996 resultados para intuitive use
Resumo:
Paired Back (2013) investigated the interpretation of text as a dance score. Specific words were used to trigger movement sequences. The performers, Avril Huddy and Jenny Roche, responded to spoken words with individual movement responses which were captured on video, reviewed and assembled as a duet. The musician Nicholas Ng, playing traditional Chinese instruments was also woven into the dancers’ choreography. This was achieved through choreographing a floor pattern that enabled him to weave through the space and ‘seemingly’ interact with the dancers’ actions. Projections using motion capture were also explored and sequenced with the actions of the dance. Retrospectively, I recognised my ‘intuitive’ use of text which I have mapped from its beginnings during the first rehearsal through to the performance at the Judith Wright Centre and demonstrated in DVD documentation. Consequently traces of this original ‘score’ used during the creative process are visible in final performance outcome. This has enabled me to reflect on the impact of language and instructions within my creative process.
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This study started with the aim to develop an approach that will help designers create interfaces that are more intuitive for older adults to use. Two objectives were set for this study: 1) to investigate one of the possible strategies for developing intuitive interfaces for older people, and; 2) to investigate factors that could interfere with intuitive use. This paper briefly presents the outcome of the two experiments and how it has lead to the development of an adaptable interface design model that will help designers develop interfaces that are intuitive to learn and, over time, intuitive to use for users with diverse technology prior experience and cognitive abilities.
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This paper discusses the redefinition of the function of freehand drawing in the design process in view of intuitive digital media. It sets forth an interpretive analysis of an experiment with drawing on opaque tablets, carried out with a group of students of the Instituto de Arquitetura e Urbanismo da Universidade de São Paulo. After a brief review of the current debate on freehand drawing and the advent of digital media, we examine the experiment as a possible way to elicit facts that may contribute to the discussion. To this end, our research has concentrated on the intuitive use enabled by existing digital media. It is our intention that this empirical approximation becomes a pilot experiment for the use of digital tablets in the process of construction the gaze of the student in Architecture and Urbanism as a reflection on the different cognitive dimensions that constitute the practice of drawing and its reinterpretation to develop new ideas.
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El actual proyecto consiste en la creación de una interfaz gráfica de usuario (GUI) en entorno de MATLAB que realice una representación gráfica de la base de datos de HRTF (Head-Related Transfer Function). La función de transferencia de la cabeza es una herramienta muy útil en el estudio de la capacidad del ser humano para percibir su entorno sonoro, además de la habilidad de éste en la localización de fuentes sonoras en el espacio que le rodea. La HRTF biaural (terminología para referirse al conjunto de HRTF del oído izquierdo y del oído derecho) en sí misma, posee información de especial interés ya que las diferencias entre las HRTF de cada oído, conceden la información que nuestro sistema de audición utiliza en la percepción del campo sonoro. Por ello, la funcionalidad de la interfaz gráfica creada presenta gran provecho dentro del estudio de este campo. Las diferencias interaurales se caracterizan en amplitud y en tiempo, variando en función de la frecuencia. Mediante la transformada inversa de Fourier de la señal HRTF, se obtiene la repuesta al impulso de la cabeza, es decir, la HRIR (Head-Related Impulse Response). La cual, además de tener una gran utilidad en la creación de software o dispositivos de generación de sonido envolvente, se utiliza para obtener las diferencias ITD (Interaural Time Difference) e ILD (Interaural Time Difference), comúnmente denominados “parámetros de localización espacial”. La base de datos de HRTF contiene la información biaural de diferentes puntos de ubicación de la fuente sonora, formando una red de coordenadas esféricas que envuelve la cabeza del sujeto. Dicha red, según las medidas realizadas en la cámara anecoica de la EUITT (Escuela Universitaria de Ingeniería Técnica de Telecomunicación), presenta una precisión en elevación de 10º y en azimut de 5º. Los receptores son dos micrófonos alojados en el maniquí acústico