955 resultados para Sphere packings


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Natural fluids with water-salt-gas are often found in every sphere of the Earth, whose physicochemical properties and geochemical behaviors are complicated. To study these properties and behaviors turns out to be one of the challenging issues in geosciences. Traditional approaches mainly depend on experiments and observations. However, it is impossible to obtain a large number of data covering a large T-P space of the Earth by experimental methods in the near future, which will hinder the advance of the theoretical study. Therefore, it is important to model natural fluids by advanced theoretical methods, by which limited experimental data can be extended to a large temperature-pressure-composition space. Physicochemical models developed in this dissertation are not only more accurate, but also extend the applied T-P-m region of the experimental data of the multi-fluid systems by about two times. These models provide the new and accurate theoretical tools for the geochemical research, especially for the water-rock interactions and the study of the fluid inclusions. The main achievements can be summarized as follows: (1) A solubility model on components of natural gases is presented. The solubility model on the systems of CH4-H2O-NaCl, C2H6-H2O-NaCl or N2-H2O-NaCl takes advantage of modern physicochemical theory and methods, and is an improvement over previous models whose prediction and precision are relatively poor. The model can predict not only the gas solubility in liquid phase but also water content in the gas phase. In addition, it can predict gases (methane or nitrogen) solubility in seawater and brine. Isochores can be determined, which are very important in the interpretation of fluid inclusions. (2) A density model on common aqueous salt solutions is developed. The density models with high precision for common aqueous salt solutions (H2O-NaCl, H2O-LiCl, H2O-KCl, H2O-MgCl2, H2O-CaCl2, H2O-SrCl2 or H2O-BaCl2) are absent in the past. Previous density models are limited to the relatively small range of experimental data, and cannot meet the requirement of the study of natural fluids. So a general density model of the above systems is presented by us based on the international standard density model of the water. The model exceeds the other models in both precision and prediction. (3) A viscosity model on common aqueous alkali-chloride solutions is proposed. Dynamic viscosity of water-salt systems, an important physics variable, is widely used in three-dimension simulation of the fluids. But in most cases, due to the lack of viscosity models with a wide T-P range, the viscosity of aqueous salt solutions is replaced by that of the water, giving rise to a relatively large uncertainty. A viscosity model with good prediction for the systems (H2O-NaCl, H2O-LiCl or H2O-KCl) is presented on the base of the international standard viscosity model of water and the density model developed before. (4) Equation of State applied in fluid inclusions. The best Equations of State in the world developed by others or us recently are applied in the study of the fluid inclusions. Phase equilibria and isochores of unitary system (e.g. H2O, CO2, CH4, O2, N2, C2H6 or H2S), binary H2O-NaCl system and ternary H2O-CH4-NaCl system are finished. From these programs and thermodynamic equations of coexisting ores, the physicochemical conditions before or after the deposits form can be determined. To some extent, it is a better tool.

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Our motherland has large area of maritime space. Searching and developing ocean becomes more and more important. So Ocean Bottom Seismometer (OBS) as an absolutely necessary equipment can be used in many oceanic fields. OBS not only is an important instrument for discovering structure of lithosphere of ocean bottom, but also plays a main role of oceanic geophysical exploration. The paper introduces my relational work. The MCI micro-power broad frequency seismometer was developed independently. Its power dissipation is less than 300mW. It has some merits including miniature volumeN light mass and cheap price. It is an ideal device not only for the collection high-resolution natural seismic data, but also for the fields of seismic sounding and engineering seismology. Many new high technique were applied to develop this instrument including over-sampling A/D converter, high performance 32bit Micro Process Unit and Flash memory with smart-media interface. Base on the achievement, I have accomplished the showpiece of OBS, which is applied to the deepwater oil and gas geophysical exploration. Because of micro-power dissipation, the seismograph and the sonar releaser can be integrated into a sphere cabin. By this means, the instrument's frequency of resonance and frequency of couple are improved obviously. The data acquisition system of OBS is improved from MCI seismometer. The capacity of flash memory is enlarge from 1G bytes to 8G bytes. The advance MPU in data acquisition system is used to integrate other function modules such as sonar, GPS, compass and digital transmitter.

