20 resultados para Interação Homem-Televisão Digital


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Brazil is going through the process from analogical transmission to digital transmission. This new technology, in addition to providing a high quality audio and video, also allows applications to execute on television. Equipment called Set-Top Box are needed to allow the reception of this new signal and create the appropriate environment necessary to execute applications. At first, the only way to interact with these applications is given by remote control. However, the remote control has serious usability problems when used to interact with some types of applications. This research suggests a software resources implementation capable to create a environment that allows a smartphone to interact with applications. Besides this implementation, is performed a comparative study between use remote controle and smartphones to interact with applications of digital television, taking into account parameters related to usability. After analysis of data collected by the comparative study is possible to identify which device provides an interactive experience more interesting for users

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In this work, we propose a new approach to Interactive Digital Television (IDTV), aimed to explore the concepts of immersivity. Several architectures have been proposed to IDTV, but they did not explore coherently questions related to immersion. The goal of this thesis consists in defining formally what is immersion and interactivity for digital TV and how they may be used to improve user experience in this new televisive model. The approach raises questions such as the appropriate choice of equipment to assist in the sense of immersion, which forms of interaction between users can be exploited in the interaction-immersion context, if the environment where an immersive and interactive application is used can influence the user experience, and which new forms of interactivity between users, and interactivity among users and interactive applications can be explored with the use of immersion. As one of the goals of this proposal, we point out new solutions to these issues that require further studies. We intend to formalize the concepts that embrace interactivity in the brazilian system of digital TV. In an initial study, this definition is organized into categories or levels of interactivity. From this point are made analisis and specifications to achieve immersion using DTV. We pretend to make some case studies of immersive interactive applications for digital television in order to validate the proposed architecture. We also approach the use of remote devices anda proposal of middleware architecture that allows its use in conjunction with immersive interactive applications

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This Dissertation aims to provide a communication mechanism between Digital TV viewers and interaction devices, such as robots, for example, placed on the environment from which a TV program is being live broadcasted. Such communication mechanism has the objective to allow viewers controll the Interaction Devices through their TV devices, using the broadcast channel present in Interactive Digital TV systems, and receive data from the devices by the broadcast channel. This system was projected as a middlewaer system where the Interaction Devices in the TV program set are interconnected, creating a Interactive Device Network. With this approach, the system is capable of manage the devices on the network, controlling the flow of coming and leaving elements, in a transparent way for the viewers. The system yet allows the Interaction Devices communicate each other, with a integrated communication channel with no worries about the physical communication layer

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The fundamental senses of the human body are: vision, hearing, touch, taste and smell. These senses are the functions that provide our relationship with the environment. The vision serves as a sensory receptor responsible for obtaining information from the outside world that will be sent to the brain. The gaze reflects its attention, intention and interest. Therefore, the estimation of gaze direction, using computer tools, provides a promising alternative to improve the capacity of human-computer interaction, mainly with respect to those people who suffer from motor deficiencies. Thus, the objective of this work is to present a non-intrusive system that basically uses a personal computer and a low cost webcam, combined with the use of digital image processing techniques, Wavelets transforms and pattern recognition, such as artificial neural network models, resulting in a complete system that performs since the image acquisition (including face detection and eye tracking) to the estimation of gaze direction. The obtained results show the feasibility of the proposed system, as well as several feature advantages.

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The research aimed at investigating the dimensions and the universe of social representations of environmental education, as well as identifying the senses and meanings Environmental Education. This study admitted as presumption the education and environment dimensions. In this investigation was adopted as reference the dimension or representation scope of Moscovici. One hundred and twenty (120) students from Public Schools of Basic Education participated of this study and moreover three hundred and twenty-three (323) from Higher Education in the area of the UPE-FACETEG. The following questions were admitted: 1) What are the dimensions/categories that exist in the semantic scope of social representations of the environmental education? 2) What are the senses and meanings of environmental education? 3) The student s representations of Basic Education are similar or different from the Higher Education? The software EVOC helped in the organization of semantic scope for construction of the categories, with support of the contents analysis. The justifications are sorted on lexical classes using the software ALCESTE, through of the speech analyses. The free association of words answered the question dimension/categories and its semantic scope, being: a) Nature/Environment; b) values; c) Attitudes; d) Actions; e) Implications; f) Mediation. Six lexical classes were found with its meanings enumerated in this way: 1.Awareness, as a factor of belief for the preservation of nature and society. The students are clamoring for environmental education in the school, emphasizing the importance of awareness in the development of the respect to the environment linking the education and family; 2. The consciousness-knowledge relationship for the environment-nature preservation. 3. The environment and human interventions, in search of indicators of solutions. 4. Nature /background/ environment and its constituting elements, a thinking of values and an acting for mediation. 5. The human-nature interaction in social representations of environmental education and the symbolic-life size. 6. Nature / environment /, values, attitudes, actions, implications, and mediation in nature-man relationships. The groups more representatives according to these lexical classes were, the Basic Education in the class-4, represented exclusively by the Primary and Secondary Education and the class-6 represented by both two the Basic Education (47,37%) and the Higher Education (52,63%) - History, Pedagogy, Psychology, Mathematics, Language and Literature. The classes 4 and 6 are related to the class-3 which in turn is formed by students of Higher Education (Mathematics, Biology, Pedagogy, Psychology, Language and Literature) and Basic Education (Primary and Secondary Education). The Higher Education is most represented by the lexical classes (1, 2 and 5). The class 2 corresponded to 80% of the researched groups. In the class-1 the biggest representation was concerning to the Psychology, Geography, Biology and Language and Literature courses, whereas the class-5 was best represented by Psychology, Biology, Pedagogy, Language and Literature, Geography and History. From the results, one may conclude that the imagery is nature/environment; that life is the symbolic dimension that permeates the whole imaginary, and that preservation, awareness and respect are inserted in the speech that circulate to protect life

