816 resultados para destination-branding


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Clear Lake, Iowa's third largest natural lake, is a premier natural resource and popular recreational destination in north central Iowa. Despite the lake's already strong recreational use, water quality concerns have not allowed the lake to reach its full potential. Clear Lake is listed on Iowa's Draft 2010 303(d) Impaired Waters List for algae, bacteria, and turbidity. Many restoration practices have been implemented to treat the algae and turbidity impairment, but few practices have been installed to treat bacteria. Reducing beach bacteria levels is a priority of the lake restoration partners. Federal, State, and local partners have invested more than $20 million in lake and watershed restoration efforts to improve water clarity and quality. These partners have a strong desire to ensure high bacteria levels at public swim beaches do not undermine the other water quality improvements. Recent bacteria source tracking completed by the State Hygienic Laboratory indicates that Canada Geese are a major contributor of bacteria loading to the Clear Lake swim beaches. Other potential sources include unpermitted septic systems in the watershed. The grant request proposes to reduce bacteria levels at Clear Lake's three public swim beaches by utilizing beach cleaner machines to remove goose waste, installing goose deterrents at the swim beaches, and continuing a septic system update grant program. These practices began to be implemented in 2011 and recent bacteria samples in 2012 are showing they can be effective if the effort is continued.

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Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.

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Waterloo Creek Watershed is a 30,610 acre area that straddles the Iowa and Minnesota border. The lower 43% of the watershed is in Iowa. Bee and Duck Creeks in Minnesota flow into Waterloo Creek in Iowa. Designated as a primary contact recreational stream as well as a high-quality, cold water stream in Iowa, Waterloo Creek is a popular destination for anglers and other nature enthusiasts. The stream was on the Iowa DNR’s “Impaired Waters List” in 2008 and 2010 for Escherichia coli (E. coli) bacteria. Samples collected in 2010 and 2011 showed higher levels of E. coli. at sites with cattle in close proximity to the stream and were generally greater after high rainfall events. Other factors affecting water quality are high turbidity levels and frequent flooding. There is a deficiency in upland land treatment and an abundance of conventional tillage which increases the amount of erosion and potential for surface runoff to carry sediment to the stream. A comprehensive watershed assessment and management plan have been completed for the watershed which identify the causes of and solutions to water quality impairments. The goals of this project are to 1) develop a formal working relationship between technical staff in Iowa and Minnesota, 2) identify specific locations for Best Management Practice (BMP) implementation, 3) reduce sediment loading to Waterloo Creek to improve aquatic habitat and decrease bacteria delivery, and 4) reduce flooding potential in the watershed. The following BMPs will be implemented to reach these goals: terraces, grade stabilization structures, pasture management, stream buffers, stream bank stabilization, and agricultural waste structures.

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This paper presents the use of our multimodal mixed reality telecommunication system to support remote acting rehearsal. The rehearsals involved two actors, located in London and Barcelona, and a director in another location in London. This triadic audiovisual telecommunication was performed in a spatial and multimodal collaborative mixed reality environment based on the 'destination-visitor' paradigm, which we define and put into use. We detail our heterogeneous system architecture, which spans the three distributed and technologically asymmetric sites, and features a range of capture, display, and transmission technologies. The actors' and director's experience of rehearsing a scene via the system are then discussed, exploring successes and failures of this heterogeneous form of telecollaboration. Overall, the common spatial frame of reference presented by the system to all parties was highly conducive to theatrical acting and directing, allowing blocking, gross gesture, and unambiguous instruction to be issued. The relative inexpressivity of the actors' embodiments was identified as the central limitation of the telecommunication, meaning that moments relying on performing and reacting to consequential facial expression and subtle gesture were less successful.

