with the space, with the objects in the room and with the other children. This article describes a part of the first empirical phase of an investigation. This phase of the project observed 14 children's play areas inserted in different environments, from the point of view of one of the main visual elements of design: colour. The aim is to understand which colours are the most used in the spaces and how the colour combination is performed. Thus, by crossing the observed colours and their meaning it is possible to determine what kind of space environments are intended to be created.

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Immersive environments (IE) are being increasingly used in order to perform psychophysical experiments. The versatility in terms of stimuli presentation and control and the less time-consuming procedures are their greatest strengths. However, to ensure that IE results can be generalized to real world scenarios we must first provide evidence that performance in IE is quantitatively indistinguishable from performance in real-world. Our goal was to perceptually validate distance perception for CAVE-like IEs. Participants performed a Frontal Matching Distance Task (Durgin & Li, 2011) in three different conditions: real-world scenario (RWS); photorealistic IE (IEPH) and non-photorealistic IE (IENPH). Underestimation of distance was found across all the conditions, with a significant difference between the three conditions (Wilks’ Lambda = .38, F(2,134)= 110.8, p<.01, significant pairwise differences with p<.01). We found a mean error of 2.3 meters for the RWS, 5 meters for the IEPH, and of 6 meters for the IENPH in a pooled data set of 5 participants. Results indicate that while having a photorealistic IE with perspective and stereoscopic depth cues might not be enough to elicit a real-world performance in distance judgment tasks, nevertheless this type of environment minimizes the discrepancy between simulation and real-world when compared with non-photorealistic IEs.

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Students have different ways for learning and processing information. Some students prefer learning through seeing while others prefer learning through listening; some students prefer doing activities while other prefer reflecting.Some students reason logically, while others reason intuitively, etc. Identifying the learning style of each student, and providing learning content based on these styles represents a good method to enhance the learning quality. However, there are no efforts onhow to detect the students’ learning styles in mobile computer supported collaborative learning (MCSCL) environments. We present in this paper new ways for automatically detecting the learning styles of students in MCSCL environments based on the learning style model of Felder-Silverman. The identified learning styles of students could be then stored and used at anytime toassign each one of them to his/her appropriate learning group.

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Dissertação de mestrado em Human Engineering

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The development of ubiquitous computing (ubicomp) environments raises several challenges in terms of their evaluation. Ubicomp virtual reality prototyping tools enable users to experience the system to be developed and are of great help to face those challenges, as they support developers in assessing the consequences of a design decision in the early phases of development. Given the situated nature of ubicomp environments, a particular issue to consider is the level of realism provided by the prototypes. This work presents a case study where two ubicomp prototypes, featuring different levels of immersion (desktop-based versus CAVE-based), were developed and compared. The goal was to determine the cost/benefits relation of both solutions, which provided better user experience results, and whether or not simpler solutions provide the same user experience results as more elaborate one.