874 resultados para Online and offline games


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In order to evaluate the influence of ambient aerosol particles on cloud formation, climate and human health, detailed information about the concentration and composition of ambient aerosol particles is needed. The dura-tion of aerosol formation, growth and removal processes in the atmosphere range from minutes to hours, which highlights the need for high-time-resolution data in order to understand the underlying processes. This thesis focuses on characterization of ambient levels, size distributions and sources of water-soluble organic carbon (WSOC) in ambient aerosols. The results show that in the location of this study typically 50-60 % of organic carbon in fine particles is water-soluble. The amount of WSOC was observed to increase as aerosols age, likely due to further oxidation of organic compounds. In the boreal region the main sources of WSOC were biomass burning during the winter and secondary aerosol formation during the summer. WSOC was mainly attributed to a fine particle mode between 0.1 - 1 μm, although different size distributions were measured for different sources. The WSOC concentrations and size distributions had a clear seasonal variation. Another main focus of this thesis was to test and further develop the high-time-resolution methods for chemical characterization of ambient aerosol particles. The concentrations of the main chemical components (ions, OC, EC) of ambient aerosol particles were measured online during a year-long intensive measurement campaign conducted on the SMEAR III station in Southern Finland. The results were compared to the results of traditional filter collections in order to study sampling artifacts and limitations related to each method. To achieve better a time resolution for the WSOC and ion measurements, a particle-into-liquid sampler (PILS) was coupled with a total organic carbon analyzer (TOC) and two ion chromatographs (IC). The PILS-TOC-IC provided important data about diurnal variations and short-time plumes, which cannot be resolved from the filter samples. In summary, the measurements made for this thesis provide new information on the concentrations, size distribu-tions and sources of WSOC in ambient aerosol particles in the boreal region. The analytical and collection me-thods needed for the online characterization of aerosol chemical composition were further developed in order to provide more reliable high-time-resolution measurements.

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N-gram language models and lexicon-based word-recognition are popular methods in the literature to improve recognition accuracies of online and offline handwritten data. However, there are very few works that deal with application of these techniques on online Tamil handwritten data. In this paper, we explore methods of developing symbol-level language models and a lexicon from a large Tamil text corpus and their application to improving symbol and word recognition accuracies. On a test database of around 2000 words, we find that bigram language models improve symbol (3%) and word recognition (8%) accuracies and while lexicon methods offer much greater improvements (30%) in terms of word recognition, there is a large dependency on choosing the right lexicon. For comparison to lexicon and language model based methods, we have also explored re-evaluation techniques which involve the use of expert classifiers to improve symbol and word recognition accuracies.

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Este estudo buscou contribuições da psicologia do desenvolvimento, pela perspectiva da psicologia evolucionista e sociocultural, para compreender a construção da maternidade contemporânea com uso do Facebook como suporte online. No último século ocorreram muitas transformações no papel social da mulher, o mercado de trabalho a incorporou, o nível de escolaridade aumentou, a taxa de natalidade caiu. Entretanto, a diminuição no número de filhos não reduziu o trabalho materno. Em contextos urbanos de grandes cidades, as famílias estendidas são menos frequentes. Em contraste, o uso de redes sociais, tipo Facebook, aumenta. O percentual de brasileiras (30-39 anos) que utiliza a internet supera 50%. Hipotetizou-se que redes sociais online podem complementar o apoio demandado pelas mães. Desse modo, entendendo que mulheres precisam de apoio para cuidar das crianças e que o mundo atual está interconectado através da internet, buscou-se abordar a maternidade contemporânea em sociedade urbana e a internet no contexto do suporte online à parentalidade. Foram feitos dois estudos com amostra de um grupo de suporte online para gestantes/mães no Facebook: 1) Análise de postagens coletadas (30 meses), objetivando compreender discurso materno e principais temas abordados; 2) Investigação da percepção sobre rede de apoio geral e online, como o apoio online pode ser conseguido, o que interessa às mães neste tipo de apoio e perfil sociodemográfico. O Estudo 1, analisou conteúdo de 2.510 postagens apontando dois grupos de categorias: psicológicas (45%) e não-psicológicas (55%). No primeiro, o discurso enquadra-se na teoria da constelação da maternidade de Daniel Stern: 1) vida crescimento (50%); 2) relacionar-se primário (8%); 3) matriz de apoio (40%); 4) reorganização da identidade (2%). O segundo indicou quatro categorias: 5) negócios/divulgação (54%); 6) desenvolvimento gestacional/parto (9%); 7) pós-parto (5%); 8) indicações/pedidos práticos (32%). O Estudo 2 apontou que as participantes têm idade média de 31,86 anos, 88,6% possui graduação completa, a maioria mora com companheiro, exerce atividade profissional remunerada e tem renda familiar mensal superior a 10 salários mínimos (48%). Os principais interesses estão nos temas relacionados à saúde e cuidados com bebê. A maioria indica que lê as postagens com mais frequência do que expõem suas dúvidas. Grande parte percebe o grupo online como uma ajuda importante no exercício da sua maternidade. A escala de apoio social (presencial) apresenta escores maiores do que a escala de apoio social online com diferença em todas as dimensões. A escala de apoio social online aponta que as dimensões apoio informacional e emocional apresentam escores maiores, revelando que a troca de informações e o encorajamento em momentos difíceis da vida parecem ser os mais relevantes, apontando, principalmente, que há diferença significativa entre a dimensão emocional e as demais dimensões da escala. Resumindo, o grupo de suporte online se mostrou uma importante ferramenta para compartilhar informações entre mulheres que estão passando pelo mesmo momento do ciclo vital, e o suporte online um instrumento relevante ao suporte à parentalidade, prestando-se a um serviço que não poderia ser imaginado décadas atrás. Novos estudos poderão aprofundar e ampliar os resultados desta investigação

