812 resultados para outer space
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A convergência da televisão digital com os jogos de computador é cada vez mais uma realidade. Neste artigo serão apresentadas três vertentes desta convergência: – a oferta de jogos pelos operadores de televisão digital e pelos canais de televisão; – a oferta de programação baseada em jogos de computador pelos canais de televisão; – a oferta de jogos com interacção via SMS pelo operadores de televisão digital e pelos canais de televisão, Em conclusão, são apresentadas duas linhas de evolução desta convergência no curto-médio prazo: 1) o lançamento de novos formatos de entretenimento, que conjugam diferentes meios (TV, Telemóvel, PC, PDA, etc) na definição de uma experiência de jogo acessível a qualquer hora e em qualquer lugar, 2) o lançamento de novos aparelhos que aliam as funcionalidades de uma consola de jogos à de uma set-top box avançada de televisão digital.
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We quantify the long-time behavior of a system of (partially) inelastic particles in a stochastic thermostat by means of the contractivity of a suitable metric in the set of probability measures. Existence, uniqueness, boundedness of moments and regularity of a steady state are derived from this basic property. The solutions of the kinetic model are proved to converge exponentially as t→ ∞ to this diffusive equilibrium in this distance metrizing the weak convergence of measures. Then, we prove a uniform bound in time on Sobolev norms of the solution, provided the initial data has a finite norm in the corresponding Sobolev space. These results are then combined, using interpolation inequalities, to obtain exponential convergence to the diffusive equilibrium in the strong L¹-norm, as well as various Sobolev norms.
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"Vegeu el resum a l'inici del document del fitxer adjunt."
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Teemanumero 1/2011 : Kauhut ja pelot.
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InsomniaGame oli Turun yliopiston digitaalisen kulttuurin oppiaineen ja Insomnia verkkopeliyhdistyksen yhteistyössä vuosina 2010 ja 2011 toteuttama pelikonseptikokeilu. InsomniaGame oli osa laajempaa ”CoEx: Yhteisöllistä tekemistä tukevat tilat kokemusten jakamisessa” kaksivuotista (1.10.2009–31.12.2011) hanketta, jonka toteuttivat yhteistyössä Turun yliopiston Porin yksikkö, Tampereen teknillisen yliopiston Porin yksikkö ja Tampereen yliopisto. Hankkeen tavoitteena oli toteuttaa sosiaalista mediaa, yhteisöllisyyttä ja lisättyä todellisuutta hyödyntäviä virtuaalisia ja julkisia tiloja, joissa käyttäjät voivat jakaa kokemuksia. Tutkimus on luonteeltaan soveltava pro gradu -tutkielma, joka sisältää kaksi vuotta kestäneen ja kaksi pelisovellusta sisältävän työosuuden. InsomniaGame koostui erilaisista pelaajien suorittamista tehtävistä, pelialustasta sekä taustatarinasta. Päätutkimuskysymykset ovat: Mitkä tekijät vaikuttivat pelisuunnitteluprosessiin ja miten? Työ esittelee InsomniaGame-pelin kehityksen. Erityistarkastelussa ovat suunnitteluprosessin ja pelin sisällölliset muutokset sekä niihin vaikuttaneet tekijät. Pelin kehitys perustui pääasiassa erilaisiin dokumentteihin, joita käytettiin suunnittelun apuvälineenä sekä viestinnässä projektin eri toimijoiden kesken. Tutkimus pyrkii syntyneiden dokumenttien sekä pelisuunnittelijoiden muistin perusteella rekonstruoimaan InsomniaGame-pelisovelluksen kehityskaaren. InsomniaGamen kehityksessä oli monia tekijöitä, jotka muuttuivat sen kehityskaaren aikana. Itse pelin sisältö, kuten myös suunnittelutapa, muuttuivat kahden vuoden aikana huomattavasti. Pelillä oli myös monia erityispiirteitä, jotka tekevät sen kehityksestä ainutlaatuisen, sillä esimerkiksi pelin testaaminen yhtenä kokonaisuutena oli mahdotonta. Lisäksi peli oli tutkimus- ja yhteistyöprojekti, jossa oli mukana monia eri toimijoita ja erityisesti tutkimuksessa korostuu yhteistyökumppani Insomnia verkkopeliyhdistyksen osallisuus. InsomniaGamen kummankaan vuoden toteutus ei sujunut odotetulla tavalla, mikä osaltaan vaikutti etenkin jälkimmäisen vuoden pelin suunnitteluun. Varsinainen suunnittelutyö kuitenkin eteni ensimmäisenä vuonna käytetyn mallin mukaisesti, mutta kuitenkin niin että alkuperäiset oletukset pelisuunnittelusta ja lopputuloksesta muuttuivat. Tämän vuoksi peliprojektia voi paikoitellen luonnehtia jopa kaoottiseksi, ja erityisesti toteutusvaiheessa jouduttiin luomaan nopealla aikataululla uusia toimintamalleja. Työ toimii mallina tuleville peliprojekteille, mutta erityisen tärkeää olisi luoda yhtenäinen kehitysalusta vastaavanlaisia projekteja varten.
