446 resultados para fans


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The development of a system that integrates reverse osmosis (RO) with a horticultural greenhouse has been advanced through laboratory experiments. In this concept, intended for the inland desalination of brackish groundwater in dry areas, the RO concentrate will be reduced in volume by passing it through the evaporative cooling pads of the greenhouse. The system will be powered by solar photovoltaics (PV). Using a solar array simulator, we have verified that the RO can operate with varying power input and recovery rates to meet the water demands for irrigation and cooling of a greenhouse in north-west India. Cooling requires ventilation by a fan which has also been built, tested and optimised with a PV module outdoors. Results from the experiments with these two subsystems (RO and fan) are compared to theoretical predictions to reach conclusions about energy usage, sizing and cost. For example, the optimal sizing for the RO system is 0.12–1.3 m2 of PV module per m2 of membrane, depending on feed salinity. For the fan, the PV module area equals that of the fan aperture. The fan consumes <30 J of electrical energy per m3 of air moved which is 3 times less than that of standard fans. The specific energy consumption of the RO, at 1–2.3 kWh ?m-3, is comparable to that reported by others. Now that the subsystems have been verifi ed, the next step will be to integrate and test the whole system in the field.

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In this paper, we critically examine entertainment industry practices to better understand the functioning of the new services marketing paradigm. The value creation process is no longer always first prescribed by the industry; the marketplace takes the lead through fans, media, and commentators. We look at how the human brand ‘Kamini’ is co-created in the marketplace and the roles of the various market forces (industry, artist, consumers, and media) in the meaning-making process. In line with Zwick, Bonsu, and Darmody (2008), we claim that reality is not as wonderful as theory promises and that equal participation has not yet been achieved.

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This study proposes a new type of greenhouse for water re-use and energy saving for agriculture in arid and semi-arid inland regions affected by groundwater salinity. It combines desalination using reverse osmosis (RO), re-use of saline concentrate rejected by RO for cooling, and rainwater harvesting. Experimental work was carried at GBPUAT, Pantnagar, India. Saline concentrate was fed to evaporative cooling pads of greenhouse and found to evaporate at similar rates as conventional freshwater. Two enhancements to the system are described: i) A jet pump, designed and tested to use pressurized reject stream to re-circulate cooling water and thus maintain uniform wetness in cooling pads, was found capable of multiplying flow of cooling water by a factor of 2.5 to 4 while lifting water to a head of 1.55 m; and ii) Use of solar power to drive ventilation fans of greenhouse, for which an electronic circuit has been produced that uses maximum power-point tracking to maximize energy efficiency. Re-use of RO rejected concentrate for cooling saves water (6 l d-1 m-2) of greenhouse floor area and the improved fan could reduce electricity consumption by a factor 8.

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Greenhouse cultivation is an energy intensive process therefore it is worthwhile to introduce energy saving measures and alternative energy sources. Here we show that there is scope for energy saving in fan ventilated greenhouses. Measurements of electricity usage as a function of fan speed have been performed for two models of 1.25 m diameter greenhouse fans and compared to theoretical values. Reducing the speed can cut the energy usage per volume of air moved by more than 70%. To minimize the capital cost of low-speed operation, a cooled greenhouse has been built in which the fan speed responds to sunlight such that full speed is reached only around noon. The energy saving is about 40% compared to constant speed operation. Direct operation of fans from solar-photovoltaic modules is also viable as shown from experiments with a fan driven by a brushless DC motor. On comparing the Net Present Value costs of the different systems over a 10 year amortization period (with and without a carbon tax to represent environmental costs) we find that sunlight-controlled system saves money under all assumptions about taxation and discount rates. The solar-powered system, however, is only profitable for very low discount rates, due to the high initial capital costs. Nonetheless this system could be of interest for its reliability in developing countries where mains electricity is intermittent. We recommend that greenhouse fan manufacturers improve the availability of energy-saving designs such as those described here.

