3,309 research outputs found

    Viscoelastic materials are most energy efficient when loaded and unloaded at equal rates

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    Biological springs can be used in nature for energy conservation and ultra-fast motion. The loading and unloading rates of elastic materials can play an important role in determining how the properties of these springs affect movements. We investigate the mechanical energy efficiency of biological springs (American bullfrog plantaris tendon) and synthetic elastomers under symmetric rates (equal loading and unloading durations) and asymmetric rates (unequal loading and unloading durations) using novel dynamic mechanical analysis measurements. We find that mechanical efficiency is highest at symmetric rates and significantly decreases with a larger degree of asymmetry. A generalized Maxwell model with no fitting parameters captures the experimental results based on the independently-characterized linear viscoelastic properties of the materials. The model further shows that a broader viscoelastic relaxation spectrum enhances the effect of rate-asymmetry on efficiency. Overall, our study provides valuable insights into the interplay between material properties and unloading dynamics in both biological and synthetic elastic systems.Comment: main text: 9 pages, 5 figures; supplemental information: 10 pages, 7 figure

    Sport Modalities, Performance and Health

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    Sport modalities are highly practiced in order to improve many aspects of human beings, including performance and health. The increasing interest in the quantitative and qualitative aspects of sport training is ascribable to the fact that several training systems and new methodologies are appearing in all sport modalities. These methodologies can have different effects on the organism depending on the degree of training.On the other hand, some of the main objectives in sport research are to describe match activity and to detect effective performance indicators. A better knowledge of players' performance adaptations and game dynamics during competition is extremely useful for optimizing the training process. The need to develop training methodologies according to actions occurring during the game is essential for each sport

    Writers and writing in the Roman Army at Dura-Europos

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    This socio-palaeographic thesis maintains that behind the uniform appearance of Roman army writing was a particular, dedicated training. Focussing on the third century Dura-Europos, it uncovers evidence for the thorough schooling given to the clerks of the resident Cohors XX Palmyrenorum enabling them to fulfil their administrative duties. These include maintaining efficient documentation systems and preparing a range of accurate, legible texts, and the clerks were trained to produce a repertoire of standard military scripts. Additionally other soldiers and the more general public were taught to read and to understand, to varying degrees, but the clerks, distinct, were specialist writers who found dignity in the work that they did. This dissertation, a preliminary study, draws throughout from the camp’s rich epigraphic and papyrological evidence. It sets out the context in which clerical soldiers worked and the evidence for army literate education and then introduces Roman writing, its form and development generally, before analysing in detail the letter-forms used in one particular standard hand over the decades the cohort’s documents span. In this hand, the well-known development out of Old Roman Cursive is presented and discussed. A brief additional chapter presents the possibility that military clerks also produced camp signage

    Detecting Feeding and Estimating the Energetic Costs of Diving in California Sea Lions (Zalophus californianus) Using 3-Axis Accelerometers

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    Knowledge of when animals feed and the energetic costs of foraging is key to understanding their foraging ecology and energetic trade-offs. Despite this importance, our ability to collect these data in marine mammals remains limited. In this thesis, I address knowledge gaps in both feeding detection and fine-scale diving energetic costs in a model species, the California sea lion (Zalophus californianus). I first developed and tested an analysis method to accurately detect prey capture using 3-axis accelerometers mounted on the head and back of two trained sea lions. An acceleration signal pattern isolated from a ‘training’ subset of synced video and acceleration data was used to build a feeding detector. In blind trials on the remaining data, this detector accurately parsed true feeding from other motions (91-100% true positive rate, 0-4.8% false positive rate), improving upon similar published methods. In a second study, I used depth and acceleration data to estimate the changing body density of 8 wild sea lions throughout dives, and used those data to calculate each sea lion’s energetic expenditure during descent and ascent at fine temporal scales. Energy expenditure patterns closely followed the influence of buoyancy changes with depth. Importantly, sea lions used more energy per second but less energy per meter as dive depth increased, revealing high costs of deep diving. Combined, these studies further our understanding of California sea lion foraging ecology and provide new methods to aid similar future studies

    Non-photorealistic rendering: a critical examination and proposed system.

