967 resultados para Acting.
Resumo:
Transition from brittle fracture to ductile creep of the Gaojiabian diabase is investigated as a function of temperature and water content. Experiments are conducted at 500 MPa confining pressure, with strain rate being 1 * 10~(-4) and temperature from 300 ℃ to 800 ℃. The transition from semibrittle to ductile flow of dry diabase occurs at temperatures between 700 ℃ and 750 ℃, while the transition of wet diabase takes place at about 500 ℃. The transition temperature in the wet diabase is about 200 ℃ lower than in the dry diabase. The strength of both dry and wet samples is temperature insensitive in brittle-semibrittle regime and temperature sensitive in ductile regime. At the same conditions, water within the sample could weaken the strength of wet samples. The microstructures of dry and wet samples are different. In experimental conditions, feldspars show two different deformation mechanisms, the first acting in brittle and semibrittle regime and the second acting in plastic regime, and water must have greatly affected the two mechanisms. Strength of pyroxene is lower than that of feldspar at low temperature. Pyroxene can be transformed to hornblende in deformation process and this transformation is quite temperature and water dependent. Feldspar plays a key role in the deformation in its first mechanism regime, and no dominant minerals are identified in the second mechanism regime of feldspar. The result of FTIR analysis show that water exists in wet sample in the form of -OH.
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This paper analyzes landsliding process by nonlinear theories, especially the influence mechanism of external factors (such as rainfall and groundwater) on slope evolution. The author investigates landslide as a consequence of the catastrophic slide of initially stationary or creeping slope triggered by a small perturbation. A fully catastrophe analysis is done for all possible scenarios when a continuous change is imposed to the control parameters. As the slip surface continues and erosion due to rainfall occurs, control parameters of the slip surface may evolve such that a previously stable slope may become unstable (e.g. catastrophe occurs), when a small perturbation is imposed. Thus the present analysis offers a plausible explanation to why slope failure occurs at a particular rainfall, which is not the largest in the history of the slope. It is found, by analysis on the nonlinear dynamical model of the evolution process of slope built, that the relationship between the action of external environment factors and the response of the slope system is complicatedly nonlinear. When the nonlinear action of slope itself is equivalent to the acting ability of external environment, the chaotic phenomenon appears in the evolution process of slope, and its route leading to chaos is realized with bifurcation of period-doublings. On the basis of displacement time series of the slope, a nonlinear dynamic model is set up by improved Backus generalized linear inversion theory in this paper. Due to the equivalence between autonomous gradient system and catastrophe model, a standard cusp catastrophe model can be obtained through variable substitution. The method is applied to displacement data of Huangci landslide and Wolongsi landslide, to show how slopes evolve before landsliding. There is convincing statistical evidence to believe that the nonlinear dynamic model can make satisfied prediction results. Most important of all, we find that there is a sudden fall of D, which indicates the occurrence of catastrophe (when D=0).
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As a marginal subject, dynamic responses of slopes is not only an important problem of engineering geology (Geotechnical problem), but also of other subjects such as seismology, geophysics, seismic engineering and engineering seismic and so on. Owning to the gulf between different subjects, it is arduous to study dynamic responses of slopes and the study is far from ripeness. Studying on the dynamic responses of slopes is very important in theories as well as practices. Supported by hundreds of bibliographies, this paper systemically details the development process of this subject, introduces main means to analyze this subject, and then gives brief remarks to each means respectively. Engineering geology qualitative analysis is the base of slopes dynamic responses study. Because of complexity of geological conditions, engineering geology qualitative analysis is very important in slopes stability study, especially to rock slopes with complex engineering geology conditions. Based on research fruits of forerunners, this paper summarizes factors influencing slopes dynamic stability into five aspects as geology background, stratums, rock mass structure, and topography as well as hydrogeology condition. Based on rock mass structure controlling theory, engineering geology model of the slope is grouped into two typical classes, one is model with obvious controlling discontinuities, which includes horizontal bedded slope, bedding slope, anti-dip slope, slide as well as slope with base rock and weathered crust; the other is model without obvious controlling discontinuities, which includes homogeneous soil slope, joint rock mass slope. Study on slope failure mechanism under dynamic force, the paper concludes that there are two effects will appear in slope during strong earthquake, one is earthquake inertia force, the other is ultra pore pressure buildup. The two effects lead to failure of the slope. To different types of slope failure, the intensity of two effects acting on the slope is different too. To plastic flow failure, pore pressure buildup is dominant; to falling rock failure and toppling failure, earthquake inertia force is dominant in general. This paper briefly introduces the principle of Lagrangian element method. Through a lot of numerical simulations with FLAC3D, the paper comprehensively studies dynamic responses of slopes, and finds that: if the slope is low, displacement, velocity and