Academic literature on the topic 'Structured Environments'

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Journal articles on the topic "Structured Environments"

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WHITTLE, B. R., R. J. GAUTIER, and M. RATCLIFFE. "TRENDS IN STRUCTURE-ORIENTED ENVIRONMENTS." International Journal of Software Engineering and Knowledge Engineering 04, no. 01 (March 1994): 123–57. http://dx.doi.org/10.1142/s0218194094000076.

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The term Structure Editor (structured environment, structure-oriented environment) is widely used and has been defined, and redefined, many times since the first recognised structure editor, Emily [51]. This paper follows the trends in this field over the last decade in the following areas: environment parameters, environment architectures, tools and the uses of environments, textual manipulation, internal (structure) representation, conceptual programming with its knowledge-based tools, and environment evaluation. The paper contains an historical perspective of technological events shaping this field and concludes with a unifying summary.
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Girdzijauskas, Šarūnas, Anwitaman Datta, and Karl Aberer. "Structured overlay for heterogeneous environments." ACM Transactions on Autonomous and Adaptive Systems 5, no. 1 (February 2010): 1–25. http://dx.doi.org/10.1145/1671948.1671950.

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Althaus, Philipp, and Henrik I. Christensen. "Behavior coordination in structured environments." Advanced Robotics 17, no. 7 (January 2003): 657–74. http://dx.doi.org/10.1163/156855303769157009.

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Berrada, K. "Quantum speedup in structured environments." Physica E: Low-dimensional Systems and Nanostructures 95 (January 2018): 6–10. http://dx.doi.org/10.1016/j.physe.2017.08.020.

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GRIMSON, ROGER C., and NEAL ODEN. "DISEASE CLUSTERS IN STRUCTURED ENVIRONMENTS." Statistics in Medicine 15, no. 7-9 (April 15, 1996): 851–71. http://dx.doi.org/10.1002/(sici)1097-0258(19960415)15:7/9<851::aid-sim255>3.0.co;2-4.

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Mikkelsen, Kurt V. "CORRELATED ELECTRONIC STRUCTURE NONLINEAR RESPONSE METHODS FOR STRUCTURED ENVIRONMENTS." Annual Review of Physical Chemistry 57, no. 1 (May 2006): 365–402. http://dx.doi.org/10.1146/annurev.physchem.57.032905.104740.

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Al-Khulaidi, Rami, Rini Akmeliawati, Steven Grainger, and Tien-Fu Lu. "Structural Optimisation and Design of a Cable-Driven Hyper-Redundant Manipulator for Confined Semi-Structured Environments." Sensors 22, no. 22 (November 9, 2022): 8632. http://dx.doi.org/10.3390/s22228632.

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Structural optimisation of robotic manipulators is critical for any manipulator used in confined semi-structured environments, such as in agriculture. Many robotic manipulators utilised in semi-structured environments retain the same characteristics and dimensions as those used in fully-structured industrial environments, which have been proven to experience low dexterity and singularity issues in challenging environments due to their structural limitations. When implemented in environments other than fully-structured industrial environments, conventional manipulators are liable to singularity, joint limits and workspace obstacles. This makes them inapplicable in confined semi-structured environments, as they lack the flexibility to operate dexterously in such challenging environments. In this paper, structural optimisation of a hyper-redundant cable-driven manipulator is proposed to improve its performance in semi-structured and challenging confined spaces, such as in agricultural settings. The optimisation of the manipulator design is performed in terms of its manipulability and kinematics. The lengths of the links and the joint angles are optimised to minimise any error between the actual and desired position/orientation of the end-effector in a confined semi-structured task space, as well as to provide optimal flexibility for the manipulators to generate different joint configurations for obstacle avoidance in confined environments. The results of the optimisation suggest that the use of a redundant manipulator with rigid short links can result in performance with higher dexterity in confined, semi-structured environments, such as agricultural greenhouses.
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Ursell, Tristan. "Structured environments foster competitor coexistence by manipulating interspecies interfaces." PLOS Computational Biology 17, no. 1 (January 7, 2021): e1007762. http://dx.doi.org/10.1371/journal.pcbi.1007762.

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Natural environments, like soils or the mammalian gut, frequently contain microbial consortia competing within a niche, wherein many species contain genetically encoded mechanisms of interspecies competition. Recent computational work suggests that physical structures in the environment can stabilize local competition between species that would otherwise be subject to competitive exclusion under isotropic conditions. Here we employ Lotka-Volterra models to show that interfacial competition localizes to physical structures, stabilizing competitive ecological networks of many species, even with significant differences in the strength of competitive interactions between species. Within a limited range of parameter space, we show that for stable communities the length-scale of physical structure inversely correlates with the width of the distribution of competitive fitness, such that physical environments with finer structure can sustain a broader spectrum of interspecific competition. These results highlight the potentially stabilizing effects of physical structure on microbial communities and lay groundwork for engineering structures that stabilize and/or select for diverse communities of ecological, medical, or industrial utility.
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Ursell, Tristan. "Structured environments foster competitor coexistence by manipulating interspecies interfaces." PLOS Computational Biology 17, no. 1 (January 7, 2021): e1007762. http://dx.doi.org/10.1371/journal.pcbi.1007762.

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Natural environments, like soils or the mammalian gut, frequently contain microbial consortia competing within a niche, wherein many species contain genetically encoded mechanisms of interspecies competition. Recent computational work suggests that physical structures in the environment can stabilize local competition between species that would otherwise be subject to competitive exclusion under isotropic conditions. Here we employ Lotka-Volterra models to show that interfacial competition localizes to physical structures, stabilizing competitive ecological networks of many species, even with significant differences in the strength of competitive interactions between species. Within a limited range of parameter space, we show that for stable communities the length-scale of physical structure inversely correlates with the width of the distribution of competitive fitness, such that physical environments with finer structure can sustain a broader spectrum of interspecific competition. These results highlight the potentially stabilizing effects of physical structure on microbial communities and lay groundwork for engineering structures that stabilize and/or select for diverse communities of ecological, medical, or industrial utility.
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Débarre, Florence. "Fitness costs in spatially structured environments." Evolution 69, no. 5 (April 27, 2015): 1329–35. http://dx.doi.org/10.1111/evo.12646.