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Africas World Cup: Critical Reflections on Play, Patriotism, Spectatorship, and Space focuses on a remarkable month in the modern history of Africa and in the global history of football. Peter Alegi and Chris Bolsmann are well-known experts on South African football, and they have assembled an impressive team of local and international journalists, academics, and football experts to reflect on the 2010 World Cup and its broader significance, its meanings, complexities, and contradictions. The World Cups sounds, sights, and aesthetics are explored, along with questions of patriotism, nationalism, and spectatorship in Africa and around the world. Experts on urban design and communities write on how the presence of the World Cup worked to refashion urban spaces and negotiate the local struggles in the hosting cities. The volume is richly illustrated by authors photographs, and the essays in this volume feature chronicles of match day experiences; travelogues; ethnographies of fan cultures; analyses of print, broadcast, and electronic media coverage of the tournament; reflections on the World Cups private and public spaces; football exhibits in South African museums; and critiques of the World Cups processes of inclusion and exclusion, as well as its political and economic legacies. The volume concludes with a forum on the World Cup, including Thabo Dladla, Director of Soccer at the University of KwaZulu-Natal, Mohlomi Kekeletso Maubane, a well-known Soweto-based writer and a soccer researcher, and Rodney Reiners, former professional footballer and current chief soccer writer for the Cape Argus newspaper in Cape Town. This collection will appeal to students, scholars, journalists, and fans. Cover illustration: South African fan blowing his vuvuzela at South Africa vs. France, Free State Stadium, Bloemfontein, June 22, 2010. Photo by Chris Bolsmann.

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In the new social media context, it is gradually more common to say that each party can itself be considered a media content provider, firms included (through their brand pages). This tendency is reflected in a rising professional field called “content marketing”. This study incorporates the perspective of small and medium-sized enterprises (SMEs) into the scope of social media (SM) as a marketing communications and media content distribution system. In an exploratory content analysis of 20 official SM brand pages with 1281 analyzed posts the authors study how SMEs respond to the advent of a new paradigm of marketing communications with special attention to their usage of media-specific contents. SM impels companies to eventually rethink the traditional one-way communication flow of their marketing messages and to incorporate a new, two-way communication into their marketing strategy, where (their engaged and involved) users can create, modify, share and discuss content related to the firm’s activity. This study’s preliminary results show that diffusing content generally acts for SMEs as a facilitator to involve fans by offering a thematized space for them to manifest themselves in company-related topics. Therefore, content adds to the firms’ possibilities of brand positioning by offering a reflection of fans’ company- and contentrelated behavior, which is a supplementary source of information.

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In the analysis - Recreational Food Service Is Big Business - by Gary Horvath, President, Recreational Foodservice Division, Service America Corporation and Mickey Warner, Associate Professor School of Hospitality Management at Florida International University, Horvath and Warner initially state: “Recreational food service is very different from routine food service management. The authors review the market and the management planning and challenges that create that difference.” Recreational food is loosely defined by the authors as food for special events. These can be one-time events, repeated events that are not on a fixed schedule [i.e. concerts], weekly events such as football-baseball-or basketball games, or other similar venues. Concessions are a large part of these fan based settings. “An anticipated 101,000 fans at a per capita spending of $5-6 [were expected]. A typical concessions menu of hot dogs, popcorn, soda, beer, snacks, novelty foods, candy, and tobacco products comprises this market segment,” say Horvath and Warner in reference to the Super-Bowl XXI football championship game, held in Rose Bowl stadium in Pasadena, California, on January 25, 1987. Some of the article is based upon that event. These food service efforts focus on the individual fan, but do extend to the corporate-organizational level as well. Your authors will have you know that catering is definitely a part of this equation. The monies spent and earned are phenomenal. “Special events of this type attract numerous corporate catering opportunities for companies entertaining VIP guest lists,” the authors inform. “Hospitality tents usually consist of a pregame cocktail party and buffet and a post-game celebration with musical entertainment held in lavishly decorated tents erected at the site. In this case a total of 5,000 covers, at a price of $200 each, for 12-15 separate parties were anticipated.” Horvath and Warner also want you to know that novelties and souvenirs make up an essential part of this, the recreational food service market. “Novelties and souvenirs are a primary market and source of revenue for every stadium food service operator,” say Horvath and Warner. The term, “per capita spending is the measurement used by the industry to evaluate sales potential per attendee at an event,” say the authors. Of course, with the solid revenue figures involved as well as the number of people anticipated for such events, planning is crucial, say Horvath and Warner. Training of staff, purchasing and supply, money and banking, facility access, and equipment, are a few of the elements to be negotiated. Through both graphs and text, Horvath and Warner do provide a fairly detailed outline of what a six-step event plan consists of.

