Soil microbial biomass (Cmic.) and is relation with soil carbon and nutrient contents in a tropical rain forest (Bawangling Nature Reserve, Hainan Island, P.R. China) were studied. Cmic. was determined by the substrate induced respiration (Sir) method; bacterial and fungal fractions were measured using a selective inhibition technique. For the A horizon, Cmic ranged between 350 and 700μgg-1 soil in April (beginning of the rainy season) and 250–600μg g-1 in October (end of the rainy season). Cmic. contents of the AB and B horizons were lower, ranging from 80 to 350 μg Cmic g-1 soil. On average, 75% of the biomass was bacterial, in the AB and B horizon this was slightly higher than in the A horizon. Cmic was closely correlated with Corg and N content. N and P contents as well as the respiratory response upon glucose addition indicated that towards the end of the rainy season compared with the start the soils were depleted in nutrients. These observations stress the importance of microbial biomass as a factor for nutrient retention in tropical forest ecosystems.
Microinteractions are presented with dynamic effects through the joint operation of external performance and internal mechanisms, allowing users to produce a variety of emotion and perception. In this study, we focus on microinteraction with functional effects and aim to explore the perception of microinteraction with different functional attributes. To understand the emotional tendency of microinteractions, 14 groups of typical contradictory semantics adjectives were selected, and two main factors were extracted: “hedonic” related to deep emotional enjoyment and “effectiveness” with highly effective characteristics. Among them, the “hedonic factor” has a high impact in microinteraction design, suggesting that the user's cognition of microinteraction mainly depends on the arousal of emotion and stimulates emotion using animation. Second, this study carried out an emotional comparison on representative microinteraction samples. The results indicate that feedback that caters to psychological feelings of realistic characteristics can strengthen a sense of connection between humans and computers and that continuity and consistency created by interface narrative can also contribute to a complete and exquisite interface. The conclusions of this study are relevant to the practical design of microinteractions and can be applied to improve the emotional experience of users in different scenarios.
With the advancement in computer technology, the use of 3D virtual mannequin has mostly replaced the use of physical mannequin in the fashion industry. This paper reviews current interaction frameworks of 3D human body modeling for interactive fashion design and an optimized interaction framework is provided. Four methods are used in this study to collect the human body data to create the 3D body model: photograph-based method, laser scan method, feature curve method and combined method. The crafted garment modeling could be used for garment fitting and 2D pattern flattening.
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