978 resultados para 2D lattice


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We employ the approach of stochastic dynamics to describe the dissemination of vector-borne diseases such as dengue, and we focus our attention on the characterization of the threshold of the epidemic. The coexistence space comprises two representative spatial structures for both human and mosquito populations. The human population has its evolution described by a process that is similar to the Susceptible-Infected-Recovered (SIR) dynamics. The population of mosquitoes follows a dynamic of the type of the Susceptible Infected-Susceptible (SIS) model. The coexistence space is a bipartite lattice constituted by two structures representing the human and mosquito populations. We develop a truncation scheme to solve the evolution equations for the densities and the two-site correlations from which we get the threshold of the disease and the reproductive ratio. We present a precise deØnition of the reproductive ratio which reveals the importance of the correlations developed in the early stage of the disease. According to our deØnition, the reproductive rate is directed related to the conditional probability of the occurrence of a susceptible human (mosquito) given the presence in the neighborhood of an infected mosquito (human). The threshold of the epidemic as well as the phase transition between the epidemic and the non-epidemic states are also obtained by performing Monte Carlo simulations. References: [1] David R. de Souza, T^ania Tom∂e, , Suani R. T. Pinho, Florisneide R. Barreto and M∂ario J. de Oliveira, Phys. Rev. E 87, 012709 (2013). [2] D. R. de Souza, T. Tom∂e and R. M. ZiÆ, J. Stat. Mech. P03006 (2011).

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The pulmonary crackling and the formation of liquid bridges are problems that for centuries have been attracting the attention of scientists. In order to study these phenomena, it was developed a canonical cubic lattice-gas­ like model to explain the rupture of liquid bridges in lung airways [A. Alencar et al., 2006, PRE]. Here, we further develop this model and add entropy analysis to study thermodynamic properties, such as free energy and force. The simulations were performed using the Monte Carlo method with Metropolis algorithm. The exchange between gas and liquid particles were performed randomly according to the Kawasaki dynamics and weighted by the Boltzmann factor. Each particle, which can be solid (s), liquid (l) or gas (g), has 26 neighbors: 6 + 12 + 8, with distances 1, √2 and √3, respectively. The energy of a lattice's site m is calculated by the following expression: Em = ∑k=126 Ji(m)j(k) in witch (i, j) = g, l or s. Specifically, it was studied the surface free energy of the liquid bridge, trapped between two planes, when its height is changed. For that, was considered two methods. First, just the internal energy was calculated. Then was considered the entropy. It was fond no difference in the surface free energy between this two methods. We calculate the liquid bridge force between the two planes using the numerical surface free energy. This force is strong for small height, and decreases as the distance between the two planes, height, is increased. The liquid-gas system was also characterized studying the variation of internal energy and heat capacity with the temperature. For that, was performed simulation with the same proportion of liquid and gas particle, but different lattice size. The scale of the liquid-gas system was also studied, for low temperature, using different values to the interaction Jij.

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The recent advances and promises in nanoscience and nanotechnology have been focused on hexagonal materials, mainly on carbon-based nanostructures. Recently, new candidates have been raised, where the greatest efforts are devoted to a new hexagonal and buckled material made of silicon, named Silicene. This new material presents an energy gap due to spin-orbit interaction of approximately 1.5 meV, where the measurement of quantum spin Hall effect(QSHE) can be made experimentally. Some investigations also show that the QSHE in 2D low-buckled hexagonal structures of germanium is present. Since the similarities, and at the same time the differences, between Si and Ge, over the years, have motivated a lot of investigations in these materials. In this work we performed systematic investigations on the electronic structure and band topology in both ordered and disordered SixGe1-x alloys monolayer with 2D honeycomb geometry by first-principles calculations. We show that an applied electric field can tune the gap size for both alloys. However, as a function of electric field, the disordered alloy presents a W-shaped behavior, similarly to the pure Si or Ge, whereas for the ordered alloy a V-shaped behavior is observed.

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[ES]Los Indie games, o videojuegos independientes, son aplicaciones creadas por individuos o pequeños grupos sin apoyo financiero de distribuidores. A menudo se centran en la innovación, y se basan en la distribución digital. En los últimos años han visto un gran aumento principalmente debido a; nuevos métodos de distribución en línea (Steam Greenlight1, Xbox Live2, Playstation Store3, Android Market, Apple Store), nuevas formas de financiación como Kickstarter4 y potentes herramientas gratuitas para el desarrollo. Este proyecto se puede considerar como uno de los primeros pasos en el desarrollo de videojuegos independientes o Indie. Usando SDL como base se pretende diseñar y desarrollar dos prototipos de videojuego, el primero será un clon del conocido Tetris, aprovechando la poca complejidad de las mecánicas del juego para tener un primer contacto con las herramientas. El segundo, de mayor complejidad, se centrará en desarrollar las principales características de un juego tipo plataformas en 2D, del estilo Super Mario, Sonic o los anteriormente mencionados Super Meat Boy y Braid. La Simple DirectMedia Layer (SDL) es un conjunto de bibliotecas desarrolladas en el lenguaje de programación C, que proporcionan funciones básicas para realizar operaciones de dibujo en dos dimensiones, gestión de efectos de sonido y música, además de carga y gestión de imágenes. Fueron desarrolladas inicialmente por Sam Lantinga en 1998, en este proyecto se ha usado la versión 1.2.15 y se espera que este año se termine la versión 2.0, el uno de Junio de este año ha alcanzado el estado Release Candidate.