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Dissertations / Theses on the topic "Structured Environments"

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Friedlander, Ronn S. (Ronn Samuel). "Bacterial adhesion in structured environments." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/95862.

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Thesis: Ph. D., Harvard-MIT Program in Health Sciences and Technology, 2014.
Cataloged from PDF version of thesis.
Includes bibliographical references.
Biofilms-surface-bound communities of microbes-are a major medical concern, as they can be sources of infection that are difficult to eradicate. Their formation starts with the attachment of bacteria to available surfaces-often implantable biomaterials. The development of materials that prevent bacterial adhesion is therefore of paramount importance, and it requires a thorough understanding of the materials and bacterial surface properties that enable adhesive interactions. We herein design model surfaces and examine the interplay between micro-scale geometry, surface energy and bacterial surface properties with respect to adhesion, with the ultimate goal of understanding bacterial adhesion in structured environments, and establishing principles for design of novel surfaces that effectively repel bacteria. We first study adhesion of Escherichia coli to engineered surfaces possessing superficially unfavorable geometries. We show that cells can overcome geometric constraints with the aid of flagella, which are able to reach between narrow crevices, thus improving adhesion and expanding the range of surfaces to which cells can adhere. We examine binding of purified flagella to abiotic surfaces by means of quartz crystal microbalance (QCM) and show that flagella bind preferentially to hydrophobic surfaces, yet they do not appreciably bind to hydrophilic surfaces. Using mutant strains, we investigate the role of flagella in surface attachment of live cells and demonstrate that flagellated cells adhere best to hydrophobic substrates; however flagella may impede cell adhesion to hydrophilic surfaces. To further explore hydrophilic, structured environments with physiological relevance, we examine mucin-a natural hydrogel that typically harbors microbes in animals, while protecting the host. We purify mucins and use them in their native, three-dimensional configuration to probe bacterial swimming behavior and surface attachment in their presence. We demonstrate that mucins maintain-and possibly enhance-swimming ability for E. coli and Pseudomonas aeruginosa, and show that they greatly reduce adhesion to underlying substrates. Finally, we build on our established design principles and construct anti-adhesive surfaces by combining hydrophilic chemistries with topographic features smaller than cellular dimensions. This work suggests a path toward anti-adhesive materials that may be optimized for mechanical robustness, longevity and specific environments of application.
by Ronn S. Friedlander.
Ph. D.
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Almajano, Pablo. "Assisted Hybrid Structured 3D Virtual Environments." Doctoral thesis, Universitat de Barcelona, 2014. http://hdl.handle.net/10803/285805.

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The blending of digital technologies, such as artificial intelligence, interactive systems, 3D interfaces and the Internet is enabling new services for users. In particular, Hybrid Structured 3D Virtual Environments (VE) provide users with a collaborative space not only for entertainment and socialization but also for developing “serious” applications such as e-learning, e-government and e-commerce. This thesis focuses on Hybrid Structured 3D VE, which are persistent multi­user systems where participants (both human users and software agents) develop “serious” activities. In these systems the 3D interface graphically represents the system and facilitates human participation, and an Organisation Centred Multi-Agent System (OCMAS) structures participants’ interactions. To do so, the OCMAS specifies the roles that participants can enact, the activities where complex tasks can be accomplished, and communication protocols that enable the prosecution of such tasks. Nevertheless, participating in these systems is not a straight-forward process. Specifically, when the system speci.cation is complex, participants have to perform intricate reasoning processes to understand their applicable regulations at current system state; and they do not have access to information about what happened before they entered the system, neither can further process this information. Moreover, software agents speak a computer-based language, which is usually hard to use by human users. Then, as human users interact with staff agents (software agents devoted to support the system activities) to complete tasks, human-agent interaction style becomes a key issue. In order to overcome these limitations, this work proposes Assisted Hybrid Structured 3D Virtual Environments, where both human users and software agents participation in the system is improved by both assistance and human­agent interaction mechanisms. The system is formalised as a two layered infrastructure. The Organisational Layer structures the interactions of participants, and the Assistance Layer is populated by a set of Personal Assistants in charge of providing with a set of Assistance services to a system participant. There are four types of Assistance services: i) an Information service that processes data about the organisation specification, the participant current state, and the organisational historical execution states; ii) a Justi.cation service that can be triggered once a participant tries to execute a non-valid or prohibited action; iii) an Estimation service that processes whether an action can be performed at current state prior to its execution or not and, if it is actually the case, then it also provides the next system state; and iv) an Advice service, which provides participants with a sequence of actions (i.e. plans) to achieve their goals. Moreover, this work implements and evaluates v-mWater, a virtual market based on trading water, modelled as an Assisted Hybrid Structured 3D Virtual Environment. The usability evaluation results of v-mWater show that it is per­ceived as a useful and powerful application that could facilitate everyday tasks in the future. Users like its learnability, its immersiveness, and how scenario settings facilitate task accomplishment. In general, users completed the proposed task well and they were able to go to the right destination in the scenario. After doing the test, users improved their opinion about 3D virtual environments. In addition, the overall opinion of the human-agent interaction was positive. Nevertheless, those users less familiar with new technologies experimented problems when using a command-based system to interact with staff agents. To support assistance services in the system, this work designs and evaluates an Assistance Architecture where the Information service is implemented for software agents; and the Justi.cation, Estimation and the planning Advice service for human users. Nonetheless, these four services could be offered interchangeably for both humans and software agents, since they all simplify the reasoning process as well as the cognitive load required to participate in these complex structured systems. Speci.cally, the Information service has been extended to help sellers to set the price in their transactions. The tests performed compare the values that different agent satisfaction parameters and system goals take when agents request for different information services, using as a base-line a con.guration without enabling assistance services. The experiments show that system performance and agent satisfaction (and thus, the quality of assistance service) increase with the addition of the information service. Furthermore, individual agents following alternative strategies can request di.erent information as a useful decision sup­port tool. The planning Advice service is the most sophisticated one and makes use of the rest of services to provide a plan that has into account other partici­pants actions and, executed at current system state, will lead to the user’s goal. It is implemented as an extension of A*, namely Plan-eA. Evaluation results indicate that assistance impacts positively in usability measures of efficiency, efficacy and satisfaction. Related to human-agent interaction, this work integrates a new conversational mechanism within VIXEE, an execution infrastructure for Hybrid Struc­tured 3D Virtual Environments. This new mechanism includes a task-oriented conversational system, which allows staff agents to dialogue with human users using natural language conversations. To do so, this work proposes an extension of the well-known AIML language, namely Task-Oriented AIML, for dealing with task-oriented conversations, which are based on activities’ specification and current system state. Test results give good usability measures of efficiency, efficacy and user satisfaction for the conversational approach.
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Igarashi, Ayumi. "Fairness and stability in structured environments." Thesis, University of Oxford, 2018. http://ora.ox.ac.uk/objects/uuid:739e1784-f88b-4285-93d4-02d019e0a684.

