1000 resultados para Disseny assistit per ordinador


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We present molecular dynamics (MD) simulations results for dense fluids of ultrasoft, fully penetrable particles. These are a binary mixture and a polydisperse system of particles interacting via the generalized exponential model, which is known to yield cluster crystal phases for the corresponding monodisperse systems. Because of the dispersity in the particle size, the systems investigated in this work do not crystallize and form disordered cluster phases. The clusteringtransition appears as a smooth crossover to a regime in which particles are mostly located in clusters, isolated particles being infrequent. The analysis of the internal cluster structure reveals microsegregation of the big and small particles, with a strong homo-coordination in the binary mixture. Upon further lowering the temperature below the clusteringtransition, the motion of the clusters" centers-of-mass slows down dramatically, giving way to a cluster glass transition. In the cluster glass, the diffusivities remain finite and display an activated temperature dependence, indicating that relaxation in the cluster glass occurs via particle hopping in a nearly arrested matrix of clusters. Finally we discuss the influence of the microscopic dynamics on the transport properties by comparing the MD results with Monte Carlo simulations.

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O objetivo principal desse artigo é analisar o jogo social CityVille criado pela empresa Zynga, uma das últimas tendências do Facebook encontrado e disponível na web. A escolha do corpus game CityVille deve-se ao interesse de buscar compreender o por que esse jogo obteve tamanho sucesso e seja atualmente um dos jogos sociais/digitais de maior destaque e adeptos da rede social Facebook. Busca-se dessa maneira depreender de que maneira os jogos sociais tem evoluído e transformado as relações comunicacionais entre os usuários da rede. As redes sociais têm se tornando cada vez mais importantes e estão vinculadas a vida das pessoas. Com o desenvolvimento da linguagem digital, a forma com que as pessoas passaram a interagir se transforma, pois essas se comunicam através do computador em tempo real. O estudo busca fazer uma análise plural do jogo CityVille destacando distintos pontos de vista do jogo social. Propomos verificar as relações entre: o uso e os usuários, e a tecnologia e o conteúdo do jogo. Nas conclusões explicitaremos quais serão as direções possíveis do futuro dos jogos sociais da web.

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Durante el año 2011 se diseño, implementó y estudió un juego digital que muestra la vida de un científico Catalán: El paleontólogo Miquel Crusafont. El juego fue creado como un recurso para el aprendizaje cognitivo y posteriormente fue utilizado en aulas de primaria con el fin de obtener la visión de los profesores involucrados. Como método de recolección de datos se ha utilizado la observación, la entrevista en profundidad y el grupo focal. El objetivo principal de este estudio se centra en reunir la visión de profesores de primaria, al hacer uso de juegos en el aula. Las conclusiones nos muestran las percepciones que los miembros del grupo de estudio tiene sobre el uso de juegos digitales.

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Este artículo muestra los principales conceptos y breve historia de los videojuegos junto a temas claves de su evolución. Se establece además, un marco de discusión para comprender el potencial con el que cuentan los videojuegos como una herramienta para la educación.

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Os games digitais possuem um valor educativo importante e têm sido reconhecidos pelos educadores como um rico e produtivo espaço que proporciona conteúdos de aprendizagem para os estudantes, melhorando, através dele, o desenvolvimento cognitivo do aluno. Este artigo explora as oportunidades cognitivas dos games digitais como uma ferramenta de aprendizagem e mostra um estudo de caso: o jogo de Joan de Peratallada. O objetivo desse estudo é promover o diálogo e a possível colaboração entre um jogo digital cognitivo aplicado as escolas primárias de forma a colaborar com a ensino de historia de Catalunha, Espanha.

