731 resultados para Fair Work Regulations 2009


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During the Soufrière Hills eruption, vulcanian explosions have generally occurred 1) in episodic cycles; 2) isolated during pauses in extrusion, and 3) after major collapses of the dome. In a different eruptive context, significant vulcanian explosions occurred on 29 July 2008, 3 December 2008, and 3 January 2009. Deposits are pumiceous except for the 3 December event. We reconstructed the dispersal pattern of the deposits and their textural characteristics to evaluate erupted volume and vesicularity of the magma at fragmentation. We discuss the implications of these explosions in terms of eruptive processes and chronology, and the hazards posed by their sudden and often unheralded occurrence. We suggest that overpressurization of the conduit can develop over time-scales of months to weeks by a process of self-sealing of conduit walls and/or the cooling dome by silica polymorphs. This work provides new insights for understanding the generation of hazardous vulcanian explosions at andesitic volcanoes.

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For efficient collaboration between participants, eye gaze is seen as being critical for interaction. Video conferencing either does not attempt to support eye gaze (e.g. AcessGrid) or only approximates it in round table conditions (e.g. life size telepresence). Immersive collaborative virtual environments represent remote participants through avatars that follow their tracked movements. By additionally tracking people's eyes and representing their movement on their avatars, the line of gaze can be faithfully reproduced, as opposed to approximated. This paper presents the results of initial work that tested if the focus of gaze could be more accurately gauged if tracked eye movement was added to that of the head of an avatar observed in an immersive VE. An experiment was conducted to assess the difference between user's abilities to judge what objects an avatar is looking at with only head movements being displayed, while the eyes remained static, and with eye gaze and head movement information being displayed. The results from the experiment show that eye gaze is of vital importance to the subjects correctly identifying what a person is looking at in an immersive virtual environment. This is followed by a description of the work that is now being undertaken following the positive results from the experiment. We discuss the integration of an eye tracker more suitable for immersive mobile use and the software and techniques that were developed to integrate the user's real-world eye movements into calibrated eye gaze in an immersive virtual world. This is to be used in the creation of an immersive collaborative virtual environment supporting eye gaze and its ongoing experiments. Copyright (C) 2009 John Wiley & Sons, Ltd.

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