971 resultados para Training systems


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The watermelon is traditionally cultivated horizontally on the ground. The cultivars of small fruits (1 to 3 kg), which reach better market prices, are also being grown in a greenhouse, where the plants are trained upward on vertical supports, with branches pruning and fruits thinning. These practices make possible an increase of the plant density, fruit quality and yield compared to the traditional growth system. The aim of this experiment was to evaluate the influence of three training heights (1.7, 2.2 and 2.7 m) and two planting densities (3.17 and 4.76 plants m-2) over the productive and qualitative characteristics of mini watermelon "Smile" cultivated in greenhouse. The pruning was done at 43, 55 and 66 days after transplanting (DAT), when the plant height reached 1.7, 2.2 and 2.7 m, respectively. The dry mass of branches, petioles, leaves and total were affected by the training height, where the highest values were obtained by the plants pruned at 2.2 and 2.7 m. Leaf area, specific leaf area and leaf area index were not affected by the height of the plants. The training height of 2.7 m raised the total yield, however, marketable yield, average fruit mass and all the quality characteristics did not differ significantly from those obtained by the training height of 2.2 m. Regarding to plant density, the best option was 4.76 plants m-2, due to the increasing of marketable yield in 37.4% without reducing the average weight of fruits.

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During the last decade peach and nectarine fruit have lost considerable market share, due to increased consumer dissatisfaction with quality at retail markets. This is mainly due to harvesting of too immature fruit and high ripening heterogeneity. The main problem is that the traditional used maturity indexes are not able to objectively detect fruit maturity stage, neither the variability present in the field, leading to a difficult post-harvest management of the product and to high fruit losses. To assess more precisely the fruit ripening other techniques and devices can be used. Recently, a new non-destructive maturity index, based on the vis-NIR technology, the Index of Absorbance Difference (IAD), that correlates with fruit degreening and ethylene production, was introduced and the IAD was used to study peach and nectarine fruit ripening from the “field to the fork”. In order to choose the best techniques to improve fruit quality, a detailed description of the tree structure, of fruit distribution and ripening evolution on the tree was faced. More in details, an architectural model (PlantToon®) was used to design the tree structure and the IAD was applied to characterize the maturity stage of each fruit. Their combined use provided an objective and precise evaluation of the fruit ripening variability, related to different training systems, crop load, fruit exposure and internal temperature. Based on simple field assessment of fruit maturity (as IAD) and growth, a model for an early prediction of harvest date and yield, was developed and validated. The relationship between the non-destructive maturity IAD, and the fruit shelf-life, was also confirmed. Finally the obtained results were validated by consumer test: the fruit sorted in different maturity classes obtained a different consumer acceptance. The improved knowledge, leaded to an innovative management of peach and nectarine fruit, from “field to market”.

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A broad range of motorcycle safety programs and systems exist in Australia and New Zealand. These vary from statewide licensing and training systems run by government licensing and transport agencies to safety programs run in small communities and by individual rider groups. While the effectiveness of licensing and training has been reviewed and recommendations for improvement have been developed (e.g. Haworth & Mulvihill, 2005), little is known about many smaller or innovative programs, and their potential to improve motorcycle safety in the ACT.

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Trabalho de projecto de mestrado, Educação (TIC e Educação), Universidade de Lisboa, Instituto de Educação, 2011

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Depuis les années 1980, la formation des enseignants a fait l’objet de réformes majeures dans la plupart des sociétés développées, souvent en étant directement articulée à un processus de «professionnalisation» (Tardif, Lessard & Gauthier, 1998). La professionnalisation de l’enseignement est aujourd’hui considérée comme un mouvement international (OCDE, 2005). Dans cette recherche de maîtrise, nous analysons la mise en œuvre de la professionnalisation et son articulation à l’organisation des programmes de formation des enseignants du primaire dans deux contextes : Finlande et Québec. L’intérêt d’une comparaison du Québec avec la Finlande découle des enquêtes PISA 2000, 2003, et 2006, qui ont permis de faire reconnaître le système éducatif finlandais comme l’exemple d’un système performant qui combine avec succès la qualité, l’équité et la cohésion sociale (Sahlberg, 2007). Or, parmi les nombreuses raisons présentées pour expliquer ce succès, une des plus importantes serait la formation des enseignants. En Finlande les enseignants réalisent une formation initiale de 5 ans. Mais au Québec les enseignants sont aussi hautement éduqués : ils réalisent une formation universitaire de 4 ans après deux années d’études pré-universitaires. Dans les deux contextes, les enseignants complètent 17 ans de scolarité. Quelles sont les similitudes et les différences entre les programmes de formation des enseignants du primaire en Finlande et au Québec? Comment et en quoi ce processus de professionnalisation, comme tendance internationale, a-t-il marqué les systèmes de formation d’enseignants finlandais et québécois ? Peut-on dégager, à partir de cette comparaison, des éléments d’un système de formation à l’enseignement de meilleure qualité pour le Québec?