llamado HATS (Hats and Torso Simulator) modelo 4100D de Brüel&Kjaer. Éste posee las características físicas que influyen en la percepción del entorno como son las formas del pabellón auditivo (pinna), de la cabeza, del cuello y del torso humano. Será necesario realizar los cálculos de interpolación para todos aquellos puntos no contenidos en la base de datos HRTF, este proceso es sumamente importante no solo para potenciar la capacidad de la misma sino por su utilidad para la comparación entre otras bases de datos existentes en el estudio de este ámbito. La interfaz gráfica de usuario está concebida para un manejo sencillo, claro y predecible, a la vez que interactivo. Desde el primer boceto del programa se ha tenido clara su filosofía, impuesta por las necesidades de un usuario que busca una herramienta práctica y de manejo intuitivo. Su diseño de una sola ventana reúne tanto los componentes de obtención de datos como los que hacen posible la representación gráfica de las HRTF, las HRIR y los parámetros de localización espacial, ITD e ILD. El usuario podrá ir alternando las representaciones gráficas a la vez que introduce las coordenadas de los puntos que desea visualizar, definidas por phi (elevación) y theta (azimut). Esta faceta de la interfaz es la que le otorga una gran facilidad de acceso y lectura de la información representada en ella. Además, el usuario puede introducir valores incluidos en la base de datos o valores intermedios a estos, de esta manera, se indica a la interfaz la necesidad de realizar la interpolación de los mismos. El método de interpolación escogido es el de la ponderación de la distancia inversa entre puntos. Dependiendo de los valores introducidos por el usuario se realizará una interpolación de dos o cuatro puntos, siendo éstos limítrofes al valor introducido, ya sea de phi o theta. Para añadir versatilidad a la interfaz gráfica de usuario, se ha añadido la opción de generar archivos de salida en forma de imagen de las gráficas representadas, de tal forma que el usuario pueda extraer los datos que le interese para cualquier valor de phi y theta. Se completa el presente proyecto fin de carrera con un trabajo de investigación y estudio comparativo de la función y la aplicación de las bases de datos de HRTF dentro del marco científico y de investigación. Esto ha hecho posible concentrar información relacionada a través de revistas científicas de investigación como la JAES (Journal of the Audio Engineering Society) o la ASA (Acoustical Society of America), además, del IEEE ( Institute of Electrical and Electronics Engineers) o la “Web of knowledge” entre otras. Además de realizar la búsqueda en estas fuentes, se ha optado por vías de información más comunes como Google Académico o el portal de acceso “Ingenio” a los todos los recursos electrónicos contenidos en la base de datos de la universidad. El estudio genera una ampliación en el conocimiento de la labor práctica de las HRTF. La mayoría de los estudios enfocan sus esfuerzos en mejorar la percepción del evento sonoro mediante su simulación en la escucha estéreo o multicanal. A partir de las HRTF, esto es posible mediante el análisis y el cálculo de datos como pueden ser las regresiones, siendo éstas muy útiles en la predicción de una medida basándose en la información de la actual. Otro campo de especial interés es el de la generación de sonido 3D. Mediante la base de datos HRTF es posible la simulación de una señal biaural. Se han diseñado algoritmos que son implementados en dispositivos DSP, de tal manera que por medio de retardos interaurales y de diferencias espectrales es posible llegar a un resultado óptimo de sonido envolvente, sin olvidar la importancia de los efectos de reverberación para conseguir un efecto creíble de sonido envolvente. Debido a la complejidad computacional que esto requiere, gran parte de los estudios coinciden en desarrollar sistemas más eficientes, llegando a objetivos tales como la generación de sonido 3D en tiempo real. ABSTRACT. This project involves the creation of a Graphic User Interface (GUI) in the Matlab environment which creates a graphic representation of the HRTF (Head-Related Transfer Function) database. The head transfer function is a very useful tool in the study of the capacity of human beings to perceive their sound environment, as well as their ability to localise sound sources in the area surrounding them. The binaural HRTF (terminology which refers to the HRTF group of the left and right ear) in itself possesses information of special interest seeing that the differences between the HRTF of each ear admits the information that our system of hearing uses in the perception of each sound field. For this reason, the functionality of the graphic interface created presents great benefits within the study of this field. The