19 research outputs found

    Evidence for anomalous thermal expansion at a crystal surface

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    Quantum Matter and Optic

    Global patterns of diapycnal mixing from measurements of the turbulent dissipation rate

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    The authors present inferences of diapycnal diffusivity from a compilation of over 5200 microstructure profiles. As microstructure observations are sparse, these are supplemented with indirect measurements of mixing obtained from (i) Thorpe-scale overturns from moored profilers, a finescale parameterization applied to (ii) shipboard observations of upper-ocean shear, (iii) strain as measured by profiling floats, and (iv) shear and strain from full-depth lowered acoustic Doppler current profilers (LADCP) and CTD profiles. Vertical profiles of the turbulent dissipation rate are bottom enhanced over rough topography and abrupt, isolated ridges. The geography of depth-integrated dissipation rate shows spatial variability related to internal wave generation, suggesting one direct energy pathway to turbulence. The global-averaged diapycnal diffusivity below 1000-m depth is O(10?4) m2 s?1 and above 1000-m depth is O(10?5) m2 s?1. The compiled microstructure observations sample a wide range of internal wave power inputs and topographic roughness, providing a dataset with which to estimate a representative global-averaged dissipation rate and diffusivity. However, there is strong regional variability in the ratio between local internal wave generation and local dissipation. In some regions, the depth-integrated dissipation rate is comparable to the estimated power input into the local internal wave field. In a few cases, more internal wave power is dissipated than locally generated, suggesting remote internal wave sources. However, at most locations the total power lost through turbulent dissipation is less than the input into the local internal wave field. This suggests dissipation elsewhere, such as continental margins

    Dualismos em duelo

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    Augmented and Virtual Reality: Development of applications for a usability study

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    This report presents the development of an Augmented Reality (AR) application to visualize research data and the development of a 3D video game. These applications are completely developed at the University of Aveiro (UA) as a part of the Bachelor Project IN3700 of TU Delft. The AR application is used for a qualitative study which visualization method is most natural for human perception. The 3D game is used for a quantitative study of usability using different navigation methods.Electrical Engineering, Mathematics and Computer Scienc

    Simulation and validation of SiO2_2 LPCVD from TEOS in a vertical 300 mm multi-wafer reactor

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    Combining a slightly modified version of the chemical reaction mechanism for silicon-dioxide LPCVD from TEOS as proposed by Coltrin and coworkers, and the commercially available CFD program CFD-ACE+, a 21) model has been derived for gas flow, transport phenomena and deposition chemistry in the ASM A412 vertical 300mm multiwafer reactor. Silicon-dioxide deposition from TEOS is strongly influenced by gas-phase reactions, producing a reactive intermediate that is responsible for the majority of deposition. This phenomenon underlines the importance of the chemistry model in simulations. As a result of the gas phase intermediate, strong radial non-uniformities are observed. The simulation results have been validated against experimental growth rate data for various process conditions

    Usability in virtual and augmented environments: A qualitative and quantitative study

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    Virtual and Augmented Reality are developing rapidly: there is a multitude of environments and experiments in several laboratories using from simple HMD (Head-Mounted Display) visualization to more complex and expensive 6-wall projection CAVEs, and other systems. Still, there is not yet a clear emerging technology in this area, nor commercial applications based on such a technology are used in large scale. In addition to the fact that this is a relatively recent technology, there is little work to validate the utility and usability of Virtual and Augmented Reality environments when compared with the traditional desktop set-up. However, usability evaluation is crucial in order to design better systems that respond to the users’ needs, as well as for identifying applications that might really gain from the use of such technologies. This paper presents a preliminary usability evaluation of a low-cost Virtual and Augmented Reality environment under development at the University of Aveiro, Portugal. The objective is to assess the difference between a traditional desktop set-up and a Virtual/Augmented Reality system based on a stereo HMD. Two different studies were performed: the first one was qualitative and some feedback was obtained from domain experts who used an Augmented Reality set-up as well as a desktop in different data visualization scenarios. The second study consisted in a controlled experiment meant to compare users’ performances in a gaming scenario in a Virtual Reality environment and a desktop. The overall conclusion is that these technologies still have to overcome some hardware problems. However, for short periods of time and specific applications, Virtual and Augmented Reality seems to be a valid alternative since HMD interaction is intuitive and natural.Electrical Engineering, Mathematics and Computer Scienc
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