944 resultados para Calf and passive immunity
Resumo:
During the last years, there has been much concern about learning management systems' (LMS) effectiveness when compared to traditional learning and about how to assess students' participation during the course. The tracking and monitoring capabilities of most recent LMS have made it possible to analyse every interaction in the system. The issues addressed on this study are: a) Is LMS student's interaction an indicator of academic performance?; b) Are different results in performance expected between distance and in-class LMS-supported education?; c) How can LMS interactions from logs be categorised?; d) May this categorisation detect 'learning witnesses'? To answer these questions, a set of interaction types from Moodle LMS activity record logs has been analysed during two years in online and in-class Master's degrees at the UPM. The results show partial or no evidence of influence between interaction indicators and academic performance, although the proposed categorisation may help detect learning witnesses.
Resumo:
A notorious advantage of wireless transmission is a significant reduction and simplification in wiring and harness. There are a lot of applications of wireless systems, but in many occasions sensor nodes require a specific housing to protect the electronics from hush environmental conditions. Nowadays the information is scarce and nonspecific on the dynamic behaviour of WSN and RFID. Therefore the purpose of this study is to evaluate the dynamic behaviour of the sensors. A series of trials were designed and performed covering temperature steps between cold room (5 °C), room temperature (23 °C) and heated environment (35 °C). As sensor nodes: three Crossbow motes, a surface mounted Nlaza module (with sensor Sensirion located on the motherboard), an aerial mounted Nlaza where the Sensirion sensor stayed at the end of a cable), and four tags RFID Turbo Tag (T700 model with and without housing), and 702-B (with and without housing). To assess the dynamic behaviour a first order response approach is used and fitted with dedicated optimization tools programmed in Matlab that allow extracting the time response (?) and corresponding determination coefficient (r2) with regard to experimental data. The shorter response time (20.9 s) is found for the uncoated T 700 tag which encapsulated version provides a significantly higher response (107.2 s). The highest ? corresponds to the Crossbow modules (144.4 s), followed by the surface mounted Nlaza module (288.1 s), while the module with aerial mounted sensor gives a response certainly close above to the T700 without coating (42.8 s). As a conclusion, the dynamic response of temperature sensors within wireless and RFID nodes is dramatically influenced by the way they are housed (to protect them from the environment) as well as by the heat released by the node electronics itself; its characterization is basic to allow monitoring of high rate temperature changes and to certify the cold chain. Besides the time to rise and to recover is significantly different being mostly higher for the latter than for the former.
Resumo:
The first step in order to comply with the European Union goals of Near to Zero Energy Buildings is to reduce the energy consumption in buildings. Most of the building consumption is related to the use of active systems to maintain the interior comfort. Passive design strategies contribute to improve the interior comfort conditions, increasing the energy efficiency in buildings and reducing their energy consumption. In this work, an analysis of the passive strategies used in Net Energy Plus Houses has been made. The participating houses of the Solar Decathlon Europe 2012 competition were used as case studies. The passive design strategies of these houses were compared with the annual simulations, and the competition monitored data, especially during the Passive Monitored Period. The analysis included the thermal properties of the building envelope, geometric parameters, ratios and others passive solutions such as Thermal Energy Storage systems, evaporative cooling, night ventilation, solar gains and night sky radiation cooling. The results reflect the impact of passive design strategies on the houses' comfort and efficiency, as well as their influence in helping to achieve the Zero Energy Buildings category.
Resumo:
Esta tesis está dedicada al análisis de las guías de onda y el diseño de los componentes pasivos con énfasis en aplicaciones de alta frecuencia. En primer lugar, se lleva a cabo el análisis de las guías de onda con conductores metálicos no ideales, con el objetivo de establecer el límite superior en frecuencia de las aproximaciones habitualmente utilizadas en microondas para el cálculo de las pérdidas óhmicas. Posteriormente, se presenta el diseño de diferentes componentes pasivos de guía de ondas: filtros, transductores de modos ortogonales (OMT), polarizadores, duplexores y alimentadores de antena, funcionando en frecuencias desde 10 a 750 GHz. Para el correcto diseño de componentes a altas frecuencias se requiere, en primer lugar, comprender los nuevos procesos de fabricación y después adecuar los diversos componentes para cumplir especificaciones eléctricas y geométricas simultáneamente. Para esto, se presentan modificaciones y nuevas geometrías de guiado de ondas para diferentes aplicaciones y procesos tecnológicos. Además se discuten sus ventajas sobre las soluciones ya existentes. Además, el trabajo presentado en esta tesis se ocupa del desarrollo completo de dispositivos: diseño, fabricación y caracterización de los componentes ya mencionados. Por último, algunos de los dispositivos desarrollados han sido diseñados para ser integrados en diferentes sistemas. De esta forma, se mejoran las prestaciones y capacidades de dichos sistemas.