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This paper deals with the design of nonregenerativerelaying transceivers in cooperative systems where channel stateinformation (CSI) is available at the relay station. The conventionalnonregenerative approach is the amplify and forward(A&F) approach, where the signal received at the relay is simplyamplified and retransmitted. In this paper, we propose an alternativelinear transceiver design for nonregenerative relaying(including pure relaying and the cooperative transmission cases),making proper use of CSI at the relay station. Specifically, wedesign the optimum linear filtering performed on the data to beforwarded at the relay. As optimization criteria, we have consideredthe maximization of mutual information (that provides aninformation rate for which reliable communication is possible) fora given available transmission power at the relay station. Threedifferent levels of CSI can be considered at the relay station: onlyfirst hop channel information (between the source and relay);first hop channel and second hop channel (between relay anddestination) information, or a third situation where the relaymay have complete cooperative channel information includingall the links: first and second hop channels and also the directchannel between source and destination. Despite the latter beinga more unrealistic situation, since it requires the destination toinform the relay station about the direct channel, it is useful as anupper benchmark. In this paper, we consider the last two casesrelating to CSI.We compare the performance so obtained with theperformance for the conventional A&F approach, and also withthe performance of regenerative relays and direct noncooperativetransmission for two particular cases: narrowband multiple-inputmultiple-output transceivers and wideband single input singleoutput orthogonal frequency division multiplex transmissions.

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Tässä työssä on käytetty VTT:n ja Fortumin kehittämääAPROS simulaatio-ohjelmistoa vesi-ilma -täytteisen paineakun käyttäytymisen tutkimiseen. Tavoitteena oli tarkastella APROSin paineakkumallin käyttäytymistä alhaisessa lämpötilassa käyttäen 6-yhtälömallia sekä rakentaa vaihtoehtoiseksi laskentamenetelmäksi kaksi analyyttistä laskentamallia korvaamaan APROSin sisäinen laskenta. Kyseiset analyyttiset mallit ovat isentrooppinen ja isoterminen ja ne on rakennettu kokonaan käyttäen APROSin omia moduuleja. Työ sisältää APROSin version 5.06 sekä työn aikana kehitetyn kehitysversion vertailut eri alkulämpötiloista alkaneissa paisunnoissa, vertailun Pactelin purkaus¬kokeesta saadulla massavirralla sekä osion, jossa analyyttiset mallit on yhdistetty kokonaiseen Pactelin APROS-malliin. Myös purkauksen kulkeutumista primääripiirissä on tarkasteltu. Simulaatiot vahvistavat, että versiolla 5.06 on vaikeuksia paineen laskennassa, kun paisunnan alkulämpötila on alle 30 ºC. Kehitysversiossa painekäyttäytyminen on selvästi parantunut, mutta versio kärsii ongelmista, jotka liittyvät kaasun lämpötilan painumiseen APROSin sisäisten rajoitusten alapuolelleja tätä kautta ongelmiin materiaali¬ominaisuuksien ennustamisessa. Tämän johdosta APROSin kehitysversio päätyy erilaisiin tuloksiin myös tilanteissa, joissa alkuperäinen 5.06 ei kärsi alhaisen lämpötilan ongelmista. Analyyttisistä malleista isentrooppinen malli päätyy antamaan säännönmukaisesti muita malleja ja versioita alempia paineita. Isoterminen malli sen sijaan näyttää päätyvän version 5.06 kanssa melko samankaltaisiin tuloksiin. On kuitenkin muistettava, että kummatkin analyyttiset mallit olettavat kaasun olevan kuivaa ja jättävät massasiirron faasien välillä kokonaan huomiotta.

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This paper presents the use of our multimodal mixed reality telecommunication system to support remote acting rehearsal. The rehearsals involved two actors, located in London and Barcelona, and a director in another location in London. This triadic audiovisual telecommunication was performed in a spatial and multimodal collaborative mixed reality environment based on the 'destination-visitor' paradigm, which we define and put into use. We detail our heterogeneous system architecture, which spans the three distributed and technologically asymmetric sites, and features a range of capture, display, and transmission technologies. The actors' and director's experience of rehearsing a scene via the system are then discussed, exploring successes and failures of this heterogeneous form of telecollaboration. Overall, the common spatial frame of reference presented by the system to all parties was highly conducive to theatrical acting and directing, allowing blocking, gross gesture, and unambiguous instruction to be issued. The relative inexpressivity of the actors' embodiments was identified as the central limitation of the telecommunication, meaning that moments relying on performing and reacting to consequential facial expression and subtle gesture were less successful.

