70,860 research outputs found
Arealrepresentativ overvåking av skog i verneområder. registreringsopplegg, metodikk og erfaringer fra feltarbeidet i 2015
Direktoratet for naturforvalting (Miljødirektoratet f.o.m. 1. juli 2013) har siden 2009 arbeidet med å etablere et overvåkingssystem for verneområder. Etter en offentlig anbudsrunde vinteren 2012, ble det besluttet at overvåkingen av naturtypen skog i verneområder skulle koordineres med arbeidet som utføres gjennom Landsskogtakseringen. Fordelene ved å koordinere overvåkingsprogrammet med den etablerte Landsskogtakseringen er at skogstatistikken fra overvåkingen av verneområdene vil være sammenlignbar med skogstatistikk for arealer utenfor verneområdene. Videre vil denne samkjøringen være kostnadseffektiv fordi Landsskogtakseringen har et etablert nett av prøveflater i de omtalte områdene, og et velfungerende system for datainnsamling, datalagring, kvalitetskontroll, beregninger og rapportering. Vinteren 2012 ble det utarbeidet et detaljert arealrepresentativt overvåkingsprogram for skog i verneområder. Overvåkingen av skog i nasjonalparker og naturreservater med annet vernetema enn skog skal følge Landsskogtakseringens ordinære takstopplegg. I naturreservater med skog som vernetema (skogreservat), skal alle ordinære landsskogflater i 3km x 3km forbandet (ordinære flater) inngå, samt at det etableres to nye flater (tilleggsflater) i tilknytning til hver ordinære flate. Disse flatene vil inngå i Landsskogtakseringens 5-årige omdrev. Overvåkingsprogrammet startet sommeren 2012. Etter feltsesongen 2015 er således 4/5 av prøveflatene etablert. Registreringene i felt ble gjennomført i perioden juni-oktober
Arealrepresentativ overvåking av skog i verneområder. registreringsopplegg, metodikk og erfaringer fra feltarbeidet i 2015
Direktoratet for naturforvalting (Miljødirektoratet f.o.m. 1. juli 2013) har siden 2009 arbeidet med å etablere et overvåkingssystem for verneområder. Etter en offentlig anbudsrunde vinteren 2012, ble det besluttet at overvåkingen av naturtypen skog i verneområder skulle koordineres med arbeidet som utføres gjennom Landsskogtakseringen. Fordelene ved å koordinere overvåkingsprogrammet med den etablerte Landsskogtakseringen er at skogstatistikken fra overvåkingen av verneområdene vil være sammenlignbar med skogstatistikk for arealer utenfor verneområdene. Videre vil denne samkjøringen være kostnadseffektiv fordi Landsskogtakseringen har et etablert nett av prøveflater i de omtalte områdene, og et velfungerende system for datainnsamling, datalagring, kvalitetskontroll, beregninger og rapportering. Vinteren 2012 ble det utarbeidet et detaljert arealrepresentativt overvåkingsprogram for skog i verneområder. Overvåkingen av skog i nasjonalparker og naturreservater med annet vernetema enn skog skal følge Landsskogtakseringens ordinære takstopplegg. I naturreservater med skog som vernetema (skogreservat), skal alle ordinære landsskogflater i 3km x 3km forbandet (ordinære flater) inngå, samt at det etableres to nye flater (tilleggsflater) i tilknytning til hver ordinære flate. Disse flatene vil inngå i Landsskogtakseringens 5-årige omdrev. Overvåkingsprogrammet startet sommeren 2012. Etter feltsesongen 2015 er således 4/5 av prøveflatene etablert. Registreringene i felt ble gjennomført i perioden juni-oktober
Carbon storage in HWP. Accounting for Spanish particleboard and fiberboard
Aim of study: The study quantifies carbon stock in particleboard and fibreboard, for the period 1990-2006. It is the first accounting made for the Spanish wood industry using industrial accurate data and it could be comparable to other European studies.Area of study: SpainMaterial and Methods: A comparison of the three different approaches (Stock Change Approach, Production Approach, Atmospheric Flow Approach) of the 2006 Intergovernmental Panel on Climate Change Guidelines for National Greenhouse Gas (GHG). Due to the complexity derived from the amount of input variables and the recurrence of the formulas, the Montecarlo simulation method was chosen to compare results.Main results: Between 1990-2006 the carbon stock of the Spanish panel industry has been growing steadily, reaching around 1,000 Gg C in all three approaches studied. During the period 1990-2002, the Stock Change Approach is the one which provides a higher carbon stock accounting. However, since 2002 the Production Approach is the one which presents higher values of carbon stock.Research highlights: The main result of the study shows the important role of carbon stock which play the Spanish wood based panel industry during the period analysed. The results highlight the economic and environmental importance of carbon stock stored in such wood products, as well as its remarkable increase during the study period. They also highlights the importance of good practices such as cascade use of wood resources as well as the need for properly coordination between climate change and forest policies.Key words: climate change; emissions trading system; national greenhouse gas inventories; approach; Monte Carlo; recycled wood; cascade use.</p
Cooperative localization by dual foot-mounted inertial sensors and inter-agent ranging
The implementation challenges of cooperative localization by dual
