72 resultados para Visual Identities
Resumo:
Individuals with vestibular dysfunction may experience visual vertigo (VV), in which symptoms are provoked or exacerbated by excessive or disorientating visual stimuli (e.g. supermarkets). VV can significantly improve when customized vestibular rehabilitation exercises are combined with exposure to optokinetic stimuli. Virtual reality (VR), which immerses patients in realistic, visually challenging environments, has also been suggested as an adjunct to VR to improve VV symptoms. This pilot study compared the responses of sixteen patients with unilateral peripheral vestibular disorder randomly allocated to a VR regime incorporating exposure to a static (Group S) or dynamic (Group D) VR environment. Participants practiced vestibular exercises, twice weekly for four weeks, inside a static (Group S) or dynamic (Group D) virtual crowded square environment, presented in an immersive projection theatre (IPT), and received a vestibular exercise program to practice on days not attending clinic. A third Group D1 completed both the static and dynamic VR training. Treatment response was assessed with the Dynamic Gait Index and questionnaires concerning symptom triggers and psychological state. At final assessment, significant betweengroup differences were noted between Groups D (p = 0.001) and D1 (p = 0.03) compared to Group S for VV symptoms with the former two showing a significant 59.2% and 25.8% improvement respectively compared to 1.6% for the latter. Depression scores improved only for Group S (p = 0.01) while a trend towards significance was noted for Group D regarding anxiety scores (p = 0.07). Conclusion: Exposure to dynamic VR environments should be considered as a useful adjunct to vestibular rehabilitation programs for patients with peripheral vestibular disorders and VV symptoms.
Resumo:
El proyecto ¿Propuesta de un ambiente e-learning para el fortalecimiento de las habilidades de alfabetización visual e informacional: caso Licenciatura en Electrónica ¿ UPN¿ fortalece la investigación alrededor de ambientes e-learning de la Universitat Oberta de Catalunya (UOC). Con la investigación se buscó Determinar las estrategias organizativas, pedagógicas y tecnológicas a implementar en el diseño y desarrollo de un entorno e-learning que promueva las habilidades de alfabetización visual e informacional en estudiantes de primer semestre de la Licenciatura en Electrónica de la Universidad Pedagógica Nacional de Colombia. La investigación realizada fue de tipo cualitativo a través de un estudio de caso.
Resumo:
El present treball es centra en la fusta en roll per a ús estructural de savina turífera (Juniperus thurifera L.) de Castella i Lleó. En ell s'ha caracteritzat mecànicament aquest material, determinant la resistència a flexió, el mòdul d'elasticitat i la densitat. En funció d'aquests tres paràmetres s'ha assignat una classe resistent al material. S'han avaluat diferents classificacions visuals per agrupar la població en subgrups en funció de les seves singularitats visuals, caracteritzant mecànicament cada un d'aquests subgrups. Així mateix s'ha avaluat el mètode de freqüència de ressonància com a estimador dels paràmetres mecànics. Aquesta metodologia està basada en la lectura de la freqüència sonora del material, a partir d'aquesta freqüència s'han proposat models per a estimar el mòdul d'elasticitat i la resistència a flexió del roll de savina.
Resumo:
Participants in an immersive virtual environment interact with the scene from an egocentric point of view that is, where there bodies appear to be located rather than from outside as if looking through a window. People interact through normal body movements, such as head-turning,reaching, and bending, and within the tracking limitations move through the environment or effect changes within it in natural ways.
Resumo:
Does realistic lighting in an immersive virtual reality application enhance presence, where participants feel that they are in the scene and behave correspondingly? Our previous study indicated that presence is more likely with real-time ray tracing compared with ray casting, but we could not separate the effects of overall quality of illumination from the dynamic effects of real-time shadows and reflections. Here we describe an experiment where 20 people experienced a scene rendered with global or local illumination. However, in both conditions there were dynamically changing shadows and reflections. We found that the quality of illumination did not impact presence, so that the earlier result must have been due to dynamic shadows and reflections. However, global illumination resulted in greater plausibility - participants were more likely to respond as if the virtual events were real. We conclude that global illumination does impact the responses of participants and is worth the effort.
Resumo:
Background: Neonatal brain injuries are the main cause of visual deficit produced by damage to posterior visual pathways.While there are several studies of visual function in low-risk preterm infants or older children with brain injuries, research in children of early age is lacking. Aim: To assess several aspects of visual function in preterm infants with brain injuries and to compare them with another group of low-risk preterm infants of the same age. Study design and subjects: Forty-eight preterm infants with brain injuries and 56 low-risk preterm infants. Outcome measures: The ML Leonhardt Battery of Optotypes was used to assess visual functions. This test was previously validated at a post-menstrual age of 40 weeks in newborns and at 30-plus weeks in preterm infants. Results: The group of preterminfants with brain lesions showed a delayed pattern of visual functions in alertness, fixation, visual attention and tracking behavior compared to infants in the healthy preterm group. The differences between both groups, in the visual behaviors analyzed were around 30%. These visual functions could be identified from the first weeks of life. Conclusion: Our results confirm the importance of using a straightforward screening test with preterminfants in order to assess altered visual function, especially in infants with brain injuries. The findings also highlight the need to provide visual stimulation very early on in life.
