979 resultados para digital devices


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This dissertation is focused on theoretical and experimental studies of optical properties of materials and multilayer structures composing liquid crystal displays (LCDs) and electrochromic (EC) devices. By applying spectroscopic ellipsometry, we have determined the optical constants of thin films of electrochromic tungsten oxide (WOx) and nickel oxide (NiOy), the films’ thickness and roughness. These films, which were obtained at spattering conditions possess high transmittance that is important for achieving good visibility and high contrast in an EC device. Another application of the general spectroscopic ellipsometry relates to the study of a photo-alignment layer of a mixture of azo-dyes SD-1 and SDA-2. We have found the optical constants of this mixture before and after illuminating it by polarized UV light. The results obtained confirm the diffusion model to explain the formation of the photo-induced order in azo-dye films. We have developed new techniques for fast characterization of twisted nematic LC cells in transmissive and reflective modes. Our techniques are based on the characteristics functions that we have introduced for determination of parameters of non-uniform birefringent media. These characteristic functions are found by simple procedures and can be utilised for simultaneous determination of retardation, its wavelength dispersion, and twist angle, as well as for solving associated optimization problems. Cholesteric LCD that possesses some unique properties, such as bistability and good selective scattering, however, has a disadvantage – relatively high driving voltage (tens of volts). The way we propose to reduce the driving voltage consists of applying a stack of thin (~1µm) LC layers. We have studied the ability of a layer of a surface stabilized ferroelectric liquid crystal coupled with several retardation plates for birefringent color generation. We have demonstrated that in order to accomplish good color characteristics and high brightness of the display, one or two retardation plates are sufficient.

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Since the late 1980s, when authors began to deliver typescripts to their publishers on disk, the process of editing and publishing books has been in an almost constant state of change. Not only has digital technology enabled a conflation of book production processes, but books themselves are increasingly available in a wider choice of delivery modes. From traditional hard cover and paperback books, to digital files formatted for printing on desktop printers, to files specifically prepared for delivery via hand-held electronic book-reading devices, to text designed to be read on screen (incorporating hyperlinks that facilitate the reader's ability to navigate around the text and between texts), the consumer now has potential myriad choices for delivery of their chosen content. And the publisher, it seems, has myriad ways to deliver content and to seek and satisfy new markets. As well as opportunities, these changes have caused disruption to the traditional supply chain.

This paper focuses on changes to the role of the editor caused by the digitisation of the publishing industry.

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Electronic books (e-books) are rapidly gaining popularity as a technological innovation that will change the way people read books. A social cognitive perspective to understand how a person adopts an e-book device is utilised in this paper to empirically test the results of a survey. A portion of the conceptual model is supported by the results of the survey that demonstrates the importance of an individual's ethics and entrepreneurial orientation to the adoption behaviour they have about e-book devices. This paper highlights for practitioners the importance of focusing on marketing the ethical and innovativeness of e-book devices.

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An increasing number of Android devices are being infected and at risk of becoming part of a botnet. Among all types of botnets, control and cornmand based botnets are very popular. In this paper we introduce an effective and efficient method to ddect SMS-based control commands ftvm infected Android devices. Specifically, we rely on the important radio activities recorded in Android log files. These radio activities are currently overlooked by researchers. We show the effectiveness of our rnethod by using the examples frorn published literature. Our method requires much less user knowledge but is more generic than traditional approaches.

