832 resultados para interactive coeffi cients
Resumo:
Engineering assets are often complex systems. In a complex system, components often have failure interactions which lead to interactive failures. A system with interactive failures may lead to an increased failure probability. Hence, one may have to take the interactive failures into account when designing and maintaining complex engineering systems. To address this issue, Sun et al have developed an analytical model for the interactive failures. In this model, the degree of interaction between two components is represented by interactive coefficients. To use this model for failure analysis, the related interactive coefficients must be estimated. However, methods for estimating the interactive coefficients have not been reported. To fill this gap, this paper presents five methods to estimate the interactive coefficients including probabilistic method; failure data based analysis method; laboratory experimental method; failure interaction mechanism based method; and expert estimation method. Examples are given to demonstrate the applications of the proposed methods. Comparisons among these methods are also presented.
Resumo:
Th e CERES-Maize model is the most widely used maize (Zea mays L.) model and is a recognized reference for comparing new developments in maize growth, development, and yield simulation. Th e objective of this study was to present and evaluate CSMIXIM, a new maize simulation model for DSSAT version 4.5. Code from CSM-CERES-Maize, the modular version of the model, was modifi ed to include a number of model improvements. Model enhancements included the simulation of leaf area, C assimilation and partitioning, ear growth, kernel number, grain yield, and plant N acquisition and distribution. Th e addition of two genetic coeffi cients to simulate per-leaf foliar surface produced 32% smaller root mean square error (RMSE) values estimating leaf area index than did CSM-CERES. Grain yield and total shoot biomass were correctly simulated by both models. Carbon partitioning, however, showed diff erences. Th e CSM-IXIM model simulated leaf mass more accurately, reducing the CSM-CERES error by 44%, but overestimated stem mass, especially aft er stress, resulting in similar average RMSE values as CSM-CERES. Excessive N uptake aft er fertilization events as simulated by CSM-CERES was also corrected, reducing the error by 16%. Th e accuracy of N distribution to stems was improved by 68%. Th ese improvements in CSM-IXIM provided a stable basis for more precise simulation of maize canopy growth and yield and a framework for continuing future model developments
Resumo:
This chapter explores the development of concepts of interactive environments by comparing two major projects that frame the period of this book. The Fun Palace of 1960 and the Generator of 1980 both proposed interactive environments responsive to the needs and behaviour of their users, but the contrast in terms of the available technology and what it enabled could not be more marked. The Fun Palace broke new architectural, organizational and social ground and was arguably the first proposition for cybernetic architecture; the Generator demonstrated how it could be achieved. Both projects are now acknowledged as seminal architectural propositions of the twentieth century, and both were designed by Cedric Price.
Resumo:
Designers and artists have integrated recent advances in interactive, tangible and ubiquitous computing technologies to create new forms of interactive environments in the domains of work, recreation, culture and leisure. Many designs of technology systems begin with the workplace in mind, and with function, ease of use, and efficiency high on the list of priorities. [1] These priorities do not fit well with works designed for an interactive art environment, where the aims are many, and where the focus on utility and functionality is to support a playful, ambiguous or even experimental experience for the participants. To evaluate such works requires an integration of art-criticism techniques with more recent Human Computer Interaction (HCI) methods, and an understanding of the different nature of engagement in these environments. This paper begins a process of mapping a set of priorities for amplifying engagement in interactive art installations. I first define the concept of ludic engagement and its usefulness as a lens for both design and evaluation in these settings. I then detail two fieldwork evaluations I conducted within two exhibitions of interactive artworks, and discuss their outcomes and the future directions of this research.