26 resultados para virtual communication architecture

em Universidade do Minho


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Delay Tolerant Network (DTN) is a communication architecture enabling connectivity in a topology with unregular end-to-end network connection. DTN enables communication in environments with cross-connectivity, large delays and delivery time variations, and a high error rate. DTN can be used in vehicular networks where public transport get involved. This research aims to analyze the role of public transit as a DTN routing infrastructure. The impact of using public transit as a relay router is investigated by referencing the network performance, defined by its delivery ratio, average delay and overhead. The results show that public transit can be used as a backbone for DTN in an urban scenario using existing protocols. This opens insights for future researches on routing algorithm and protocol design.

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Dissertação de mestrado em Ciências da Comunicação (área de especialização em Informação e Jornalismo)

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Tese de Doutoramento em Ciências da Educação (Especialidade em Tecnologia Educativa)

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This paper presents a novel architecture of a bidirectional bridgeless interleaved converter for battery chargers of electric vehicles (EVs). The proposed converter is composed by two power stages: an ac-dc converter that is used to interface the power grid and the dc-link, and a dc-dc converter that is used to interface the dc-link and the batteries. The ac-dc converter is an interleaved bridgeless bidirectional boost-type converter and the dc-dc converter is a bidirectional buck-boost-type converter. The proposed converter works with sinusoidal grid current and with high power factor for all operating power levels, and in both grid-to-vehicle (G2V) and vehicle-to-grid (V2G) operation modes. In the paper is described in detail the proposed converter for EV battery chargers: the circuit topology, the principle of operation, the power control theory, and the current control strategy. Several simulation results for both G2V and V2G operation modes are presented.

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Graphics based systems of Augmented and Alternative Communication are widely used to promote communication in people with Autism Spectrum Disorders. This study discusses an integration of Augmented Reality in communication interventions, by relating elements of Augmented and Alternative Communication and Applied Behaviour Analysis strategies. An architecture for an Augmented Reality based interactive system to assist interventions is proposed. STAR provides an Augmented Reality tool to assist interventions performed by therapists and support for parents to join in and participate in the child’s intervention. Finally we report on the usage of the Augmented Reality tool in interventions with children with Autism Spectrum Disorders.

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Relatório de estágio de mestrado em Ensino de Português no 3º Ciclo do Ensino Básico e no Ensino Secundário e de Espanhol nos Ensinos Básico e Secundário

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Eye tracking as an interface to operate a computer is under research for a while and new systems are still being developed nowadays that provide some encouragement to those bound to illnesses that incapacitates them to use any other form of interaction with a computer. Although using computer vision processing and a camera, these systems are usually based on head mount technology being considered a contact type system. This paper describes the implementation of a human-computer interface based on a fully non-contact eye tracking vision system in order to allow people with tetraplegia to interface with a computer. As an assistive technology, a graphical user interface with special features was developed including a virtual keyboard to allow user communication, fast access to pre-stored phrases and multimedia and even internet browsing. This system was developed with the focus on low cost, user friendly functionality and user independency and autonomy.

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The excavations carried out under the rescue “Project of Bracara Augusta” have generated significant amounts of data that enabled the reconstruction of Bracara Augusta urban evolution and the characterization of its buildings and blocks. This paper aims to enhance the existing data related with the domestic architecture of the roman town, which was mainly represented by the houses of domus type.

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Hand gestures are a powerful way for human communication, with lots of potential applications in the area of human computer interaction. Vision-based hand gesture recognition techniques have many proven advantages compared with traditional devices, giving users a simpler and more natural way to communicate with electronic devices. This work proposes a generic system architecture based in computer vision and machine learning, able to be used with any interface for human-computer interaction. The proposed solution is mainly composed of three modules: a pre-processing and hand segmentation module, a static gesture interface module and a dynamic gesture interface module. The experiments showed that the core of visionbased interaction systems could be the same for all applications and thus facilitate the implementation. For hand posture recognition, a SVM (Support Vector Machine) model was trained and used, able to achieve a final accuracy of 99.4%. For dynamic gestures, an HMM (Hidden Markov Model) model was trained for each gesture that the system could recognize with a final average accuracy of 93.7%. The proposed solution as the advantage of being generic enough with the trained models able to work in real-time, allowing its application in a wide range of human-machine applications. To validate the proposed framework two applications were implemented. The first one is a real-time system able to interpret the Portuguese Sign Language. The second one is an online system able to help a robotic soccer game referee judge a game in real time.