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In this work, we propose a solution to solve the scalability problem found in collaborative, virtual and mixed reality environments of large scale, that use the hierarchical client-server model. Basically, we use a hierarchy of servers. When the capacity of a server is reached, a new server is created as a sun of the first one, and the system load is distributed between them (father and sun). We propose efficient tools and techniques for solving problems inherent to client-server model, as the definition of clusters of users, distribution and redistribution of users through the servers, and some mixing and filtering operations, that are necessary to reduce flow between servers. The new model was tested, in simulation, emulation and in interactive applications that were implemented. The results of these experimentations show enhancements in the traditional, previous models indicating the usability of the proposed in problems of all-to-all communications. This is the case of interactive games and other applications devoted to Internet (including multi-user environments) and interactive applications of the Brazilian Digital Television System, to be developed by the research group. Keywords: large scale virtual environments, interactive digital tv, distributed

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This research, part of Applied Linguistics field, aims to analyze the language of a school blog, developed with the participation of students, as a work based on the conception of multiliteracies, focusing on the construction of different meanings. The research is carried on from the building and maintenance of a school blog, the Ieceblog, with students of Ensino Fundamental II, since 2008, in a private school in Natal-RN. The investigation of the language produced on a school blog is justified due to the interactive conceptions of writing and reading on the virtual environment. Given the fact that new technologies are a reality in the schools opened to the practices of multiliteracies, it is assumed that text, image, video, audio, non-graphic signs and hypertext intensifies the produced interaction, in which the students become real authors. In this perspective, some voices belonging to the statements that are formed through the posts and comments chosen to the analyses and reflection on the blog space as locus of productions of senses inserted in the school and the world environment, as well as for the identification of the language resources used to intensify the senses that emerge from it. From the view of dialogism conceptualized by Bakhtin Circle, the qualitative interpretive-research deepens the experience of a school blog focusing on digital language in line with the vision of digital literacy. From the blog posts, a corpus that promote the exposure of different manifestations of language in the design of digital multiliteracies is elected. Thereby, the method used was the dialogical analysis of speech based on Bakhtin s studies and the Circle. The corpus was taken from the blog s posts in order to point up the different language manifestations in the following categories: (i) mood reinforced by the mockery, (ii) search for compliance with school sphere, (iii) conflicting social values and consistent complicity between sense and verbal imagery, and finally (iv) social practices that take place from and through the discursive genre. The study points to the tension between the active voices in several directions, revealing the distorted unit of posts which, under the analytical observation raises multiple meanings in a responsive manner. The analysis of the dialogue interaction in which intersperses the digital one becomes more apparent that the multiliteracies events that are mediated by language in addition to structure of the language and makes us rethink the students

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People-environment interaction, focus of Environmental Psychology studies, presupposes that space influences behavior and vice-versa. Despite of the importance of dynamic reciprocity, there are a few works that treat the mobility condition of the people experimenting space. The present study investigates environmental perception of users of the Engenheiro Roberto Freire Avenue sidewalk, one of the few places in Natal for physical activities practicing, where most people are in intense and continuous movement. A few questions for this study where made: In what way does the individual realize the environment while he is moving? How do reciprocal man-environment relations occur there, according to a mobility context? What are the main difficulties and easiness in man-environment interaction under this condition? The search for these answers is based on concepts of social-spatial human behavior - especially personal space, territoriality, density and crowding and contributions of Barker´s Ecologycal Psychology. Considering that the physical space in this case is multifaceted and the perception of theses scenarios is governed by multiples senses and stimuli, it was defined a multi-methodological route: (i) observation participative in loco; (ii) identification of the main behavior settings at the area; (iii) categorization of the activities occurring at the place; (iv) application of a semi-structured interview; (v) images registered and (vi) construction of the researcher s log. The perception of oneself and others in movement in the environment, immersed in a intricate web of inter-actions, makes people develop mobility strategies, many times unconsciously, with the aim of ensuring satisfaction in its activities. Since the Eng. Roberto Freire Avenue sidewalk is an equipment public-urban largely used by the population of Natal, the reflection of the mobility effectiveness in the users environmental perception is expected, providing suggestions for future studies in this field of knowledge