acceleration are linear enlarging with elevation increasing in vertical direction; if the slope is high enough, displacement, velocity and acceleration are not linear with elevation any more, on the other hand, they fluctuate with certain rhythm. At the same time, the rhythm appears in the horizontal direction in the certain area near surface of the slope. The distribution form of isoline of displacement, velocity and acceleration in the section of the slope is remarkably affected by the slope angle. In the certain area near the slope surface, isoline of displacement, velocity and acceleration is parallel to the surface of the slope, in the mean time, the strike direction of the extreraum area is parallel to the surface of the slope too. Beyond this area, the isoline direction and the strike direction of the extremum area turn to horizontal with invariable distance. But the rhythm appearing or not has nothing to with the slope angle. The paper defines the high slope effect and the low slope effect of slopes dynamic responses, discusses the threshold height H^t of the dynamic high slope effect, and finds that AW is proportional to square root of the dynamic elastic moduli El P , at the same time, it is proportional to period Tof the dynamic input. Thus, the discriminant of H^t is achieved. The discriminant can tell us that to a slope, if its height is larger than one fifth of the wavelength, its response regular will be the dynamic high slope effect; on the other hand, its response regular will be the dynamic low slope effect. Based on these, the discriminant of different slopes taking on same response under the same dynamic input is put forward in this paper. At the same time, the paper studies distribution law of the rhythm extremum point of displacement, velocity and acceleration, and finds that there exists relationship of N = int among the slope height H, the number of the rhythm extremum
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point N and ffthre- Furthermore, the paper points out that if N^l, the response of the slope will be dynamic high slope effect; \fN
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Grain is one of the primary material conditions of the human survival and the grain production concerns the stability and development of the society directly. The regional patterns influence greatly on the grain production and the rational production distribution the regional comparative advantages and promotes grain production. This thesis starts with summarizing of the characteristics of changes and the overall trend of regional pattern of grain production of our country since 1949. Then it carries on network analyses to the factors, which influences the evolvement of regional grain production patterns of our country. And finally it gives some proposals to the grain production distribution in the future. The main content includes: Firstly, Reviewing the regional evolvement of grain production in our country, and analyzing the changes of the regional pattern of grain production of our country on the provincial scale and county scale separately, since 1949, especially since the reform and opening up policy. The main grain production areas are acting an important position in ensuring the national grain security, so this thesis analyses the main matter of the main grain production areas, forecasts the grain production situation in the future, and selects the Northeastern main grain production areas as the typical area to carry on the positive research. Secondly, this thesis analyzes the origin causes from two respects of natural and social economy of the regional evolvement pattern of grain production in China. Thirdly, based on the summarizing to the status of the regional pattern of the grain production, this thesis proposes the precept of the grain production distribution in the future in our country. Therefore, the areas of three major cereal crops, rice, wheat and corn, are confirmed on the basis of the comparative advantages. Finally, this thesis puts forward the security system of guaranteeing the grain production progressing steady in China. According to the above analysis, some conclusions have been achieved as follows: (1) The grain gross production gets on extricating itself from awkward position frequently while fluctuating greatly annually since 1949 in China. (2) Since the reform, its traditional regional pattern of grain production, the most of which was concentrated in the south area, has changed rapidly. China's center of gravity of grain production has shifted from the south to the north, and on the belts of latitude, the grain production has represented a trend of focusing to the middle area in China. (3) The main grain production areas play a very important role in ensuring China's food security. With their relative severe situation of the problems of agriculture, rural area and peasant, China has carried out a series of measures, which aim at improving the food-producing conditions of the main grain production areas, and enhancing the grain yields there. Under this condition, a forecast of the producing amount of the main grain production areas under the nation's self-supplying rate of over 95% shows that the increasing provision production in these areas can meet the demand of the country. (4) The natural and social economic factors influence together on the changes of the grain production regional pattern. Along with the state system transition and progress of agricultural science and technology, the regional pattern of grain production is affected heavier by the agricultural policy and technological elements. (5) The grain production will be concentrated to the middle province in the future, which economic development level being medium-sized; According to crop allocation, although the rice superiority production area located in the South, its comparative advantage index is little in some degree. Meanwhile, the wheat and corn superiority production areas are in the North mainly and its scale superiority and production level advantage are all comparatively obviously.
