612 resultados para Música per ordinador


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A la UdGhi ha 2 aerogeneradors minieòlics: el del terrat del P2 i un de més petit allaboratori d’energies. Aquest segon aerogenerador minieòlic és el que s’ha utilitzat en aquestprojecte. Es tracta d’un Air-X de la casa Technosun amb les següents característiques:- Té un pes de 6Kg, un radi de 0,582 metres, un TSR de 8,8 i unapotència de 545W.- Perfil de la pala tipus SD2030.- Velocitat d’engegada de 3m/s.-Amb vents forts (més de 15m/s) un dispositiu electrònic redueix lavelocitat fins a 600rpm, reduint les càrregues sobre la turbina i l’estructuramentre encara segueix produint energia.- Baix manteniment. Només consta de dues parts mòbils.L’objecte que s’ha plantejat per aquest projecte ha estat trobar la corbade potència del minigenerador Air-X mitjançant simulació amb CFD, iutilitzant només les dades geomètriques de l’aparell

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Una empresa familiar d’embotits ecològics especialitzada en l’elaboració de xoriç, volampliar la seva producció. Té com apart clau el procés d’estufatge i l’assecament. Aquests processos, que tenen lloc alsassecadors, consisteixen en fer re-circular aire a unes temperatures determinades durant unscerts temps, refredant aquest aire quan surt de la sala per extreure’n part del vapor d’aiguaque conté, i tornant-lo a escalfar per poder absorbir més aigua en tornar entrar a la sala.L’abast d’aquest projecte consisteix en la descripció del funcionament dels assecadors,i la realització de simulacions de flux d’aire i temperatura per tal de poder optimitzar unassecador concret. Dins aquest assecador es faran modificacions com pot ser l’alçada lliure quequeda entre la filera més elevada de xoriç i el sostre o el radi inferior que tenen aquestsaparells per tal d’obtenir una geometria òptima d’una sala d’assecatge. L’estudi que es duu a terme consta del comportament del flux d’aire i del flux detemperatura per tal de poder observar els punts crítics i poder determinar els paràmetres queinflueixen en el seu bon funcionament

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Los aspectos afectivos se han revelado de una importancia fundamental en los procesos de aprendizaje. El presente estudio tiene como objetivo determinar los factores asociados a la idea por parte de los estudiantes de que se ha creado un clima de confianza y aceptación en los grupos de trabajo que deben llevar a cabo una experiencia de trabajo colaborativo mediada por ordenador (CSCL) en un contexto universitario. La metodología que se emplea se basa en un análisis estadístico correlacional, con la aplicación del estadístico exacto de Fisher, a partir de los datos obtenidos en un cuestionario final que se pasó a los estudiantes de los grupos implicados en la experiencia. El examen de las variables permite determinar algunos de los factores que se relacionan con el clima que favorece la cohesión grupal: trabajar para el resultado común, establecer un entorno comunicativo en que se comparte la información y hay una revisión mutua de las diferentes aportaciones, interesarse por dar apoyo a los otros miembros del grupo, el desarrollo social del grupo o el diseño flexible del entorno didáctico son algunos de los factores que muestran relevancia estadística. A partir de aquí, los aspectos destacados por los resultados podrían ser tenidos en cuenta en el diseño de entornos pedagógicos de características semejantes al que se describe en este estudio.

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Previous studies have examined the experience of owning a virtual surrogate body or body part through specific combinations of cross-modal multisensory stimulation. Both visuomotor (VM) and visuotactile (VT) synchronous stimulation have been shown to be important for inducing a body ownership illusion, each tested separately or both in combination. In this study we compared the relative importance of these two cross-modal correlations, when both are provided in the same immersive virtual reality setup and the same experiment. We systematically manipulated VT and VM contingencies in order to assess their relative role and mutual interaction. Moreover, we present a new method for measuring the induced body ownership illusion through time, by recording reports of breaks in the illusion of ownership ("breaks") throughout the experimental phase. The balance of the evidence, from both questionnaires and analysis of the breaks, suggests that while VM synchronous stimulation contributes the greatest to the attainment of the illusion, a disruption of either (through asynchronous stimulation) contributes equally to the probability of a break in the illusion.