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The increasing interest aroused by more advanced forecasting techniques, together with the requirement for more accurate forecasts of tourismdemand at the destination level due to the constant growth of world tourism, has lead us to evaluate the forecasting performance of neural modelling relative to that of time seriesmethods at a regional level. Seasonality and volatility are important features of tourism data, which makes it a particularly favourable context in which to compare the forecasting performance of linear models to that of nonlinear alternative approaches. Pre-processed official statistical data of overnight stays and tourist arrivals fromall the different countries of origin to Catalonia from 2001 to 2009 is used in the study. When comparing the forecasting accuracy of the different techniques for different time horizons, autoregressive integrated moving average models outperform self-exciting threshold autoregressions and artificial neural network models, especially for shorter horizons. These results suggest that the there is a trade-off between the degree of pre-processing and the accuracy of the forecasts obtained with neural networks, which are more suitable in the presence of nonlinearity in the data. In spite of the significant differences between countries, which can be explained by different patterns of consumer behaviour,we also find that forecasts of tourist arrivals aremore accurate than forecasts of overnight stays.

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Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.

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Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.

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Aquest treball d’investigació, té com a objectiu principal, desenvolupar una estratègia de Brand management després d’haver estudiat diferents teories sobre creació i gestió de marques. Des de el naixement de las marques, han sigut molts els autors que han estudiat aquest fenomen per assentar las bases del que avui es coneix com branding, disciplina que s’encarrega de l’estudi d’aquestes. Entre aquests autors podem trobar diferents teories o models de Brand management. El meu treball de final de carrera, en una primera part, analitzarà els conceptes des de la perspectiva dels diferents autors. Són diverses las metodologies que podem trobar en aquesta disciplina, des de el seu origen més acadèmic, de màrqueting o econòmic, per tant, durant el desenvolupament d’aquest treball final de carrera, s’estudiaran algunes d’aquestes vessants i es valoraran las seves conclusions, per a posteriorment desenvolupar una metodologia pròpia i dur la a la pràctica per a la creació d’una marca real. La segona part consisteix en aplicar la metodologia, a un cas pràctic, i poder crear una marca des de cero, amb una base científica, que ens guiï al llarg de tots els processos de presa de decisions. Des de l’anàlisi previ, passant per l’estratègia de marca i finalment de comunicació. Això ens ha permès crear una marca per a un producte concret, i aconseguir posicionar lo en el mercat. Per finalitzar, es presenten las aplicacions corresponents a la marca, resultants d’haver seguit la metodologia plantejada inicialment. Aquest treball de final de carrera es contempla amb annexos en els que queden documentats els processos y anàlisis citats al llarg del desenvolupament.

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En aquest treball es posa en context l'evolució de les marques i els consumidors, la seva relació a través del branding i el branding emocional. Els dos aspectes més importants són l'anàlisi del concepte de Lovemark i de la marca Apple. El treball queda recolzat amb l'elaboració d'una enquesta per confirmar la hipòtesi: "La passió per Apple va més enllà dels productes que llancin".

