11 resultados para Computer and Video Games

em Biblioteca Digital da Produção Intelectual da Universidade de São Paulo (BDPI/USP)


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O objetivo deste trabalho foi discutir os principais fatores ambientais determinantes do sobrepeso e da obesidade em adolescentes, fundamentando-se em uma revisão crítica sobre o assunto. Para a revisão do tema foram consultadas as principais bases de dados nacionais e internacionais, entre elas, Medline/Pubmed, Web of Science, SciELO, Lilacs, compreendendo o período de 1975 a 2009. Os descritores e termos MeSH utilizados na busca foram: "sobrepeso", "obesidade", "adolescência", "adolescentes", "atividade física", "ingestão alimentar". Os resultados das pesquisas indicam que as mudanças ocorridas nos padrões alimentares nas últimas décadas, como o aumento do consumo de açúcares simples, alimentos industrializados e ingestão insuficiente de frutas e hortaliças, estão diretamente associadas ao ganho de peso dos adolescentes. Além disso, a redução progressiva da prática de atividade física combinada ao maior tempo dedicado às atividades de baixa intensidade, como assistir televisão, usar computador e jogar videogame, também tem contribuído para o aumento de peso dos jovens. Conclui-se, portanto, que as variáveis relacionadas ao padrão alimentar e de atividade física devem ser priorizadas nas intervenções voltadas para a prevenção da obesidade entre adolescentes.

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OBJETIVO: Avaliar uso de jogos eletrônicos (videogames, jogos de computador e internet) em uma amostra de universitários. MÉTODO: Um questionário a respeito de comportamentos relacionados ao uso de jogos eletrônicos, contendo a escala Problem Videogame Playing (PVP), foi aplicado em 100 alunos da Universidade de São Paulo (USP). RESULTADOS: A maioria (83%) relatou ter jogado no último ano, dentre a qual 81,9% eram homens, 51,8% jogavam de 1 a 2 horas por sessão; 74,4% afirmaram que jogar não interfere em seus relacionamentos sociais e 60,5%, que o uso de jogos violentos não influencia sua agressividade. Os estudantes dividiram-se entre jogadores ocasionais e frequentes, diferenciando-se por duração de cada sessão, jogo preferido, motivação para jogar, e influência do jogo na vida social. Cerca de 5% relataram só parar de jogar quando interrompidos, normalmente jogar mais de 4 horas por sessão e se relacionar mais com amigos virtuais, sugerindo maior envolvimento com a atividade. Na escala PVP, 15,8% da amostra preencheu mais da metade dos itens, indicando consequências adversas associadas ao uso dos jogos eletrônicos. CONCLUSÃO: Observou-se que o uso de jogos eletrônicos é comum entre os estudantes da USP e que uma parcela apresenta problemas relacionados ao excesso de jogo.

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The aim of this Study was to compare the learning process of a highly complex ballet skill following demonstrations of point light and video models 16 participants divided into point light and video groups (ns = 8) performed 160 trials of a pirouette equally distributed in blocks of 20 trials alternating periods of demonstration and practice with a retention test a day later Measures of head and trunk oscillation coordination d1 parity from the model and movement time difference showed similarities between video and point light groups ballet experts evaluations indicated superiority of performance in the video over the point light group Results are discussed in terms of the task requirements of dissociation between head and trunk rotations focusing on the hypothesis of sufficiency and higher relevance of information contained in biological motion models applied to learning of complex motor skills

