Pork cut presentation effect on consumer sensory ratings

Meat Science ◽  
2016 ◽  
Vol 112 ◽  
pp. 115
Author(s):  
T. Yao ◽  
H. Laird ◽  
R. Miller ◽  
C. Kerth
Keyword(s):  
2013 ◽  
Vol 671-674 ◽  
pp. 3239-3242
Author(s):  
Yao Fei Chen ◽  
Wei Zheng ◽  
Huan Tong Chen

Traditional courseware is lack of humanity. Proposes to use Agent technology achieve the humanized design in courseware. Microsoft Agent with its lively and clear human features has had a significant influence upon traditional human-computer interaction. This paper introduces the related technologies of Microsoft Agent, and discussed the realization of the principles and the design process of the Microsoft Agent in authorware . The paper gives the Agent script design structure, the human feedback of humanized courseware and the notes in the process. Microsoft Agent enhanced the expression and presentation effect of courseware by lively images of anthropomorphic expression, speech and action.


2018 ◽  
Vol 246 ◽  
pp. 03014
Author(s):  
Xin Huo ◽  
Hong Chen ◽  
YuHao Ma ◽  
Qing Wang

On the purpose of presenting the old appearance of the relics through digitalization, and overlapping the virtual scenes with the actual scenes at the relic site, in this paper, we introduced the positioning technology, posture sensing technology and system development technology, put forward constructing cultural relic tourism platform based on integration positioning and posture sensing technology, we conducted detailed research and analysis on the users’ experienced process of cultural tourism, designed a relic augmented reality system of integration positioning and posture sensing technology. This augmented reality system mainly utilizes positioning technology to guide the users to the correct location of the relic on the corresponding map, and then overlaps the virtual object with the real relic, achieveing a 360-degree view of the overlapping effect, and the presentation effect of near-small, far-big. The system mainly employs Unity to develop the system and realize the above system on mobile terminal. It is no longer limited to a fixed point experience environment, and is suitable for outdoor natural scenes, it makes a breakthrough on the traditional overlapping of virtual scenes and real scenes, realizes the precise overlap of virtual 3D scenes with actual images, and enables the users to feel the vicissitudes of history along the movement of the mobile device in outdoor natural scenes, so as to inherit the history and culture, enrich the information and add some fun to the displayed scene, it has the advantages of bringing people more immersive feelings compared with the traditional virtual display platform.


1972 ◽  
Vol 3 (3) ◽  
pp. 285-292 ◽  
Author(s):  
Stephen J. Cutler

While it is often assumed that the aged are accorded low prestige status in the stratification systems of urban-industrial societies, direct empirical research demonstrating the existence and extent of prestige loss and delineating sources of variation has not been undertaken. Using a format similar to the NORC occupational prestige studies, an exploratory approach to this problem is made by asking a sample of older persons to evaluate the prestige of a series (“E”) of 9 general occupational titles and a matched series (“R”) of 9 occupational titles prefaced by the age-status designation “retired” (e.g., plumbers/retired plumbers). The hypothesis of low perceived prestige is supported as the summary prestige score for the R-series is significantly lower than the score for the E-series. Further analysis suggests the existence of an “order of presentation” effect: a greater difference between the summary prestige scores is found for those evaluating the R-series early in the interview and the E-series later in the interview than vice-versa. The methodological implications of this finding are considered as is the potential utility of the general method for more heterogeneous samples. Also considered is the use of the method to determine variation in perceptions of prestige loss among the aged along such dimensions as social integration, life satisfaction, age, socioeconomic status, and others.


2013 ◽  
Vol 41 (3) ◽  
pp. 600-633 ◽  
Author(s):  
THIERRY NAZZI ◽  
KARIMA MERSAD ◽  
MEGHA SUNDARA ◽  
GALINA IAKIMOVA ◽  
LINDA POLKA

ABSTRACTSix experiments explored Parisian French-learning infants' ability to segment bisyllabic words from fluent speech. The first goal was to assess whether bisyllabic word segmentation emerges later in infants acquiring European French compared to other languages. The second goal was to determine whether infants learning different dialects of the same language have partly different segmentation abilities, and whether segmenting a non-native dialect has a cost. Infants were tested on standard European or Canadian French stimuli, in the word–passage or passage–word order. Our study first establishes an early onset of segmentation abilities: Parisian infants segment bisyllabic words at age 0;8 in the passage–word order only (revealing a robust order of presentation effect). Second, it shows that there are differences in segmentation abilities across Parisian and Canadian French infants, and that there is a cost for cross-dialect segmentation for Parisian infants. We discuss the implications of these findings for understanding word segmentation processes.


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Changjun Zhao

With the continuous development and progress of virtual reality technology in recent years, the application of virtual reality technology in all aspects of real life is no longer limited to the military field, medical, or film production fields, but it gradually appears in front of the public, into the lives of ordinary people. The human-computer interaction method in virtual reality and the presentation effect of the virtual scene are the two most important aspects of the virtual reality experience. How to provide a good human-computer interaction method for virtual reality applications and how to improve the final presentation effect of the virtual reality scene is also becoming an important research direction. This paper takes the virtual fitness club experience system as the application background, analyzes the function and performance requirements of the virtual reality experience system in the virtual reality environment, and proposes the use of Kinect as a video acquisition device to extract the user’s somatosensory operation actions through in-depth information to achieve somatosensory control. This article adopts a real human-computer interaction solution, uses Unity 3D game engine to build a virtual reality scene, defines shaders to improve the rendering effect of the scene, and uses Oculus Rift DK2 to complete an immersive 3D scene demonstration. This process greatly reduces resource consumption; it not only enables users to experience unprecedented immersion as users but also helps people create unprecedented scenes and experiences through virtual imagination. The virtual fitness club experience system probably reduces resource consumption by nearly 70%.


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