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While researchers in computer vision and pattern recognition have worked on automatic techniques for recognizing faces for the last 20 years, most systems specialize on frontal views of the face. We present a face recognizer that works under varying pose, the difficult part of which is to handle face rotations in depth. Building on successful template-based systems, our basic approach is to represent faces with templates from multiple model views that cover different poses from the viewing sphere. Our system has achieved a recognition rate of 98% on a data base of 62 people containing 10 testing and 15 modelling views per person.

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We describe a software package for computing and manipulating the subdivision of a sphere by a collection of (not necessarily great) circles and for computing the boundary surface of the union of spheres. We present problems that arise in the implementation of the software and the solutions that we have found for them. At the core of the paper is a novel perturbation scheme to overcome degeneracies and precision problems in computing spherical arrangements while using floating point arithmetic. The scheme is relatively simple, it balances between the efficiency of computation and the magnitude of the perturbation, and it performs well in practice. In one O(n) time pass through the data, it perturbs the inputs necessary to insure no potential degeneracies and then passes the perturbed inputs on to the geometric algorithm. We report and discuss experimental results. Our package is a major component in a larger package aimed to support geometric queries on molecular models; it is currently employed by chemists working in "rational drug design." The spherical subdivisions are used to construct a geometric model of a molecule where each sphere represents an atom. We also give an overview of the molecular modeling package and detail additional features and implementation issues.

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The problem of automatic face recognition is to visually identify a person in an input image. This task is performed by matching the input face against the faces of known people in a database of faces. Most existing work in face recognition has limited the scope of the problem, however, by dealing primarily with frontal views, neutral expressions, and fixed lighting conditions. To help generalize existing face recognition systems, we look at the problem of recognizing faces under a range of viewpoints. In particular, we consider two cases of this problem: (i) many example views are available of each person, and (ii) only one view is available per person, perhaps a driver's license or passport photograph. Ideally, we would like to address these two cases using a simple view-based approach, where a person is represented in the database by using a number of views on the viewing sphere. While the view-based approach is consistent with case (i), for case (ii) we need to augment the single real view of each person with synthetic views from other viewpoints, views we call 'virtual views'. Virtual views are generated using prior knowledge of face rotation, knowledge that is 'learned' from images of prototype faces. This prior knowledge is used to effectively rotate in depth the single real view available of each person. In this thesis, I present the view-based face recognizer, techniques for synthesizing virtual views, and experimental results using real and virtual views in the recognizer.

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A new mesoporous sphere-like SBA-15 silica was synthesized and evaluated in terms of its suitability as stationary phases for CEC. The unique and attractive properties of the silica particle are its submicrometer particle size of 400 nm and highly ordered cylindrical mesopores with uniform pore size of 12 nm running along the same direction. The bare silica particles with submicrometer size have been successfully employed for the normal-phase electrochromatographic separation of polar compounds with high efficiency (e.g., 210 000 for thiourea), which is matched well with its submicrometer particle size. The Van Deemeter plot showed the hindrance to mass transfer because of the existence of pore structure. The lowest plate height of 2.0 mu m was obtained at the linear velocity of 1.1 mm/s. On the other hand, because of the relatively high linear velocity (e.g., 4.0 mm/s) can be generated, high-speed separation of neutral compounds, anilines, and basic pharmaceuticals in CEC with C-18-modified SBA-15 silica as stationary phases was achieved within 36, 60, and 34 s, respectively.