Resumo:
Induced defense responses in plants usually involve biosynthesis of antimicrobial metabolites and their targeted secretion at the site of pathogen contact. Our recent study on the model plant Arabidopsis revealed a novel pathogen triggered metabolism pathway for glucosinolates, amino acid-derived thio-glucosides characteristic for crucifer plants that so far were mainly known as insect deterrents (Bednarek et al. 2009).
Resumo:
The proliferation of video games and other applications of computer graphics in everyday life demands a much easier way to create animatable virtual human characters. Traditionally, this has been the job of highly skilled artists and animators that painstakingly model, rig and animate their avatars, and usually have to tune them for each application and transmission/rendering platform. The emergence of virtual/mixed reality environments also calls for practical and costeffective ways to produce custom models of actual people. The purpose of the present dissertation is bringing 3D human scanning closer to the average user. For this, two different techniques are presented, one passive and one active. The first one is a fully automatic system for generating statically multi-textured avatars of real people captured with several standard cameras. Our system uses a state-of-the-art shape from silhouette technique to retrieve the shape of subject. However, to deal with the lack of detail that is common in the facial region for these kind of techniques, which do not handle concavities correctly, our system proposes an approach to improve the quality of this region. This face enhancement technique uses a generic facial model which is transformed according to the specific facial features of the subject. Moreover, this system features a novel technique for generating view-independent texture atlases computed from the original images. This static multi-texturing system yields a seamless texture atlas calculated by combining the color information from several photos. We suppress the color seams due to image misalignments and irregular lighting conditions that multi-texturing approaches typically suffer from, while minimizing the blurring effect introduced by color blending techniques. The second technique features a system to retrieve a fully animatable 3D model of a human using a commercial depth sensor. Differently to other approaches in the current state of the art, our system does not require the user to be completely still through the scanning process, and neither the depth sensor is moved around the subject to cover all its surface. Instead, the depth sensor remains static and the skeleton tracking information is used to compensate the user’s movements during the scanning stage. RESUMEN La popularización de videojuegos y otras aplicaciones de los gráficos por ordenador en el día a día requiere una manera más sencilla de crear modelos virtuales humanos animables. Tradicionalmente, estos modelos han sido creados por artistas profesionales que cuidadosamente los modelan y animan, y que tienen que adaptar específicamente para cada aplicación y plataforma de transmisión o visualización. La aparición de los entornos de realidad virtual/mixta aumenta incluso más la demanda de técnicas prácticas y baratas para producir modelos 3D representando personas reales. El objetivo de esta tesis es acercar el escaneo de humanos en 3D al usuario medio. Para ello, se presentan dos técnicas diferentes, una pasiva y una activa. La primera es un sistema automático para generar avatares multi-texturizados de personas reales mediante una serie de cámaras comunes. Nuestro sistema usa técnicas del estado del arte basadas en shape from silhouette para extraer la forma del sujeto a escanear. Sin embargo, este tipo de técnicas no gestiona las concavidades correctamente, por lo que nuestro sistema propone una manera de incrementar la calidad en una región del modelo que se ve especialmente afectada: la cara. Esta técnica de mejora facial usa un modelo 3D genérico de una cara y lo modifica según los rasgos faciales específicos del sujeto. Además, el sistema incluye una novedosa técnica para generar un atlas de textura a partir de las imágenes capturadas. Este sistema de multi-texturización consigue un atlas de textura sin transiciones abruptas de color gracias a su manera de mezclar la información de color de varias imágenes sobre cada triángulo. Todas las costuras y discontinuidades de color debidas a las condiciones de iluminación irregulares son eliminadas, minimizando el efecto de desenfoque de la interpolación que normalmente introducen este tipo de métodos. La segunda técnica presenta un sistema para conseguir un modelo humano 3D completamente animable utilizando un sensor de profundidad. A diferencia de otros métodos del estado de arte, nuestro sistema no requiere que el usuario esté completamente quieto durante el proceso de escaneado, ni mover el sensor alrededor del sujeto para cubrir toda su superficie. Por el contrario, el sensor se mantiene estático y el esqueleto virtual de la persona, que se va siguiendo durante el proceso, se utiliza para compensar sus movimientos durante el escaneado.