4 resultados para Digital Human Modelling (DHM)
em Universidade Federal do Rio Grande do Norte(UFRN)
Resumo:
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
Resumo:
The North Paraíba River Estuary, located in the eastern portion of the Paraíba State, Northeast Brazil, on coordinates 34º50 00 -34º57 30 S and 6º55 00 -7º7 30 W, constitutes a fluvio-marine plain formed by the North Paraíba River and its tributaries Sanhauá, Paroeira, Mandacaru, Tiriri, Tambiá, Ribeira and Guia. This estuary comprises an area of about 260 km2. Increasing human demands on the estuary area and inadequate environment managing have generated conflicts. The present work main purpose is to evaluate the geodynamic evolution of the North Paraíba River Estuary in the period from 1969 to 2001, using digital image processing techniques, thematic digital cartography and multitemporal data integration, combined to geological-geophysical field surveys. The SUDENE cartographic database, converted to digital format were, used to obtain occupation and topographic maps from 1969 and to generate a Digital Elevation Model (DEM). Digital Landsat 7 ETM+ and Spot HRVIR-PAN satellite images interpretation allowed the environmental characterization of the estuary. The most important digital processing results were achieved color composites RGB 5-4-3, 5-3-1, 5-2-NDWI and band ratio 7/4-5/3-4/2, 5/7-3/1-5/4). In addition the fusion image technique RGBI was used by the inclusion of the Spot HRVRI and Landsat 7 ETM+ panchromatic band on I layer with RGB triplets 5-4-3, 5-3-1 and 5/7-3/1-5/4. The DEM and digital images integration allowed the identification of seven geomorphological units: coastal tableland, flowing tray, tide plain, fluvial terrace, submerged dune, beach plain and beach). Both Side Scan Sonar and Echosound were used to analyse underwater surface and bedforms of the estuarine channel, sand predominance (fine to very fine) and 2D dune features 5 m wide and 0.5 m height. This investigation characterized the estuary as an environment dominated by regimen of average flow. The channel depth varies between 1 m and 11 m, being this last quota reached in the area of Porto de Cabedelo. The chanel estuary is relatively shallow, with erosion evidences mainly on its superior portion, attested by sand banks exposed during the low tide. Multitemporal digital maps from 1969 and 2001 integration were obtained through geoprocessing techniques, resulting the geodynamic evolution of the estuary based on landuse, DEM geomorphology and bathymetric maps
Resumo:
Stroke is nowadays one of the main causes of death in Brazil and worldwide. During the rehabilitation process, patients undergo physioterapic exercises based on repetition, which may cause them to feel little progress is being made. Focusing on themes from the areas of Human-Computer Interaction and Motor Imagery, the present work describes the development of a digital game concept aimed at motor rehabilitation to the neural rehabilitation of patients who have suffered a stroke in a playful and engaging way. The research hypothesizes that an interactive digital game based on Motor Imagery contributes to patients' raised commitment in the stroke sequel rehabilitation process. The research process entailed the investigation of 10 subjects who live with sequels caused by stroke - it was further established that subjects were over 60 years old. Using as foundation an initial survey regarding target-users' specificities, where an investigation on subjectrelated aspects was carried out through Focus Group (n=9) and Contextual Analysis (n=3), having as subjects elderly individuals, a list with the necessary requirements for the conceptualization of a digital game was fleshed out. The initial survey also enabled the establishment of preliminary interactions for the formulation of game prototypes. At first, low-resolution prototypes were used, with two distinct interaction models for the game - one with a direct approach to the Motor Imagery concept, and another using a narrative with characters and scene settings. The goal was to verify participants' receptivity regarding the addition of playful activities into game dynamics. Prototypes were analyzed while being used by five patients, through the Cooperative Evaluation technique. The tests indicated a preference for option with elements in a playful narrative. Based on these results high fidelity prototypes were created, where concepts close to the game's final version were elaborated. The High Fidelity prototype was also evaluated with four patients through the Cooperative Evaluation technique. It was concluded that elderly individuals and patients were receptive to the idea of a digital game for the rehabilitation from sequels caused by stroke; that, for the success of devices aimed at these cohorts, their contexts, needs and expectations must be respected above all; and that user-centered design is an essential approach in that regard.
Resumo:
This thesis examines the medial construction of the Portuguese of Brazil (PB). It is a construction which describes a causative event in which a non-human subject participant is affected by an action that does not originate from itself. Thus, we are interested in investigating this type of construction, its specific characteristics, motivations and discursive context from its semantic- cognitive and discoursive - pragmatic functions. The research questions are: what is the prototypical structural configuration of the medial construction (MC) in the Portuguese of Brazil? What are its specific discoursive functions? What is the degree of MC transitivity based on the properties proposed by Hopper and Thompson (1980)? We assume that the medial construction has its own structure which particularizes its significant dimension, thus ensuring a certain distance between the one in charge of the event and the affected entity. The theoretical and methodological assumptions is founded on Usage-based Functional Linguistics (FURTADO DA CUNHA; BISPO; SILVA, 2013). It is a research of qualitative- interpretative nature that has prioritized the analysis of occurrences arising from texts produced by users of the Brazilian Portuguese language in effective communicative situation. The database for this study is electronic texts available on the website www.reclameaqui.com.br. The results revealed the existence of different configurations of the medial construction in the Brazilian Portuguese, having as prototypical the one formed by SN + V. From the morphosyntactic and semantic point of view, the construction expresses a subject affected by an action that does not part from itself. As for the pragmatic aspect, the construction expresses an event that seems to have the purpose to emphasize the affected argument and to ignore, intentionally or not, the agent or the causative, since it is irrelevant to the speaker/ listener in the contextual situation.