interaural differences are characterised in space and in time, varying depending on the frequency. By means of Fourier's transformed inverse of the HRTF signal, the response to the head impulse is obtained, in other words, the HRIR (Head-Related Impulse Response). This, as well as having a great use in the creation of software or surround sound generating devices, is used to obtain ITD differences (Interaural Time Difference) and ILD (Interaural Time Difference), commonly named “spatial localisation parameters”. The HRTF database contains the binaural information of different points of sound source location, forming a network of spherical coordinates which surround the subject's head. This network, according to the measures carried out in the anechoic chamber at the EUITT (School of Telecommunications Engineering) gives a precision in elevation of 10º and in azimuth of 5º. The receivers are two microphones placed on the acoustic mannequin called HATS (Hats and Torso Simulator) Brüel&Kjaer model 4100D. This has the physical characteristics which affect the perception of the surroundings which are the forms of the auricle (pinna), the head, neck and human torso. It will be necessary to make interpolation calculations for all those points which are not contained the HRTF database. This process is extremely important not only to strengthen the database's capacity but also for its usefulness in making comparisons with other databases that exist in the study of this field. The graphic user interface is conceived for a simple, clear and predictable use which is also interactive. Since the first outline of the program, its philosophy has been clear, based on the needs of a user who requires a practical tool with an intuitive use. Its design with only one window unites not only the components which obtain data but also those which make the graphic representation of the HRTFs possible, the hrir and the ITD and ILD spatial location parameters. The user will be able to alternate the graphic representations at the same time as entering the point coordinates that they wish to display, defined by phi (elevation) and theta (azimuth). The facet of the interface is what provides the great ease of access and reading of the information displayed on it. In addition, the user can enter values included in the database or values which are intermediate to these. It is, likewise, indicated to the interface the need to carry out the interpolation of these values. The interpolation method is the deliberation of the inverse distance between points. Depending on the values entered by the user, an interpolation of two or four points will be carried out, with these being adjacent to the entered value, whether that is phi or theta. To add versatility to the graphic user interface, the option of generating output files in the form of an image of the graphics displayed has been added. This is so that the user may extract the information that interests them for any phi and theta value. This final project is completed with a research and comparative study essay on the function and application of HRTF databases within the scientific and research framework. It has been possible to collate related information by means of scientific research magazines such as the JAES (Journal of the Audio Engineering Society), the ASA (Acoustical Society of America) as well as the IEEE (Institute of Electrical and Electronics Engineers) and the “Web of knowledge” amongst others. In addition to carrying out research with these sources, I also opted to use more common sources of information such as Academic Google and the “Ingenio” point of entry to all the electronic resources contained on the university databases. The study generates an expansion in the knowledge of the practical work of the HRTF. The majority of studies focus their efforts on improving the perception of the sound event by means of its simulation in stereo or multichannel listening. With the HRTFs, this is possible by means of analysis and calculation of data as can be the regressions. These are very useful in the prediction of a measure being based on the current information. Another field of special interest is that of the generation of 3D sound. Through HRTF databases it is possible to simulate the binaural signal. Algorithms have been designed which are implemented in DSP devices, in such a way that by means of interaural delays and wavelength differences it is possible to achieve an excellent result of surround sound, without forgetting the importance of the effects of reverberation to achieve a believable effect of surround sound. Due to the computational complexity that this requires, a great many studies agree on the development of more efficient systems which achieve objectives such as the generation of 3D sound in real time.
