53 resultados para VIRTUAL REALITY


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Augmented Reality (AR) systems which use optical tracking with fiducial marker for registration have had an important role in popularizing this technology, since only a personal computer with a conventional webcam is required. However, in most these applications, the virtual elements are shown only in the foreground a real element does not occlude a virtual one. The method presented enables AR environments based on fiducial markers to support mutual occlusion between a real element and many virtual ones, according to the elements position (depth) in the environment. © 2012 IEEE.

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Pós-graduação em Comunicação - FAAC

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Introduction: With the invention of the Internet and the Collaborative Web, libraries had to rethink the way to offer their services. Thus, the U.S. libraries began a search for technological innovations in an effort to bring the library to the user through features that patrons commonly use. The Virtual Reference Service (VRS) through chat and reference services via videoconferencing are features that derived from this search. Objective: This article aims to outline the implementation process of Virtual Reference Services (SRV) libraries in American universities, particularly those for chat, as well as presenting the successful Brazilian experience. This paper also discusses factors to be considered for implementing virtual reference service via chat for libraries wishing to offer the service. Methodology: The research methodology is based on a theoretical search on international and national literature on the subject. The methodology also includes participant observation. Results: In Brazil the implementation of SRV in some university libraries has occurred and according to these institutions, the SRV is a service that benefits the community and puts the library in line with the demands of information technology and communication. Conclusions: It is concluded that online SRV is appropriate to the reality of university libraries in Brazil, since the institutions that offer the service have positive results from their assessments and believe they are adding value to their library.

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A virtual studio system can use technologies as augmented reality and digital matting to decrease production costs at the same time it provides the same resources of a conventional studio. With this, it’s possible for the current studios, with low cost and using conventional devices, to create productions with greater image quality and effects. Some difficulties are recurrent in virtual studio applications that use augmented reality and digital matting. The virtual objects registration in augmented reality techniques suffer from problems caused by optical distortions in the camera, errors in the marker tracking system, lack of calibration on the equipments or on the environment (lighting, for example), or even by delays in the virtual objects display. On the other hand, the digital matting’s main problem is the real-time execution to preview the scene, which must have optimized processing speed at the same time while maintain the best image quality possible. Taking the given context into consideration, this work aims to give continuity to a virtual studio system called ARStudio, by enhancing digital matting, virtual objects registration and introducing a segmentation based on depth map, yet adding better control over functionalities previously implemented

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Pós-graduação em Engenharia de Produção - FEB

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This article purposes the ARBot, a system that has as main objective the presentation of concepts of logic for students of elementary and secondary education. The system was developed using the technology known as Augmented Reality (AR), which allows complement the actual environment where the user is, by adding virtual objects. In this scenario the RA created from a virtual game interface is used, through which cognitive challenges are presented. To solve these challenges, users must set up three-dimensional virtual characters using visual language. As a result it follows that, in a playful way, concepts of algorithms and programming are assimilated by users. In addition, the system enables two users to interact in a cooperative game mode. In cooperative mode, the system focuses on collaborative learning, since it allows users to jointly solve the cognitive challenge presented by the system.

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Pós-graduação em Direito - FCHS