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 Portable electronic devices such as the iPad are increasingly taking a place in contemporary childhood experiences including those of schooling (O'Mara & Laidlaw, 2011). As digital media theorists suggest, such new tools invite both "hope and fear" (Gee and Hayes, 2011, p.4), consistent with literacy innovations across history. In both Canada and Australia, educational stakeholders are looking to touch screen devices as having much promise, particularly within literacy education. This paper presentation examines the possibilities as well as the challenges and imagines the future of such digital tools within literacy education, looking at experiences and perspectives in Canada and Australia.
We take a qualitative ecological mode of inquiry approach to our data collection and analysis, drawing on complexity thinking (Davis & Sumara, 2006) to bring our multiple points of view together as diversely positioned educators. Within our individual sites, each author has collected data as a part of longer-term research projects. In this paper presentation we compare and contrast these data sets, attending to significant intersections and juxtaposing issues of culture and globalization. Within this mode of inquiry we value the particularity of the individual contexts, and locate them alongside one another in a larger bricolage (Johnson, 2010).
We examined observational data, documents and artifacts using Freebody and Luke's (1990) four resources model and the further adaptions of this model (see e.g. Luke & Freebody, 1999) to understand how touch screen devices are being used and positioned as literacy tools. We have engaged in collaborative data analysis, often working 'together' using digital tools ourselves to enable collective conversations. For example, we have used Facetime on iPads and laptops, Skype and email to facilitate collective analyses. We applied iterative and recursive analyses to uncover reoccurring themes both within and across sites and artifacts.
As our paper will elaborate, mobile touch screen devices such as iPads are widely being taken up in educational settings, and regarded as having the possibility to shift teaching and learning in new directions, as "paradigm breakers" (p. 4, Gov't of AB, 2011). As personal, mobile devices, these tools present challenges that require educators to think differently about learning and teaching. Our paper also addresses the opportunities and affordances that iPads might offer to learners, as having the potential for students to engage in playful exploration, and in the role of designers, creators, and producers, rather than as passive recipients.

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In line with global trends, Australian educational policy emphatically recognises the need for contemporary learners to be digitally literate, with provision of 'one-to-one' devices to individual learners in schools a major implementation strategy. However, without teacher commitment, the benefits of such investment in one-to-one programs are undermined and the devices themselves are under-utilised. Too often, the focus on hardware is not accompanied by insight into the organisational learning and change required in pedagogical practices. In the knowledge that curriculum and pedagogical renewal rests squarely with teachers and leaders rather than with technological hardware and software per se, this article draws on outcomes/findings from a school/university ethnographic collaboration which closely explored the introduction of a school-funded, one-to-one netbook program in a school excluded from a state-wide initiative. It seeks to make visible the often overlooked work of teachers as members of learning organisations through a narrative of change. The narrative focuses on teacher agency and capacity to mobilise a school community to commit to a vision of; no-blame risk taking; collective professional learning; the power of purpose and passion; leadership in the face of government practice which disempowered teachers and disadvantaged students; and the development of an innovation 'from the inside'.

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Exploiting the distinct excitation and emission properties of concomitant electrochemiluminophores in conjunction with the inherent color selectivity of a conventional digital camera, we create a new strategy for multiplexed electrogenerated chemiluminescence detection, suitable for the development of low-cost, portable clinical diagnostic devices. Red, green and blue emitters can be efficiently resolved over the three-dimensional space of ECL intensity versus applied potential and emission wavelength. As the relative contribution ratio of each emitter to the photographic RGB channels is constant, the RGB ECL intensity versus applied-potential curves could be effectively isolated to a single emitter at each potential.

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Valves are one of the key components in microfluidic devices to control the fluid flow. In this paper we introduce a novel manual pin-valve which can operate in both analogue (partially close) and digital (on/off) states. We also demonstrate implementation of this pin-valve in a hydrodynamic flow focusing (HFF) device. © The Royal Society of Chemistry 2014.

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Conception of ‘star performance’ through popular music is stratified which generates diverse and often contradictory forms of thought. For example, stars and celebrities plausibly act as a ‘culture medium’ in which, through imagination, one’s identity is assembled, realised or constructed. What to become and how to be are questions we individually and collectively contend with throughout our lives to varying degrees (Maslow, 1954; 1968). Predominant use of digital technologies has seen the delivery of sound much altered. Music, be it Giuseppe Verdi’s La Traviata or Iron Maiden’s The Number of the Beast, once sourced via analogue legacy devices such as ‘old-school’ tape cassette or vinyl record is now a series of zero and one digits. Advocates argue that the key benefit of digitalisation is the ability to compress data because sound generates large files of information. The discourse of digitalisation begs the question of how a series of ones and zeros, albeit in a plethora of configurations, registers with listening bodies and affects ‘the sublime’. It is without doubt that some musical experiences afford indescribable, unlocatable sensation—even enchantment (as defined by Bennett, 2001: 5 and called forth by Redmond: 2014: 126). Such musical experiences might be in the presence of the performer or in their absence such as in the case of recorded music. In this context, any sense of ’real’ space and place is less definitive allowing for ‘special encounters’ to be imagined and felt. For these reasons, music and all that the use of the word might convey, the proposed notion of phaino-ken here, acts as the lens through which to examine the meaning and value of celebrity and star embodiment.

