987 resultados para Pucciarelli, Eugenio


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ÈN]A trans-oceanic section at 24.5°N in the North Atlantic has been sampled at a decadal frequency. This work demonstrates that the wind-driven component of the Meridional Overturning Circulation (MOC) may be monitored using autonomous profiling floats deployed in the eastern North Atlantic Subtropical Gyre. More than 500 CTD vertical profiles from the surface to 2000 m depth, spanning one year (from April 2002 to March 2003), are used to compute the geostrophic transport stream function at 24.5°N. The baroclinic transport obtained from the autonomous profiling floats is not statistically different than that from three hydrographic cruises carried out in 1957, 1981 and 1992. A good agreement is found between the geostrophic transport stream function and the transport derived from the wind field through the Sverdrup relation.

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[EN]Based on hydrographic sections carried out during the last decade in the Canary region at 29° 10′N, we show that there has been a statistically significant rise in temperature and salinity on isobars between 1500 and 2300 db. The maximum increase, found at 1600 db, is occurring at a rate of 0.29°C and 0.047 per decade. Isobaric change decomposition into changes on neutral surfaces and changes due to the vertical displacement of the isoneutrals was performed. Results reveal that the lower part of North Atlantic Central Water (NACW) cooled and freshened on neutral surfaces, suggesting changes in the freshwater fluxes at the outcropping region. However, the signal in deep waters (1500–2300 db) was principally due to a downward displacement of the isoneutrals, although water mass modification is observed in the range of Mediterranean Water (MW) influence.

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[EN]The Cape Verde Frontal Zone separates North and South Atlantic Central Waters in the eastern North Atlantic Subtropical Gyre. CTD-O2 and shipboard ADCP data from three hydrographic sections carried out in September 2003 are used to study the structure of the front. Results show the relation between spatial variations of water masses and currents, demonstrating the importance of advection in the distribution of water masses. Diapycnal diffusivities due to double diffusion and vertical shear instabilities are also estimated. Existence of competition between the two processes through the water column is shown. Depth-averaged diffusivities suggest that salt fingering dominates diapycnal mixing, except areas of purest South Atlantic Central Water. Here, double diffusion processes are weak and, consequently, shear of the flow is the main process. Results also show that strong mixing induced by vertical shear is associated with a large intrusion found near the front.

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The increasing diffusion of wireless-enabled portable devices is pushing toward the design of novel service scenarios, promoting temporary and opportunistic interactions in infrastructure-less environments. Mobile Ad Hoc Networks (MANET) are the general model of these higly dynamic networks that can be specialized, depending on application cases, in more specific and refined models such as Vehicular Ad Hoc Networks and Wireless Sensor Networks. Two interesting deployment cases are of increasing relevance: resource diffusion among users equipped with portable devices, such as laptops, smart phones or PDAs in crowded areas (termed dense MANET) and dissemination/indexing of monitoring information collected in Vehicular Sensor Networks. The extreme dynamicity of these scenarios calls for novel distributed protocols and services facilitating application development. To this aim we have designed middleware solutions supporting these challenging tasks. REDMAN manages, retrieves, and disseminates replicas of software resources in dense MANET; it implements novel lightweight protocols to maintain a desired replication degree despite participants mobility, and efficiently perform resource retrieval. REDMAN exploits the high-density assumption to achieve scalability and limited network overhead. Sensed data gathering and distributed indexing in Vehicular Networks raise similar issues: we propose a specific middleware support, called MobEyes, exploiting node mobility to opportunistically diffuse data summaries among neighbor vehicles. MobEyes creates a low-cost opportunistic distributed index to query the distributed storage and to determine the location of needed information. Extensive validation and testing of REDMAN and MobEyes prove the effectiveness of our original solutions in limiting communication overhead while maintaining the required accuracy of replication degree and indexing completeness, and demonstrates the feasibility of the middleware approach.

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Programa de doctorado: Economía

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This Ph.D. Thesis has been carried out in the framework of a long-term and large project devoted to describe the main photometric, chemical, evolutionary and integrated properties of a representative sample of Large and Small Magellanic Cloud (LMC and SMC respectively) clusters. The globular clusters system of these two Irregular galaxies provides a rich resource for investigating stellar and chemical evolution and to obtain a detailed view of the star formation history and chemical enrichment of the Clouds. The results discussed here are based on the analysis of high-resolution photometric and spectroscopic datasets obtained by using the last generation of imagers and spectrographs. The principal aims of this project are summarized as follows: • The study of the AGB and RGB sequences in a sample of MC clusters, through the analysis of a wide near-infrared photometric database, including 33 Magellanic globulars obtained in three observing runs with the near-infrared camera SOFI@NTT (ESO, La Silla). • The study of the chemical properties of a sample of MCs clusters, by using optical and near-infrared high-resolution spectra. 3 observing runs have been secured to our group to observe 9 LMC clusters (with ages between 100 Myr and 13 Gyr) with the optical high-resolution spectrograph FLAMES@VLT (ESO, Paranal) and 4 very young (<30 Myr) clusters (3 in the LMC and 1 in the SMC) with the near-infrared high-resolution spectrograph CRIRES@VLT. • The study of the photometric properties of the main evolutive sequences in optical Color- Magnitude Diagrams (CMD) obtained by using HST archive data, with the final aim of dating several clusters via the comparison between the observed CMDs and theoretical isochrones. The determination of the age of a stellar population requires an accurate measure of the Main Sequence (MS) Turn-Off (TO) luminosity and the knowledge of the distance modulus, reddening and overall metallicity. For this purpose, we limited the study of the age just to the clusters already observed with high-resolution spectroscopy, in order to date only clusters with accurate estimates of the overall metallicity.

