947 resultados para Advertising layout and typography.


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High-power converters usually need longer dead-times than their lower-power counterparts and a lower switching frequency. Also due to the complicated assembly layout and severe variations in parasitics, in practice the conventional dead-time specific adjustment or compensation for high-power converters is less effective, and usually this process is time-consuming and bespoke. For general applications, minimising or eliminating dead-time in the gate drive technology is a desirable solution. With the growing acceptance of power electronics building blocks (PEBB) and intelligent power modules (IPM), gate drives with intelligent functions are in demand. Smart functions including dead time elimination/minimisation can improve modularity, flexibility and reliability. In this paper, a dead-time minimisation using Active Voltage Control (AVC) gate drive is presented. © 2012 IEEE.

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This paper presents experimental results of an analog baseband circuit for China Multimedia Mobile Broadcasting (CMMB) direct conversion receiver in 0.35um SiGe BiCMOS process. It is the first baseband of CMMB RFIC reported so far. A 8(th)-order chebyshev low pass filter (LPF) with calibration system is used in the analog baseband circuit, the filter provides 0.5 dB passband ripple and -35 dB attenuation at 6MHz with the cutoff frequency at 4MHz, the calibration of filter is reported to achieve the bandwidth accuracy of 3%. The baseband variable gain amplifier (VGA) achieves more than 40 dB gain tuning with temperature compensation. In addition, A DC offset cancellation circuit is also introduced to remove the offset from layout and self-mixing, and the remaining offset voltage and current consumption are only 6mV and 412uA respectively. Implemented in a 0.35um SiGe technology with 1.1 mm(2) die size, this tuner baseband achieves OIP3 of 25.5 dBm and dissipate 16.4 mA under 2.8-V supply.

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首先分析了激光拼焊产品及其特点,探讨了在激光拼焊生产线设计中的主要问题工艺流程、生产规划、生产线布局及激光拼焊质量控制等,给出了相应的对策,并在实际生产线设计中加以应用。

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In this paper, in view of characteristics and appraisal difficulty of complicate fault block reservoir, based on the theory of reservoir geology, tectonic geology, sequence stratigraphy, logging geology and sedimentology, according to related multidisciplinary data, such as geological, geophysical, logging and testing, taking 3D seismic acquisition processing, delicate structure interpretation, fine reservoir prediction, reservoir engineering and logging evaluation as research methods, on the basis of comprehensive geologic research, innovative appraisal thinking of complicate fault block reservoir is probed into, reservoir evaluation technology series of different reservoirs were created, and appraisal circuit of complicate fault block reservoir was proposed. According to the research on main controlling factors of hydrocarbon and concentration and concealing laws of Dagang exploration area, family assemble patterns of complicate fault block reservoir were proposed firstly, such as twinning, juxtaposed, overlying, concurrent, connected in series and so on, so theory basement was provided to reservoir evaluation. Taking into account of difficulties of low signal to noise ratio and border identification of lithologic trap of complicate fault block reservoir, in the middle of seismic data acquisition, double focusing layout and optimization technology were adopted, geophysical model was set up, and best observation system was ascertained. During object processing, matching processing technology of removing time difference, phase difference, energy difference and frequency spectrum difference generated by different blazing and receiving elements was studied. Imagery, low amplitude structure and identification of subtle lithologic reservoir was interpreted reasonably. On the basis of characteristics and technical description analysis of structural, structural--lithologic and lithologic reservoirs, innovative appraisal thinking of these reservoirs was formatted, appraisal circuit of complicate fault block reservoir was proposed, and this method could be used in other similar oilfields

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The aim of the present study was to investigate whether people can establish two oblique spatial reference directions to represent objects’ locations in memory. Participants learned a layout of objects from two oblique viewpoints (0º and 225º) and made judgments of relative direction (“Imagine you are standing at X, facing Y, please point to Z”). Experiments 1 to 3 showed that performance in pointing were better at either one of the familiar imagined headings (0º and 225º) in most of the participants even when they were instructed to learn the layout along their actual heading at both learning directions, and when their actual headings at the test were the same as the imagined headings. Experiments 4 to 6 showed performance in pointing could be equivalent at the two familiar imagined headings for significant number of the participants when participants learned two different set of objects occupied at the same locations from the two learning viewpoints, and when participants learned the same layout of objects together with two different layouts from the two learning viewpoints. These results suggest that the orientation dependent performance in Experiments 1 to 3 cannot be attributed to the possibility that participants had formed two oblique spatial reference directions during learning but only used one of them during testing. Experiments 7 and 8 further showed that the performance of pointing at the two familiar viewpoints were significantly different when participants experienced one viewpoint by learning the actual layout and the other viewpoint by learning the map of the same layout, and when participants experienced two viewpoints alternatively over the ten times of learning sessions. All these results strongly suggest that people establish only one spatial reference system to represent locations of objects when they learn the same layout in the same background from two oblique viewpoints.