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Interactive digital media learning resources and mobile devices offer flexible teaching and learning options and experiences for the student and teacher. Recent technological advancements of mobile devices, release of forth generation mobile broadband and discussions of a fifth generation to come mean that interactive digital media rich content delivered over mobile devices will become mainstream. Given the popularity of mobile devices such as smartphones, laptops, netbooks and digital tablets all have capacity to deliver interactive digital media content, the design and pedagogical factors of mobile learning resources is fundamental. Course designers and education developers need to consider the design and pedagogical considerations involved in the creation of these learning resources. This paper provides best practices and guidelines that course designers and educational developers can use to help them design and develop interactive digital media learning resources for mobile devices.

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Os stents são dispositivos intravasculares implantados com o objetivo de dilatar ou fixar a placa de colesterol contra a parede arterial. O objetivo avaliar dois tipos de stents de aço inoxidável, um recoberto com poliéster (dacron) e outro não recoberto, implantados na aorta infra-renal de suínos jovens, foram avaliados por morfometria digital para medir o espessamento intimal. Foi realizado um estudo experimental randomizado, separados em dois grupos(stents não revestidos e revestidos com dacron) e duas fases (I e II). Oito stents recobertos com dacron e oito stents de aço inoxidável (30mm de extensão e 8 mm de diâmetro), não revestidos, foram implantados através de abordagem retroperitoneal na aorta infrarenal normal de 16 suínos normolipêmicos. Para a passagem do sistema de implante, foi necessário uma pequena arteriotomia na aorta distal (fase I). Após quatro semanas, a aorta com os stents foram removidas em monoblocos (fase II). Os valores de hematimetria e do lipidograma foram coletados nas duas fases e não apresentaram alterações que pudessem influenciar o estudo. Amostras de tecido dos sítios de fixação (proximal e distal) dos stents foram retiradas, confeccionadas lâminas, que foram coradas pelas técnicas de hematoxilina e eosina de Verhoeff e enviadas para análise morfométrica digital. A camada intima distal não apresentou diferença estatística significativa. A camada média proximal das porções proximal e da porção distal não apresentaram diferença entre os grupos. Os dois tipos de stents apresentaram 100% de perviedade, boa biocompatibilidade e boa incorporação a parede aórtica de suínos normolipêmicos. A camada íntima proximal do grupo de stents revestidos com dacron apresentou espessura maior do que os stents não revestidos, mas com significância estatísitica limítrofe.

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In this work, we propose a new approach to Interactive Digital Television (IDTV), aimed to explore the concepts of immersivity. Several architectures have been proposed to IDTV, but they did not explore coherently questions related to immersion. The goal of this thesis consists in defining formally what is immersion and interactivity for digital TV and how they may be used to improve user experience in this new televisive model. The approach raises questions such as the appropriate choice of equipment to assist in the sense of immersion, which forms of interaction between users can be exploited in the interaction-immersion context, if the environment where an immersive and interactive application is used can influence the user experience, and which new forms of interactivity between users, and interactivity among users and interactive applications can be explored with the use of immersion. As one of the goals of this proposal, we point out new solutions to these issues that require further studies. We intend to formalize the concepts that embrace interactivity in the brazilian system of digital TV. In an initial study, this definition is organized into categories or levels of interactivity. From this point are made analisis and specifications to achieve immersion using DTV. We pretend to make some case studies of immersive interactive applications for digital television in order to validate the proposed architecture. We also approach the use of remote devices anda proposal of middleware architecture that allows its use in conjunction with immersive interactive applications

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This Dissertation aims to provide a communication mechanism between Digital TV viewers and interaction devices, such as robots, for example, placed on the environment from which a TV program is being live broadcasted. Such communication mechanism has the objective to allow viewers controll the Interaction Devices through their TV devices, using the broadcast channel present in Interactive Digital TV systems, and receive data from the devices by the broadcast channel. This system was projected as a middlewaer system where the Interaction Devices in the TV program set are interconnected, creating a Interactive Device Network. With this approach, the system is capable of manage the devices on the network, controlling the flow of coming and leaving elements, in a transparent way for the viewers. The system yet allows the Interaction Devices communicate each other, with a integrated communication channel with no worries about the physical communication layer