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With the introduction of new input devices, such as multi-touch surface displays, the Nintendo WiiMote, the Microsoft Kinect, and the Leap Motion sensor, among others, the field of Human-Computer Interaction (HCI) finds itself at an important crossroads that requires solving new challenges. Given the amount of three-dimensional (3D) data available today, 3D navigation plays an important role in 3D User Interfaces (3DUI). This dissertation deals with multi-touch, 3D navigation, and how users can explore 3D virtual worlds using a multi-touch, non-stereo, desktop display. ^ The contributions of this dissertation include a feature-extraction algorithm for multi-touch displays (FETOUCH), a multi-touch and gyroscope interaction technique (GyroTouch), a theoretical model for multi-touch interaction using high-level Petri Nets (PeNTa), an algorithm to resolve ambiguities in the multi-touch gesture classification process (Yield), a proposed technique for navigational experiments (FaNS), a proposed gesture (Hold-and-Roll), and an experiment prototype for 3D navigation (3DNav). The verification experiment for 3DNav was conducted with 30 human-subjects of both genders. The experiment used the 3DNav prototype to present a pseudo-universe, where each user was required to find five objects using the multi-touch display and five objects using a game controller (GamePad). For the multi-touch display, 3DNav used a commercial library called GestureWorks in conjunction with Yield to resolve the ambiguity posed by the multiplicity of gestures reported by the initial classification. The experiment compared both devices. The task completion time with multi-touch was slightly shorter, but the difference was not statistically significant. The design of experiment also included an equation that determined the level of video game console expertise of the subjects, which was used to break down users into two groups: casual users and experienced users. The study found that experienced gamers performed significantly faster with the GamePad than casual users. When looking at the groups separately, casual gamers performed significantly better using the multi-touch display, compared to the GamePad. Additional results are found in this dissertation.^

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The formation of groups acquired new features with the arrival of the internet. The links before straitened between family, work groups and close friends today reach long distances through online communities. These communities represent groups that have affinities and common interests, and use the community space to discuss these. Examples of these communities are those related to franchise Game of Thrones, a literary phenomenon that has expanded by various media, including the social, television, and communities. This report aims to present the work steps and the theoretical reflection, necessary for the achievement of a final product in file format, which aimed to measure the engagement and participation of GOT fans on the Internet, especially in two Facebook GOT communities during the fifth season of the series aired on HBO.

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Identidade, cultura e tecnologia são os temas centrais desta dissertação. Quando esses três elementos se encontram, diversas oportunidades e possibilidades são oferecidas aos indivíduos. O site Omelete, objeto de pesquisa escolhido, é resultado de um projeto elaborado por amigos, fãs de histórias em quadrinhos e games, que não encontravam informações suficientes sobre seus temas favoritos e decidiram criar um blog para compartilhar conteúdos sobre cultura pop e satisfazer suas curiosidades e vontades. Hoje, o que nasceu como blog é considerado o maior veículo online sobre cultura pop do Brasil. O objetivo da dissertação foi verificar as características do objeto e do contexto em que se encontra e quais fatores o colocaram em sua posição atual. Para isso, primeiro fizemos uma revisão de literatura para estabelecer as bases teóricas da dissertação. Depois, categorizamos o conteúdo publicado no site sobre a Comic-Con International: San Diego durante um período determinado e analisamos os dados obtidos. Por último, descrevemos o evento Comic Con Experience, organizado pelo Omelete e pela Chiaroscuro, e averiguamos as informações colhidas desde a revisão de literatura até a experiência pessoal na convenção. A sociedade na qual vivemos permite o surgimento, o desenvolvimento e a manutenção de tribos e culturas variadas. É uma sociedade em que a tecnologia oferece ferramentas para as pessoas poderem se comunicar, compartilhar informações e interagir com internautas com interesses semelhantes, como o consumo dos mesmos produtos culturais. Essas ações são responsáveis pela formação da identidade dos indivíduos e dos grupos a que pertencem. De forma participativa, os grupos constroem conhecimento e fortalecem a inteligência coletiva.

