933 resultados para Box-Cox transformation and quintile-based capability indices


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The structure of an animal’s eye is determined by the tasks it must perform. While vertebrates rely on their two eyes for all visual functions, insects have evolved a wide range of specialized visual organs to support behaviors such as prey capture, predator evasion, mate pursuit, flight stabilization, and navigation. Compound eyes and ocelli constitute the vision forming and sensing mechanisms of some flying insects. They provide signals useful for flight stabilization and navigation. In contrast to the well-studied compound eye, the ocelli, seen as the second visual system, sense fast luminance changes and allows for fast visual processing. Using a luminance-based sensor that mimics the insect ocelli and a camera-based motion detection system, a frequency-domain characterization of an ocellar sensor and optic flow (due to rotational motion) are analyzed. Inspired by the insect neurons that make use of signals from both vision sensing mechanisms, advantages, disadvantages and complementary properties of ocellar and optic flow estimates are discussed.

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Aiming at the evaluation of the impact of the ionic liquids (ILs) cation symmetry on their phase behaviour, in this work, novel mutual solubilities with water of the symmetric series of [C(n)C(n)im][NTf2] (with n=1-5) were determined and compared with their isomeric forms of the asymmetric [C(n)C(1)im][NTf2] group. While the solubility of isomeric ILs in water was found to be similar, the solubility of water in ILs follows the same trend up to a maximum cation alkyl side chain length. For n >= 4 in [C(n)C(n)im][NTf2] the solubility of water in the asymmetric ILs is slightly higher than that observed in the symmetric counterparts. The thermodynamic properties of solution and solvation derived from the experimental solubility data of ILs in water at infinite dilution, namely the Gibbs energy, enthalpy and entropy were used to evaluate the cation symmetry effect on the ILs solvation. It is shown that the solubility of ILs in water is entropically driven and highly influenced by the cation size. Accordingly, it was found that the ILs solubility in water of both symmetric and asymmetric series depends on their molecular volume. Based on these findings, a linear correlation between the logarithm of the solubility of ILs in water and their molar volume is here proposed for the [NTf2]-based ILs at a fixed temperature.

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Operational approaches have been more and more widely developed and used for providing marine data and information services for different socio-economic sectors of the Blue Growth and to advance knowledge about the marine environment. The objective of operational oceanographic research is to develop and improve the efficiency, timeliness, robustness and product quality of this approach. This white paper aims to address key scientific challenges and research priorities for the development of operational oceanography in Europe for the next 5-10 years. Knowledge gaps and deficiencies are identified in relation to common scientific challenges in four EuroGOOS knowledge areas: European Ocean Observations, Modelling and Forecasting Technology, Coastal Operational Oceanography and Operational Ecology. The areas "European Ocean Observations" and "Modelling and Forecasting Technology" focus on the further advancement of the basic instruments and capacities for European operational oceanography, while "Coastal Operational Oceanography" and "Operational Ecology" aim at developing new operational approaches for the corresponding knowledge areas.

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In our research we investigate the output accuracy of discrete event simulation models and agent based simulation models when studying human centric complex systems. In this paper we focus on human reactive behaviour as it is possible in both modelling approaches to implement human reactive behaviour in the model by using standard methods. As a case study we have chosen the retail sector, and here in particular the operations of the fitting room in the women wear department of a large UK department store. In our case study we looked at ways of determining the efficiency of implementing new management policies for the fitting room operation through modelling the reactive behaviour of staff and customers of the department. First, we have carried out a validation experiment in which we compared the results from our models to the performance of the real system. This experiment also allowed us to establish differences in output accuracy between the two modelling methods. In a second step a multi-scenario experiment was carried out to study the behaviour of the models when they are used for the purpose of operational improvement. Overall we have found that for our case study example both, discrete event simulation and agent based simulation have the same potential to support the investigation into the efficiency of implementing new management policies.

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Arginine was hypothesized to be a model compound in the present study on molecular forms of indispensable amino acid (IAA) dietary supplementation. Juvenile South American pacu (Piaractus mesopotamicus) were fed diets containing arginine in a protein base (casein-wheat gluten or casein-gelatin), or the casein-wheat gluten base supplemented with dipeptide or free arginine at two levels (5 and 10 g kg(-1)). Growth and protein efficiency ratios were significantly affected by diets, but not by arginine molecular form. Three free dispensable amino acids (DAA) and four IAA in plasma were affected by diet, but plasma arginine concentrations did not differ. Plasma urea concentrations, being very low in the pacu, and hepatic arginase activities, were not affected by diet (P = 0.10-0.11), but together with plasma ornithine, mirrored the growth data. Molecular form of arginine supplementation, free or dipeptide, significantly changed several free IAA (Phe, Leu, Ile, His) and urea, with a higher mean plasma concentration in dipeptide fed fish. The dietary treatments, or molecular form of the arginine supplementation, did not change proximate composition, except that calcium levels decreased with higher dietary arginine supplementation level. The present study indicates that dipeptides can provide IAA to pacu, and that arginine supplemented in this form is utilized as efficiently as in free form.

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In this article, we investigate the relationship between participative leadership and job performance within the internship setting. Based on two-waves of survey data obtained from 309 intern-supervisor dyads, we find that participative leadership has a positive relationship with job performance, and that affective trust mediates that relationship. We also find that although cognitive trust is not significantly related to intern job performance, it mediates the relationship between participative leadership and affective trust. Our findings contradict those of previous research which question the effectiveness of participative leadership in short-term employment situations such as internships. They also highlight the importance of designing internships to be reflective of typical performance situations, characterized by participative leadership practices, rather than more directive leadership practices.