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Six experiments tested how headings of objects in scenes influenced the construction for the intrinsic frame of reference under different structure and viewpoint amount conditions. In Experiment 1 and 2, participants stood at 0 degree and learned an asymmetrical scene and a symmetrical scene that were composed by balls with no apparent headings separately. In Experiment 3, 4, 5 and 6, toys with apparent headings were used and they all faced the 315 degree of the scene. In Experiment 3 and 4, participants stood at 0 degree and learned an asymmetrical scene and a symmetrical scene that were composed by toys separately. In Experiment 5 and 6, participants stood at 0 and 315 degree and learned an asymmetrical scene and a symmetrical scene that were composed by toys separately. After learning, participants needed to finish triplet recognition tasks in all the experiments. The dependent measures were response latency and accuracy. The correct response latencies to the targets were analyzed by ANOVA. Accuracy was used to filter data and analyzed in an ANOVA in some experiments as a reference. Results indicate that headings of objects in scenes influence the pattern for intrinsic frame of reference. The structure of scene affects the acting mechanism of heading, but the amount of viewpoints does not have this effect. If the objects in scenes have no apparent headings, there will be viewpoint dependent effect and the advantage of symmetry axis as intrinsic axis in triplet recognition tasks. If the objects in scenes have apparent headings, people’s spatial memory pattern will be affected by objects’ headings. If the heading of objects (315 degree) is not parallel to the viewpoint (0 degree) in an asymmetrical scene, people will be inclined to represent the scene from the heading of objects but not from the viewpoint. As a result, the viewpoint dependent effect will disappear, and there is significant advantage for the triplets presented from heading of objects. If the heading of objects is not parallel to the symmetry axis in a symmetrical scene, people will represent the scene not only according to the symmetry axis as intrinsic axis, but also according to the heading of objects. As a result, the significant advantage for symmetry axis as intrinsic axis in triplet recognition tasks will disappear but there will be still a tendency. By contrast, the effect for the headings of objects is more significant in asymmetrical scenes than that in symmetrical scenes.
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It is well established that memory functioning deteriorates with advancing age. However, research indicates that the magnitude of age-related memory deficits varies across different types of memory, and broad individual differences can be observed in the rate and timing of memory aging. The general aim of this study was to investigate the selectivity and variability of memory functioning in relation to anxiety. Firstly, memory effectiveness was assessed in episodic memory tasks with reality monitoring and external source monitoring paradigms, semantic memory tasks referred to general knowledge and word fluency, and perceptual priming task reflected in word completion. According to the scores on trait version of STAI, the high-trait and low-trait anxious subjects were screened respectively from young and old participants matched for educational level. Secondly, based on the results of the first part, concurrent primary and secondary tasks with probe technique assessing spare processing capacity were used to explore the relation between memory efficiency and anxiety. The first main findings were that: (a) there were no age-related differences in semantic memory assessed by general knowledge and PRS, whereas age effects were observed in episodic memory and semantic memory assessed by word fluency with stringent time restraints. (b) Furthermore, comparison of age-related deficits in source and item was not related to the presentation ways and encoding effort for source, but was affected by types of source. Specifically, memory was more sensitive to aging than item memory in external source monitoring processes involved in discriminating two external sources (i.e., female vs. male voices), but not in reality monitoring processes in discriminating between internal and external sources (i.e., acting vs. listening). The second main findings were that: (a) Anxiety had no effects on the effectiveness and efficiency of semantic memory in recall of general knowledge and PRS, but impaired those of semantic memory in word fluency. (b) The effects of anxiety on episodic memory were different between the old and the young. Both the effectiveness and the efficiency of episodic memory of the old were affected adversely by anxiety. More importantly, source recall in external source monitoring processes was observed to be more vulnerable to anxiety than item memory. The effectiveness of episodic memory of the young was relatively unrelated to anxiety, while anxiety might have adverse effect on their memory efficiency. These results indicated that: First, the selectivity of age-related memory deficits existed not only between memory systems, but also within episodic memory system. The tendency to forget the source even when the fact was retained in external source monitoring was suggested to be a specific feature of cognitive aging. Second, anxiety had adverse impact on the individual differences in memory aging, and mediated partial age-related differences in episodic memory performance.
