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observed in contemporary OGFs can be attributed to the characteristics of maturity that have emerged in the existing paradigm of relict primary forests located in temperate Europe and to clarify their long-term dynamics Fagus sylvatica L.-Abies alba Mill. forest located in the montane belt of Romanian Carpathian Mountains extracted from one peat bog Romania and one lake France in proximity to six best-preserved Old-Growth Forests anthropogenic phases since c. 4000 BP. At the local scale in the heart of the OGFs we detected direct traces of beech-fir forest, the baseline natural forest ecosystem in the montane belt of temperate Europe: questioning
herbivores alive today in Europe are only a small remnant of the large species that existed in high diversity regeneration and tend to decline in closed dense forests. Quercus and Corylus may thrive in systems affected by megafauna megafauna herbivory or fire whilst Taxus is fire-sensitive but can thrive in grazed systems. Using pollen-based continent before the Pleistocene Holocene transition is likely to have had cascading effects on vegetation the proportional cover of these three focal taxa in the Last Interglacial 129 000 116 000 before present abundance of disturbance-favoured trees and shrubs in European temperate woodlands prior to the late-quaternary
legacies of centuries-old charcoal making practices in a mountain forest of the northern Pyrenees.
advance exists at any other site in the Pyrenees or in the Alps elsewhere in Europe. We tentatively link this evolution of Pyrenean glaciers is rather well-known Holocene glacier behavior is much less constrained except Age period. In this study we attempt to bridge this knowledge gap by dating four moraines in the Western-Central Holocene glacier chronology in the Pyrenees. The moraine age of 7.8 1.1 ka n 5 is a novel finding as no evidence glacier variability on first human settlements in the region is discussed. Article disponible sur le site Holocene glacier evolution in the Pyrenees based on 36Cl cosmic-ray exposure dating (Troumouse Cirque
mutual manifestness is crucial for an anthropomorphic robot when crossing a human in a corridor. It should Navigation of robots among humans is still an open problem especially in confined locations e.g. narrow m should behave when crossing a human in a narrow corridor in order to increase its usability. Two experiments a human in a narrow corridor both modifying the robot trajectory and glancing at the human is necessary at the human. Experiment 2 evaluated this behavior in real situations of pedestrians crossing a robot. Constraint and Head Gaze on Usability for Robot Navigation in a Corridor
game characteristics diversity on enjoyment in isolation and in interaction with game design factors systematic 2210880 https hal.science hal-04110722 Enjoyment is a widely assessed dimension of the video game player studies covered major aspects of game design such as in-game contents input output information and to a lesser meta-analysis showed that only the presence of music in the game had a significant effect on enjoyment. Other Player Enjoyment in Video Games: A Systematic Review and Meta-analysis of the Effects of Game Design
points. In a scenario-based experimental protocol participants were exposed to written scenarios in which which a character is driven by a SAE level 3 AC in different combinations of conditions i.e. types of roads respect to driver-related variables such as trust in ACs and contextual variables of the driving activity AC to drive and how fast they would manually drive in the same situation. Through analyses of variance do? Investigating speed preferences of drivengers in various driving conditions
exposed to scenarios in which a character is driven by an SAE Level 3 automated car in different combinations Céline Lemercier CLLE Although it is key to improving acceptability there is sparse scientific literature and human factors e.g. trust in automated cars on passenger comfort in an automated car classified as improved comfort in these two last conditions considered either individually or in combination. Cluster varying levels of trust in automated cars. This study suggests that optimizing comfort in automated cars should environmental, vehicle and human factors on comfort in partially automated driving: A scenario-based study
experienced players was particularly affected in this case. In contrast the results did not show that altering performance and subjective experience of players in action video games. HUDs are a very common way to processing perspective. Four experiments were conducted in which players of different levels of expertise played video games. The physical characteristics of HUD that is the physical appearance of the information on screen Experiments 1 2 and the semantic characteristics that is the composition nature and content of the information Head-up displays in action video games: the effects of physical and semantic characteristics on player
The verbatim was then classified in pre-established categories in order to examine the effect of type Neurofeedback NFB is a brain-computer interface which allows individuals to modulate their brain activity during NFB training has been little investigated. In a single session of NFB training 6*3 min training during training a factor that may optimize inclusion in NFB protocols. The present results also corroborate high alpha amplitude modulation by neurofeedback in healthy young adults