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Many challenges have been imposed on the middleware to support applications for digital TV because of the heterogeneity and resource constraints of execution platforms. In this scenario, the middleware must be highly configurable so that it can be customized to meet the requirements of applications and underlying platforms. This work aims to present the GingaForAll, a software product line developed for the Ginga - the middleware of the Brazilian Digital TV (SBTVD). GingaForAll adds the concepts of software product line, aspect orientation and model-driven development to allow: (i) the specification of the common characteristics and variables of the middleware, (ii) the modularization of crosscutting concerns - both mandatory and concepts variables - through aspects, (iii) the expression of concepts as a set of models that increase the level of abstraction and enables management of various software artifacts in terms of configurable models. This work presents the architecture of the software product line that implements such a tool and architecture that supports automatic customization of middleware. The work also presents a tool that implements the process of generating products GingaForAll

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Nowadays several electronics devices support digital videos. Some examples of these devices are cellphones, digital cameras, video cameras and digital televisions. However, raw videos present a huge amount of data, millions of bits, for their representation as the way they were captured. To store them in its primary form it would be necessary a huge amount of disk space and a huge bandwidth to allow the transmission of these data. The video compression becomes essential to make possible information storage and transmission. Motion Estimation is a technique used in the video coder that explores the temporal redundancy present in video sequences to reduce the amount of data necessary to represent the information. This work presents a hardware architecture of a motion estimation module for high resolution videos according to H.264/AVC standard. The H.264/AVC is the most advanced video coder standard, with several new features which allow it to achieve high compression rates. The architecture presented in this work was developed to provide a high data reuse. The data reuse schema adopted reduces the bandwidth required to execute motion estimation. The motion estimation is the task responsible for the largest share of the gains obtained with the H.264/AVC standard so this module is essential for final video coder performance. This work is included in Rede H.264 project which aims to develop Brazilian technology for Brazilian System of Digital Television

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BEZERRA, Gesiane Ferreira; CÂMARA, Rafael Silva da; SANTOS, Valdete Honorato dos et al. As bibliotecas escolares digitais contituídas através de uma rede de conhecimento digital. In: SEMINÁRIO DE PESQUISA DO CENTRO DE CIENCIAS SOCIAIS APLICADAS, 16, 2010. Natal. Anais eletrônicos... Natal: SEMINÁRIO CCSA, 2010. Trabalho oral. Disponível em:. Acesso em: 25 nov. 2011.

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Esta disertación explora de qué forma las hibridaciones entre ser humano y ambientes naturales no urbanos contribuyen a configurar las estrategias de atención, de construcción de conocimiento y de interacción con el mundo del sujeto y cómo, recursivamente, las actitudes perceptivo-cognitivas y las maneras de acercarse a lo real, de imputar sentido a los fenómenos y de interactuar con el ambiente practicadas por el sujeto condicionan y contribuyen a definir las hibridaciones entre humanos y no humanos. Lo que guía esa exploración es el concepto de híbrido que, inspirándome en Bruno Latour (2008), concibo como una asociación entre elementos sin características inherentes, compenetrados, que se redefinen, recrean e reconfiguran recíprocamente. Utilizo como operadores cognitivos una narrativa literaria y una cinematográfica: el libro autobiográfico Dersu Uzala del escritor y explorador ruso Vladimir Klavdievich Arseniev (1872-1930), publicado por primera vez en 1923, y la película homónima del director japonés Akira Kurosawa (1910-1998), lanzada en 1975. Estas obras reconstruyen tres expediciones realizadas por Arseniev a principios del siglo XX en la región siberiana del Ussuri que tuvieron como guía al cazador nómada de etnia gold Dersu Uzala, con quien el escritor construyó una profunda amistad. La elección de hacer dialogar en el mismo plan a dos modos complementares de conocimiento, arte y ciencia, se fundamenta en la concepción de Edgar Morin (2003b) de la literatura y el cine como escuelas de vida y de complejidad humana y en la visión de Claude Lévi- Strauss (2007) del arte como modelo reducido que favorece una mirada más abarcadora sobre los fenómenos. Inicialmente, pongo en relación mi investigación con los trabajos de Silmara Lídia Marton (2008) y Samir Cristino de Souza (2009), que analizaron las estrategias de construcción de conocimiento y de interacción con el mundo de un habitante de la Laguna de Piató (Municipio de Assú, Estado de Rio Grande do Norte, Brasil), Francisco Lucas da Silva, y muestro algunas analogías entre estas y las de Dersu Uzala, ambas productos de determinadas hibridaciones con el ambiente. A continuación, exploro las implicaciones cognitivas de la amistad de Arseniev con el cazador gold, metáfora/encarnación del diálogo posible entre saberes de matrices diferentes. En un tercer momento, dialogando con pensadores que se interrogaron sobre el trinomio hombre-naturaleza-representaciones y con las narrativas de Arseniev (1997) y Kurosawa (1975), reflexiono sobre las ideas de híbrido, de humano y no humano, de vivo y no vivo, de proximidad y distancia del sujeto con respecto a otros sistemas de lectura del mundo, de relación directa y mediada con lo real, de ambientes naturales urbanos y no urbanos. A seguir, incursiono en el libro de Arseniev y en el largometraje de Kurosawa intentando identificar qué factores más contribuyeron para configurar las estrategias de conocimiento y de interacción con el ambiente manifestadas por el explorador y por el cazador gold y, recursivamente, de qué forma esas estrategias contribuyeron a definir sus hibridaciones con el ambiente siberiano. Por último, a partir de las reflexiones tejidas a lo largo del trabajo, me interrogo sobre lo que ellas pueden decirnos sobre nuestra forma de interactuar con la naturaleza no humana y sobre el diálogo entre distintas formas de percibir, conocer y relacionarse con el mundo