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Literature on IS project control distinguishes between hierarchical and market-based control relationships. Prior studies typically investigate one of these two forms of control relationships in isolation. Hence, little is known about the differences between hierarchical and market-based control relationships. Responding to this gap, we analyze how the effects of control modes on IS project performance differ in hierarchical compared with market-based control relationships. Specifically, we conduct a metaanalysis to compare the effects of control modes on IS project performance reported in research on hierarchical and market-based control relationships. The results suggest that the effects of behavior and self-control on performance differ between these two forms of control relationships. Based on our results, we derive implications for complementary and substitutive effects between control modes, and for interrelations among hierarchical and market-based control relationships.

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This paper reports on a comparative study that evaluates two approaches to support the learning and use of algorithmic design in architecture, and extrapolates from this to consider applications for the algorithmic design of cities. The study explored two methods to reduce the barriers of using programming and potentially improve design performance. The first is the reuse of abstract algorithmic ‘patterns’. The second approach is the reuse of algorithmic solutions from specific design cases (case-based design). Reflecting on this research we outline how our findings discussed in relation to alternate thinking on the use of pattern, might inform a hybrid approach to the algorithmic design of cities.

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There are high expectations of the educational value of online games and immersive, virtual worlds. Digital games, if used for educational purposes, it is argued, have the capacity to transform learning, engage disenchanted students, address major differences in experience and orientation in out-of-school and in-school contexts, teach twenty-first-century literacies and prepare learners to become tech savvy, critical and agential participants – ‘knowledge workers’ (Gee et al., 1996) – in a technologically saturated world. As governments and other institutions seek to respond to rapid and massive technological change, the use of games-based learning via online and mobile Internet-based technologies is seen as providing much potential for innovative, effective and accessible contemporary teaching and learning. While there is considerable enthusiasm for the use of games to support learning, however, research focusing on these areas is fragmented and provides a more mixed picture of their use.Games studies as an interdisciplinary field is informed by quite different research traditions and trajectories, each with its own epistemological framework and assumptions. In this chapter, the focus is on games and learning as they relate to formal educational contexts, particularly schools. The chapter begins with an overview of some of the key issues and assumptions related to the use of online games for educational purposes. This is followed by a discussion of four major disciplinary orientations towards games: perspectives and approaches drawn from humanities and social science; explorations of literacy and media production from media and cultural studies; the study of games themselves within the formally designated, eponymous area of games studies; and technical and educational approaches based in the fields of e-learning and instructional design. This section concludes with an extended discussion of the use of Second Life, which canvasses the main approaches to its use, and goes on to provide a detailed account of the use of Second Life to foster argumentative knowledge construction in Singapore secondary schools (Jamaludin et al., 2009). This is followed by an account of ongoing tensions between research traditions and a discussion of issues for further development and insights for the future. The chapter concludes with a summary of key points and suggestions for further reading in the games and learning area.

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Ecological restoration of modified and degraded landscapes is an important challenge for the 21st century, with potential for major gains in the recovery of biodiversity. However, there is a general lack of agreement between plant- and animal- based approaches to restoration, both in theory and practice. Here, we review these approaches, identify limitations from failing to effectively integrate their different perspectives, and suggest ways to improve outcomes for biodiversity recovery in agricultural landscapes. We highlight the need to strengthen collaboration between plant and animal ecologists, to overcome disciplinary and cultural differences, and to achieve a more unified approach to restoration ecology. Explicit consideration of key ecosystem functions, the need to plan at multiple spatial and temporal scales, and the importance of plant-animal interactions can provide a bridge between plant- and animal- based methods. A systematic approach to restoration planning is critical to achieving effective biodiversity outcomes while meeting long- term social and economic needs.

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Traditional engineering design methods are based on Simon's (1969) use of the concept function, and as such collectively suffer from both theoretical and practical shortcomings. Researchers in the field of affordance-based design have borrowed from ecological psychology in an attempt to address the blind spots of function-based design, developing alternative ontologies and design processes. This dissertation presents function and affordance theory as both compatible and complimentary. We first present a hybrid approach to design for technology change, followed by a reconciliation and integration of function and affordance ontologies for use in design. We explore the integration of a standard function-based design method with an affordance-based design method, and demonstrate how affordance theory can guide the early application of function-based design. Finally, we discuss the practical and philosophical ramifications of embracing affordance theory's roots in ecology and ecological psychology, and explore the insights and opportunities made possible by an ecological approach to engineering design. The primary contribution of this research is the development of an integrated ontology for describing and designing technological systems using both function- and affordance-based methods.

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Otto-von-Guericke-Universität Magdeburg, Fakultät für Maschinenbau, Dissertation, 2016

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Support Vector Machines (SVMs) are widely used classifiers for detecting physiological patterns in Human-Computer Interaction (HCI). Their success is due to their versatility, robustness and large availability of free dedicated toolboxes. Frequently in the literature, insufficient details about the SVM implementation and/or parameters selection are reported, making it impossible to reproduce study analysis and results. In order to perform an optimized classification and report a proper description of the results, it is necessary to have a comprehensive critical overview of the application of SVM. The aim of this paper is to provide a review of the usage of SVM in the determination of brain and muscle patterns for HCI, by focusing on electroencephalography (EEG) and electromyography (EMG) techniques. In particular, an overview of the basic principles of SVM theory is outlined, together with a description of several relevant literature implementations. Furthermore, details concerning reviewed papers are listed in tables, and statistics of SVM use in the literature are presented. Suitability of SVM for HCI is discussed and critical comparisons with other classifiers are reported.