34 research outputs found
Communication for safety's sake: Visual communication materials for pesticide users in Latin America
Exposure of Burrowing Mammals to Rn-222 in Northwest England.
This dataset includes individual passive detector measurements of Rn-222 in the air of artificial burrows, Rn-222 measurements by instrumentation in soil gas of interstitial soil pores and burrow air, gamma analyses results for soil samples and, soil moisture and temperature data. Estimates of absorbed dose rates to wildlife from exposure to natural background radionuclides are required to put estimates of dose rates arising from regulated releases of radioactivity and proposed benchmarks into context. These data are from a study conducted at seven sites in northwest England (comprising broadleaved and coniferous woodlands, scrubland and pastures). Passive track etch detectors were used to measure the Rn-222 concentrations in artificial burrows over a period of approximately one year (July 2009 to June 2010). Instrumented measurements of burrow air and soil pore gas were also conducted in October 2009. The data result from a study funded by NERC-CEH and the England & Wales Environment Agency. Details of the study and a discussion of its findings can be found in: Beresford et al. (doi:10.1016/j.scitotenv.2012.05.023)
The Role of the Graphic Element in the Context of Playful Games for Cultural Heritage
This paper aims to investigate the conditioning that the use of playful
games requires the role of graphic element for disseminating and promoting the
Cultural Heritage. Within the CHROME project, which has, among the various
objectives, the definition of an innovative strategy to promote the three Charterhouses
of Campania, it comes up with the idea to plan a playful game placed
in one of the three monasteries. Its purpose is to provide a first knowledge, both
in relation to the spatiality of a Carthusian monastery and to the life of a monk of
the Order, exploiting the playful dimension of the games. Since that the proposed
location for the game is a monastic complex whose modeling is gained by
range-based and image-based survey processes, the project shows the definition
of a methodology to generate digital three-dimensional models, whose geometric
genesis is at the same time both topologically coherent and enjoyable on
the selected technology platform. Once obtained the scene in which the narration
develops, it must qualify as a visual device able to activate the sensory
involvement, the share and the exploration. For this reason, some expedients
(illumination techniques, framing, distortions, sonorous scenes) have been
studied to stimulate the player and to communicate cognitive messages related
to the game space using the principle “show, don’t tell”