The Paraiba do Sul (PSR) and Guandu Rivers (GR) water diversion system (120 km long) is located in the main industrial pole of Brazil and supplies drinking water for 9.4 million people in the metropolitan region of Rio de Janeiro. This study aims to discern the trace metals dynamics in this complex aquatic system. We used a combined approach of geochemical tools such as geochemical partitioning, Zn isotopes signatures, and multivariate statistics. Zinc and Pb concentrations in Suspended Particulate Matter (SPM) and sediments were considerably higher in some sites. The sediment partition of As, Cr, and Cu revealed the residual fraction (F4) as the main fraction for these elements, indicating low mobility. Zinc and Pb were mostly associated with the exchangeable/carbonate (F1) and the reducible (F2) fractions, respectively, implying a higher susceptibility of these elements to being released from sediments. Zinc isotopic compositions of sediments and SPM fell in a binary mixing source process between lithogenic (δ66/64ZnJMC ≈ + 0.30‰) and anthropogenic (δ66/64ZnJMC ≈ + 0.15‰) end members. The lighter δ66/64ZnJMC values accompanied by high Zn concentrations in exchangeable/carbonate fraction (ZnF1) enable the tracking of Zn anthropogenic sources in the studied rivers. Overall, the results indicated that Hg, Pb, and Zn had a dominant anthropogenic origin linked to the industrial activities, while As, Cr, and Cu were mainly associated with lithogenic sources. This work Please note that this is an author-produced PDF of an article accepted for publication following peer review. The definitive publisher-authenticated version is available on the publisher Web site.demonstrates how integrating geochemical tools is valuable for assessing geochemical processes and mixing source effects in anthropized river watersheds.
Efeitos do heads-up display no processo de imersão: uma pesquisa com jogadores
Effects of the heads-up display in the occurrence of immersion: an experiment with gamers
fenômeno da imersão nos videogames, entre eles o heads-up display (HUD). No contexto de videogames, HUD pode ser definido como um conjunto de elementos gráficos projetados na tela para transmitir informações ao jogador durante a execução do jogo. Este estudo tem como objetivo investigar os efeitos do Heads-Up Display (HUD) no processo de imersão num jogo. Para tanto, uma pesquisa com jogadores foi conduzida. A partir deste experimento foram avaliados os efeitos de diferentes elementos do design de HUD, bem como a percepção dos usuários sobre o fenômeno. Os resultados desta pesquisa apontam para algumas diretrizes sobre o design de HUDs em jogos imersivos. videogames, immersion, heads-up display (HUD) The user interface in a videogame can affect the user's experience of immersion during gameplay. Several components of said interface can affect the phenomena differently, one of them being the heads-up display (HUD). In this context, the HUD can be understood as the combination of all visual elements projected on
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