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In many social and economic situations, networks are the primary vehicle for strategic interactions among multiple players. On the one hand, networks connect individuals and represent how they interact with each other. On the other hand, networks describe relations between objects that are of interest to multiple decision-makers. The aims of the thesis are two-fold: first, to describe how the underlying network structures affect the existence of desirable outcomes of strategic interactions; and second, to discuss computational issues that arise when considering problems with connectivity constraints imposed by a network. In particular, we will consider two settings in which networks play a critical role: coalition formation and fair division restricted by networks. Specifically, we will study a model in which the space of feasible outcomes is restricted to the connected subgraphs of an underlying network. In essence, we show that acyclicity of a network is a necessary and sufficient condition for desirable outcomes to exist and to be efficiently computable.
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Rosenquist, Calle, and Andreas Evesson. "Visual Servoing In Semi-Structured Outdoor Environments." Thesis, Halmstad University, School of Information Science, Computer and Electrical Engineering (IDE), 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-653.

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The field of autonomous vehicle navigation and localization is a highly active research

topic. The aim of this thesis is to evaluate the feasibility to use outdoor visual navigation in a semi-structured environment. The goal is to develop a visual navigation system for an autonomous golf ball collection vehicle operating on driving ranges.

The image feature extractors SIFT and PCA-SIFT was evaluated on an image database

consisting of images acquired from 19 outdoor locations over a period of several weeks to

allow different environmental conditions. The results from these tests show that SIFT-type

feature extractors are able to find and match image features with high accuracy. The results also show that this can be improved further by a combination of a lower nearest neighbour threshold and an outlier rejection method to allow more matches and a higher ratio of correct matches. Outliers were found and rejected by fitting the data to a homography model with the RANSAC robust estimator algorithm.

A simulator was developed to evaluate the suggested system with respect to pixel noise from illumination changes, weather and feature position accuracy as well as the distance to features, path shapes and the visual servoing target image (milestone) interval. The system was evaluated on a total of 3 paths, 40 test combinations and 137km driven. The results show that with the relatively simple visual servoing navigation system it is possible to use mono-vision as a sole sensor and navigate semi-structured outdoor environments such as driving ranges.

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Snell, Eric Jeffrey. "Pest management program for structured urban environments." Thesis, This resource online, 1990. http://scholar.lib.vt.edu/theses/available/etd-05022009-040516/.

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D'Cruz, Mirabelle. "Structured evaluation of training in virtual environments." Thesis, University of Nottingham, 1999. http://eprints.nottingham.ac.uk/11109/.

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Virtual Environments (VEs) created through Virtual Reality (VR) technologies have been suggested as potentially beneficial for a number of applications. However a review of VEs and VR has highlighted the main barriers to implementation as: current technological limitations; usability issues with various systems; a lack of real applications; and therefore little proven value of use. These barriers suggest that industry would benefit from some structured guidance for developing effective VEs. To examine this ‘training’ was chosen to be explored, as it has been suggested as a potential early use of VEs and is of importance to many sectors. A review of existing case studies on VE training applications (VETs) examined type of training applications and VR systems being considered; state of development of these applications and results of any evaluation studies. In light of these case studies, it was possible to focus this work on the structured evaluation of training psycho-motor skills using VEs created by desktop VR. In order to perform structured evaluation, existing theories of training and evaluation were also reviewed. Using these theories, a framework for developing VETs was suggested. Applying this framework, two VETs were proposed, specified, developed and evaluated. Conclusions of this work highlighted the many areas in the development process of an effective VET that still need addressing. In particular, in the proposal stage, it is necessary to provide some guidance on the appropriateness of VET for particular tasks. In the specification and building stages, standard formats and techniques are required in order to guide the VE developer(s) in producing an effective VET. Finally in the evaluation stage, there are still tools required that highlight the benefits of VET and many more evaluation studies needed to contribute information back to the development process. Therefore VEs are still in their early stages and this work unifies existing work in the area specifically on training and highlights the gaps that need to be addressed before widespread implementation.
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Harati, Ahad. "Simultaneous localization and mapping for structured indoor environments /." Zürich : ETH, 2008. http://e-collection.ethbib.ethz.ch/show?type=diss&nr=17938.