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OBJETIVO: Com a inclusão das novas tecnologias contemporâneas, a Internet e os jogos eletrônicos tornaram-se ferramentas de uso amplo e irrestrito, transformando-se em um dos maiores fenômenos mundiais da última década. Diversas pesquisas atestam os benefícios desses recursos, mas seu uso sadio e adaptativo progressivamente deu lugar ao abuso e à falta de controle ao criar severos impactos na vida cotidiana de milhões de usuários. O objetivo deste estudo foi revisar de forma sistemática os artigos que examinam a dependência de Internet e jogos eletrônicos na população geral. Almejamos, portanto, avaliar a evolução destes conceitos no decorrer da última década, assim como contribuir para a melhor compreensão do quadro e suas comorbidades. MÉTODO: Foi feita uma revisão sistemática da literatura através do MedLine, Lilacs, SciELO e Cochrane usando-se como parâmetro os termos: "Internet addiction", pathological "Internet use", "problematic Internet use", "Internet abuse", "videogame", "computer games" e "electronic games". A busca eletrônica foi feita até dezembro de 2007. DISCUSSÃO: Estudos realizados em diferentes países apontam para prevalências ainda muito diversas, o que provavelmente se deve à falta de consenso e ao uso de diferentes denominações, dando margem à adoção de distintos critérios diagnósticos. Muitos pacientes que relatam o uso abusivo e dependência passam a apresentar prejuízos significativos na vida profissional, acadêmica (escolar), social e familiar. CONCLUSÕES: São necessárias novas investigações para determinar se esse uso abusivo de Internet e de jogos eletrônicos pode ser compreendido como uma das mais novas classificações psiquiátricas do século XXI ou apenas substratos de outros transtornos.

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Hub-and-spoke networks are widely studied in the area of location theory. They arise in several contexts, including passenger airlines, postal and parcel delivery, and computer and telecommunication networks. Hub location problems usually involve three simultaneous decisions to be made: the optimal number of hub nodes, their locations and the allocation of the non-hub nodes to the hubs. In the uncapacitated single allocation hub location problem (USAHLP) hub nodes have no capacity constraints and non-hub nodes must be assigned to only one hub. In this paper, we propose three variants of a simple and efficient multi-start tabu search heuristic as well as a two-stage integrated tabu search heuristic to solve this problem. With multi-start heuristics, several different initial solutions are constructed and then improved by tabu search, while in the two-stage integrated heuristic tabu search is applied to improve both the locational and allocational part of the problem. Computational experiments using typical benchmark problems (Civil Aeronautics Board (CAB) and Australian Post (AP) data sets) as well as new and modified instances show that our approaches consistently return the optimal or best-known results in very short CPU times, thus allowing the possibility of efficiently solving larger instances of the USAHLP than those found in the literature. We also report the integer optimal solutions for all 80 CAB data set instances and the 12 AP instances up to 100 nodes, as well as for the corresponding new generated AP instances with reduced fixed costs. Published by Elsevier Ltd.

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Localization and Mapping are two of the most important capabilities for autonomous mobile robots and have been receiving considerable attention from the scientific computing community over the last 10 years. One of the most efficient methods to address these problems is based on the use of the Extended Kalman Filter (EKF). The EKF simultaneously estimates a model of the environment (map) and the position of the robot based on odometric and exteroceptive sensor information. As this algorithm demands a considerable amount of computation, it is usually executed on high end PCs coupled to the robot. In this work we present an FPGA-based architecture for the EKF algorithm that is capable of processing two-dimensional maps containing up to 1.8 k features at real time (14 Hz), a three-fold improvement over a Pentium M 1.6 GHz, and a 13-fold improvement over an ARM920T 200 MHz. The proposed architecture also consumes only 1.3% of the Pentium and 12.3% of the ARM energy per feature.

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Automated virtual camera control has been widely used in animation and interactive virtual environments. We have developed a multiple sparse camera based free view video system prototype that allows users to control the position and orientation of a virtual camera, enabling the observation of a real scene in three dimensions (3D) from any desired viewpoint. Automatic camera control can be activated to follow selected objects by the user. Our method combines a simple geometric model of the scene composed of planes (virtual environment), augmented with visual information from the cameras and pre-computed tracking information of moving targets to generate novel perspective corrected 3D views of the virtual camera and moving objects. To achieve real-time rendering performance, view-dependent textured mapped billboards are used to render the moving objects at their correct locations and foreground masks are used to remove the moving objects from the projected video streams. The current prototype runs on a PC with a common graphics card and can generate virtual 2D views from three cameras of resolution 768 x 576 with several moving objects at about 11 fps. (C)2011 Elsevier Ltd. All rights reserved.