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La construcción es una de las actividades más valiosas para la sociedad debido a la naturaleza de los servicios que ofrece y por el volumen de empleos y movimiento económico que genera. Por ello es un elemento fundamental para el desarrollo sustentable. Es una industria compleja, cada vez más dependiente del conocimiento. Debido a su naturaleza fragmentaria y temporal y la alta rotación de personal presenta grandes retos y complicaciones particulares. Estas dificultades en oportunidades pueden transformarse en problemas por la complejidad, localización geográfica o los requisitos técnicos, financieros e innovaciones de los proyectos. Debido a sus características, las construcciones sufren cambios en las condiciones planificadas. Con frecuencia estos cambios conducen a retrasos en la ejecución de los proyectos, costes superiores a los presupuestados y conflictos entre los clientes y los ejecutores. Esto genera problemas de competitividad que afectan tanto a países desarrollados como países en vías de desarrollo. Los problemas de la construcción tienen perniciosos efectos para la sociedad, que pierde recursos que deberían permitir mejores resultados en términos de calidad de vida y beneficios sociales y económicos. Debido a la importancia del sector y los ingentes recursos que se invierten en cada proyecto se justifican los máximos esfuerzos para lograr los mejores desempeños de esta industria. Éste interés ha orientado el desarrollo de investigaciones, para apoyar el logro de los objetivos de mejoramiento continuo y construcción sustentable. Los estudios desarrollados han permitido demostrar el valor añadido del conocimiento en todos los sectores productivos. Para la construcción, los conocimientos ofrecen indicadores de desempeño, datos y lecciones aprendidas provenientes de aciertos y errores. Estos deben conducir a aprendizajes fundamentales para sustentar su competitividad. Sin embargo, a pesar de los conocimientos disponibles y los avances en las técnicas de control gerencial y de proyectos, es alarmante la recurrencia de los problemas de construcción. Esta problemática se manifiesta con severidad en los proyectos de construcción industrial que se desarrollan para el sector petrolero, petroquímico y energético venezolano. El sector presenta evidentes necesidades para un mejor desempeño competitivo por la alta incidencia de retrasos de los proyectos, que implican pérdidas de gran parte de los recursos humanos, financieros, técnicos y conocimientos invertidos. Esta investigación plantea como objetivos analizar la importancia de la construcción y su sustentabilidad, los principales problemas que afectan el sector, la gestión del conocimiento y algunos modelos disponibles para gestionarlos. Igualmente examina las lecciones aprendidas y la productividad y competitividad, con particular atención a los problemas de competitividad venezolanos. Adicionalmente se evalúan las implicaciones del conocimiento como activo estratégico y se caracterizan las empresas de construcción industrial venezolanas. Para ello se identifican las dimensiones que sustentan la gestión del conocimiento en estas empresas, para finalmente determinar las que resultan más idóneas para el nuevo modelo a ser propuesto. Con estos objetivos se desarrolló el estudio empírico. Para ello fueron invitados a participar representantes de 105 empresas y expertos de construcción distintos, todos con experiencias de construcción al sector industrial venezolano. Se obtuvieron 112 respuestas en representación de 41 organizaciones y expertos diferentes. El trabajo de campo inició en Junio de 2012 y culminó en Noviembre de 2012. Los datos obtenidos fueron analizados con apoyo de técnicas estadísticas descriptivas y multivariables. Los objetivos de la investigación se alcanzaron ya que se logró caracterizar el sector de las construcciones industriales y se propuso un nuevo modelo de gestión del conocimiento adecuado a sus características. El nuevo modelo fue formulado atendiendo a criterios de sencillez, bajos costes y facilidad de adaptación para motivar su utilización en organizaciones de construcción industrial variadas. Con ello se busca que resulte de utilidad aún para las organizaciones más pequeñas, con menores recursos o aquellas que enfrentan entornos constructivos complicados. Por último se presentan algunas sugerencias para motivar la comprensión de los fenómenos estudiados en los grupos de interés de la construcción. Se propone analizar estos problemas desde las etapas iniciales de los estudios de ingeniería, de arquitectura, de construcción, de economía y administración. Igualmente se propone desarrollar acciones conjuntas de parte de los sectores académicos, gubernamentales, industriales y asociaciones para el mejoramiento competitivo y desarrollo sustentable global. La propuesta aporta datos sobre el sector constructivo venezolano en un área que presenta grandes carencias y propone un modelo innovador por su sencillez y orientación hacia el uso diario e intuitivo de los conocimientos como recursos fundamentales para la competitividad. Esta orientación puede tener trascendencia más allá del sector descrito, para apoyar la solución de problemas de otras industrias en entornos globales. ABSTRACT Construction is one of the most valuable activities for society due to the nature of the services offered and the number of jobs and revenues generated. Therefore it is a key element for sustainable development. Construction is a complex industry increasingly dependent on knowledge. Its temporary and fragmentary nature and the high staff turnover present great challenges and particular complications to construction. In some cases these conditions may evolve to serious problems because of the complexity, geographic location or even technical, financial and innovative requirements of each project. Due to their characteristics, constructions frequently undergo changes in planned conditions. Often these changes lead to delays in project completion, costs higher than budgeted and conflicts between clients and performers. This creates problems of competitiveness affecting both developed and developing countries. The construction problems have harmful effects on society, since it loses resources