975 resultados para Virtual engineering
Resumo:
Recently, modern cross-sectional imaging techniques such as multi-detector computed tomography (MDCT) have pioneered post mortem investigations, especially in forensic medicine. Such approaches can also be used to investigate bones non-invasively for anthropological purposes. Long bones are often examined in forensic cases because they are frequently discovered and transferred to medico-legal departments for investigation. To estimate their age, the trabecular structure must be examined. This study aimed to compare the performance of MDCT with conventional X-rays to investigate the trabecular structure of long bones. Fifty-two dry bones (24 humeri and 28 femora) from anthropological collections were first examined by conventional X-ray, and then by MDCT. Trabecular structure was evaluated by seven observers (two experienced and five inexperienced in anthropology) who analyzed images obtained by radiological methods. Analyses contained the measurement of one quantitative parameter (caput diameter of humerus and femur) and staging the trabecular structure of each bone. Preciseness of each technique was indicated by describing areas of trabecular destruction and particularities of the bones, such as pathological changes. Concerning quantitative parameters, the measurements demonstrate comparable results for the MDCT and conventional X-ray techniques. In contrast, the overall inter-observer reliability of the staging was low with MDCT and conventional X-ray. Reliability increased significantly when only the results of the staging performed by the two experienced observers were compared, particularly regarding the MDCT analysis. Our results also indicate that MDCT appears to be better suited to a detailed examination of the trabecular structure. In our opinion, MDCT is an adequate tool with which to examine the trabecular structure of long bones. However, adequate methods should be developed or existing methods should be adapted to MDCT.
Resumo:
Games are powerful and engaging. On average, one billion people spend at least 1 hour a day playing computer and videogames. This is even more true with the younger generations. Our students have become the < digital natives >, the < gamers >, the < virtual generation >. Research shows that those who are most at risk for failure in the traditional classroom setting, also spend more time than their counterparts, using video games. They might strive, given a different learning environment. Educators have the responsibility to align their teaching style to these younger generation learning styles. However, many academics resist the use of computer-assisted learning that has been "created elsewhere". This can be extrapolated to game-based teaching: even if educational games were more widely authored, their adoption would still be limited to the educators who feel a match between the authored games and their own beliefs and practices. Consequently, game-based teaching would be much more widespread if teachers could develop their own games, or at least customize them. Yet, the development and customization of teaching games are complex and costly. This research uses a design science methodology, leveraging gamification techniques, active and cooperative learning theories, as well as immersive sandbox 3D virtual worlds, to develop a method which allows management instructors to transform any off-the-shelf case study into an engaging collaborative gamified experience. This method is applied to marketing case studies, and uses the sandbox virtual world of Second Life. -- Les jeux sont puissants et motivants, En moyenne, un milliard de personnes passent au moins 1 heure par jour jouer à des jeux vidéo sur ordinateur. Ceci se vérifie encore plus avec les jeunes générations, Nos étudiants sont nés à l'ère du numérique, certains les appellent des < gamers >, d'autres la < génération virtuelle >. Les études montrent que les élèves qui se trouvent en échec scolaire dans les salles de classes traditionnelles, passent aussi plus de temps que leurs homologues à jouer à des jeux vidéo. lls pourraient potentiellement briller, si on leur proposait un autre environnement d'apprentissage. Les enseignants ont la responsabilité d'adapter leur style d'enseignement aux styles d'apprentissage de ces jeunes générations. Toutefois, de nombreux professeurs résistent lorsqu'il s'agit d'utiliser des contenus d'apprentissage assisté par ordinateur, développés par d'autres. Ceci peut être extrapolé à l'enseignement par les jeux : même si un plus grand nombre de jeux éducatifs était créé, leur adoption se limiterait tout de même aux éducateurs qui perçoivent une bonne adéquation entre ces jeux et leurs propres convictions et pratiques. Par conséquent, I'enseignement par les jeux serait bien plus répandu si les enseignants pouvaient développer leurs propres jeux, ou au moins les customiser. Mais le développement de jeux pédagogiques est complexe et coûteux. Cette recherche utilise une méthodologie Design Science pour développer, en s'appuyant sur des techniques de ludification, sur les théories de pédagogie active et d'apprentissage coopératif, ainsi que sur les mondes virtuels immersifs < bac à sable > en 3D, une méthode qui permet aux enseignants et formateurs de management, de transformer n'importe quelle étude de cas, provenant par exemple d'une centrale de cas, en une expérience ludique, collaborative et motivante. Cette méthode est appliquée aux études de cas Marketing dans le monde virtuel de Second Life.