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Este trabalho apresenta métodos e resultados da implantação de sistema de vigilância de fatores de risco para doenças não transmissíveis entre adolescentes. Uma amostra (n = 1.699) probabilística de alunos de oitava série do ensino fundamental da rede pública municipal de ensino do Rio de Janeiro, Brasil, respondeu a questionário autopreenchido anônimo sobre consumo alimentar, atividade física, atividades sedentárias de lazer e consumo de cigarro. Estimativas de prevalência dos fatores de risco foram calculadas para o total da amostra e segundo sexo. Taxas de não resposta variaram de 0,2% a 13,4%. Foram observados: baixo consumo de frutas (45,8%) e hortaliças (20% e 16,5% para saladas e legumes cozidos), consumo freqüente de refrigerantes (36,7%), balas e doces (46,7%), grande quantidade de horas alocadas em frente à TV, computador ou videogame (71,7% alocam pelo menos 4h/dia nestas atividades), baixa freqüência de prática regular de atividade física (40%) e prevalência de 6,4% de fumantes. Meninas apresentaram menores índices de atividade física e maiores de consumo de cigarro. O sistema testado mostrou-se factível e indicou prevalências relevantes de fatores de risco para doenças não transmissíveis.

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The purpose of this investigation was to evaluate three learning methods for teaching basic oral surgical skills Thirty predoctoral dental students without any surgical knowledge or previous surgical experience were divided Into three groups (n=10 each) according to instructional strategy Group 1, active learning Group 2, text reading only, and Group 3, text reading and video demonstration After instruction, the apprentices were allowed to practice incision dissection and suture maneuvers in a bench learning model During the students' performance, a structured practice evaluation test to account for correct or incorrect maneuvers was applied by trained observers Evaluation tests were repeated after thirty and sixty days Data from resulting scores between groups and periods were considered for statistical analysis (ANOVA and Tukey Kramer) with a significant level of a=0 05 Results showed that the active learning group presented the significantly best learning outcomes related to immediate assimilation of surgical procedures compared to other groups All groups results were similar after sixty days of the first practice Assessment tests were fundamental to evaluate teaching strategies and allowed theoretical and proficiency learning feedbacks Repetition and interactive practice promoted retention of knowledge on basic oral surgical skills

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This article presents improvement on a physical cardiovascular simulator (PCS) system. Intraventricular pressure versus intraventricular volume (PxV) loop was obtained to evaluate performance of a pulsatile chamber mimicking the human left ventricle. PxV loop shows heart contractility and is normally used to evaluate heart performance. In many heart diseases, the stroke volume decreases because of low heart contractility. This pathological situation must be simulated by the PCS in order to evaluate the assistance provided by a ventricular assist device (VAD). The PCS system is automatically controlled by a computer and is an auxiliary tool for VAD control strategies development. This PCS system is according to a Windkessel model where lumped parameters are used for cardiovascular system analysis. Peripheral resistance, arteries compliance, and fluid inertance are simulated. The simulator has an actuator with a roller screw and brushless direct current motor, and the stroke volume is regulated by the actuator displacement. Internal pressure and volume measurements are monitored to obtain the PxV loop. Left chamber internal pressure is directly obtained by pressure transducer; however, internal volume has been obtained indirectly by using a linear variable differential transformer, which senses the diaphragm displacement. Correlations between the internal volume and diaphragm position are made. LabVIEW integrates these signals and shows the pressure versus internal volume loop. The results that have been obtained from the PCS system show PxV loops at different ventricle elastances, making possible the simulation of pathological situations. A preliminary test with a pulsatile VAD attached to PCS system was made.

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Technical actions performed by two groups of judokas who won medals at World Championships and Olympic Games during the period 1995-2001 were analyzed. In the Super Elite group (n = 17) were the best athletes in each weight category. The Elite group (n = 16) were medal winners who were not champions and did not win more than three medals. Super Elite judokas used a greater number of throwing techniques which resulted in scores, even when expressed relative to the total number of matches performed, and these techniques were applied in more directions than those of Elite judokas. Further, the number of different throwing techniques and the variability of directions in which techniques were applied were significantly correlated with number of wins and the number of points and ippon scored. Thus, a greater number of throwing techniques and use of directions for attack seem to be important in increasing unpredictability during judo matches.