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The inferior temporal cortex (IT) of monkeys is thought to play an essential role in visual object recognition. Inferotemporal neurons are known to respond to complex visual stimuli, including patterns like faces, hands, or other body parts. What is the role of such neurons in object recognition? The present study examines this question in combined psychophysical and electrophysiological experiments, in which monkeys learned to classify and recognize novel visual 3D objects. A population of neurons in IT were found to respond selectively to such objects that the monkeys had recently learned to recognize. A large majority of these cells discharged maximally for one view of the object, while their response fell off gradually as the object was rotated away from the neuron"s preferred view. Most neurons exhibited orientation-dependent responses also during view-plane rotations. Some neurons were found tuned around two views of the same object, while a very small number of cells responded in a view- invariant manner. For five different objects that were extensively used during the training of the animals, and for which behavioral performance became view-independent, multiple cells were found that were tuned around different views of the same object. No selective responses were ever encountered for views that the animal systematically failed to recognize. The results of our experiments suggest that neurons in this area can develop a complex receptive field organization as a consequence of extensive training in the discrimination and recognition of objects. Simple geometric features did not appear to account for the neurons" selective responses. These findings support the idea that a population of neurons -- each tuned to a different object aspect, and each showing a certain degree of invariance to image transformations -- may, as an assembly, encode complex 3D objects. In such a system, several neurons may be active for any given vantage point, with a single unit acting like a blurred template for a limited neighborhood of a single view.
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The Knowledge-Based Editor in Emacs (KBEmacs) is the current demonstration system implemented as part of the Programmer's Apprentice project. KBEmacs is capable of acting as a semi-expert assistant to a person who is writing a program ??king over some parts of the programming task. Using KBEmacs, it is possible to construct a program by issuing a series of high level commands. This series of commands can be as much as an order of magnitude shorter than the program is describes. KBEmacs is capable of operating on Ada and Lisp programs of realistic size and complexity. Although KBEmacs is neither fast enough nor robust enough to be considered a true prototype, both of these problems could be overcome if the system were to be reimplemented.
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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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Yeoman, A., Durbin, J. & Urquhart, C. (2004). Evaluating SWICE-R (South West Information for Clinical Effectiveness - Rural). Final report for South West Workforce Development Confederations, (Knowledge Resources Development Unit). Aberystwyth: Department of Information Studies, University of Wales Aberystwyth. Sponsorship: South West WDCs (NHS)
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Cooper, J., Spink, S., Thomas, R. & Urquhart, C. (2005). Evaluation of the Specialist Libraries/Communities of Practice. Report for National Library for Health. Aberystwyth: Department of Information Studies, University of Wales Aberystwyth. Sponsorship: National Library for Health (NLH)
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Nkiruka, M., Ubuntu and the Obligation to Obey the Law, Cambrian Law Review. Vol. 37. 2006. p. 17 RAE2008
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Gallagher, Damian, and Palmer, Adrian, 'Religiosity, Relationships and Consumption: A Study of Church Going in Ireland', Consumption Markets and Culture (2007) 10(1) pp.31-49 RAE2008
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Gohm, Rolf, (2003) 'A probabilistic index for completely positive maps and an application', Journal of Operator Theory 54(2) pp.339-361 RAE2008
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Judith E. Humphries, Leah Elizondo and Timothy P. Yoshino (2001). Protein kinase C regulation of cell spreading in the molluscan Biomphalaria glabrata embryonic (Bge) cell line. Biochimica et Biophysica Acta - Molecular Cell Research, 1540(3), 243-252. Sponsorship: National Institutes of Health AI 15503 RAE2008