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En este artículo se pretende mostrar cómo la utilización de métodos visuales en la investigación contribuye a potenciar la participación activa de las personas con TMG. Se utiliza como ejemplo un estudio de caso de corte cualitativo que incorpora tres actividades de componente visual (el dibujo “el río de la vida”, las fotografías y el dibujo de proyección de futuro) para favorecer la reflexión narrada que, sobre sus experiencias y vivencias, desarrollan cinco personas con TMG. El uso de las fotografías y dibujos en este estudio permite afirmar que estas estrategias se han mostrado válidas para acceder, en la medida que los participantes han querido, a esferas de vida personales en trayectorias vitales determinadas por la enfermedad mental
Resumo:
Because memory retrieval often requires overt responses, it is difficult to determine to what extend forgetting occurs as a problem in explicit accessing of long-term memory traces. In this study, we used eye-tracking measures in combination with a behavioural task that favoured high forgetting rates to investigate the existence of memory traces from long-term memory in spite of failure in accessing them consciously. In 2 experiments, participants were encouraged to encode a large set of sound-picture56 location associations. In a later test, sounds were presented and participants were instructed to visually scan, before a verbal memory report, for the correct location of the associated pictures in an empty screen. We found the reactivation of associated memories by sound cues at test biased oculomotor behaviour towards locations congruent with memory representations, even when participants failed to consciously provide a memory report of it. These findings reveal the emergence of a memory-guided behaviour that can be used to map internal representations of forgotten memories from long-term memory.
Resumo:
Les tradicions escolars d’educació artística s’han construït des de la transmissió oral i escrita de projectes i programes. Tanmateix, la concreció de les propostes legislatives, ideacionals i teòriques s’ha expressat, fonamentalment, a través dels documents. Tant és així que, per exemple, la cultura escolar a l’entorn de l’educació artística s’ha anat conformant des dels projectes codificats en els llibres per a mestres i per a infants. Per aquest motiu en aquest article es proposa una aproximació a aquests llibres a fi de conèixer quines són les característiques dels discursos de l’aprenentatge artístic que s’han consolidat al llarg del segle XX en el nostre entorn; aproximació que s’assaja a partir d’encreuar les petjades que han deixat els llibres escolars amb la seva imbricació o, fins i tot, negació amb les tendències de la pedagogia contemporània.
Resumo:
El artículo versa sobre la memoria visual de la escuela incidiendo tanto en las motivaciones que orientan la producción de imágenes como sobre el acercamiento a ellas que hoy podemos realizar. Parte así del análisis de los motivos de producción de imágenes según los períodos de la evolución escolar, prosigue una reseña de las distintas posibilidades de formación de memoria a través de las representaciones gráficas de la escuela y, finalmente, se plantean las principales características así como retos del tratamiento museológico y museográfico de la imagen escolar. El objetivo del artículo es, por lo tanto, realizar una aproximación a las imágenes concibiéndolas como bienes gráficos que requieren un avance en las formas de conservación, difusión e investigación que están desarrollando los centros de gestión del patrimonio educativo.
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This paper presents a novel technique to align partial 3D reconstructions of the seabed acquired by a stereo camera mounted on an autonomous underwater vehicle. Vehicle localization and seabed mapping is performed simultaneously by means of an Extended Kalman Filter. Passive landmarks are detected on the images and characterized considering 2D and 3D features. Landmarks are re-observed while the robot is navigating and data association becomes easier but robust. Once the survey is completed, vehicle trajectory is smoothed by a Rauch-Tung-Striebel filter obtaining an even better alignment of the 3D views and yet a large-scale acquisition of the seabed
Resumo:
A visual SLAM system has been implemented and optimised for real-time deployment on an AUV equipped with calibrated stereo cameras. The system incorporates a novel approach to landmark description in which landmarks are local sub maps that consist of a cloud of 3D points and their associated SIFT/SURF descriptors. Landmarks are also sparsely distributed which simplifies and accelerates data association and map updates. In addition to landmark-based localisation the system utilises visual odometry to estimate the pose of the vehicle in 6 degrees of freedom by identifying temporal matches between consecutive local sub maps and computing the motion. Both the extended Kalman filter and unscented Kalman filter have been considered for filtering the observations. The output of the filter is also smoothed using the Rauch-Tung-Striebel (RTS) method to obtain a better alignment of the sequence of local sub maps and to deliver a large-scale 3D acquisition of the surveyed area. Synthetic experiments have been performed using a simulation environment in which ray tracing is used to generate synthetic images for the stereo system
Resumo:
Es dissenya una eina per configurar Iptables en una distribució de xarxa. L'eina permet a través d'una interfície gràfica definir una tipologia de xarxa i generar automàticament els scripts de configuració.
Resumo:
Este proyecto consiste en el diseño y desarrollo de un plug-in que permita usar el sistema de procesado de imagen OpenCV desde el sistema operativo OpenDomo OS.
Resumo:
VisualDomo tiene como objetivo la creación de una aplicación multiplataforma para dispositivos móviles que permita controlar de manera visual los dispositivos ODControl de la empresa OpenDomo Services SL. El proyecto está desarrollado utilizando HTML, CSS y JavaScript con el soporte de Cordova.