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Máster Universitario en Sistemas Inteligentes y Aplicaciones Numéricas en Ingeniería (SIANI)

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Análisis, diseño, prototipado y desarrollo de un prototipo de videojuego del género plataformas en 2D. El análisis comienza a partir de una idea original, por lo que se incluye un estudio y prototipado de las mecánicas candidatas. Siguiendo los principios de la Ingeniería del Software, se lleva a cabo un documento de diseño y de arquitectura del software. La implementación se desarrolla siguiendo la arquitectura previamente establecida y se han añadido diferentes plataformas de control (mando, teclado y ratón) para enriquecer la experiencia de usuario. El desarrollo de este trabajo incluye un fuerte componente de diseño de videojuegos, incluyendo el estudio de referencias, análisis de mecánicas, evaluación de la experiencia del jugador y diseño de niveles. Nos centraremos en la preproducción de un juego, fase en la que se toman todas las decisiones sobre todos los aspectos finales de un videojuego. Tras un estudio de los motores de videojuego disponibles para el público, se ha utilizado el motor Unity 3D para la implementación final, llevando a cabo el desarrollo en la versión beta de Unity 4.6. A través del motor de videojuego podemos trabajar con animaciones, audio, interfaz, etc.  El lenguaje utilizado es C#. Como complemento se incluye un breve estudio de la historia de los videojuegos, los diferentes motores de videojuegos actuales y nociones del diseño de videojuegos.

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[ES]En este proyecto la alumna ha desarrollado la demo jugable de un videojuego en 2D con perspectiva top-down. El juego transcurre en un zoológico, con un mono como protagonista, y el objetivo del mismo es lograr escapar al tiempo que se evita a los empleados del zoo. Para conseguir huir, el jugador tendrá que obtener algunos objetos y liberar a otros animales. En la propia demo se pueden consultar los controles y las distintas opciones disponibles. Para la creación del juego se ha utilizado el motor de juegos Unity 5 (edición personal) y recursos obtenidos de diversas fuentes de contenido gratuito.

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Máster Universitario en Sistemas Inteligentes y Aplicaciones Numéricas en Ingeniería (SIANI)

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[EN]This paper deals with two-dimensional time harmonic fluid-structure interaction problems when the fluid is at rest, and the elastic bodies have small thicknesses. A BEM-FEM numerical approach is used, where the BEM is applied to the fluid, and the structural FEM is applied to the thin elastic bodies.

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[EN]We present a new strategy, based on the idea of the meccano method and a novel T-mesh optimization procedure, to construct a T-spline parameterization of 2D geometries for the application of isogeometric analysis. The proposed method only demands a boundary representation of the geometry as input data. The algorithm obtains, as a result, high quality parametric transformation between 2D objects and the parametric domain, the unit square. First, we define a parametric mapping between the input boundary of the object and the boundary of the parametric domain. Then, we build a T-mesh adapted to the geometric singularities of the domain in order to preserve the features of the object boundary with a desired tolerance...

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[EN]We present a new method, based on the idea of the meccano method and a novel T-mesh optimization procedure, to construct a T-spline parameterization of 2D geometries for the application of isogeometric analysis. The proposed method only demands a boundary representation of the geometry as input data. The algorithm obtains, as a result, high quality parametric transformation between 2D objects and the parametric domain, the unit square. First, we define a parametric mapping between the input boundary of the object and the boundary of the parametric domain. Then, we build a T-mesh adapted to the geometric singularities of the domain in order to preserve the features of the object boundary with a desired tolerance…

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The research reported in this manuscript concerns the structural characterization of graphene membranes and single-walled carbon nanotubes (SWCNTs). The experimental investigation was performed using a wide range of transmission electron microscopy (TEM) techniques, from conventional imaging and diffraction, to advanced interferometric methods, like electron holography and Geometric Phase Analysis (GPA), using a low-voltage optical set-up, to reduce radiation damage in the samples. Electron holography was used to successfully measure the mean electrostatic potential of an isolated SWCNT and that of a mono-atomically thin graphene crystal. The high accuracy achieved in the phase determination, made it possible to measure, for the first time, the valence-charge redistribution induced by the lattice curvature in an individual SWCNT. A novel methodology for the 3D reconstruction of the waviness of a 2D crystal membrane has been developed. Unlike other available TEM reconstruction techniques, like tomography, this new one requires processing of just a single HREM micrograph. The modulations of the inter-planar distances in the HREM image are measured using Geometric Phase Analysis, and used to recover the waviness of the crystal. The method was applied to the case of a folded FGC, and a height variation of 0.8 nm of the surface was successfully determined with nanometric lateral resolution. The adhesion of SWCNTs to the surface of graphene was studied, mixing shortened SWCNTs of different chiralities and FGC membranes. The spontaneous atomic match of the two lattices was directly imaged using HREM, and we found that graphene membranes act as tangential nano-sieves, preferentially grafting achiral tubes to their surface.