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ABSTRACT:¦BACKGROUND: The Spiritual Distress Assessment Tool (SDAT) is a 5-item instrument developed to assess unmet spiritual needs in hospitalized elderly patients and to determine the presence of spiritual distress. The objective of this study was to investigate the SDAT psychometric properties.¦METHODS: This cross-sectional study was performed in a Geriatric Rehabilitation Unit. Patients (N = 203), aged 65 years and over with Mini Mental State Exam score ≥ 20, were consecutively enrolled over a 6-month period. Data on health, functional, cognitive, affective and spiritual status were collected upon admission. Interviews using the SDAT (score from 0 to 15, higher scores indicating higher distress) were conducted by a trained chaplain. Factor analysis, measures of internal consistency (inter-item and item-to-total correlations, Cronbach α), and reliability (intra-rater and inter-rater) were performed. Criterion-related validity was assessed using the Functional Assessment of Chronic Illness Therapy-Spiritual well-being (FACIT-Sp) and the question "Are you at peace?" as criterion-standard. Concurrent and predictive validity were assessed using the Geriatric Depression Scale (GDS), occurrence of a family meeting, hospital length of stay (LOS) and destination at discharge.¦RESULTS: SDAT scores ranged from 1 to 11 (mean 5.6 ± 2.4). Overall, 65.0% (132/203) of the patients reported some spiritual distress on SDAT total score and 22.2% (45/203) reported at least one severe unmet spiritual need. A two-factor solution explained 60% of the variance. Inter-item correlations ranged from 0.11 to 0.41 (eight out of ten with P < 0.05). Item-to-total correlations ranged from 0.57 to 0.66 (all P < 0.001). Cronbach α was acceptable (0.60). Intra-rater and inter-rater reliabilities were high (Intraclass Correlation Coefficients ranging from 0.87 to 0.96). SDAT correlated significantly with the FACIT-Sp, "Are you at peace?", GDS (Rho -0.45, -0.33, and 0.43, respectively, all P < .001), and LOS (Rho 0.15, P = .03). Compared with patients showing no severely unmet spiritual need, patients with at least one severe unmet spiritual need had higher odds of occurrence of a family meeting (adjOR 4.7, 95%CI 1.4-16.3, P = .02) and were more often discharged to a nursing home (13.3% vs 3.8%; P = .027).¦CONCLUSIONS: SDAT has acceptable psychometrics properties and appears to be a valid and reliable instrument to assess spiritual distress in elderly hospitalized patients.

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En el actual escenario mundial, interconectado en el circuito de la mundialización cultural, con poblaciones cada vez más heterogéneas a causa de los desplazamientos internos y extracomunitarios, el contacto de civilizaciones provoca tensiones y efectos múltiples y conectados en cadena en el ámbito económico, social, político y cultural. En este sentido, la cuestión que centra los debates es la problemática resultante de la vida, en común o en paralelo, en un mismo territorio, de las culturas que historicamente están ya asentadas con las que van llegando, que son (muy) diferentes. En nuestro estado multinacional, Cataluña tiene unas condiciones óptimas para ser observada como un paradigma, porque forma parte de este circuito mundializado; porque es un punto de llegada de una parte importante de la actual inmigración comunitaria y extracomunitaria; porque, además, tiene ya como bagaje una experiencia, no tan lejana, de recepción de emigrantes culturalmente distantes, de la que se desprenden tendencias interesantes para orientar el presente y consolidar en el futuro el escenario multicultural que ya se empieza a vertebrar.

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El treball que es presenta a continuació és una recerca aplicada, consistent en l’anàlisi descriptiva d’una mostra d’infants i adolescents de 5 a 19 anys atesos al projecte “Cases d’Infants” des del desembre de 2010 fins al juliol de 2013. Aquesta investigació pretén donar a conèixer la nova perspectiva o paradigma d’atenció a la infància i l’adolescència a Catalunya que neix de la Llei dels Drets i les Oportunitats de la Infància i l’Adolescència (LDOIA, maig de 2010): basada en la prevenció, el model sistèmic i de complexitat, la col·laboració de la família com a element de canvi, el treball en xarxa i interprofessionalitat, la participació dels infants i adolescents, i la territorialitat, principalment. Un cop feta aquesta aproximació teòrica, s’ha concretat identificant aquesta nova perspectiva al projecte pilot “Cases d’Infants” (nascut al setembre de 2010), el qual desplega les actuacions que sorgeixen d’aquesta filosofia de treball i suport. Per a elaborar aquesta recerca s’ha emprat un disseny d’investigació no experimental descriptiu, on s’han associat i comparat variables per tal d’identificar interferències en les relacions –a través de proves estadístiques-, i proposar una certa tendència i pronòstic de les característiques del perfil atès al projecte i les interferències d’algunes variables amb el recurs final de l’infant o adolescent. Finalment, s’extreuen unes conclusions en relació a la bibliografia inicial i els resultats obtinguts en l’anàlisi de la mostra estudiada.