1000 resultados para Virtual


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Esta investigación se ocupa del deporte moderno en el marco de la política identitaria, la identidad nacional y la subalternidad. Se examina al deporte como espacio de inclusión del actor subalterno y la lucha del mismo por su identidad. El caso de estudio se refiere a la segunda vuelta de las elecciones presidenciales en Colombia frente a dos hechos deportivos históricos: la coronación de Nairo Quintana en el Giro de Italia 2014 y el debut de la selección nacional de fútbol en la Copa Mundial de Brasil 2014. Se implementa como metodología un modelo experimental de etnografía virtual tomando como corpus de análisis 17.323 comentarios publicados por usuarios comunes en las redes sociales (Facebook y Youtube) de 5 actores implicados: Juan Manuel Santos, Óscar Iván Zuluaga, Nairo Quintana, Rigoberto Urán y la Selección Colombia de Fútbol.

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Virtual globe technology holds many exciting possibilities for environmental science. These easy-to-use, intuitive systems provide means for simultaneously visualizing four-dimensional environmental data from many different sources, enabling the generation of new hypotheses and driving greater understanding of the Earth system. Through the use of simple markup languages, scientists can publish and consume data in interoperable formats without the need for technical assistance. In this paper we give, with examples from our own work, a number of scientific uses for virtual globes, demonstrating their particular advantages. We explain how we have used Web Services to connect virtual globes with diverse data sources and enable more sophisticated usage such as data analysis and collaborative visualization. We also discuss the current limitations of the technology, with particular regard to the visualization of subsurface data and vertical sections.

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Simulations of precipitating convection are used to illustrate the importance of the turbulent kinetic energy (TKE) budget in determining the virtual potential-temperature structure of the convecting atmosphere. Two sets of simulations are presented: in one the surface temperature was increased to simulate cold air flowing over a warmer surface and in the second a cooling profile, representing cold-air advection, was imposed. It is shown that the terms in the TKE budgets for both sets of simulations scale in the same way, but that the non-dimensional profiles are different. It is suggested that this is associated with the effects of sublimation of ice. It is shown that the magnitudes of the transport and precipitation terms in the virtual potential temperature budget are determined by the scaling of the TKE budget. Some implications of these results for parametrizations of moist convection are discussed. Copyright © 2007 Royal Meteorological Society

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Virtual learning environments (VLEs) would appear to be particular effective in computer-supported collaborative work (CSCW) for active learning. Most research studies looking at computer-supported collaborative design have focused on either synchronous or asynchronous modes of communication, but near-synchronous working has received relatively little attention. Yet it could be argued that near-synchronous communication encourages creative, rhetorical and critical exchanges of ideas, building on each other’s contributions. Furthermore, although many researchers have carried out studies on collaborative design protocol, argumentation and constructive interaction, little is known about the interaction between drawing and dialogue in near-synchronous collaborative design. The paper reports the first stage of an investigation into the requirements for the design and development of interactive systems to support the learning of collaborative design activities. The aim of the study is to understand the collaborative design processes while sketching in a shared white board and audio conferencing media. Empirical data on design processes have been obtained from observation of seven sessions with groups of design students solving an interior space-planning problem of a lounge-diner in a virtual learning environment, Lyceum, an in-house software developed by the Open University to support its students in collaborative learning.