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FERTILIDADE E ADUBAÇÃO: Ação do lodo de esgoto e do nitrogênio no rendimento e teor de óleo do girassol; Produtividade do girassol em resposta à aplicação de boro foliar, calcário e gesso; Produção de girassol em resposta à utilização de boro e a adubação nitrogenada de cobertura fisiologia vegetal; Qualidade fisiológica de aquênios das cultivares de girassol Helio 250, Helio 251 e Tera 866 HO; Matéria seca e área foliar de girassol em diferentes arranjos espaciais de plantas; Crescimento do girassol no sistema integração lavoura-pecuária; Avaliação do girassol consorciado com forrageiras no sistema ILP; Taxa de crescimento da cultura do girassol em sistema plantio direto; Parâmetros fisiológicos e de crescimento em cultivares de girassol submetidas ao estresse hídrico em condições controladas; Elementos inorgânicos em sementes de girassol; Exploração dos teores dos compostos fenólicos e outros nutrientes em diferentes genótipos de girassol (Helianthus annuus L.). FITOSSANIDADE: Supressão do crescimento de plantas voluntárias de soja na cultura do girassol; Inibição temporária do crescimento de plantas voluntárias de soja na cultura do girassol;Avaliação da eficácia agronômica do produto sphere max no controle da mancha de Alternaria (Alternaria helianthi) na cultura do girassol (Helianthus annus L.) em Paulínia/SP; Reação de genótipos de girassol à mancha de alternaria (Alternariaster helianthi) em condições de campo, nas safras 2013/2014 e 2014/2015; Reação de genótipos de girassol à podridão branca (Sclerotinia sclerotiorum) em condições de campo, na safrinha 2014; Severidade de mancha de alternaria em genótipos de girassol no Cerrado do Distrito Federal. MANEJO CULTURAL: Características agronômicas de genótipos de girassol. Emergência, floração e maturação de genótipos de girassol; Altura e características de produção de genótipos de girassol; Curvatura e diâmetro de caule de genótipos de girassol; Influência da densidade de semeadura nas características agronômicas de cultivares de Girassol; Produtividade de girassol safrinha e matéria seca DE Urochloa ruziziensis em sucessão a soja no sistema integração lavoura-pecuária; Características biométricas e produção de matéria seca de girassol safrinha em sistema de integração lavoura-pecuária. MELHORAMENTO GENÉTICO: avaliação do teor e produtividade de óleo em genótipos de girassol; Desempenho agronômico de genótipos de girassol na safra 2013/2014 em Guarapuava-PR; Rendimento de grãos e componentes primários de rendimento de híbridos de girassol em Campo Novo de Parecis, na segunda safra do verão de 2015; Avaliação de genótipos de girassol (Helianthus annuus L.) em Campo Novo do Parecis ? MT; Comportamento de genótipos de girassol no norte de Minas Gerais; Desempenho de genótipos de girassol no Cerrado do leste maranhense, ano agrícola 2013/2014; Desempenho morfoagronômico de genótipos de girassol cultivados na Chapada do Araripe, Pernambuco; Competição de genótipos de girassol em Três de Maio, RS, safra 2014; Caracteres agronômicos de híbridos de girassol em Campo Novo do Parecis, na segunda safra de verão de 2015; Avaliação de genótipos de girassol em ambiente de sequeiro e irrigado no Distrito Federal; Caracterização morfoagronômica e avaliação de parâmetros genéticos de girassol em três núcleos rurais do Distrito Federal; Comportamento temporal de genótipos de girassol no Cerrado do Distrito Federal em safrinha de 2014 e 2015; Efeito temporal sobre características morfoagronômicas de genótipos de girassol no Cerrado do Distrito Federal em safrinha de 2013 e 2014; Estimativa de parâmetros genéticos, correlações fenotípicas e ambientais no girassol do Cerrado do Distrito Federal; Qualidade de sementes de girassol na safrinha do distrito federal; Avaliação de genótipos de girassol em Mato Grosso, na safrinha de 2014. SÓCIO-ECONOMIA: Gestão da cadeia de suprimentos do girassol de Campo Novo do Parecis, Mato Grosso ? 2014; Avaliação do ciclo de vida do sistema de produção soja-girassol no Cerrado brasileiro.

