104 resultados para 3D virtual environment
Resumo:
Art can be understood as a process in which knowledge is used to perform certain skills. From Latin ARS, technical means and / or ability, in Greece, there was the word art, but "Tekne", which originated from the word "technical." So art and technique are present in sculptures, paintings, shoes or ships. In this sense, designers, engineers and all professionals who use technology can be called artists. Considerations must be made regarding the level of energy embedded in the material from its production until its use, even considering recycling, sustainability and life cycle of materials. This study aimed to present the use of scanning technology and 3D virtual modeling and its application in prototyping with CNC (Computed Numerical Control) as a tool in current use cutting-edge courses in arts, design and engineering and their relations with sustainability.
Resumo:
Performance of cyclical and discrete movements executed in Fitts’ task simulated by computer Abstract This study compared the performance of cyclical and discrete movements in Fitts’ task simulated by a computer. Twenty male adults, between 25 and 30 years old, participated as volunteers in the study. The software Discrete Aiming Task (v.2.0) simulated the Fitts’ task, in the discrete and cyclical conditions, and provided the movement time (TM). It was manipulated 4 target widths and 3 distances between the targets to provide index of difficulties (ID) from 1 to 6 bits. The ANOVA TWO WAY, 3 (Conditions) x 6 (ID), with repeated measures in the last factor, compared the TM in the different conditions. Regression analysis verified the relationship between TM x ID. There were no significant differences between the conditions; the virtual environment and the mouse were used to explain such results. All movement conditions showed a straight relationship between TM x ID with R²>0.990. Therefore, Fitts’ law showed to be consistent, independently of the movement strategy performed.
Resumo:
Pós-graduação em Desenvolvimento Humano e Tecnologias - IBRC
Resumo:
Pós-graduação em Educação - FFC
Resumo:
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Resumo:
Pós-graduação em Linguística e Língua Portuguesa - FCLAR
Resumo:
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Resumo:
Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
Resumo:
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Resumo:
This paper aims at describing an educational system for teaching and learning robotic systems. Multimedia resources were used to construct a virtual laboratory where users are able to use functionalities of a virtual robotic arm, by moving and clicking the mouse without caring about the detailed internal robot operation. Moreover through the multimedia system the user can interact with a real robot arm. The engineering students are the target public of the developed system. With its contents and interactive capabilities, it has been used as a support to the traditional face-to-face classes on the subject of robotics.. In the paper it is first introduced the metaphor of Virtual Laboratory used in the system. Next, it is described the Graphical and Multimedia Environment approach: an interactive graphic user interface with a 3D environment for simulation. Design and implementation issues of the real-time interactive multimedia learning system, which supports the W3C SMIL standard for presenting the real-time multimedia teaching material, are described. Finally, some preliminary conclusions and possible future works from this research are presented.
Resumo:
This paper presents two tools developed to facilitate the use and automate the process of using Virtual Worlds for educational purposes. The first tool has been developed to automatically create the classroom space, usually called region in the virtual world, which means, a region in the virtual world used to develop educational activities between professors, students and interactive objects. The second tool helps the process of creating 3D interactive objects in a virtual world. With these tools educators will be able to produce 3D interactive learning objects and use them in virtual classrooms improving the quality and appeal, for students, of their classes. © 2011 IEEE.
Resumo:
This project brings the development of an Android application which will allow users to access 3D models on web. The application developed allows Android devices to access web pages which have code that should use OPENGL to renderize. To demonstrate this functionality, an example web application was build, using technologies such as X3DOM and HTML5, which uses WebGL to get renderized. This web application gives to the user an environment of a virtual city, where he could surf by and interact with the objects. The Android application brings this immersion to the mobile world, also. The access and storage of data was developed a Webserver, which bring to the web application a simple API to give access to the database
Resumo:
Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC
Resumo:
A contaminated site from a downstream municipal solid waste disposal site in Brazil was investigated by using a 3D resistivity and induced polarization (IP) imaging technique. This investigation purpose was to detect and delineate contamination plume produced by wastes. The area was selected based on previous geophysical investigations, and chemical analyses carried out in the site, indicating the presence of a contamination plume in the area. Resistivity model has successfully imaged waste presence (rho < 20 Omega m), water table depth, and groundwater flow direction. A conductive anomaly (rho < 20 Omega m) outside wastes placement was interpreted as a contamination plume. Chargeability model was also able to imaging waste presence (m > 31 mV/V), water table depth, and groundwater flow direction. A higher chargeability zone (m > 31 mV/V) outside wastes placement and following conductive anomaly was interpreted as a contamination plume. Normalized chargeability (MN = m/rho) confirmed polarizable zone, which could be an effect of a salinity increase (contamination plume), and the clay presence in the environment.
Resumo:
Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)