65 resultados para Interactive virtual reality


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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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Interactive whiteboards (IWB) consist of a set of technological equipment organized in order to fulfill a specific task, enabling the development of didactic activities. Because they are associated to computers’ potentiality, interactive whiteboards can provide bigger interactivity between: teacher and students, students and content, and among students. This work’s main objective is to present some of the results yielded from a research related to the way students perceive interactive whiteboards in the classroom. In order to analyze the IWB usage dynamics, some educational applications in the field of mathematics were applied in the 3rd grade of elementary school. Aside from observation, video recordings were made and students were interviewed about the interactive whiteboard, in order to understand how these students observe and engage with the technological tool. IWB do not transform classroom’s reality by themselves, however, their physical presence and usage amount to external reinforcement can change student’s behavior positively.

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Pós-graduação em Direito - FCHS