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Liu, Ivan Chen-Hsiu. "Ultracold Rydberg Atoms in Structured and Disordered Environments." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2009. http://nbn-resolving.de/urn:nbn:de:bsz:14-ds-1231945394343-32656.

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The properties of a Rydberg atom immersed in an ultracold environment were investigated. Two scenarios were considered, one of which involves the neighbouring ground-state atoms arranged in a spatially structured configuration, while the other involves them distributed randomly in space. To calculate the influence of the multiple ground-state atoms on the Rydberg atom, Fermi-pseudopotential was used, which simplified greatly the numerical effort. In many cases, the few-body interaction can be written down analytically which reveals the symmetry properties of the system. In the structured case, we report the first prediction of the formation of ``Rydberg Borromean trimers''. The few-body interactions and the dynamics of the linear A-B-A trimer, where A is the ground-state atom and B is the Rydberg atom, were investigated in the framework of normal mode analysis. This exotic ultralong-range triatomic bound state exists despite that the Rydberg-ground-state interaction is repulsive. Their lifetimes were estimated using both quantum scattering calculations and semi-classical approximations which are found to be typically sub-microseconds. In the disordered case, the Rydberg-excitation spectra of a frozen-gas were simulated, where the nuclear degrees of freedom can be ignored. The systematic change of the spectral shape with respect to the density of the gas and the excitation of the Rydberg atom were found and studied. Some parts of the spectral shape can be described by simple scaling laws with exponents given by the basic properties of the atomic species such as the polarizability and the zero-energy electron-atom scattering length.
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Saretto, Cesare John. "Mediating User Interaction In Narrative-Structured Virtual Environments." NCSU, 2001. http://www.lib.ncsu.edu/theses/available/etd-20010803-153815.

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Films and novels effectively convey intriguing stories, powerful emotions, and meaningful messages to their audiences. Telling interactive stories in a virtual environment seems a natural progression of the narrative. Users find virtual environments more engaging when they perceive that they have agency within those environments. The greater the sense of freedom they have over choosing and executing their own actions, the greater their sense of agency will be. However, in order to maintain the coherence of their stories, current attempts at interactive narrative environments often limit a users sense of agency by restricting his ability to affect critical elements of the story. The process of mediation is designed to give users as great a sense of agency in an unfolding narrative as possible while still maintaining the narrative's coherence and goals. This is accomplished by making the system, user, and author collaborators in the production of the storyline. This collaboration takes the form of a mediation system constantly rewriting the narrative within the confines of the author's goals as the user interacts with characters and objects in the virtual environment.

Mediation assumes that an effective narrative storyline can be modeled by a fully ordered series of actions (know as a plan) performed by one or more virtual characters in a virtual environment. A mediation system is composed of three primary components: a speculative planner, a decision cache data structure, and an execution monitor. The speculative planner is constantly analyzing the storyline to determine what actions a user could perform that would prevent the storyline from reaching its end. For each such action it utilizes a narrative planner to determine if the storyline can be rewritten around the action or if the action must be prevented. One way of realistically preventing an action is modeled by failure modes. Failure modes are alternative actions that can be substituted by the system when necessary for user-attempted actions.

The decisions of the speculative planner are stored in the decision cache data structure that is used by the execution monitor. The execution monitor observes users in the virtual environment and the actions they perform. If any user attempts an action in the decision cache, the execution monitor alerts the speculative planner and takes preventive action if necessary.

Mediation is a prime candidate for use in narrative environments that require a great deal of user interaction and freedom. Most notable are entertainment and educational systems. More generally, mediation concepts can be applied to many varying collaborative application environments, such as on-screen agents that advise or assist users in the achievement of goals. Mediation frees users from the limitations of a system's author's ability to predict all combinations of actions a user may wish to perform in a virtual environment.

In this work we describe a prototype of the execution monitor component of mediation that has been implemented in Mimesis, a virtual environment architecture designed for interactive narrative [37].

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Calandriello, Daniele. "Efficient sequential learning in structured and constrained environments." Thesis, Lille 1, 2017. http://www.theses.fr/2017LIL10216/document.

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L'avantage principal des méthodes d'apprentissage non-paramétriques réside dans le fait que la nombre de degrés de libertés du modèle appris s'adapte automatiquement au nombre d'échantillons. Ces méthodes sont cependant limitées par le "fléau de la kernelisation": apprendre le modèle requière dans un premier temps de construire une matrice de similitude entre tous les échantillons. La complexité est alors quadratique en temps et espace, ce qui s'avère rapidement trop coûteux pour les jeux de données de grande dimension. Cependant, la dimension "effective" d'un jeu de donnée est bien souvent beaucoup plus petite que le nombre d'échantillons lui-même. Il est alors possible de substituer le jeu de donnée réel par un jeu de données de taille réduite (appelé "dictionnaire") composé exclusivement d'échantillons informatifs. Malheureusement, les méthodes avec garanties théoriques utilisant des dictionnaires comme "Ridge Leverage Score" (RLS) ont aussi une complexité quadratique. Dans cette thèse nous présentons une nouvelle méthode d'échantillonage RLS qui met à jour le dictionnaire séquentiellement en ne comparant chaque nouvel échantillon qu'avec le dictionnaire actuel, et non avec l'ensemble des échantillons passés. Nous montrons que la taille de tous les dictionnaires ainsi construits est de l'ordre de la dimension effective du jeu de données final, garantissant ainsi une complexité en temps et espace à chaque étape indépendante du nombre total d'échantillons. Cette méthode présente l’avantage de pouvoir être parallélisée. Enfin, nous montrons que de nombreux problèmes d'apprentissage non-paramétriques peuvent être résolus de manière approchée grâce à notre méthode
The main advantage of non-parametric models is that the accuracy of the model (degrees of freedom) adapts to the number of samples. The main drawback is the so-called "curse of kernelization": to learn the model we must first compute a similarity matrix among all samples, which requires quadratic space and time and is unfeasible for large datasets. Nonetheless the underlying effective dimension (effective d.o.f.) of the dataset is often much smaller than its size, and we can replace the dataset with a subset (dictionary) of highly informative samples. Unfortunately, fast data-oblivious selection methods (e.g., uniform sampling) almost always discard useful information, while data-adaptive methods that provably construct an accurate dictionary, such as ridge leverage score (RLS) sampling, have a quadratic time/space cost. In this thesis we introduce a new single-pass streaming RLS sampling approach that sequentially construct the dictionary, where each step compares a new sample only with the current intermediate dictionary and not all past samples. We prove that the size of all intermediate dictionaries scales only with the effective dimension of the dataset, and therefore guarantee a per-step time and space complexity independent from the number of samples. This reduces the overall time required to construct provably accurate dictionaries from quadratic to near-linear, or even logarithmic when parallelized. Finally, for many non-parametric learning problems (e.g., K-PCA, graph SSL, online kernel learning) we we show that we can can use the generated dictionaries to compute approximate solutions in near-linear that are both provably accurate and empirically competitive
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Books on the topic "Structured Environments"