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This study presents our research on the discourse of the grotesque in digital media, specifically in two blogs. We rely on the theoretical-conceptual and methodological discourse analysis of the French School. We analyzed a set of posts in the following blogs: Eu Sou Ryca and Cleycianne, and we did it based on some propositions on the discourse of the grotesque by Mikhail Bakhtin (1999a), Muniz Sodré and Raquel Paiva (2002), Wolfgang Kayser (2003) and Mary Russo (2000). The expressions of the grotesque analyzed in the blogs Eu Sou Ryca and Cleycianne result predominantly in humorous effect, obtained by means of irony and parodization, which calls for ridicule and relegation, through a strong tension between the beautiful and the ugly, the socially acceptable and the aberration, the taste for the strange and the aesthetically striking. The grotesque appears initially as a significant feature of ornamental paintings found in Roman caves in the late fifteenth century, and today it can be seen permeating from sculptures, paintings, literary works, talk shows for television, videos hosted in cyberspace, specifically in the collective domain of weblogs. This work seeks to analyze how the discourse of the grotesque constitutes the humorous process in its insertion in cyberspace

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A maioria da soluções apresentadas como candidatas à implementação de serviços de distribuição de áudio e vídeo, têm sido projetadas levando-se em consideração determinadas condições de infra-estrutura, formato dos fluxos de vídeo a serem transmitidos, ou ainda os tipos de clientes que serão atendidos pelo serviço. Aplicações que utilizam serviços de distribuição de vídeo normalmente precisam lidar com grandes oscilações na demanda pelo serviço devido a entrada e saída de usuários do serviço. Com exemplo, basta observar a enorme variação nos níveis de audiência de programas de televisão. Este comportamento coloca um importante requisito para esta classe de sistemas distribuídos: a capacidade de reconfiguração como conseqüência de variações na demanda. Esta dissertação apresenta um estudo que envolveu o uso de agentes móveis para implementar os servidores de um serviço de distribuição de vídeo denominada DynaVideo. Uma das principais características deste serviço é a capacidade de ajustar sua configuração em conseqüência de variações na demanda. Como os servidores DynaVideo podem replicar-se e são implementados como código móvel, seu posicionamento pode ser otimizado para atender uma dada demanda e, como conseqüência, a configuração do serviço pode ser ajustada para minimizar o consumo de recursos necessários para distribuir vídeo para seus usuários. A principal contribuição desta dissertação foi provar a viabilidade do conceito de servidores implementados como agentes móveis Java baseados no ambiente de desenvolvimento de software Aglet.

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Education is one of the oldest activities practiced by man, but today it is still performed often without creating dialogues and discussions among all those involved, and students are passives agents without interactivity with teachers and the content approached. This work presents a tool used for providing interactivity in educational environments using cell phones, in this way, teachers can use technology to assist in process of education and have a better evaluation of students. The tool developed architecture is shown, exposing features of wireless communication technologies used and how is the connection management using Bluetooth technology, which has a limited number of simultaneous connections. The details of multiple Bluetooth connections and how the system should behave by numerous users are displayed, showing a comparison between different methods of managing connections. Finally, the results obtained with the use of the tool are presented, followed by the analysis of them and a conclusion on the work