949 resultados para Prehistoric navigation
Resumo:
This paper presents regional sequences of production, consumption and Social relations ill Southern Spain from the beginning of the Neolithic to the Early Bronze Age (c. 5600-1550 BC). The regions Studied are southeast Spain, Valencia, the southern Meseta and central/western Andalucia. The details presented for each region and period vary in quality but Show how Much our knowledge of the archaeological record of southern Spain has changed during the last four decades. Among the Surprises are the rapidity of agricultural adoption. the emergence of regional centres of aggregated population in enclosed/fortified settlements of up to 400 hectares in the fourth and third millennia BC. the use of copper objects as instruments of production, rather than as items With 11 purely symbolic of 'prestige' value, large-scale copper production in western Andalucia in the third millennium BC (as opposed to the usual domestic production model), and the inference of societies based oil relations of class.
Resumo:
This paper summarizes some of the geoarchaeological evidence for early arable agriculture in Britain and Europe, and introduces new evidence for small-scale but very intensive cultivation in the Neolithic, Bronze Age and Iron Age in Scotland. The Scottish examples demonstrate that, from the Neolithic to the Iron Age, midden heaps were sometimes ploughed in situ; this means that, rather than spreading midden material onto the fields, the early farmers simply ran an ard over their compost heaps and sowed the resulting plots. The practice appears to have been common in Scotland, and may also have occurred in England. Neolithic cultivation of a Mesolithic midden is suggested, based on thin-section analysis of the middens at Northton, Harris. The fertility of the Mesolithic middens may partly explain why Neolithic farmers re-settled Mesolithic sites in the Northern and Western Isles.
Resumo:
The Bronze to Iron Age transition in Crete, a period of state collapse and insecurity, saw the island's rugged, high-contrast topography used in striking new ways. The visual drama of many of the new site locations has stimulated significant research over the last hundred years, with explanation of the change as the main focus. The new sites are not monumental in character: the vast majority are settlements, and much of the information about them comes from survey. Perhaps as a result, the new site map has not been much studied from phenomenological perspectives. A focus on the visual and experiential aspects of the new landscape can offer valuable insights into social structures at this period, and illuminate social developments prefiguring the emergence of polis states in Crete by c. 700 BC. To develop, share and evaluate this type of integrated study, digital reconstructive techniques are still under-used in this region. I highlight their potential value in addressing a regularly-identified shortcoming of phenomenological approaches-their necessarily subjective emphasis.
Resumo:
Efficient Navigation is essential for the user-acceptance of the Virtual Environments (VEs), but it is also inherently, a difficult task to perform. Resulting research in the area provides users with great variety of navigation assistance in VEs however it is still known to be inadequate, complex and suffers through many limitations. In this paper we discuss the task of navigation in the virtual environments and record the wayfinding assistance currently available for the VEs. The paper introduces taxonomy of navigation and categorizes the aids on basis of the functions performed. The paper provides views on current work performed in the area of non-speech auditory aids. Further we conclude by providing views on the important areas that require further investigation and research.
Resumo:
Haptic interfaces can provide highly realistic interaction with objects within their workspace, but the task of interacting with objects over large areas or volumes is made difficult by the limits of interface travel. This paper details the development of a custom haptic interface - for navigating a large virtual environment (a simulated supermarket), and investigation into different control methods which allow for haptic interaction over extremely large workspaces.
Resumo:
A new autonomous ship collision free (ASCF) trajectory navigation and control system has been introduced with a new recursive navigation algorithm based on analytic geometry and convex set theory for ship collision free guidance. The underlying assumption is that the geometric information of ship environment is available in the form of a polygon shaped free space, which may be easily generated from a 2D image or plots relating to physical hazards or other constraints such as collision avoidance regulations. The navigation command is given as a heading command sequence based on generating a way point which falls within a small neighborhood of the current position, and the sequence of the way points along the trajectory are guaranteed to lie within a bounded obstacle free region using convex set theory. A neurofuzzy network predictor which in practice uses only observed input/output data generated by on board sensors or external sensors (or a sensor fusion algorithm), based on using rudder deflection angle for the control of ship heading angle, is utilised in the simulation of an ESSO 190000 dwt tanker model to demonstrate the effectiveness of the system.