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Jaan, Valsiner, ed. Child development within culturally structured environments. Norwood, NJ: Ablex, 1988.

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Stephenson, Peter Reynolds. Structured investigation of digital incidents in complex computing environments. Oxford: Oxford Brookes University, 2004.

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Silver, Steven D. Networked consumers: Dynamics of interactive consumers in structured environments. Houndmills, Basingstoke, Hampshire: Palgrave Macmillan, 2012.

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Ribas, David, Pere Ridao, and José Neira. Underwater SLAM for Structured Environments Using an Imaging Sonar. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-14040-2.

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Ribas, David. Underwater SLAM for structured environments using an imaging sonar. Berlin: Springer, 2010.

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Networked consumers: Dynamics of interactive consumers in structured environments. Houndmills, Basingstoke, Hampshire: Palgrave Macmillan, 2012.

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Status through consumption: Dynamics of consuming in structured environments. Boston: Kluwer Academic Publishers, 2002.

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International Workshop on Structured Design of Virtual Environments and 3D-Components (2001 Paderborn, Germany). Proceedings: Structured design of virtual environments and 3D-components : workshop at the Web3D 2001 Conference, 19th February 2001, Paderborn, Germany. Edited by Geiger Christian and Web3D 2001 Conference (2001 : Paderborn, Germany). Aachen: Shaker, 2002.

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Association, Ontario Painting Contractors. Environmental guidelines for structural steel coating on highway structures. [Toronto]: Queen's Printer for Ontario, 1996.

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Service, Midwest Plan. Structures and environment handbook. Ames, Iowa: Midwest Plan Service, 1987.

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Book chapters on the topic "Structured Environments"

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Carroll, Gabriel. "Design for Weakly Structured Environments." In The Future of Economic Design, 27–33. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-18050-8_5.

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Moreno, Rodrigo, Andres Faiña, and Kasper Støy. "Evolving Robot Controllers for Structured Environments Through Environment Decomposition." In Applications of Evolutionary Computation, 795–806. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-16549-3_64.

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Cremonini, Marco, Andrea Omicini, and Franco Zambonelli. "Ruling Agent Motion in Structured Environments." In High Performance Computing and Networking, 187–96. Berlin, Heidelberg: Springer Berlin Heidelberg, 2000. http://dx.doi.org/10.1007/3-540-45492-6_19.

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Bartók, Gábor, Csaba Szepesvári, and Sandra Zilles. "Active Learning of Group-Structured Environments." In Lecture Notes in Computer Science, 329–43. Berlin, Heidelberg: Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-87987-9_28.

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Shah, Shishir, and J. K. Aggarwal. "Modeling structured environments using robot vision." In Recent Developments in Computer Vision, 111–28. Berlin, Heidelberg: Springer Berlin Heidelberg, 1996. http://dx.doi.org/10.1007/3-540-60793-5_67.

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Glotzmann, T., H. Lange, M. Hauhs, and A. Lamm. "Evolving Multi-agent Networks in Structured Environments." In Advances in Artificial Life, 110–19. Berlin, Heidelberg: Springer Berlin Heidelberg, 2001. http://dx.doi.org/10.1007/3-540-44811-x_11.

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Páll, Előd, Levente Tamás, and Lucian Buşoniu. "Vision-Based Quadcopter Navigation in Structured Environments." In Studies in Systems, Decision and Control, 265–90. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-26327-4_11.

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Burger, Franz, Gerald Quirchmayr, Siegfried Reich, and A. Min Tjoa. "Managing structured documents in distributed publishing environments." In Lecture Notes in Computer Science, 83–92. Berlin, Heidelberg: Springer Berlin Heidelberg, 1994. http://dx.doi.org/10.1007/3-540-58435-8_173.

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Bacci, B., M. Danelutto, and S. Pelagatti. "Resource Optimisation via Structured Parallel Programming." In Programming Environments for Massively Parallel Distributed Systems, 13–25. Basel: Birkhäuser Basel, 1994. http://dx.doi.org/10.1007/978-3-0348-8534-8_2.

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Rantakokko, Jarmo. "Software Tools for Partitioning Block-Structured Applications." In Computing in Object-Oriented Parallel Environments, 83–94. Berlin, Heidelberg: Springer Berlin Heidelberg, 1998. http://dx.doi.org/10.1007/3-540-49372-7_8.