foot-mounted inertial sensors and inter-agent ranging are discussed and work on
the subject is reviewed. System architecture and sensor fusion are identified
as key challenges. A partially decentralized system architecture based on
step-wise inertial navigation and step-wise dead reckoning is presented. This
architecture is argued to reduce the computational cost and required
communication bandwidth by around two orders of magnitude while only giving
negligible information loss in comparison with a naive centralized
implementation. This makes a joint global state estimation feasible for up to a
platoon-sized group of agents. Furthermore, robust and low-cost sensor fusion
for the considered setup, based on state space transformation and
marginalization, is presented. The transformation and marginalization are used
to give the necessary flexibility for presented sampling based updates for the
inter-agent ranging and ranging free fusion of the two feet of an individual
agent. Finally, characteristics of the suggested implementation are
demonstrated with simulations and a real-time system implementation.Comment: 14 page
Serial Snacker : Diabetesaiheinen mobiilipeli Androidille
Opinnäytetyön tavoitteena oli luoda diabetesaiheinen mobiilipeli, jonka avulla diabetesta sairastavat, 10 - 17-vuotiaat nuoret voivat opetella hallitsemaan oman sairautensa hoitoa. Pelin tarkoitus oli opastaa laskemaan ravinnosta saatavia hiilihydraatteja ja pistämään omaan insuliiniherkkyyteen sopiva annos insuliinia. Pelin tuli olla informatiivinen, hauska, mielenkiintoinen ja houkutteleva. Mobiilialustan vuoksi peli haluttiin pitää yksinkertaisena. Lisäksi 2D-grafiikoita pidettiin alustalle sopivina. Informatiivisuuden ja hauskuuden yhdistäminen teki suunnittelusta haastavan.
Peli toteutettiin Unitylla Android-käyttöjärjestelmälle. Unity valittiin, koska se oli entuudestaan tuttu. Grafiikoiden luomiseen käytettiin sähköisiä piirustustyökaluja Paint X Litea ja MS Paintia. Toteutuksen suurimpia kokonaisuuksia olivat pelaajahahmon ja vihollisten luominen sekä tason rakentaminen. Hahmojen luomisen vaiheita olivat piirtäminen, animoiminen ja ohjelmoiminen. Tason rakentamisessa hyödynnettiin automatisointia, mutta viimeistely tehtiin käsin. Pelille annettiin nimeksi Serial Snacker.
Toteutuksen aikana tavoite muuttui. Pelistä haluttiin monimutkaisempi versio tietokoneelle; pelin laajentamisen katsottiin parantavan sitä. Samalla siirryttiin piirretyistä 2D-grafiikoista 3D-grafiikoihin. Unreal Enginellä toteutettiin demo, joka hyödynsi aiemmin luotuja grafiikoita. Tähän vaiheeseen valittiin Unreal, koska sitä pidettiin kiinnostavana vaihtoehtona Unitylle. 3D-mallinnukseen käytettiin Blenderiä.
Lopputuotteena syntyi kaksi demoa: yhden tason käsittävä mobiilipelialku sekä konseptia esittelevä, tietokoneella pyöritettävä pieni taso. Mobiilipeli vastasi alun perin asetettuja tavoitteita muuten kuin laajudeltaan. Syynä suppeuteen oli tavoitteiden muuttuminen. Toinen demo jäi huomattavan suppeaksi teknisten ongelmien vuoksi. Unrealin havaittiin vaativan kehityskoneelta huomattavasti enemmän kuin Unityn. Kehityskoneen suorituskyky ei riittänyt laajempaan toteutukseen. Pelin idea vaikutti lupaavalta, ja täysi versio halutaan toteuttaa.The original purpose of this thesis was to create a mobile game aimed towards the 10 - 17 year old youngsters freshly diagnosed with diabetes. The game was meant to guide the player to estimate the carbon hydrates consumed during a meal and to decide the amount of insulin to be injected based on their insulin sensitivity. The game needed to be both fun and informative which was found challenging in the designing phase. It also had to be kept simple due to the mobile platform. The game would be made in 2D for it was regarded the best solution for this platform.
The game was made with Unity which the author was already familiar with. Drawing tools Paint X Lite and MS Paint were used to create graphics. The target platform was Android. The game has a player character and enemies which were made by drawing, animating and programming. The level uses an algorithm to build itself automatically. The game was given the name Serial Snacker.
However, the goal was later changed as the client desired a pc game instead of the planned mobile game. The platform was switched because the game needed to be more complex which meant that mobile was no longer a viable option. It also felt natural to switch to 3D graphics. The new game was designed and a small demo was made with Unreal Engine. Unreal was a new experience and it was chosen for this phase because it was thought to be an interesting alternative to Unity. Blender was used to create a 3D model.
As a result of this thesis, two demos were made. The first one was a one-level game for Android and the other was a piece of a level meant to be run on pc. The Android demo met the original goals except for the amount of content designed. It was left short after the idea for a new game was conceived. The pc demo did not reach its goals due to performance issues on the computer used for development. The idea, after all, was found solid and the game is wished to be realized later
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