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Online courses are rapidly replacing traditional, face-to-face lectures in American universities (Allen & Seaman, 2011). As technology improves, this trend will likely continue and accelerate. Researchers must evaluate the impact of online courses compared to their traditional counterparts. This two-part study quantifies the effect of two variables – social presence and learner control – on students’ recall, application and perceived learning levels in different lecture formats. Students in introductory courses at a four-year, public, American university were randomly assigned into three groups to view distinct lecture formats, one in a traditional classroom and two via the Internet. Upon viewing the single lecture, the students were asked to fill out a test and survey to quantify teacher immediacy, recall and application, and perceived learning levels across lecture formats. The study found that different levels of social presence and learner control affected students’ perceived learning levels but did not impact recall or application.

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This paper seeks to explore the construction of narrative space in 3D PC computer games. With reference to Stephen Heath’s theory of filmic narrative space, the paper will examine how computer games, based on the rendition of a continuous 3D, real-time interactive environment, construct a distinct mode of narrativisation. The dynamic imbrication of the manipulation of 3D objects in a virtual world and the (re)presentation of this virtual mise-en-scene constitute an interaction that affects the concept of narrative in computer games. This leads to several questions that the paper seeks to investigate: How does the construction of space in PC games contribute to the meaning-making process or the gamer’s experience of narrative? How then is this experience of narrative game-space different from that of film?

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The IfBB – Institute for Bioplastics and Biocomposites is a research institute within the Hochschule Hannover, University of Applied Sciences and Arts, which was established in 2011 to respond to the growing need for expert knowledge in the area of bioplastics. With its practice-oriented research and its collaboration with industrial partners, the IfBB is able to shore up the market for bioplastics and, in addition, foster unbiased public awareness and understanding of the topic. As an independent research-led expert institution for bioplastics, the IfBB is willing to share its expertise, research findings and data with any interested party via the Internet, online and offline publications or at fairs and conferences. In carrying on these efforts, substantial information regarding market trends, processes and resource needs for bioplastics is being presented here in a concise format, in addition to the more detailed and comprehensive publication and “Engineering Biopolymers”1. One of our main concerns is to furnish a more rational basis for discussing bioplastics and use fact-based arguments in the public discourse. Furthermore, “Biopolymers – facts and statistics” aims to provide specific, qualified answers easily and quickly for decision-makers in particular from public administration and the industrial sector. Therefore, this publication is made up like a set of rules and standards and largely foregoes textual detail. It offers extensive market-relevant and technical facts presented in graphs and charts, which means that the information is much easier to grasp. The reader can expect comparative market figures for various materials, regions, applications, process routes, agricultural land use or resource consumption, production capacities, geographic distribution, etc.