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A diferencia de otros medios como la televisión o el cine, los juegos digitales se presentan como un medio único y diferente que proporcionan una nueva forma de retórica persuasiva. En este trabajo, se presentan los casos de 2 profesoras de primaria que utilizan juegos digitales en la práctica educativa. Los casos se encuentran dentro de un marco de multimodalidad que muestran la posición del docente en la educación. Se exploran los desafíos que enfrentan los docentes como instructores y la aplicación de juegos digitales en el aula moderna. Desde una perspectiva etnográfica, se han utilizado técnicas de recogida de información, como el análisis documental y la entrevista para obtener datos sobre cada uno de los casos. Los resultados obtenidos forman parte de un trabajo más amplio, pero aquí solo se muestran 2 casos, que plantean cuestiones como cuál es la posición de los profesores con respecto al uso de juegos digitales en las aulas, qué impulsa a los profesores a utilizarlos y qué tipo de apoyo o recursos necesitan los profesores. Las conclusiones de este trabajo nos llevan a entender el porque de su uso en las aulas, permiten a los estudiantes aprender y estar motivados, ante el uso de juegos en l apráctica educative, los estudiantes se encuentran con experiencias que estimulan y les provocan una conexión personal.

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In contrast to other media like TV or cinema, digital games are unique and different because they offer a persuasive rhetoric. This investigation introduces the cases of two primary school teachers who use digital games as one of their teaching methods. Both cases are multimodal and show the teacher’s position in education. This work also explores the challenges faced by teachers as instructors, and the application of digital games in modern classes.From an ethnographic view, gathering information techniques are used, such as documentary analysis and interviews in order to collect data about each case with two teachers from the province of Barcelona. The obtained results raise important questions: what is the main role of a teacher using digital games in class, how teachers participate in learning based on digital games and how digital games are developed and combined with other teaching methodologies. The conclusions obtained by this research let us understand the reason why using digital games in class allows the students to learn and keep their motivation: digital games stimulate them so they can establish a personal connection.

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From 6 to 8 November 1982 one of the most catastrophic flash-flood events was recorded in the Eastern Pyrenees affecting Andorra and also France and Spain with rainfall accumulations exceeding 400 mm in 24 h, 44 fatalities and widespread damage. This paper aims to exhaustively document this heavy precipitation event and examines mesoscale simulations performed by the French Meso-NH non-hydrostatic atmospheric model. Large-scale simulations show the slow-evolving synoptic environment favourable for the development of a deep Atlantic cyclone which induced a strong southerly flow over the Eastern Pyrenees. From the evolution of the synoptic pattern four distinct phases have been identified during the event. The mesoscale analysis presents the second and the third phase as the most intense in terms of rainfall accumulations and highlights the interaction of the moist and conditionally unstable flows with the mountains. The presence of a SW low level jet (30 m s-1) around 1500 m also had a crucial role on focusing the precipitation over the exposed south slopes of the Eastern Pyrenees. Backward trajectories based on Eulerian on-line passive tracers indicate that the orographic uplift was the main forcing mechanism which triggered and maintained the precipitating systems more than 30 h over the Pyrenees. The moisture of the feeding flow mainly came from the Atlantic Ocean (7-9 g kg-1) and the role of the Mediterranean as a local moisture source was very limited (2-3 g kg-1) due to the high initial water vapour content of the parcels and the rapid passage over the basin along the Spanish Mediterranean coast (less than 12 h).

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The structure of the electric double layer in contact with discrete and continuously charged planar surfaces is studied within the framework of the primitive model through Monte Carlo simulations. Three different discretization models are considered together with the case of uniform distribution. The effect of discreteness is analyzed in terms of charge density profiles. For point surface groups,a complete equivalence with the situation of uniformly distributed charge is found if profiles are exclusively analyzed as a function of the distance to the charged surface. However, some differences are observed moving parallel to the surface. Significant discrepancies with approaches that do not account for discreteness are reported if charge sites of finite size placed on the surface are considered.

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The aim of this study is to define a new statistic, PVL, based on the relative distance between the likelihood associated with the simulation replications and the likelihood of the conceptual model. Our results coming from several simulation experiments of a clinical trial show that the PVL statistic range can be a good measure of stability to establish when a computational model verifies the underlying conceptual model. PVL improves also the analysis of simulation replications because only one statistic is associated with all the simulation replications. As well it presents several verification scenarios, obtained by altering the simulation model, that show the usefulness of PVL. Further simulation experiments suggest that a 0 to 20 % range may define adequate limits for the verification problem, if considered from the viewpoint of an equivalence test.