that would otherwise allow better results in terms of quality of life and social and economic benefits. The importance and the enormous resources invested in each project justify the efforts to achieve the best performance of this industry. This interest has guided the development of multiple research efforts to support the achievement of construction performance improvements and sustainable construction. The studies carried out have demonstrated the added value of knowledge in all productive sectors. For construction, knowledge offers performance indicators, data and lessons learned from successes and failures. These should lead to fundamental learning to sustain sector competitiveness. However, despite the available knowledge and advances in techniques and project management control, the recurrence of construction problems is alarming. This problem shows itself severely in industrial construction projects that are developed for the Venezuelan oil, petrochemical and energy sectors. These sectors have evident needs for better competitive performance because of the high incidence of project delays, involving loss of much of the human, financial, technical and knowledge resources invested. This research analyzes the importance of construction and sustainability, the main problems affecting the sector, knowledge and some models available to manage them. It also examines the lessons learned and the productivity and competitiveness, with particular attention to the problems of Venezuelan competitiveness. Additionally, the Venezuelan industrial construction companies are characterized evaluating the implications of knowledge as an strategic asset for construction. Moreover, the research evaluates the dimensions that support knowledge management in these companies, to finally identify those that are the most suitable for the new model to be proposed. With these objectives in mind the empirical study was developed. 105 different companies and experts with Venezuelan industrial construction experiences were invited to participate on the survey. 112 responses were obtained representing 41 different organizations and experts. Fieldwork started in June 2012 and ended in November 2012. The data obtained was analyzed with descriptive and multivariate statistical techniques. The research objectives were achieved since the industrial construction sector was characterized and a new management model was proposed based on the particular characteristics of these companies. The new model was formulated according to the criteria of simplicity, low cost and ease of adaptation. This was performed to motivate the use of the new model in various industrial construction organizations, even in smaller companies, with limited resources or those facing complex construction environments. Finally some suggestions to encourage understanding of the phenomena studied among construction stakeholders were proposed. The importance of studying these problems at an early stage of the engineering, architectural, construction, economic and administration studies is highlighted. Additionally, academic, government, industrial organizations and associations are invited to join efforts to improve the competitive and sustainable global development. The proposal provides data on the Venezuelan construction sector in an area that has large gaps and proposes a model which is innovative for its simplicity and suggests the daily and intuitive use of knowledge resources as a key issue to competitiveness. This orientation may have implications beyond the described sector to support the solution of problems of other industries in a global environment.
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A literatura acadêmica sobre o comportamento do investidor financeiro é bastante escassa. A pesquisa sobre o processo de decisão, em geral, aborda tradeoffs na aquisição de produtos e pouco se discute o processo de decisão de investimento. Esta tese pretende contribuir para a redução deste gap ao discutir fatores determinantes para a tomada de decisão do investidor pessoal em produtos financeiros. A decisão de investimento é complexa, envolve, entre outros, o tradeoff entre renunciar o consumo presente pela possibilidade de maior bem estar no futuro. Adicionalmente, em muitas situações, existe possibilidade real de perda dos recursos financeiros investidos. Para investigar os percursos desta decisão foram realizadas entrevistas em profundidade com executivos ligados ao setor de fundos de investimento e ao de distribuição de produtos de investimento dos maiores bancos brasileiros atuantes no segmento de varejo. Os conhecimentos recolhidos e a revisão de literatura efetuada subsidiaram a elaboração do questionário de pesquisa aplicado em plataforma web junto a potenciais investidores. Os atributos rentabilidade, possibilidade de perda (proxy de risco), liquidez, taxa de administração e recomendação do gerente foram identificados como os mais relevantes para a decisão do investidor. Para construção dos estímulos e decomposição da utilidade da decisão foi utilizada a técnica conjoint based choice (CBC) que simula uma decisão real. Os resultados apontaram ser a recomendação do gerente o atributo mais importante para a formação da preferência por uma alternativa de investimento, resultado que, por si só, indica que fatores não racionais exercem influência na decisão. Estudou-se, então, o impacto da aversão ao risco e do estilo cognitivo do investidor. Os resultados denotam que os mais avessos e os mais intuitivos são mais suscetíveis à recomendação do gerente, mas que seus efeitos são independentes entre si. As evidências sugerem que os mais intuitivos utilizam o gerente para alcançar conforto cognitivo na decisão e que os mais avessos para mitigar a sensação de risco associada ao produto. Uma análise de cluster indicou ser possível segmentar a amostra em dois grupos, um mais propenso à recomendação do gerente e outro aos atributos do produto. A recomendação do gerente mostrou ser o atributo mais forte na distinção dos grupos. Os resultados indicam que uma segmentação de mercado baseada na propensão à recomendação do gerente pode ser efetiva para direcionar a construção de uma estratégia de relacionamento que busque incrementar os resultados de longo prazo.