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[ES]El aprendizaje práctico del trombón incluye la educación de técnicas y condiciones como una postura corporal correcta, una respiración adecuada, una adecuada vibración de los labios y, por supuesto, una emisión de sonido afinado. Generalmente, estos aspectos son evaluados subjetivamente por el profesor. Por otro lado, a pesar, de que la literatura científica sobre el proceso de señales es extensa, abarcando una gran cantidad de áreas, no sucede lo mismo con la aplicación de estas técnicas a la didáctica de los instrumentos musicales. En este trabajo se presenta una propuesta metodológica de apoyo a la enseñanza del trombón basada en el análisis del vídeo y sonido. Consecuentemente el objetivo es proporcionar un marco objetivo de mejora en la didáctica de este instrumento musical que ponga a disposición del docente y el estudiante elementos de referencia basados en proceso de señales.

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[ES]Este artículo expone diferentes experiencias de actividades basadas en web, que pueden englobarse dentro de las tareas propias de las metodologías activas y que son aplicadas en asignaturas del ámbito de Ingeniería de Telecomunicación por los autores. El objetivo es mostrar cómo estas actividades se han implementado en este área de la ingeniería y presentar lo que aportan a la calidad de la enseñanza desde el punto de vista de la participación del estudiante. Los resultados revelan una participación más activa y una mayor implicación de los estudiantes en su formación, por lo que se pueden considerar positivos.

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Due nuove mode che si stanno propagando sempre più tra gli innumerevoli tentativi di realizzare nuovi formati di pubblicità on-line sono la pubblicità che diventa videogame gratuito, giocabile on-line o scaricabile, chiamata advergame, e la collocazione di pubblicità, oramai nella stragrande maggioranza dinamiche, nei videogames sopratutto di grandi software house, chiamata in-game advertising. Infatti nella società odierna i pubblicitari devono camuffare i consigli per gli acquisti per fare in modo che non vengano rifiutati. L'advergame in passato è stato lodato per il suo metodo innovativo di fare pubblicità. La sua caratteristica è la capacità di divertire e intrattenere l'utente ottenendo una connotazione non intrusiva e un effetto fidelizzante, peculiarità che fa di questo mezzo uno strumento potenzialmente molto valido. Si tratta, in parole povere, di videogames spesso multiplayer, nei quali gli scenari, gli oggetti e i personaggi evocano determinati brand o prodotti. Per quello che invece riguarda l'in-game advertising, si tratta di una forma particolarmente efficace di pubblicità che permette di ottenere dei tassi di ricordo rilevanti e che consente un elevato coinvolgimento emotivo. E' a livello della creazione degli spazi pubblicitari che si scatena la fantasia degli sviluppatori: se nei giochi sportivi basta trasporre in 3D gli spazi pubblicitari presenti solitamente nella realtà, in altre tipologie di gioco è necessario sfruttare parti dell'ambientazione o creare degli intermezzi atti allo scopo. Esempio tipico è quello di manifesti pubblicitari inseriti in spazi di gioco come le locande, soprattutto nei giochi di ruolo e nelle avventure grafiche. Gli investimenti in queste particolari forme di comunicazione, crescono a tassi elevatissimi e il business è molto allettante, non a caso le principali agenzie specializzate in materia sono state acquisite da grandi colossi: AdScape Media da Google e Massive Inc. da Microsoft. L'advergame e l'in-game advertising possono essere usati per lanciare un nuovo prodotto sul mercato, per rafforzare l'immagine del brand e per ottenere un database di utenti disposti ad essere sollecitati per ottenere in modo facile e non dispendioso riscontri su future attività di marketing. Perciò mi sono proposto di analizzare la situazione odierna del marketing, in particolare la parte che riguarda la pubblicità, i vantaggi ottenuti da questa scienza dallo sviluppo tecnologico, fattore che ha determinato la nascita dei due formati pubblicitari in esame e analizzati in seguito. Inoltre effettuerò l'analisi del fenomeno che vede i grandi colossi dell'IT tentare l'inserimento come agenzie intermediarie fra le software house da una parte e le grandi multinazionali dall'altra, queste ultime alla ricerca di nuovi canali più profittevoli dove sponsorizzare le proprie attività. Cercherò infine di capire le scelte di tutti gli attori che girano attorno a questi formati pubblicitari e i benefici che ne traggono per ipotizzare quale sarà il contesto che si andrà a delineare.