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Hand gestures are a powerful way for human communication, with lots of potential applications in the area of human computer interaction. Vision-based hand gesture recognition techniques have many proven advantages compared with traditional devices, giving users a simpler and more natural way to communicate with electronic devices. This work proposes a generic system architecture based in computer vision and machine learning, able to be used with any interface for humancomputer interaction. The proposed solution is mainly composed of three modules: a pre-processing and hand segmentation module, a static gesture interface module and a dynamic gesture interface module. The experiments showed that the core of vision-based interaction systems can be the same for all applications and thus facilitate the implementation. In order to test the proposed solutions, three prototypes were implemented. For hand posture recognition, a SVM model was trained and used, able to achieve a final accuracy of 99.4%. For dynamic gestures, an HMM model was trained for each gesture that the system could recognize with a final average accuracy of 93.7%. The proposed solution as the advantage of being generic enough with the trained models able to work in real-time, allowing its application in a wide range of human-machine applications.

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Tese de Doutoramento em Ciências da Educação (área de especialização em Tecnologia Educativa)

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The increase in life expectancy with a decrease in birth rates is contributing to the ageing of the European population. This phenomenon, coupled with greater awareness of the quality of life, the need to have cost-efficient assistive care, the intention of people to live independently in their homes, and the technological developments in recent decades, have contributed to the emergence of the concept of ambient assisted living (AAL). AAL solutions aim to provide healthy and safe ageing to users through promoting independence in performing daily activities and interacting with technology, taking into consideration the deterioration of the users’ capabilities and the reduced costs of the solutions. In this chapter, AAL developments of monitoring activities of daily living (ADLs) and participation in a virtual community with the selected stakeholders are introduced, their roadmap with the expected technological developments are described, and the expected impact of these solutions on the end users of the developed solutions are discussed. This enables a real user guidance structure that represents the different needs and limitations of each user, presenting a highly structured project based on personas and possible solutions for them. The AAL4ALL Ambient Assisted Living for All (ALL4ALL) project is considered here as a case study to analyze and illustrate the ALL concepts discussed in this chapter.

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In view of the major social and environmental problems, with which we are faced nowadays, we noticed a certain absence of values in society, where man draws many more resources than nature can replace in the short or medium term. Within the framework of fashion emerges the ethical fashion as a movement in this direction, intending to change this current paradigm. Ethical fashion encompasses different concepts such as fair trade, sustainability, working conditions, raw materials, social responsibility and the protection of animals. This study aims to determine which type of communication are fashion brands using in this context, and if this communication aims at educating the consumer for a more ethical consumer behavior. For this study were selected 44 fashion brands associated with the Ethical Trade Initiative. The method used for the research development was content analysis for which first was made a data collection of the information provided on the websites and social networks of the selected fashion brands. The data was analyzed taking into account the quality and type of information published related to ethical fashion, for which an ordinal scale was created as a way of measuring and comparing results.

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É meu propósito, neste texto, discutir a Lusofonia através de um conjunto de conceitos ligados aos média digitais interativos, rompendo os limites da ligação entre produtores e recetores de conteúdos nas relações multi, inter e transculturais. Vou insistir na ideia de que os média digitais interativos significam novas práticas nas relações interculturais: por um lado, formas digitais interativas de comunicação intercultural e, por outro, textualidades multimodais (“hipertextualidades”) na produção do sentido lusófono. O percurso que proponho tem um cariz preponderantemente epistemológico. Tomando a Lusofonia como figura de interesse geoestratégico e cultural e os média digitais como objeto de análise, é minha preocupação fundamental interrogar a inovação, a hibridez e a interatividade digitais e verificar de que modo se articulam com as relações multi, inter e transculturais. Palavras-chave: Lusofonia, comunicação intercultural, média digitais interativos, comunicação multimodal, tecnologia da comunicação, Museu da Língua Portuguesa em São Paulo, Museu Virtual da Lusofonia.

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Dissertação de mestrado em Engenharia de Telecomunicações e Informática