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Aquest projecte s’emmarca dins de l’àmbit de la visió per computador, concretament en la utilització de dades de profunditat obtingudes a través d’un emissor i sensor de llum infraroja.El propòsit principal d’aquest projecte és mostrar com adaptar aquestes tecnologies, a l’abast de qualsevol particular, de forma que un usuari durant la pràctica d’una activitat esportiva concreta, rebi informació visual continua dels moviments i gestos incorrectes que està realitzant, en base a uns paràmetres prèviament establerts.L’objectiu d’aquest projecte consisteix en fer una lectura constant en temps real d’una persona practicant una selecció de diverses activitats esportives estàtiques utilitzant un sensor Kinect. A través de les dades obtingudes pel sensor Kinect i utilitzant les llibreries de “skeleton traking” proporcionades per Microsoft s’haurà d’interpretar les dades posturals obtingudes per cada tipus d’esport i indicar visualment i d’una manera intuïtiva els errors que està cometent en temps real, de manera que es vegi clarament a quina part del seu cos realitza un moviment incorrecte per tal de poder corregir-lo ràpidament. El entorn de desenvolupament que s’utilitza per desenvolupar aquesta aplicació es Microsoft Viusal Studio 2010.El llenguatge amb el qual es treballarà sobre Microsoft Visual Studio 2010 és C#

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This manual describes how to run the new produced GUI C++ program that so called'WM' program. Section two describes the instructions of the program installation.Section three illustrates test runs description including running the program WM,sample of the input, output files, in addition to some generated graphs followed by the main form of the program created by using the Borland C++ Builder 6.

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Una empresa familiar d’embotits ecològics especialitzada en l’elaboració de xoriç, volampliar la seva producció. Té com apart clau el procés d’estufatge i l’assecament. Aquests processos, que tenen lloc alsassecadors, consisteixen en fer re-circular aire a unes temperatures determinades durant unscerts temps, refredant aquest aire quan surt de la sala per extreure’n part del vapor d’aiguaque conté, i tornant-lo a escalfar per poder absorbir més aigua en tornar entrar a la sala.L’abast d’aquest projecte consisteix en la descripció del funcionament dels assecadors,i la realització de simulacions de flux d’aire i temperatura per tal de poder optimitzar unassecador concret. Dins aquest assecador es faran modificacions com pot ser l’alçada lliure quequeda entre la filera més elevada de xoriç i el sostre o el radi inferior que tenen aquestsaparells per tal d’obtenir una geometria òptima d’una sala d’assecatge. L’estudi que es duu a terme consta del comportament del flux d’aire i del flux detemperatura per tal de poder observar els punts crítics i poder determinar els paràmetres queinflueixen en el seu bon funcionament

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Previous studies have examined the experience of owning a virtual surrogate body or body part through specific combinations of cross-modal multisensory stimulation. Both visuomotor (VM) and visuotactile (VT) synchronous stimulation have been shown to be important for inducing a body ownership illusion, each tested separately or both in combination. In this study we compared the relative importance of these two cross-modal correlations, when both are provided in the same immersive virtual reality setup and the same experiment. We systematically manipulated VT and VM contingencies in order to assess their relative role and mutual interaction. Moreover, we present a new method for measuring the induced body ownership illusion through time, by recording reports of breaks in the illusion of ownership ("breaks") throughout the experimental phase. The balance of the evidence, from both questionnaires and analysis of the breaks, suggests that while VM synchronous stimulation contributes the greatest to the attainment of the illusion, a disruption of either (through asynchronous stimulation) contributes equally to the probability of a break in the illusion.

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The User-centered design (UCD) game is a tool forhuman-computer interaction practitioners to demonstrate the key user-centered design methodsand how they interrelate in the design process in an interactive and participatory manner. The target audiences are departments and institutions unfamiliar with UCD but whose work is related to the definition, creation, and update of a product or service.