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With the release of the Nintendo Wii in 2006, the use of haptic force gestures has become a very popular form of input for interactive entertainment. However, current gesture recognition techniques utilised in Nintendo Wii games fall prey to a lack of control when it comes to recognising simple gestures. This paper presents a simple gesture recognition technique called Peak Testing which gives greater control over gesture interaction. This recognition technique locates force peaks in continuous force data (provided by a gesture device such as the Wiimote) and then cancels any peaks which are not meant for input. Peak Testing is therefore technically able to identify movements in any direction. This paper applies this recognition technique to control virtual instruments and investigates how users respond to this interaction. The technique is then explored as the basis for a robust way to navigate menus with a simple flick of the wrist. We propose that this flick-form of interaction could be a very intuitive way to navigate Nintendo Wii menus instead of the current pointer techniques implemented.
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This paper presents an experiment designed to investigate if redundancy in an interface has any impact on the use of complex interfaces by older people and people with low prior-experience with technology. The important findings of this study were that older people (65+ years) completed the tasks on the Words only based interface faster than on Redundant (text and symbols) interface. The rest of the participants completed tasks significantly faster on the Redundant interface. From a cognitive processing perspective, sustained attention (one of the functions of Central Executive) has emerged as one of the important factors in completing tasks on complex interfaces faster and with fewer of errors.
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Passengers navigating through airports can experience confusion or become lost, resulting in dissatisfaction, missed flights and flight delays. Passengers moving through airports are required to make many navigation decisions, for example to find the correct check-in desk or find the correct boarding gate. Prior experience of using the airports is likely to enable intuitive navigation, however limited research on this topic currently exists. In this paper we investigate passenger navigation by observing 30 participants at one international airport as they moved from check-in to a departure gate. The results indicate that passengers do spend time navigating intuitively through the airport, and that there is a positive correlation between intuitive navigation and airport familiarity. It was also found that participants with lower airport familiarity spend a greater percentage of overall navigation time searching and assessing/acquiring information than high familiarity participants. These findings provide evidence that passengers with higher airport familiarity have a greater understanding of the process, have a better understanding of what information to look for and use this familiarity to navigate intuitively. Findings from this research will have design implications for both current, and future airport terminals and other large spaces that people navigate through.
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Current Bayesian network software packages provide good graphical interface for users who design and develop Bayesian networks for various applications. However, the intended end-users of these networks may not necessarily find such an interface appealing and at times it could be overwhelming, particularly when the number of nodes in the network is large. To circumvent this problem, this paper presents an intuitive dashboard, which provides an additional layer of abstraction, enabling the end-users to easily perform inferences over the Bayesian networks. Unlike most software packages, which display the nodes and arcs of the network, the developed tool organises the nodes based on the cause-and-effect relationship, making the user-interaction more intuitive and friendly. In addition to performing various types of inferences, the users can conveniently use the tool to verify the behaviour of the developed Bayesian network. The tool has been developed using QT and SMILE libraries in C++.