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Conference papers on the topic "Structured Environments"

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Doran, Michael V., and Victor J. Law. "Structured programming environments (abstract only)." In the 1985 ACM thirteenth annual conference. New York, New York, USA: ACM Press, 1985. http://dx.doi.org/10.1145/320599.322492.

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Mikkelsen, Kurt V., Theodore E. Simos, and George Maroulis. "Theoretical Methods for Structured Environments." In COMPUTATIONAL METHODS IN SCIENCE AND ENGINEERING: Theory and Computation: Old Problems and New Challenges. Lectures Presented at the International Conference on Computational Methods in Science and Engineering 2007 (ICCMSE 2007): VOLUME 1. AIP, 2007. http://dx.doi.org/10.1063/1.2836082.

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Leung, Cindy, Shoudong Huang, and Gamini Dissanayake. "Active SLAM in structured environments." In 2008 IEEE International Conference on Robotics and Automation (ICRA). IEEE, 2008. http://dx.doi.org/10.1109/robot.2008.4543484.

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Almajano, Pablo, Enric Mayas, Inmaculada Rodriguez, and Maite Lopez-Sanchez. "Conversational Structured Hybrid 3D Virtual Environments." In the XV International Conference. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2662253.2662316.

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Korah, Thommen, and Christopher Rasmussen. "2D Lattice Extraction from Structured Environments." In 2007 IEEE International Conference on Image Processing. IEEE, 2007. http://dx.doi.org/10.1109/icip.2007.4379092.

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Brecht, Stephen H. "Structured Environments For Beam Propagation Predictions." In 1988 Los Angeles Symposium--O-E/LASE '88, edited by Robert A. Fisher. SPIE, 1988. http://dx.doi.org/10.1117/12.943872.

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Dremeau, Angelique, and Cedric Herzet. "DOA estimation in structured phase-noisy environments." In 2017 IEEE International Conference on Acoustics, Speech and Signal Processing (ICASSP). IEEE, 2017. http://dx.doi.org/10.1109/icassp.2017.7952742.

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Tanzmeister, Georg, Martin Friedl, Andreas Lawitzky, Dirk Wollherr, and Martin Buss. "Road course estimation in unknown, structured environments." In 2013 IEEE Intelligent Vehicles Symposium (IV). IEEE, 2013. http://dx.doi.org/10.1109/ivs.2013.6629537.

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Kyungdon Joo, Tae-Hyun Oh, and In So Kweon. "Line assisted vision applications in structured environments." In 2015 12th International Conference on Ubiquitous Robots and Ambient Intelligence (URAI). IEEE, 2015. http://dx.doi.org/10.1109/urai.2015.7358860.

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Kolski, Sascha, Kristijan Macek, Dave Ferguson, and Roland Siegwart. "SMART Navigation in Structured and Unstructured Environments." In 2006 IEEE/RSJ International Conference on Intelligent Robots and Systems. IEEE, 2006. http://dx.doi.org/10.1109/iros.2006.282302.

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Reports on the topic "Structured Environments"

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Diaz, Jonathan F., Alexander Stoytchev, and Ronald C. Arkin. Exploring Unknown Structured Environments. Fort Belvoir, VA: Defense Technical Information Center, January 2001. http://dx.doi.org/10.21236/ada443608.

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Lee, Michael D., and Mark Steyvers. Modeling Exploration and Exploitation in Structured Environments. Fort Belvoir, VA: Defense Technical Information Center, June 2010. http://dx.doi.org/10.21236/ada567393.

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Xiao, Hai, Hai-Lung Tsai, and Junhang Dong. Micro-Structured Sapphire Fiber Sensors for Simultaneous Measurements of High-T and Dynamic Gas Pressure in Harsh Environments. Office of Scientific and Technical Information (OSTI), September 2014. http://dx.doi.org/10.2172/1171318.

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Tokarieva, Anastasiia V., Nataliia P. Volkova, Inesa V. Harkusha, and Vladimir N. Soloviev. Educational digital games: models and implementation. [б. в.], September 2019. http://dx.doi.org/10.31812/123456789/3242.

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Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for communication, interaction, building up social skills and unique learning environments. One of the latest trends observed in education is an attempt to streamline the learning process by applying educational digital games. Despite numerous research data, that confirms the positive effects of digital games, their integration into formal educational contexts is still relatively low. The purpose of this article is to analyze, discuss and conclude what is necessary to start using games as an instructional tool in formal education. In order to achieve this aim, a complex of qualitative research methods, including semi-structured expert interviews was applied. As the result, the potential of educational digital games to give a unique and safe learning environment with a wide spectrum of build-in assistive features, be efficient in specific training contexts, help memorize studied material and incorporate different learning styles, as well as to be individually adaptable, was determined. At the same time, the need for complex approach affecting the administration, IT departments, educators, students, parents, a strong skill set and a wide spectrum of different roles and tasks a teacher carries out in a digital game-based learning class were outlined. In conclusion and as a vector for further research, the organization of Education Design Laboratory as an integral part of a contemporary educational institution was proposed.
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Merzlykin, Pavlo V., Maiia V. Popel, and Svitlana V. Shokaliuk. Сервіси середовища SageMathCloud та їх дидактичний потенціал у процесі навчання інформатичних та математичних дисциплін. [б. в.], August 2018. http://dx.doi.org/10.31812/0564/2450.