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Peer-reviewed

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This paper attempts to shed light on the competencies a teacher must have inorder to teach in online university environments. We will relate a teacher trainingexperience, which was designed taking into account the methodological criteriaestablished in line with previous theoretical principles. The main objective of ouranalysis is to identify the achievements and difficulties of a specific formativeexperience, with the ultimate goal of assessing the suitability of this conceptualmethodologicalframework for the design of formative proposals aiming to contribute tothe development of teacher competencies for virtual environments.

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Recent standardization efforts in e-learning technology have resulted in a number of specifications, however, the automation process that is considered essential in a learning management system (LMS) is a lessexplored one. As learning technology becomes more widespread and more heterogeneous, there is a growing need to specify processes that cross the boundaries of a single LMS or learning resource repository. This article proposes to obtain a specification orientated to automation that takes on board the heterogeneity of systems and formats and provides a language for specifying complex and generic interactions. Having this goal in mind, a technique based on three steps is suggested. The semantic conformance profiles, the business process management (BPM) diagram, and its translation into the business process execution language (BPEL) seem to be suitable for achieving it.

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Automation or semi-automation of learning scenariospecifications is one of the least exploredsubjects in the e-learning research area. There isa need for a catalogue of learning scenarios and atechnique to facilitate automated retrieval of stored specifications. This requires constructing anontology with this goal and is justified inthis paper. This ontology must mainlysupport a specification technique for learning scenarios. This ontology should also be useful in the creation and validation of new scenarios as well as in the personalization of learning scenarios or their monitoring. Thus, after justifying the need for this ontology, a first approach of a possible knowledge domain is presented. An example of a concrete learning scenario illustrates some relevant concepts supported by this ontology in order to define the scenario in such a way that it could be easy to automate.

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The User-centered design (UCD) game is a tool forhuman-computer interaction practitioners to demonstrate the key user-centered design methodsand how they interrelate in the design process in an interactive and participatory manner. The target audiences are departments and institutions unfamiliar with UCD but whose work is related to the definition, creation, and update of a product or service.

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The User-centered design (UCD) Gymkhana is a tool for human-computer interaction practitioners to demonstrate through a game the key user-centered design methods and how they interrelate in the design process.The target audiences are other organizational departments unfamiliar with UCD but whose work is related to the definition, cretaion, and update of a product service.

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The presence of e-portfolios in educational centres, companies and administrations has emergedstrongly during the last years by creating very different practices coming from different objectives and purposes. This situation has led researchers and practitioners to design and implement e-portfolios with little reference to previous knowledge of them; consequently, developments are disparate with many of the processes and dimensions used both in development and use being unnecessary complex. In order to minimize the inconveniences, unify these developmental processes and improve the resultsof implementation and use of e-portfolios, it seemed necessary to create a network of researchers, teachers and trainers coming from different universities and institutions of different kinds who are interested in the investigation and the practice of e-portfolios in Spain. Therefore, The Network on e-portfoliowas created in 2006, funded by the Spanish Ministry of Education and led by the UniversitatOberta de Catalunya. Besides the goals associatedwith the creation of this network and which wewanted to share with other European researchers and experts of other continents, we will also present in this paper some data concerned with the first study carried out on the use of e-portfolios in our country that shows where we are and which trends are the most important for the near future.

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The paper presents the results of the piloting or pilot test in a virtual classroom. This e-portfolio was carried out in the 2005-2006 academic year, with students of the Doctorate in Information Society, at the Open University of Catalonia. The electronic portfolio is a strategy for competence based assessment. This experience shows the types of e-portfolios, where students show their work without interactions, and apply the competence-based learning theories in an interactive portfolio system. The real process of learning is developed in the competency based system, the portfolio not only is a basic bio document, has become a real space for learning with competence model. The paper brings out new ideas and possibilities: the competence-based learning promotes closer relationships between universities and companies and redesigns the pedagogic act.

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Peer-reviewed