394 resultados para Simulação (Computadores digitais)
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Pós-graduação em Ciência da Informação - FFC
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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
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Pós-graduação em Ciência da Computação - IBILCE
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Pós-graduação em Ciência da Computação - IBILCE
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The use of physical characteristics for human identification is known as biometrics. Among the many biometrics traits available, the fingerprint is the most widely used. The fingerprint identification is based on the impression patterns, as the pattern of ridges and minutiae, characteristics of first and second levels respectively. The current identification systems use these two levels of fingerprint features due to the low cost of the sensors. However, the recent advances in sensor technology, became possible to use third level features present within the ridges, such as the perspiration pores. Recent studies show that the use of third-level features can increase security and fraud protection in biometric systems, since they are difficult to reproduce. In addition, recent researches have also focused on multibiometrics recognition due to its many advantages. The goal of this research project was to apply fusion techniques for fingerprint recognition in order to combine minutia, ridges and pore-based methods and, thus, provide more robust biometrics recognition systems, and also to develop an automated fingerprint identification system using these three methods of recognition. We evaluated isotropic-based and adaptive-based automatic pore extraction methods, and the fusion of pore-based method with the identification methods based on minutiae and ridges. The experiments were performed on the public database PolyUHRF and showed a reduction of approximately 16% in the EER compared to the best results obtained by the methods individually
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The market of digital games have grown in the last years, becoming popular between many ages, the number of smartphones and tablets users have also showed a recent increase, including the ones using Android as operational system. The main objective of a digital game is the ludic activity but also it can be used as a tool to education, learning and even simulation. This work proposes the development of a game for smartphones or tablet running on Android operational system, this game will simulate living beings in an environment, each one with different behaviors, based in the concepts of artificial live, cellular automata and emergence. This way simulating the behavior of a living being community with a computational base in artificial live and following concepts of game design. The game can represent visually some characteristics of living beings, as well behaviors and interactions between them, in a very simple way. The game can be upgraded in the future to represent better living beings using more details to the simulation of these
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Pós-graduação em Engenharia Elétrica - FEIS
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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC
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Given the widespread use of computers, the visual pattern recognition task has been automated in order to address the huge amount of available digital images. Many applications use image processing techniques as well as feature extraction and visual pattern recognition algorithms in order to identify people, to make the disease diagnosis process easier, to classify objects, etc. based on digital images. Among the features that can be extracted and analyzed from images is the shape of objects or regions. In some cases, shape is the unique feature that can be extracted with a relatively high accuracy from the image. In this work we present some of most important shape analysis methods and compare their performance when applied on three well-known shape image databases. Finally, we propose the development of a new shape descriptor based on the Hough Transform.
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Pós-graduação em Educação - FFC
Aprendizagem na contemporaneidade: jogos digitais no novo cenário em que caminha o ensino de química
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Having in sight the current inertia found on the school physical environments as well as on the High School learning methods used, digital games appear as a different tool to build the individuals'/students' knowledge and becomes a driving factor for this research. The usage of this media resource tries to rescue a stimulant type of learning focused on the students' experiences while getting them closer to Science, Technology and Society (STS). The usefulness of this method falls short, however, without the capacitated guidance of a teacher. A literature review has been made about the possible schooling that electronic/digital games provide; it also brings the opinions of students and teachers to help comprehend how the insertion of this new tool in the classroom happens, as well as its efficiency and acceptance. Having in sight the relationship between individuals and the preoccupations about the future of mankind, components of humanity's destiny have been evidenced in the teaching of Chemistry. It is possible to conclude that these games can, indeed, help in the teaching process, although it is necessary that they develop a main didactic role, linked to the teaching of concepts and content, or else become only educational for that matter. Using the tools given by digital games it is possible, for example, through playfulness, to teach the theory of many abstract models, mathematical equations and chemical formulas, making it possible then to grab the students' attention, to thrill them and to develop their participation based on the experience they so often already have with cell phones and personal computers
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Pós-graduação em Ciência da Computação - IBILCE
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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A caracterização anatômica, física, mecânica e química da madeira fornece informações importantes para sua melhor utilização. Contudo, para que madeiras se tornem boa opção para o mercado de pisos, adicionalmente é necessária a realização de ensaios que simulem suas reais condições em serviço. Esses ensaios simulam o pisoteio executado pelos sapatos de salto com pequenas áreas de pressão, o arraste e a queda de objetos, a resistência à abrasão da superfície e o atrito oferecido durante o deslocamento de pessoas que caminham sobre ele. Grande dificuldade da seleção de novas madeiras para pisos está na ausência de valores de referência físico-mecânicos. O presente trabalho visou a caracterizar as madeiras de Eucalyptus clöeziana F. Muell, de Eucalyptus microcorys F. Muell e de Corymbia maculata Hook, para as propriedades de densidade básica, retratibilidade, aplicação de carga rolante, de atrito estático e dinâmico, endentação causada por cargas aplicadas em pequenas áreas, impacto da esfera de aço cadente e resistência à abrasão. Foi observado que as madeiras estudadas podem ser utilizadas para a confecção de pisos, de acordo com seus resultados obtidos e por meio de comparações com resultados de literatura.
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Em trabalho realizado em 1998, no município de Taiúva-SP, objetivou-se avaliar o efeito da simulação da deriva de doses crescentes, até atingir a recomendada comercialmente, de clomazone, em duas formulações, e de clomazone em mistura com ametryne, em laranjeira-'Hamlin' com frutos com 2 a 4 cm de diâmetro. O delineamento experimental utilizado foi o de blocos casualizados, com 15 tratamentos, em 3 repetições. As avaliações basearam-se em possíveis alterações morfofisiológicas das plantas, com determinações do teor de clorofila total nas folhas, porcentagem de abortamento de frutos, além de análise tecnológica dos frutos. Concluiu-se que a dose comercial de clomazone isolado e em mistura com ametryne a 50 e 100% da dose resultou na formação de manchas cloróticas e/ou necróticas na casca do fruto e causou mortalidade de ramos que se encontravam em crescimento vegetativo, não acarretando qualquer alteração qualitativa do suco.