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THE clinical skills of medical professionals rely strongly on the sense of touch, combined with anatomical and diagnostic knowledge. Haptic exploratory procedures allow the expert to detect anomalies via gross and fine palpation, squeezing, and contour following. Haptic feedback is also key to medical interventions, for example when an anaesthetist inserts an epidural needle, a surgeon makes an incision, a dental surgeon drills into a carious lesion, or a veterinarian sutures a wound. Yet, current trends in medical technology and training methods involve less haptic feedback to clinicians and trainees. For example, minimally invasive surgery removes the direct contact between the patient and clinician that gives rise to natural haptic feedback, and furthermore introduces scaling and rotational transforms that confuse the relationship between movements of the hand and the surgical site. Similarly, it is thought that computer-based medical simulation and training systems require high-resolution and realistic haptic feedback to the trainee for significant training transfer to occur. The science and technology of haptics thus has great potential to affect the performance of medical procedures and learning of clinical skills. This special section is about understanding

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Desktop computers based virtual training systems are attracting paramount attention from manufacturing industries due to their potential advantages over the conventional training practices. Significant cost savings can be realized due to the shorter training-scenarios development times and reuse of existing engineering models. In addition, by using computer based virtual reality (VR) training systems, the time span from the product design to commercial production can be shortened due to non-reliance on hardware parts. Within the aforementioned conceptual framework, a haptically enabled interactive and immersive virtual reality (HIIVR) system is presented. Unlike existing VR systems, the presented idea tries to imitate real physical training scenarios by providing comprehensive user interaction, constrained within the physical limitations of the real world imposed by the haptics devices within the virtual environment. As a result, in contrast to the existing VR systems, capable of providing knowledge generally about assembly sequences only, the proposed system helps in procedural learning and procedural skill development as well, due to its high physically interactive nature.

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Virtual training systems are attracting paramount attention from the manufacturing industries due to their potential advantages over the conventional training practices such as general assembly. Within this virtual training realm for general assembly, a haptically enabled interactive and immersive virtual reality (HIVEx) system is presented. The idea is to imitate real assembly training scenarios by providing comprehensive user interaction as well as by enforcing physical constraints within the virtual environment through the use of haptics technology. The developed system employs a modular system approach providing flexibility of reconfiguration and scalability as well as better utilization of the current multi-core computer architecture. The user interacts with the system using haptics device and data glove while fully immersed into the virtual environment with depth perception. An evaluation module, incorporated into the system, automatically logs and evaluates the information through the simulation providing user performance and improvements over time. A ruggedized portable version of the system is also developed and presented with full system capabilities allowing easy relocation with different factory environments. A number of training scenarios has been developed with varying degree of complexity to exploit the potential of the presented system. The presented system can be employed for teaching and training of existing assembly processes as well as the design of new optimised assembly operations. Furthermore, the presented system can assist in optimizing existing practices by evaluating the effectiveness and the level of knowledge transfer involved in the process. Within the aforementioned conceptual. framework, a working prototype is developed.

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Product assembly is one of the most studied processes in modern manufacturing. In recent years a number of computer-based virtual reality systems have been proposed, developed and adopted by the manufacturing industries. Such systems have major advantages over conventional training practices for product assembly. Significant cost savings can be realized due to shorter training-scenario development times and reuse of existing engineering math models. In addition, the time span from the product design to full production can be shortened due to non-reliance on actual components and subsystems for training. Such training systems are effective if the knowledge required to be transferred is just process sequence such as assembly sequence. However, knowledge transfer for procedural and cognitive learning as well as skills development is very limited, due to the lack of user interactivity and immersion.

This talk will focus on a research technology platform where haptics and virtual reality are integrated to create an effective environment for production assembly operators’ training. In this system virtual reality provides the grounds for realistic visualization, as well as immersion, whereas haptics enforces physical constraints within the virtual world generating the feelings of realistic interaction, making it accessible for formal learning and better understanding during task performance.

The developed research technology platform imitates real physical training scenarios by providing comprehensive user interaction, constrained within the physical limitations of the real world. Through the utilization of a haptics device, providing realistic force feedback, users are able to engage in product assembly training with a stronger sense of ‘reality’.

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This research is related to the user-centred design and use of Virtual Environment (VE) training systems. A multidimensional user-centred systematic training evaluation framework that combines ideas from human-computer interaction, training, education and psychology was proposed, which contributes to better design and evaluation of VE user interfaces.

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Virtual reality and simulation are becoming increasingly important in modern society and it is essential to improve our understanding of system usability and efficacy from the users’ perspective. This paper introduces a novel evaluation method designed to assess human user capability when undertaking technical and procedural training using virtual training systems. The evaluation method falls under the user-centred design and evaluation paradigm and draws on theories of cognitive, skillbased and affective learning outcomes. The method focuses on user interaction with haptic-audio-visual interfaces and the complexities related to variability in users’ performance, and the adoption and acceptance of the technologies. A large scale user study focusing on object assembly training tasks involving selecting, rotating, releasing, inserting and manipulating 3D objects was performed. The study demonstrated the advantages of the method in obtaining valuable multimodal information for accurate and comprehensive evaluation of virtual training system efficacy. The study investigated how well users learn, perform, adapt to and perceive the virtual training. The results of the study revealed valuable aspects of the design and evaluation of virtual training systems contributing to an improved understanding of more usable virtual training systems.

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Includes bibliography

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Includes bibliography

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Pós-graduação em Agronomia (Energia na Agricultura) - FCA