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Kant argued that humans possess a priori knowledge of space; although his argument focused on a physics of bodies, it also has implications for a psychology of beings. Many human cultures organize stars in the night sky into constellations (i.e., impose structure); attribute properties, behaviors, and abilities to objects in the celestial realm (i.e., impose meaning); and use perceived regularity in the celestial realms in development of calendars, long-range navigation, agriculture, and astrology (i.e., seek predictability and control). The physical inaccessibility of the celestial realm allows a potent source of metaphor, and also allows projection of myths regarding origin and ascension, places of power, and dwelling places of gods, immortals, and other souls. Developments in astronomy and cosmology influenced views of human nature and the place of humanity in the universe, and these changes parallel declines in egocentrism with human development. Views regarding alleged beings (e.g., angels, extraterrestrials) from the celestial realm (and to how communicate with such beings) are anthropocentric and ignore evolutionary factors in physical and cognitive development. It is suggested that in considering views and uses of the celestial realm, we learn not just about the universe, but also about ourselves.
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Incluye Bibliografía
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Incluye Bibliografía
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Incluye Bibliografía
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"Project no. 6114, task no. 60806. Prepared under Contract no. AF 33(616)-6858 by W. A. Livingston Jr. of the Cornell Aeronautical Laboratory, Inc."
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"No. 160."
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To become an open to outer space, the "museum" acquired new forms and new expressions. The complexity of museological activity thus leads to new representations that alter the initial image of the museum as a building with objects. Their 'boundaries' are now less sharp, not only in relation to the spatial relationship, but also to its temporal dimension, creating an additional challenge which is the recognition of the museum itself. The design, while transdisciplinary activity, thereby assumes a key role in the communication of the museums in its visual representation and recognition of their action. The present study results from a survey conducted in 2010 to 364 Portuguese museums (from a universe of 849 museums), presenting an analysis to its base elements of visual expression of identity (name, logo, symbol, and color).
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Bone strain plays a major role as the activation signal for the bone (re)modeling process, which is vital for keeping bones healthy. Maintaining high bone mineral density reduces the chances of fracture in the event of an accident. Numerous studies have shown that bones can be strengthened with physical exercise. Several hypotheses have asserted that a stronger osteogenic (bone producing) effect results from dynamic exercise than from static exercise. These previous studies are based on short-term empirical research, which provide the motivation for justifying the experimental results with a solid mathematical background. The computer simulation techniques utilized in this work allow for non-invasive bone strain estimation during physical activity at any bone site within the human skeleton. All models presented in the study are threedimensional and actuated by muscle models to replicate the real conditions accurately. The objective of this work is to determine and present loading-induced bone strain values resulting from physical activity. It includes a comparison of strain resulting from four different gym exercises (knee flexion, knee extension, leg press, and squat) and walking, with the results reported for walking and jogging obtained from in-vivo measurements described in the literature. The objective is realized primarily by carrying out flexible multibody dynamics computer simulations. The dissertation combines the knowledge of finite element analysis and multibody simulations with experimental data and information available from medical field literature. Measured subject-specific motion data was coupled with forward dynamics simulation to provide natural skeletal movement. Bone geometries were defined using a reverse engineering approach based on medical imaging techniques. Both computed tomography and magnetic resonance imaging were utilized to explore modeling differences. The predicted tibia bone strains during walking show good agreement with invivo studies found in the literature. Strain measurements were not available for gym exercises; therefore, the strain results could not be validated. However, the values seem reasonable when compared to available walking and running invivo strain measurements. The results can be used for exercise equipment design aimed at strengthening the bones as well as the muscles during workout. Clinical applications in post fracture recovery exercising programs could also be the target. In addition, the methodology introduced in this study, can be applied to investigate the effect of weightlessness on astronauts, who often suffer bone loss after long time spent in the outer space.
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Kirjallisuusarvostelu