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    In the first part of the program the emergent field of Non-Photorealistic Rendering is explored from a cultural perspective. This is to establish a clear understanding of what Non-Photorealistic Rendering (NPR) ought to be in its mature form in order to provide goals and an overall infrastructure for future development. This thesis claims that unless we understand and clarify NPR's relationship with other media (photography, photorealistic computer graphics and traditional media) we will continue to manufacture "new solutions" to computer based imaging which are confused and naive in their goals. Such solutions will be rejected by the art and design community, generally condemned as novelties of little cultural worth ( i.e. they will not sell). This is achieved by critically reviewing published systems that are naively described as Non-photorealistic or "painterly" systems. Current practices and techniques are criticised in terms of their low ability to articulate meaning in images; solutions to this problem are given. A further argument claims that NPR, while being similar to traditional "natural media" techniques in certain aspects, is fundamentally different in other ways. This similarity has lead NPR to be sometimes proposed as "painting simulation" — something it can never be. Methods for avoiding this position are proposed. The similarities and differences to painting and drawing are presented and NPR's relationship to its other counterpart, Photorealistic Rendering (PR), is then delineated. It is shown that NPR is paradigmatically different to other forms of representation — i.e. it is not an "effect", but rather something basically different. The benefits of NPR in its mature form are discussed in the context of Architectural Representation and Design in general. This is done in conjunction with consultations with designers and architects. From this consultation a "wish-list" of capabilities is compiled by way of a requirements capture for a proposed system. A series of computer-based experiments resulting in the systems "Expressive Marks" and 'Magic Painter" are carried out; these practical experiments add further understanding to the problems of NPR. The exploration concludes with a prototype system "Piranesi" which is submitted as a good overall solution to the problem of NPR. In support of this written thesis are : - • The Expressive Marks system • Magic Painter system • The Piranesi system (which includes the EPixel and Sketcher systems) • A large portfolio of images generated throughout the exploration

    Biomechanical Spectrum of Human Sport Performance

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    Writing or managing a scientific book, as it is known today, depends on a series of major activities, such as regrouping researchers, reviewing chapters, informing and exchanging with contributors, and at the very least, motivating them to achieve the objective of publication. The idea of this book arose from many years of work in biomechanics, health disease, and rehabilitation. Through exchanges with authors from several countries, we learned much from each other, and we decided with the publisher to transfer this knowledge to readers interested in the current understanding of the impact of biomechanics in the analysis of movement and its optimization. The main objective is to provide some interesting articles that show the scope of biomechanical analysis and technologies in human behavior tasks. Engineers, researchers, and students from biomedical engineering and health sciences, as well as industrial professionals, can benefit from this compendium of knowledge about biomechanics applied to the human body

    AutoGraff: towards a computational understanding of graffiti writing and related art forms.

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    The aim of this thesis is to develop a system that generates letters and pictures with a style that is immediately recognizable as graffiti art or calligraphy. The proposed system can be used similarly to, and in tight integration with, conventional computer-aided geometric design tools and can be used to generate synthetic graffiti content for urban environments in games and in movies, and to guide robotic or fabrication systems that can materialise the output of the system with physical drawing media. The thesis is divided into two main parts. The first part describes a set of stroke primitives, building blocks that can be combined to generate different designs that resemble graffiti or calligraphy. These primitives mimic the process typically used to design graffiti letters and exploit well known principles of motor control to model the way in which an artist moves when incrementally tracing stylised letter forms. The second part demonstrates how these stroke primitives can be automatically recovered from input geometry defined in vector form, such as the digitised traces of writing made by a user, or the glyph outlines in a font. This procedure converts the input geometry into a seed that can be transformed into a variety of calligraphic and graffiti stylisations, which depend on parametric variations of the strokes
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