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In the article are reviewed the questions of expedient using SageMathCloud environment, as an integrator of services that can be used during different kinds of learning activities. Research goals: identify the structural elements of the SageMathCloud environment, that it is appropriate to use the in learning informatics and mathematical disciplines. Research objectives: consider the structure of the kernel of SageMathCloud environment; highlight the structural elements, that can be used in learning informatics and mathematical disciplines and explore the possibility of their use. Object of research: computer oriented study of informatics and mathematical disciplines. Subject of research: use structural elements of the SageMathCloud environment in learning informatics and mathematical disciplines. Research methods used: analysis of SageMathCloud environment, comparison of the structural elements of the environment and their generalization according to informatics and mathematical disciplines. In the work analyzed, generalization and systematization of the major structural elements of the cluster SageMathCloud, reviewed the characteristics of items that can be used in the study informatics and mathematical disciplines. Results of the research will be used for improve methods of computer based learning of informatics and mathematical disciplines.
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Morphett, Jane, Alexandra Whittaker, Amy Reichelt, and Mark Hutchinson. Perineuronal net structure as a non-cellular mechanism of affective state, a scoping review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, August 2021. http://dx.doi.org/10.37766/inplasy2021.8.0075.

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Is the perineuronal net structure within emotional processing brain regions associated with changes in affective state? The objective of this scoping review is to bring together the literature on human and animal studies which have measured perineuronal net structure in brain regions associated with emotional processing (such as but not limited to amygdala, hippocampus and prefrontal cortex). Perineuronal nets are a specialised form of condensed extracellular matrix that enwrap and protect neurons (Suttkus et al., 2016), regulate synaptic plasticity (Celio and Blumcke, 1994) and ion homeostasis (Morawski et al., 2015). Perineuronal nets are dynamic structures that are influenced by external and internal environmental shifts – for example, increasing in intensity and number in response to stressors (Blanco and Conant, 2021) and pharmacological agents (Riga et al., 2017). This review’s objective is to generate a compilation of existing knowledge regarding the structural changes of perineuronal nets in experimental studies that manipulate affective state, including those that alter environmental stressors. The outcomes will inform future research directions by elucidating non-cellular central nervous system mechanisms that underpin positive and negative emotional states. These methods may also be targets for manipulation to manage conditions of depression or promote wellbeing. Population: human and animal Condition: affective state as determined through validated behavioural assessment methods or established biomarkers. This includes both positive and negative affective states. Context: PNN structure, measuringPNNs.
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Zevotek, Robin, Keith Stakes, and Joseph Willi. Impact of Fire Attack Utilizing Interior and Exterior Streams on Firefighter Safety and Occupant Survival: Full-Scale Experiments. UL Firefighter Safety Research Institute, January 2018. http://dx.doi.org/10.54206/102376/dnyq2164.

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As research continues into how fire department interventions affect fire dynamics in the modern fire environment, questions continue to arise on the impact and implications of interior versus exterior fire attack on both occupant survivability and firefighter safety. This knowledge gap and lack of previous research into the impact of fire streams has driven the need for further research into fire department interventions at structure fires with a focus on hose streams and suppression tactics. As the third report in the project “Impact of Fire Attack Utilizing Interior and Exterior Streams on Firefighter Safety and Occupant Survival”, this report expands upon the fire research conducted to date by analyzing how firefighting tactics, specifically suppression methods, affect the thermal exposure and survivability of both building occupants and firefighters in residential structures. • Part I: Water Distribution • Part II: Air Entrainment • Part III: Full-Scale Residential Fire Experiments. This report evaluates fire attack in residential structures through twenty-six full-scale structure fire experiments. Two fire attack methods, interior and transitional, were preformed at UL’s large fire lab in Northbrook, IL, in a single-story 1,600 ft2 ranch test structure utilizing three different ventilation configurations. To determine conditions within the test structure it was instrumented for temperature, pressure, gas velocity, heat flux, gas concentration, and moisture content. Ad- ditionally, to provide information on occupant burn injuries, five sets of instrumented pig skin were located in pre-determined locations in the structure. The results were analyzed to determine consistent themes in the data. These themes were evaluated in conjunction with a panel of fire service experts to develop 18 tactical considerations for fire ground operations. As you review the following tactical considerations it is important to utilize both these research results and your per- sonal experience to develop your department’s polices and implement these considerations during structural firefighting.
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Stakes, Keith, and Joseph Willi. Study of the Fire Service Training Environment: Safety, Fidelity, and Exposure -- Acquired Structures. UL Firefighter Safety Research Institute, March 2019. http://dx.doi.org/10.54206/102376/ceci9490.

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Previous FSRI led research projects have focused on examining the fire environment with regards to current building construction methods, synthetic fuel loading, and best-practices in firefighting strategies and tactics. More than 50 experiments have been previously conducted utilizing furniture to produce vent-limited fire conditions, replicating the residential fire environment, and studying the methods of horizontal ventilation, vertical ventilation, and positive pressure attack. Tactical considerations generated from the research are intended to provide fire departments with information to evaluate their standard operating procedures and make improvements, if necessary, to increase the safety and effectiveness of firefighting crews. Unfortunately, there still exists a long standing disconnect between live-fire training and the fireground as evident by continued line of duty injury and death investigations that point directly to a lack of realistic yet safe training, which highlights a continued misunderstanding of fire dynamics within structures. The main objective of the Study of the Fire Service Training Environment: Safety, Fidelity, and Exposure is to evaluate training methods and fuel packages in several different structures commonly used across the fire service to provide and highlight considerations to increase both safety and fidelity. This report is focused on the evaluation of live-fire training in acquired structures. A full scale structure was constructed using a similar floor plan as in the research projects for horizontal ventilation, vertical ventilation, and positive pressure attack to provide a comparison between the modern fire environment and the training ground. The structure was instrumented which allowed for the quantification of fire behavior, the impact of various ventilation tactics, and provided the ability to directly compare these experiments with the previous research. Twelve full scale fire experiments were conducted within the test structure using two common training fuel packages: 1) pallets, and 2) pallets and oriented strand board (OSB). To compare the training fuels to modern furnishings, the experiments conducted were designed to replicate both fire and ventilation location as well as event timing to the previous research. Horizontal ventilation, vertical ventilation, and positive pressure attack methods were tested, examining the proximity of the vent location to the fire (near vs. far). Each ventilation configuration in this series was tested twice with one of the two training fuel loads. The quantification of the differences between modern furnishings and wood-based training fuel loads and the impact of different ventilation tactics is documented through a detailed comparison to the tactical fireground considerations from the previous research studies. The experiments were compared to identify how the type of fuel used in acquired structures impacts the safety and fidelity of live-fire training. The comparisons in this report characterized initial fire growth, the propensity for the fire to become ventilation limited, the fires response to ventilation, and peak thermal exposure to students and instructors. Comparisons examined components of both functional and physical fidelity. Video footage was used to assess the visual cues, a component of the fire environment that is often difficult to replicate in training due to fuel load restrictions. The thermal environment within the structure was compared between fuel packages with regards to the potential tenability for both students and instructors.
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Tanny, Josef, Gabriel Katul, Shabtai Cohen, and Meir Teitel. Micrometeorological methods for inferring whole canopy evapotranspiration in large agricultural structures: measurements and modeling. United States Department of Agriculture, October 2015. http://dx.doi.org/10.32747/2015.7594402.bard.

