3,280 research outputs found
A Framework for the Principled Debugging of Prolog Programs: How to Debug Non-Terminating Programs
Player agency in interactive narrative: audience, actor & author
The question motivating this review paper is, how can
computer-based interactive narrative be used as a constructivist learn-
ing activity? The paper proposes that player agency can be used to
link interactive narrative to learner agency in constructivist theory,
and to classify approaches to interactive narrative. The traditional
question driving research in interactive narrative is, âhow can an in-
teractive narrative deal with a high degree of player agency, while
maintaining a coherent and well-formed narrative?â This question
derives from an Aristotelian approach to interactive narrative that,
as the question shows, is inherently antagonistic to player agency.
Within this approach, player agency must be restricted and manip-
ulated to maintain the narrative. Two alternative approaches based
on Brechtâs Epic Theatre and Boalâs Theatre of the Oppressed are
reviewed. If a Boalian approach to interactive narrative is taken the
conflict between narrative and player agency dissolves. The question
that emerges from this approach is quite different from the traditional
question above, and presents a more useful approach to applying in-
teractive narrative as a constructivist learning activity
Soft tissue motion influences skeletal loads during impacts
Soft tissue motion occurs as impulsive loads are applied to the skeletal system. It has been
demonstrated that the wave like motion of these wobbling masses can reduce the loads acting on the
musculoskeletal system. This is an important concept to consider, whether the loads acting on the
musculoskeletal system are being determined using either inverse or direct dynamics
The influence of soft tissue movement on ground reaction forces, joint torques and joint reaction forces in drop landings
The aim of this study was to determine the effects that soft tissue motion has on ground reaction forces, joint torques and joint reaction forces in drop landings. To this end a four body-segment wobbling mass model was developed to reproduce the vertical ground reaction force curve for the first 100 ms of landing. Particular attention was paid to the passive impact phase, while selecting most model parameters a priori, thus permitting examination of the rigid body assumption on system kinetics. A two-dimensional wobbling mass model was developed in DADS (version 9.00, CADSI) to simulate landing from a drop of 43 cm. Subject specific inertia parameters were calculated for both the rigid links and the wobbling masses. The magnitude and frequency response of the soft tissue of the subject to impulsive loading was measured and used as a criterion for assessing the wobbling mass motion. The model successfully reproduced the vertical ground reaction force for the first 100 ms of the landing with a peak vertical ground reaction force error of 1.2 % and root mean square errors of 5% for the first 15 ms and 12% for the first 40 ms. The resultant joint forces and torques were lower for the wobbling mass model compared with a rigid body model, up to nearly 50% lower, indicating the important contribution of the wobbling masses on reducing system loading
Wobbling mass influence on impact ground reaction forces: A simulation model sensitivity analysis
To gain insight into joint loadings during impacts, wobbling mass models have been used. The
aim of this study was to investigate the sensitivity of a wobbling mass model, of landing from a
drop, to the model's parameters. A two-dimensional wobbling mass model was developed. Three
rigid linked segments designed to represent the skeleton each had a second mass attached to them,
via two translational non-linear spring dampers, representing the soft tissue. Model parameters
were systematically varied one at a time and the effect this had on the peak vertical ground
reaction force and segment kinematics was examined. Model output showed low sensitivity to
most model parameters but was sensitive to the timing of joint torque initiation. Varying the heel
pad stiffness in the range of stiffness values reported in the literature had the largest influence on
the peak vertical ground reaction force. The analysis indicated that the more proximal body
segments had a lower influence on peak vertical ground reaction force per unit mass than the
segments nearer the contact point, 340 N/kg, 157 N/kg and 24 N/kg for the shank, thigh and trunk
respectively. Model simulations were relatively insensitive to variations in the properties of the
connection between the wobbling masses and the skeleton. Given the proviso that estimates for
the other model parameters and joint torque activation timings lie in a realistic range, then if the
goal is to examine the effects of the wobbling mass on the system this insensitivity is an
advantage. If precise knowledge about the motion of the wobbling mass is of interest, however,
more experimental work is required to determine precisely these model parameters
The role of the heel pad and shank soft tissue during impacts: a further resolution of a paradox
The aim of this study was to test the hypothesis that by accounting for soft tissue motion of the lower leg during the impacts associated with in vivo testing, that the differences between in vivo and in vitro estimates of heel pad properties can be explained. To examine this a two-dimensional model of the shank and heel pad was developed using DADS. The model contained a heel pad element and a rigid skeleton to which was connected soft tissue which could move relative to the bone. Simulations permitted estimation of heel pad properties directly from heel pad deformations, and from the kinematics of an impacting pendulum. These two approaches paralleled those used in vitro and in vivo respectively. Measurements from the pendulum indicated that heel pad properties changed from those found in vitro to those found in vivo as relative motion of the bone and soft tissue was allowed. This would indicate that pendulum measures of the in vivo heel pad properties are also measuring the properties of the whole lower leg. The ability of the wobbling mass of the shank to dissipate energy during an impact was found to be significant. These results demonstrate the important role of both the heel pad and soft tissue of the shank to the dissipation of mechanical energy during impacts. These results provide a further clarification of the paradox between the measurements of heel pad properties made in vivo and in vitro
Signal sequence region of mitochondrial precursor proteins binds to mitochondrial import receptor.
A large eddy simulation of the dispersion of traffic emissions by moving vehicles at an intersection
Traffic induced flow within urban areas can have a significant effect on pollution dispersion, particularly for traffic emissions. Traffic movement results in increased turbulence within the street and the dispersion of pollutants by vehicles as they move through the street. In order to accurately model urban air quality and perform meaningful exposure analysis at the microscale, these effects cannot be ignored. In this paper we introduce a method to simulate traffic induced dispersion at high resolution. The computational fluid dynamics software, Fluidity, is used to model the moving vehicles through a domain consisting of an idealised intersection. A multi-fluid method is used where vehicles are represented as a second fluid which displaces the air as it moves through the domain. The vehicle model is coupled with an instantaneous emissions model which calculates the emission rate of each vehicle at each time step. A comparison is made with a second Fluidity model which simulates the traffic emissions as a line source and does not include moving vehicles. The method is used to demonstrate how moving vehicles can have a significant effect on street level concentration fields and how large vehicles such as buses can also cause acute high concentration events at the roadside which can contribute significantly to overall exposure
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