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The Human-Computer Interaction (HCI) with interfaces is an active challenge field in the industry over the past decades and has opened the way to communicate with the means of verbal, hand and body gestures using the latest technologies for a variety of different applications in areas such as video games, training and simulation. However, accurate recognition of gestures is still a challenge. In this paper, we review the basic principles and current methodologies used for collecting the raw gesture data from the user for recognize actions the users perform and the technologies currently used for gesture-HCI in games enterprise. In addition, we present a set of projects from various applications in games industry that are using gestural interaction.

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In an increasingly competitive and globalized world, companies need effective training methodologies and tools for their employees. However, selecting the most suitable ones is not an easy task. It depends on the requirements of the target group (namely time restrictions), on the specificities of the contents, etc. This is typically the case for training in Lean, the waste elimination manufacturing philosophy. This paper presents and compares two different approaches to lean training methodologies and tools: a simulation game based on a single realistic manufacturing platform, involving production and assembly operations that allows learning by playing; and a digital game that helps understand lean tools. This paper shows that both tools have advantages in terms of trainee motivation and knowledge acquisition. Furthermore, they can be used in a complementary way, reinforcing the acquired knowledge.

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Double degree. A Work Project presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA- School of Business and Economics and Warsaw School of Economics

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COD discharges out of processes have increased in line with elevating brightness demands for mechanical pulp and papers. The share of lignin-like substances in COD discharges is on average 75%. In this thesis, a plant dynamic model was created and validated as a means to predict COD loading and discharges out of a mill. The assays were carried out in one paper mill integrate producing mechanical printing papers. The objective in the modeling of plant dynamics was to predict day averages of COD load and discharges out of mills. This means that online data, like 1) the level of large storage towers of pulp and white water 2) pulp dosages, 3) production rates and 4) internal white water flows and discharges were used to create transients into the balances of solids and white water, referred to as “plant dynamics”. A conversion coefficient was verified between TOC and COD. The conversion coefficient was used for predicting the flows from TOC to COD to the waste water treatment plant. The COD load was modeled with similar uncertainty as in reference TOC sampling. The water balance of waste water treatment was validated by the reference concentration of COD. The difference of COD predictions against references was within the same deviation of TOC-predictions. The modeled yield losses and retention values of TOC in pulping and bleaching processes and the modeled fixing of colloidal TOC to solids between the pulping plant and the aeration basin in the waste water treatment plant were similar to references presented in literature. The valid water balances of the waste water treatment plant and the reduction model of lignin-like substances produced a valid prediction of COD discharges out of the mill. A 30% increase in the release of lignin-like substances in the form of production problems was observed in pulping and bleaching processes. The same increase was observed in COD discharges out of waste water treatment. In the prediction of annual COD discharge, it was noticed that the reduction of lignin has a wide deviation from year to year and from one mill to another. This made it difficult to compare the parameters of COD discharges validated in plant dynamic simulation with another mill producing mechanical printing papers. However, a trend of moving from unbleached towards high-brightness TMP in COD discharges was valid.

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The purpose of the research study was to increase understanding about the potential benefits of combining target activities with striking-fielding games for individuals with high functioning autism spectrum disorder. A comparative case study was conducted to understand if target activities can assist in improving the skills of striking and throwing, aid the learning of tactics and add to current understanding of how certain teaching skills might be linked to the transfer between target and striking-fielding games. Data was collected through observations, student journals and interviews and were analyzed using both inductive and deductive methods. Results show an appearance of improvement in throwing, striking, bowling and badminton for overall skill levels. In regards to teaching skills, appropriate and effective teaching techniques, appropriate and effective equipment, dynamic of participants and student-instructors and consistency of attendance are vital. Future research should further look at the transferability to outdoor settings and interview the participants.

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Resumen tomado de la publicaci??n

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This paper approaches the subject of brand equity measurement on and offline. The existing body of research knowledge on brand equity measurement has derived from classical contexts; however, the majority of today's brands prosper simultaneously online and offline. Since branding on the Web needs to address the unique characteristics of computer-mediated environments, it was posited that classical measures of brand equity were inadequate for this category of brands. Aaker's guidelines for building a brand equity measurement system were thus followed and his brand equity ten was employed as a point of departure. The main challenge was complementing traditional measures of brand equity with new measures pertinent to the Web. Following 16 semi-structured interviews with experts, ten additional measures were identified.