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We appreciate very helpful reviews by Dr. Martin Stokes and three anonymous reviewers and editor Dr. Richard Marston. We also appreciate the encouragement for writing this paper from Dr. Timothy Horscroft. We acknowledge support of the sponsors of the Fluvial Systems Research Group consortium, BP, BG, Chevron, ConocoPhillips and Total.

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We appreciate very helpful reviews by Dr. Martin Stokes and three anonymous reviewers and editor Dr. Richard Marston. We also appreciate the encouragement for writing this paper from Dr. Timothy Horscroft. We acknowledge support of the sponsors of the Fluvial Systems Research Group consortium, BP, BG, Chevron, ConocoPhillips and Total.

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From: Ventra, D. & Clarke, L. E. (eds) Geology and Geomorphology of Alluvial and Fluvial Fans: Terrestrial and Planetary Perspectives. Geological Society, London, Special Publications, 440, http://doi.org/10.1144/SP440.8 # 2016 The Author(s). Published by The Geological Society of London. All rights reserved

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With the introduction of new input devices, such as multi-touch surface displays, the Nintendo WiiMote, the Microsoft Kinect, and the Leap Motion sensor, among others, the field of Human-Computer Interaction (HCI) finds itself at an important crossroads that requires solving new challenges. Given the amount of three-dimensional (3D) data available today, 3D navigation plays an important role in 3D User Interfaces (3DUI). This dissertation deals with multi-touch, 3D navigation, and how users can explore 3D virtual worlds using a multi-touch, non-stereo, desktop display. The contributions of this dissertation include a feature-extraction algorithm for multi-touch displays (FETOUCH), a multi-touch and gyroscope interaction technique (GyroTouch), a theoretical model for multi-touch interaction using high-level Petri Nets (PeNTa), an algorithm to resolve ambiguities in the multi-touch gesture classification process (Yield), a proposed technique for navigational experiments (FaNS), a proposed gesture (Hold-and-Roll), and an experiment prototype for 3D navigation (3DNav). The verification experiment for 3DNav was conducted with 30 human-subjects of both genders. The experiment used the 3DNav prototype to present a pseudo-universe, where each user was required to find five objects using the multi-touch display and five objects using a game controller (GamePad). For the multi-touch display, 3DNav used a commercial library called GestureWorks in conjunction with Yield to resolve the ambiguity posed by the multiplicity of gestures reported by the initial classification. The experiment compared both devices. The task completion time with multi-touch was slightly shorter, but the difference was not statistically significant. The design of experiment also included an equation that determined the level of video game console expertise of the subjects, which was used to break down users into two groups: casual users and experienced users. The study found that experienced gamers performed significantly faster with the GamePad than casual users. When looking at the groups separately, casual gamers performed significantly better using the multi-touch display, compared to the GamePad. Additional results are found in this dissertation.

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El 30 de diciembre último se ha producido en la Ciudad de Buenos Aires un hecho que sacudió al país: el incendió de un boliche de rock en el que murieron, hasta hoy, 195 personas. Inmediatamente se desencadeno la batalla por desentrañar lo sucedido y señalar al culpable. Los medios de comunicación, los intelectuales, los músicos, los partidos políticos y las propias víctimas fueron parte de esta batalla. Los culpables se fueron sucediendo, desde los funcionarios públicos y el dueño del boliche (Ibarra y Chabán), hasta las propias víctimas (el público, los fans de rock, el chico que prendió la bengala). En el medio, la banda que tocaba esa noche, Callejeros y detrás de ella la cultura rock. La intención de la presente ponencia es indagar en el análisis de las fortalezas y debilidades de cada una de las explicaciones del hecho, cada cual con su culpable señalado. Su intención es también indagar sobre el origen y los intereses sociales que se esconden detrás de cada una de las diferentes explicaciones. Por último intentaremos brindar, a partir de este análisis cual es la mejor forma de caracterizar lo sucedido. ¿Es Cromañón una tragedia, una masacre o un crimen social?