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Griffiths, M. (2005). Children drawing toy commercials: re-imagining television production features. Visual Communication. 4(1), pp.21-37. RAE2008

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We describe a heuristic method for drawing graphs which uses a multilevel technique combined with a force-directed placement algorithm. The multilevel process groups vertices to form clusters, uses the clusters to define a new graph and is repeated until the graph size falls below some threshold. The coarsest graph is then given an initial layout and the layout is successively refined on all the graphs starting with the coarsest and ending with the original. In this way the multilevel algorithm both accelerates and gives a more global quality to the force- directed placement. The algorithm can compute both 2 & 3 dimensional layouts and we demonstrate it on a number of examples ranging from 500 to 225,000 vertices. It is also very fast and can compute a 2D layout of a sparse graph in around 30 seconds for a 10,000 vertex graph to around 10 minutes for the largest graph. This is an order of magnitude faster than recent implementations of force-directed placement algorithms.

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We describe a heuristic method for drawing graphs which uses a multilevel framework combined with a force-directed placement algorithm. The multilevel technique matches and coalesces pairs of adjacent vertices to define a new graph and is repeated recursively to create a hierarchy of increasingly coarse graphs, G0, G1, …, GL. The coarsest graph, GL, is then given an initial layout and the layout is refined and extended to all the graphs starting with the coarsest and ending with the original. At each successive change of level, l, the initial layout for Gl is taken from its coarser and smaller child graph, Gl+1, and refined using force-directed placement. In this way the multilevel framework both accelerates and appears to give a more global quality to the drawing. The algorithm can compute both 2 & 3 dimensional layouts and we demonstrate it on examples ranging in size from 10 to 225,000 vertices. It is also very fast and can compute a 2D layout of a sparse graph in around 12 seconds for a 10,000 vertex graph to around 5-7 minutes for the largest graphs. This is an order of magnitude faster than recent implementations of force-directed placement algorithms.

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Evaluating ship layout for human factors (HF) issues using simulation software such as maritimeEXODUS can be a long and complex process. The analysis requires the identification of relevant evaluation scenarios; encompassing evacuation and normal operations; the development of appropriate measures which can be used to gauge the performance of crew and vessel and finally; the interpretation of considerable simulation data. Currently, the only agreed guidelines for evaluating HFs performance of ship design relate to evacuation and so conclusions drawn concerning the overall suitability of a ship design by one naval architect can be quite different from those of another. The complexity of the task grows as the size and complexity of the vessel increases and as the number and type of evaluation scenarios considered increases. Equally, it can be extremely difficult for fleet operators to set HFs design objectives for new vessel concepts. The challenge for naval architects is to develop a procedure that allows both accurate and rapid assessment of HFs issues associated with vessel layout and crew operating procedures. In this paper we present a systematic and transparent methodology for assessing the HF performance of ship design which is both discriminating and diagnostic. The methodology is demonstrated using two variants of a hypothetical naval ship.

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This article reports a pilot evaluation of Comfort Care Rounds (CCRs)-a strategy for addressing long-term care home staff's palliative and end-of-life care educational and support needs. Using a qualitative descriptive design, semistructured individual and focus group interviews were conducted to understand staff members' perspectives and feedback on the implementation and application of CCRs. Study participants identified that effective advertising, interest, and assigning staff to attend CCRs facilitated their participation. The key barriers to their attendance included difficulty in balancing heavy workloads and scheduling logistics. Interprofessional team member representation was sought but was not consistent. Study participants recognized the benefits of attending; however, they provided feedback on how the scheduling, content, and focus could be improved. Overall, study participants found CCRs to be beneficial to their palliative and end-of-life care knowledge, practice, and confidence. However, they identified barriers and recommendations, which warrant ongoing evaluation.

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Carpooling initiated in America in the 1970s due to the oil crisis. However, over the past years, carpooling has increased significantly across the world. Some countries have created a High Occupancy Vehicle (HOV) lane to encourage commuters not to travel alone. In additional, carpool websites has been developed to facilitate the connection between the commuters, making it possible to create a compatible match in a faster and efficient manner. This project focuses on carpooling, especially in an academic environment since younger people are more likely to choose carpool. Initially, an intense research was made to examine carpool studies that occurred all over the world, following with a research of higher education institutes that use carpooling as a transportation mode. Most websites created carpools by targeting people from a specific country. These commuters have different origins and destinations making it more complicated to create compatible matches. The objective of this project is to develop a system helping teachers and students from an academic environment to create carpool matches. This objective makes it easier to create carpools because these students and teachers have the same destination. During the research, it was essential to explore, as many as possible, existing carpool websites that are available across the world. After this analysis, several sketches were made to develop the layout and structure of the web application that’s being implemented throughout the project. Once the layout was established, the development of the web application was initiated. This project had its ups and downs but it accomplished all the necessary requirements. This project can be accessed on the link: http://ipcacarpool.somee.com. Once the website was up and running, a web-based survey was developed to study the reasons that motivate people to consider carpooling as an alternative to driving alone. To develop this survey was used a tool called Survey Planet. This survey contained 408 respondents, which 391 are students and 17 are teachers. This study concludes that a majority of the respondents don’t carpool, however they will consider carpooling if there was a dedicated parking space. A majority of the respondents that carpool initiated less than a year ago, indicating that this mean of transportation is recent.