Resumo:
Synthesis of polyhydroxyalkanoates (PHAs) in crop is viewed as an attractive approach for the production of this family of biodegradable plastics in large quantities and at low costs. Synthesisof PHAs containing various monomers has so far been demonstrated in the cytosol, plastids, and peroxisomes of plants. Several biochemical pathways have been modifies to achieve this, including the isoprenois pathway, the fatty acid biosynthetic pathway, and the fatty acid
Resumo:
To control the selective adhesion of human endothelial cells and human serum proteins to bioceramics of different compositions, a multifunctional ligand containing a cyclic arginine-glycine-aspartate (RGD) peptide, a tetraethylene glycol spacer, and a gallate moiety was designed, synthesized, and characterized. The binding of this ligand to alumina-based, hydroxyapatite-based, and calcium phosphate-based bioceramics was demonstrated. The conjugation of this ligand to the bioceramics induced a decrease in the nonselective and integrin-selective binding of human serum proteins, whereas the binding and adhesion of human endothelial cells was enhanced, dependent on the particular bioceramics.
Resumo:
Approximately 65% of Iowa's roads are surfaced with aggregates composed of crushed limestone and/or gravel. Rural Iowan's regard these roads as a very important part of their lives. Therefore, the slide-tape presentation, "Maintaining Granular Surfaced Roads" was developed to aid the motor grader operator to better understand the procedures required t o maintain aggregate surfaced roads. A typical cross-section is presented with the proper nomenclature assigned to the roadway features to facilitate the operator's understanding of the basic terms used the program. The following areas are expanded: safety , dragging, cutting, intersections , superelevations, and reporting any discrepancies. The operator's attention to detail can enhance the economy of the state and contribute to the savings of lives on rural highways.
Resumo:
Research project HR-234A was sponsored by the Iowa Highway Research Board and the Iowa Department of Transportation. In the preparation of this compilation of highway and street laws of Iowa, an attempt has been made to include those sections of the Iowa Code Annotated and Iowa Digest to which reference is frequently required by the Department of Transportation, counties, cities and towns in their conduct of highway and street administration, construction and maintenance. This publication is offered with the hope and belief that it will prove to be of value and assistance to those concerned with the problems of establishing, maintaining and administering a highway and street program. Because of the broad scope of highway and street work and the many interrelated provisions of Iowa law, and usable size, some Code provision which are insignificant to the principal subject were omitted out of necessity; others were omitted to avoid repetition. A general index is provided at the end of the text of this volume. Each major topic is divided into subtopics and is accompanied by appropriate Code sections. Specific section numbers as they appear in the Code are in.
Resumo:
Sign vandalism has traditionally been a vexing problem for Iowa counties. The extent of the cost and incidence of these acts have never been fully ascertained, but a 1990 survey indicated that they cost Iowa counties more than 1.5 million dollars annually. In 1990, the Iowa Legislature recognized the seriousness of the problem and strengthened the existing sign vandalism law by increasing the penalty for illegal possession of a traffic control device from a simple to a serious misdemeanor. However, the courts must be willing to prosecute vandals to the magnitude provided in the Iowa Code. An educational campaign begun in 1987 involving over 200 Iowa school districts to educate students on the seriousness of the problem evidently did not have the effect of dramatically reducing the overall cost of sign vandalism in Iowa. This study sought to define the scope of the problem and possibly offer some effective countermeasures to combat sign vandalism and theft in Iowa.
Resumo:
In this paper we explore the possibility of improving, by genetic engineering, the resistance of insulin-secreting cells to the metabolic and inflammatory stresses that are anticipated to limit their function and survival when encapsulated and transplanted in a type 1 diabetic environment. We show that transfer of the Bcl-2 antiapoptotic gene, and of genes specifically interfering with cytokine intracellular signaling pathways, greatly improves resistance of the cells to metabolic limitations and inflammatory stresses.