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Original objectives and revisions The original objectives as stated in the approved proposal were: (1) To establish guidelines for the use of micrometeorological techniques as accurate, reliable and low-cost tools for continuous monitoring of whole canopy ET of common crops grown in large agricultural structures. (2) To adapt existing methods for protected cultivation environments. (3) To combine previously derived theoretical models of air flow and scalar fluxes in large agricultural structures (an outcome of our previous BARD project) with ET data derived from application of turbulent transport techniques for different crops and structure types. All the objectives have been successfully addressed. The study was focused on both screenhouses and naturally ventilated greenhouses, and all proposed methods were examined. Background to the topic Our previous BARD project established that the eddy covariance (EC) technique is suitable for whole canopy evapotranspiration measurements in large agricultural screenhouses. Nevertheless, the eddy covariance technique remains difficult to apply in the farm due to costs, operational complexity, and post-processing of data – thereby inviting alternative techniques to be developed. The subject of this project was: 1) the evaluation of four turbulent transport (TT) techniques, namely, Surface Renewal (SR), Flux-Variance (FV), Half-order Time Derivative (HTD) and Bowen Ratio (BR), whose instrumentation needs and operational demands are not as elaborate as the EC, to estimate evapotranspiration within large agricultural structures; and 2) the development of mathematical models able to predict water savings and account for the external environmental conditions, physiological properties of the plant, and structure properties as well as to evaluate the necessary micrometeorological conditions for utilizing the above turbulent transfer methods in such protected environments. Major conclusions and achievements The major conclusions are: (i) the SR and FV techniques were suitable for reliable estimates of ET in shading and insect-proof screenhouses; (ii) The BR technique was reliable in shading screenhouses; (iii) HTD provided reasonable results in the shading and insect proof screenhouses; (iv) Quality control analysis of the EC method showed that conditions in the shading and insect proof screenhouses were reasonable for flux measurements. However, in the plastic covered greenhouse energy balance closure was poor. Therefore, the alternative methods could not be analyzed in the greenhouse; (v) A multi-layered flux footprint model was developed for a ‘generic’ crop canopy situated within a protected environment such as a large screenhouse. The new model accounts for the vertically distributed sources and sinks within the canopy volume as well as for modifications introduced by the screen on the flow field and microenvironment. The effect of the screen on fetch as a function of its relative height above the canopy is then studied for the first time and compared to the case where the screen is absent. The model calculations agreed with field experiments based on EC measurements from two screenhouse experiments. Implications, both scientific and agricultural The study established for the first time, both experimentally and theoretically, the use of four simple TT techniques for ET estimates within large agricultural screenhouses. Such measurements, along with reliable theoretical models, will enable the future development of lowcost ET monitoring system which will be attainable for day-to-day use by growers in improving irrigation management.
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Torres, Marissa, Michael-Angelo Lam, and Matt Malej. Practical guidance for numerical modeling in FUNWAVE-TVD. Engineer Research and Development Center (U.S.), October 2022. http://dx.doi.org/10.21079/11681/45641.

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This technical note describes the physical and numerical considerations for developing an idealized numerical wave-structure interaction modeling study using the fully nonlinear, phase-resolving Boussinesq-type wave model, FUNWAVE-TVD (Shi et al. 2012). The focus of the study is on the range of validity of input wave characteristics and the appropriate numerical domain properties when inserting partially submerged, impermeable (i.e., fully reflective) coastal structures in the domain. These structures include typical designs for breakwaters, groins, jetties, dikes, and levees. In addition to presenting general numerical modeling best practices for FUNWAVE-TVD, the influence of nonlinear wave-wave interactions on regular wave propagation in the numerical domain is discussed. The scope of coastal structures considered in this document is restricted to a single partially submerged, impermeable breakwater, but the setup and the results can be extended to other similar structures without a loss of generality. The intended audience for these materials is novice to intermediate users of the FUNWAVE-TVD wave model, specifically those seeking to implement coastal structures in a numerical domain or to investigate basic wave-structure interaction responses in a surrogate model prior to considering a full-fledged 3-D Navier-Stokes Computational Fluid Dynamics (CFD) model. From this document, users will gain a fundamental understanding of practical modeling guidelines that will flatten the learning curve of the model and enhance the final product of a wave modeling study. Providing coastal planners and engineers with ease of model access and usability guidance will facilitate rapid screening of design alternatives for efficient and effective decision-making under environmental uncertainty.
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