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As an animator and practice-based researcher with a background in games development, I am interested in technological change in the video game medium, with a focus on the tools and technologies that drive game character animation and interactive story. In particular, I am concerned with the issue of ‘user agency’, or the ability of the end user to affect story development—a key quality of the gaming experience and essential to the aesthetics of gaming, which is defined in large measure by its interactive elements. In this paper I consider the unique qualities of the video game1 as an artistic medium and the impact that these qualities have on the production of animated virtual character performances. I discuss the somewhat oppositional nature of animated character performances found in games from recent years, which range from inactive to active—in other words, low to high agency. Where procedural techniques (based on coded rules of movement) are used to model dynamic character performances, the user has the ability to interactively affect characters in real-time within the larger sphere of the game. This game play creates a high degree of user agency. However, it lacks the aesthetic nuances of the more crafted sections of games: the short cut-scenes, or narrative interludes where entire acted performances are mapped onto game characters (often via performance capture)2 and constructed into relatively cinematic representations. While visually spectacular, cut-scenes involve minimal interactivity, so user agency is low. Contemporary games typically float between these two distinct methods of animation, from a focus on user agency and dynamically responsive animation to a focus on animated character performance in sections where the user is a passive participant. We tend to think of the majority of action in games as taking place via playable figures: an avatar or central character that represents a player. However, there is another realm of characters that also partake in actions ranging from significant to incidental: non-playable characters, or NPCs, which populate action sequences where game play takes place as well as cut scenes that unfold without much or any interaction on the part of the player. NPCs are the equivalent to supporting roles, bit characters, or extras in the world of cinema. Minor NPCs may simply be background characters or enemies to defeat, but many NPCs are crucial to the overall game story. It is my argument that, thus far, no game has successfully utilized the full potential of these characters to contribute toward development of interactive, high performance action. In particular, a type of NPC that I have identified as ‘pivotal’3—those constituting the supporting cast of a video game—are essential to the telling of a game story, particularly in genres that focus on story and characters: adventure games, action games, and role-playing games. A game story can be defined as the entirety of the narrative, told through non-interactive cut-scenes as well a interactive sections of play, and development of more complex stories in games clearly impacts the animation of NPCs. I argue that NPCs in games must be capable of acting with emotion throughout a game—in the cutscenes, which are tightly controlled, but also in sections of game play, where player agency can potentially alter the story in real-time. When the animated performance of NPCs and user agency are not continuous throughout the game, the implication is that game stories may be primarily told through short movies within games, making it more difficult to define video games animation as a distinct artistic medium.

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Williams, Mike, 'Why ideas matter in International Relations: Hans Morgenthau, Classical Realism, and the Moral Construction of Power Politics', International Organization (2004) 58(4) pp.633-665 RAE2008

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Borsay, Peter, 'New Approaches to Social History. Myth, Memory and Place: Monmouth and Bath 1750-1900', Journal of Social History (2006) 39(3) pp.867-889 RAE2008

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Wydział Historyczny: Instytut Etnologii i Antropologii Kulturowej

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Estetyka w archeologii. Antropomorfizacje w pradziejach i starożytności, eds. E. Bugaj, A. P. Kowalski, Poznań: Wydawnictwo Poznańskie.

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Among the many issues that were raised in the White Book on National Security of the Republic of Poland (WBNSRP), there were also those related to the functioning of a Common Security and Defence Policy (CSDP). Its importance for the security of Poland was indicated, as well as the need on the part of EU Member States to broaden collaboration in the sphere of security and defence. The key problems occurring in the context of CSDP were also emphasised and their causes indicated. The aim of the article is to present the factors responsible for the weakening of CSDP effectiveness, ones taken into account in the White Book, and subsequently to present a Framework for their analysis in the light of further scholarship.

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Wydział Nauk Społecznych

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The musicological tradition places Liszt’s Sonata in B minor within the sphere of compositions inspired by the Faustian myth. Its musical material, its structure and its narrative exhibit certain similarities to the ‘Faust’ Symphony. Yet there has appeared a diff erent and, one may say, a rival interpretation of Sonata in B minor. What is more, it is well-documented from both a musical and a historical point of view. It has been presented by Hungarian pianist and musicologist Tibor Szász. He proposes the thesis that the Sonata in B minor has been in fact inspired by Milton’s Paradise Lost, with its three protagonists: Adam, Satan and Christ. He fi nds their illustrations and even some key elements of the plot in the Sonata’s narrative. But yet Milton’s Paradise Lost and Goethe’s Faust are both stories of the Fall and Salvation, of the cosmic struggle between good and evil. The triads of their protagonists – Adam and Eve, Satan, and Christ; Faust, Mephisto and Gretchen – are homological. Thus both interpretations of the Sonata, the Goethean and the Miltonian, or, in other words, the Faustian and the Luciferian, are parallel and complementary rather than rival. It is also highly probable that both have had their impact on the genesis of the Sonata in B minor.