7 research outputs found

    Challenges in the thermal modeling of highly porous carbon foams

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    The heat pulse experiment is a well-known method for determining thermal diffusivity. However, neither the measurement nor the evaluation methodologies are straightforward for heterogeneous, highly porous materials. In the present paper, we focus on two open-cell carbon foam types, differing in their porosity but having the same size. Recent experiments showed that a non-Fourier behaviour, called 'over-diffusive' propagation, is probably present for such a complex structure. The (continuum) Guyer-Krumhansl equation stands as a promising candidate to model such transient thermal behaviour. In order to obtain a reliable evaluation and thus reliable thermal parameters, we utilize a novel, state-of-the-art evaluation procedure developed recently using an analytical solution of the Guyer-Krumhansl equation. Based on our observations, it turned out that the presence of high porosity alone is necessary but not satisfactory for non-Fourier behaviour. Additionally, the mentioned non-Fourier effects are porosity-dependent. However, porous samples can also follow the Fourier law. These data serve as a basis to correctly identify the characteristic heat transfer mechanisms and their corresponding time scales, which altogether result in the present non-Fourier behaviour. Keywords: flash experiments, non-Fourier heat conduction, highly porous carbon foams

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    Jelen dolgozatomat az autizmussal Ă©lƑ Ă©s a tipikus fejlƑdĂ©sƱ fiatalok vizuĂĄlis letapogatĂĄsi viselkedĂ©sei körĂ© Ă©pĂ­ttettem fel, melyben kiemelt szerepet kap a szabadböngĂ©szĂ©s, Ă©s ezen belĂŒl az arcok preferenciĂĄjĂĄnak megfigyelĂ©se, illetve a kĂ©t csoport eltĂ©rĂ©sei

    Elicitation of Content Layout Preferences in Virtual 3D Spaces Based on a Free Layout Creation Task

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    Three-dimensional virtual reality (VR) environments, whether operating on desktop platforms or immersive screens, have been recognized for enabling novel and extremely engaging methods of interacting with digital content across various fields of application. Studies conducted over the past several years have also consistently suggested that utilizing 3D in contrast to 2D interfaces can lead to enhancements in multiple performance dimensions. These enhancements encompass better understanding and retention of information, increased capacity for inventive and efficient collaboration, and the ability to execute workflows that integrate numerous information sources more quickly. At the same time, how digital content such as documents, audio–visual content and web browsers are integrated into 3D spaces is often decided by the creators of the spaces based on either aesthetic considerations, or on a case-by-case basis depending on the workflow. In this paper, we present the results of an experiment we conducted to better understand how users prefer to arrange digital content in their 3D environments, depending on the subject matter, the format of the content (e.g., text-based, image, or audio–visual) and the 3D objects within the space. The results of the experiment presented in the paper can help inform future 3D VR design methodologies and may also provide support for automated content arrangement solutions

    Descriptive Markers for the Cognitive Profiling of Desktop 3D Spaces

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    3D virtual reality spaces, whether running on desktop environments or on immersive displays, have been noted to support a radically new and highly stimulating way of working with digital content in a variety of application domains. At the same time, research in recent decades has produced a number of experimental results showing that the use of 3D, as opposed to 2D interfaces, can lead to performance improvements from a wide range of aspects, including the ability to comprehend and retain knowledge, ability to work collaboratively in more creative and effective ways, and ability to carry out workflows integrating numerous sources of information in less time. In this paper, we first review the relevant literature; then, we describe an exploratory study that we carried out with test subjects, both in a 3D desktop virtual environment and in a 2D web-based environment, while collecting eye tracking data. In the study, subjects were presented with a set of multimedia content on a range of topics within the field of astronomy, based on which they were subsequently asked to fill out a set of questionnaires. By comparing the 2D and 3D cases in terms of correctness of answers, time taken to perform the task, pupil dilation measurements, subjects’ self-reported difficulty assessments, as well as various kinds of high-level interaction patterns employed during the task (in 3D), we were able to identify a set of descriptive markers which may be relevant to the prediction of users’ effectiveness in virtual reality workspaces. In a weaker sense, the results also seem to support previous research works claiming improved effectiveness in 3D spaces compared to 2D web-based interfaces, although further work is needed to more clearly identify the constraints within which such benefits can be guaranteed

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    Jelen cikkben az EFOP-3.6.1-16-2016- 00003 „K+F+I folyamatok hosszĂș tĂĄvĂș megerƑsĂ­tĂ©se a DunaĂșjvĂĄrosi Egyetemen” cĂ­mƱ projekt keretĂ©ben vĂ©gzett kutatĂĄsaink egy rĂ©sze, elsƑsorban az ember-szĂĄmĂ­tĂłgĂ©p, a megjelenĂ­tƑ Ă©s elemzƑ interfĂ©szek, tovĂĄbbĂĄ a virtuĂĄlis valĂłsĂĄg tĂ©makörrel összefĂŒggƑ kutatĂĄsok Ă©s kutatĂĄsi irĂĄnyok kerĂŒlnek összefoglalĂĄsra
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