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Esta dissertação tem por objectivo, estudar a relevância das celebridades em publicidade. A Publicidade tem um papel muito importante na sociedade em que vivemos. Desde sempre que foi um tema que me despertou muito interesse, assim como, as estratégias nela inseridas. A presença de celebridades em anúncios publicitários é uma prática muito comum para promover produtos e marcas. Com esta investigação tenho por objectivo perceber qual a relevância das celebridades em anúncios publicitários. Para tal recorri ao uso da escala da autora Roobina Ohanian que mede a credibilidade, atractividade e perícia destas fontes em anúncios. Através desta escala conseguimos estudar a interpretação do público à presença de celebridades na publicidade. O que, através dos estudos aplicados percebeu-se que a sua presença na publicidade é relevante.

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Num contexto de mudança a nível de hábitos sociais em que impera a necessidade de comunicar de uma forma mais natural e instantânea quanto possível, o cada vez mais informado e exigente consumidor tem vindo a adquirir um papel mais participativo na comunicação e construção das marcas. Se outrora assistíamos passivamente a uma comunicação unidirecional e desprovida de interactividade, hoje impera a possibilidade de podermos manipular ou construir conteúdos de acordo com as nossas necessidades e preferências individuais. Neste contexto, a comunicação nos novos meios tecnológicos tem procurado responder à dispersão de atenção por parte do consumidor, que se socorre simultaneamente de diversos ecrãs. Porém, no ecrã em que o novo consumidor mais despende o seu tempo, e com o qual ainda se sente mais à vontade, a televisão, a comunicação interactiva ainda se encontra pouca explorada. Para os profissionais de publicidade, e sobretudo para os anunciantes, o conceito de publicidade interactiva, quando inserida no meio televisivo, é deveras recente, carecendo de um maior aprofundamento teórico e empírico. Tendo em vista este aprofundamento, o objectivo geral deste trabalho consiste na caracterização do panorama da publicidade interactiva na televisão em Portugal tendo como termo de comparação o estrangeiro. A dissertação assumiu a forma de um estudo exploratório e misto sequencial, desenvolvido com base na análise de conteúdo de um conjunto de casos nacionais de Publicidade Interactiva na Televisão fornecidos pelo MEO e de casos estrangeiros publicados na Internet. Assentando a análise numa grelha própria, procurou caracterizar-se o panorama actual da Publicidade Interactiva na Televisão nacional tendo como termo de comparação o que se passa lá fora, do ponto de vista dos conteúdos, da partilha destes, da dependência de um second screen e dos objectivos subjacentes aos anúncios. Foi possível concluir com este estudo que, apesar de a Publicidade Interactiva na Televisão se encontrar mais desenvolvida no estrangeiro, em Portugal observaram-se características singulares e positivas, o que aponta que nos encontramos a evoluir a passos largos para alcançar melhores experiências interactivas.

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Trabalho de Projecto para obtenção do grau de Mestre em Engenharia Civil na Área de Especialização de Estruturas

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More than ever, the economic globalization is creating the need to increase business competitiveness. Lean manufacturing is a management philosophy oriented to the elimination of activities that do not create any type of value and are thus considered a waste. One of the main differences from other management philosophies is the shop-floor focus and the operators' involvement. Therefore, the training of all organization levels is crucial for the success of lean manufacturing. Universities should also participate actively in this process by developing students' lean management skills and promoting a better and faster integration of students into their future organizations. This paper proposes a single realistic manufacturing platform, involving production and assembly operations, to learn by playing many of the lean tools such as VSM, 5S, SMED, poke-yoke, line balance, TPM, Mizusumashi, plant layout, and JIT/kanban. This simulation game was built in tight cooperation with experienced lean companies under the international program “Lean Learning Academy,”http://www.leanlearningacademy.eu/ and its main aim is to make bachelor and master courses in applied sciences more attractive by integrating classic lectures with a simulated production environment that could result in more motivated students and higher study yields. The simulation game results show that our approach is efficient in providing a realistic platform for the effective learning of lean principles, tools, and mindset, which can be easily included in course classes of less than two hours.