Resumo:
The generation of a high productivity cell line is a critical step in the production of a therapeutic protein. Many innovative engineering strategies have been devised in order to maximize the expression rate of production cells for increased process efficiency. Less effort has focused on improvements to the cell line generation process, which is typically long and laborious when using mammalian cells. Based on unexpected findings when generating stable CHO cell lines expressing human IL-17F, we studied the benefit of expressing this protein during the establishment of production cell lines. We demonstrate that IL-17F expression enhances the rate of selection and overall number of selected cell lines as well as their transgene expression levels. We also show that this benefit is observed with different parental CHO cell lines and selection systems. Furthermore, IL-17F expression improves the efficiency of cell line subcloning processes. IL-17F can therefore be exploited in a standard manufacturing process to obtain higher productivity clones in a reduced time frame.
Resumo:
Trata-se de uma pesquisa que envolveu a exploração dos 36 periódicos que compõem o repositório Educ@ com vistas ao levantamento das publicações que enfocam os temas educação a distância - EAD - e tecnologias da informação e da comunicação - TIC. Excluídos três periódicos que se voltam exclusivamente para a divulgação de estudos relacionados aos temas desse levantamento, foram evidenciados 824 artigos. Os dados tabulados permitiram identificar uma mudança no foco dos estudos encontrados, que discutiam a informática educativa e passaram a investigar o uso/apropriação das TIC e a formação de professores para e por meio da EAD. A partir de 2008, a quantidade de artigos publicados por ano em cada periódico triplicou, sinalizando um aumento do interesse dos pesquisadores por investigações sobre os temas explorados.
Resumo:
As modificações tecnológicas e as recentes concepções de gerenciamento de recursos de informação têm causado uma quebra no paradigma dos modelos tradicionais de bibliotecas. O conceito de biblioteca virtual se apresenta como uma alternativa para ampliar as condições de busca, disponibilidade e recuperação de informações de maneira globalizada, qualitativa, pertinente e racional, aliando o acesso local ao acesso remoto, com base nas redes de telecomunicação disponíveis. Embora o conceito de biblioteca virtual esteja ainda em construção, um cuidadoso planejamento deve ser elaborado, tendo em vista a transição do modelo tradicional de bibliotecas para o modelo de biblioteca virtual. Alguns passos desta avaliação são apresentados, em especial para bibliotecas especializadas, bem como algumas experiências já em funcionamento em países do Primeiro Mundo. Novos papéis são também exigidos para os profissionais bibliotecários e para o pessoal da biblioteca, visando a um reposicionamento de atitudes e atividades.
Resumo:
Descreve a filosofia, o histórico de implantação e as funções da biblioteca virtual da Natura Cosméticos S.A., considerado o primeiro sistema virtual de informações em empresa do Brasil. Devido ao vertiginoso crescimento da empresa desde o início de sua atuação no mercado internacional, buscou-se a definição de uma estrutura de sustentação informativa que auxiliasse o aprimoramento dos produtos e processos e trouxesse informação sobre o que de mais moderno e inovador estivesse acontecendo na cosmética mundial. Além disso, buscava-se uma metodologia que também organizasse, sistematizasse e disponibilizasse a informação com rapidez e critérios seletivos de pertinência e relevância. Acreditava-se ser ineficaz a repetição do velho paradigma da biblioteca interna em um cenário de globalização de mercados no qual o acesso à informação não deveria estar limitado à informação que pudesse ser armazenada em uma sala de biblioteca. Mais importante do que ter a informação seria saber onde encontrá-la de maneira rápida e eficaz, porque guardar não significa dispor quando se necessita e guardar tem um custo geralmente subestimado quando da criação de sistemas que pretendam ser efetivos quanto à prospecção e difusão de informações. O foco de atuação do Centro de Informações Bibliográficas da Natura é o acesso externo à informação em detrimento do acervo interno de informação. Descreve as características, produtos e atividades desse sistema virtual de informações.