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For many applications, mesoporous titania nanostructures are exposed to water or need to be backfilled via infiltration with an aqueous solution, which can cause deformations of the nanostructure by capillary forces. In this work, the degree of deformation caused by water infiltration in two types of mesoporous, nanostructured titania films exposed to water vapor is compared. The different types of nanostructured titania films are prepared via a polymer template assisted sol–gel synthesis in conjunction with a polymer‐template removal at high‐temperatures under ambient conditions versus nitrogen atmosphere. Information about surface and inner morphology is extracted by scanning electron microscopy and grazing incidence small‐angle neutron scattering (GISANS) measurements, respectively. Furthermore, complementary information on thin film composition and porosity are probed via X‐ray reflectivity. The backfilling induced deformation of near surface structures and structures inside the mesoporous titania films is determined by GISANS before and after D2O infiltration. The respective atmosphere used for template removal influences the details of the titania nanostructure and strongly impacts the degree of water induced deformation. Drying of the films shows reversibility of the deformation.  相似文献   
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Haptic texture represents the fine-grained attributes of an object's surface and is related to physical characteristics such as roughness and stiffness. We introduce an interactive and mobile scanning system for the acquisition and synthesis of haptic textures that consists of a visually tracked handheld touch probe. The most novel aspect of our work is an estimation method for the contact stiffness of an object based solely on the acceleration and forces measured during stroking of its surface with the handheld probe. We establish an experimental relationship between the estimated stiffness and the contact stiffness observed during compression. We also measure the height-displacement profile of an object's surface enabling us to generate haptic textures. We show an example of mapping the textures on to a coarse surface mesh obtained with an image-based technique, but the textures may also be combined with coarse surface meshes obtained by manual modeling.  相似文献   
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Revenue management with flexible products has experienced a growing interest in the academic literature within the last few years. Flexible products allow supply-side substitution between resources and can therefore help to maximize overall revenue as well as capacity utilization in markets with highly uncertain demand. This paper addresses the question of how the mathematical models which have been developed for capacity control with flexible products should be used over time to exploit the substitution opportunities, while keeping practical applicability in mind. Several dynamic control mechanisms are proposed, each of which makes use of the flexibility to a different extent. A comprehensive computational study shows the potential of the different approaches by revealing their strengths and weaknesses.  相似文献   
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Pathological use of computer and video games has been associated with indicators of psychosocial well-being, such as loneliness, low self-esteem, low social competence, and low life satisfaction. However, few studies have decisively demonstrated whether these indicators of psychosocial well-being are causes or consequences of pathological gaming. To address this gap in the literature, we conducted a two-wave panel study among 851 Dutch adolescents (543 gamers). Causal relations were analyzed using autoregressive structural equation models. These analyses indicated that social competence, self-esteem, and loneliness were significant predictors of pathological gaming six months later. Thus, lower psychosocial well-being can be considered an antecedent of pathological gaming among adolescent gamers. Our analyses further indicated that loneliness was also a consequence of pathological gaming. This suggests that displacement of real-world social interaction resulting from pathological use of video games may deteriorate existing relationships, which could explain the increase in adolescent gamers’ feelings of loneliness.  相似文献   
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Shape-from-shading (SFS) aims to reconstruct the three-dimensional shape of an object from a single shaded image. This article proposes an improved framework based on belief propagation for computing SFS. The implementation of the well-known brightness, integrability and smoothness constraints inside this framework is shown. We implement the constraints as probability density functions. For example, the brightness constraint is a two-dimensional probability density function that relates all possible surface gradients at a pixel to their probability given the pixel intensity. A straightforward extension of the framework to photometric stereo is presented, where multiple images of the same scene taken under different lighting conditions are available. The results are promising, especially since the solution is obtained by iteratively applying simple operations on a regular grid of points. The presented framework therefore can be implemented in parallel and is a reasonably likely biological scheme.  相似文献   
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With the trend to partially move safety-related features from courtyards into on-board control software, new challenges arise in supporting such designs by formal verification capabilities, essentially entailing the need for a model-based design process. This paper reports on the usage of the STATEMATE Verification Environment to model and verify a radio-based signaling system, a trial case study offered by the German train system company DB. It shows, that industrially sized applications can be modeled and verified with a verification tool to be offered as a commercial product by I-Logix, Inc.  相似文献   
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