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Airports accommodate passengers with a range of prior experience, from frequent flyers, to passengers who fly every couple of years, to those who have never flown before. Passengers with varying levels of prior experience may use different visual elements when navigating the airport. Ensuring all passengers can navigate to the processing activities intuitively is important for passengers, airports and airlines. This paper examines how participants with Low, Medium and High airport familiarity navigate through the departures area at an Australian international airport. Three navigation activities are investigated: (i) navigating to the check-in row, (ii) navigating through the Liquids, Aerosols and Gels (LAGs) preparation area before security screening, and; (iii) navigating to either the boarding gate first or to a discretionary activity first, after exiting customs. In the three activities, differences were observed between the familiarity groups. These differences include the use of different information to locate the check-in desk, different actions when navigating through the LAG preparation area, and evidence that Low familiarity passengers have a desire to locate the boarding gate as soon as possible once through customs. This research provides evidence based design reccomendations for airports to benefit from intuitive passenger navigation.
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The mining industry faces concurrent pressures of reducing water use, energy consumption and greenhouse gas (GHG) emissions in coming years. However, the interactions between water and energy use, as well as GHG e missions have largely been neglected in modelling studies to date. In addition, investigations tend to focus on the unit operation scale, with little consideration of whole-of-site or regional scale effects. This paper presents an application of a hierarchical systems model (HSM) developed to represent water, energy and GHG emissions fluxes at scales ranging from the unit operation, to the site level, to the regional level. The model allows for the linkages between water use, energy use and GHG emissions to be examined in a fl exible and intuitive way, so that mine sites can predict energy and emissions impacts of water use reduction schemes and vice versa. This paper examines whether this approach can also be applied to the regional scale with multiple mine sites. The model is used to conduct a case study of several coal mines in the Bowen Basin, Australia, to compare the utility of centralised and decentralised mine water treatment schemes. The case study takes into account geographical factors (such as water pumping distances and elevations), economic factors (such as capital and operating cost curves for desalination treatment plants) and regional factors (such as regionally varying climates and associated variance in mine water volumes and quality). The case study results indicate that treatment of saline mine water incurs a trade-off between water and energy use in all cases. However, significant cost differences between centralised and decentralised schemes can be observed in a simple economic analysis. Further research will examine the possibility for deriving model up-scaling algorithms to reduce computational requirements.
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Statistical reports of SMEs Internet usage from various countries indicate a steady growth. However, deeper investigation of SME’s e-commerce adoption and usage reveals that a number of SMEs fail to realize the full potential of e-commerce. Factors such as lack of tools and models in Information Systems and Information Technology for SMEs, and lack of technical expertise and specialized knowledge within and outside the SME have the most effect. This study aims to address the two important factors in two steps. First, introduce the conceptual tool for intuitive interaction. Second, explain the implementation process of the conceptual tool with the help of a case study. The subject chosen for the case study is a real estate SME from India. The design and development process of the website for the real estate SME was captured in this case study and the duration of the study was four months. Results indicated specific benefits for web designers and SME business owners. Results also indicated that the conceptual tool is easy to use without the need for technical expertise and specialized knowledge.
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The auditory system can detect occasional changes (deviants) in acoustic regularities without the need for subjects to focus their attention on the sound material. Deviant detection is reflected in the elicitation of the mismatch negativity component (MMN) of the event-related potentials. In the studies presented in this thesis, the MMN is used to investigate the auditory abilities for detecting similarities and regularities in sound streams. To investigate the limits of these processes, professional musicians have been tested in some of the studies. The results show that auditory grouping is already more advanced in musicians than in nonmusicians and that the auditory system of musicians can, unlike that of nonmusicians, detect a numerical regularity of always four tones in a series. These results suggest that sensory auditory processing in musicians is not only a fine tuning of universal abilities, but is also qualitatively more advanced than in nonmusicians. In addition, the relationship between the auditory change-detection function and perception is examined. It is shown that, contrary to the generally accepted view, MMN elicitation does not necessarily correlate with perception. The outcome of the auditory change-detection function can be implicit and the implicit knowledge of the sound structure can, after training, be utilized for behaviorally correct intuitive sound detection. These results illustrate the automatic character of the sensory change detection function.