17 resultados para Brain computer interface (BCI)
em Repositório Institucional UNESP - Universidade Estadual Paulista "Julio de Mesquita Filho"
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Pós-graduação em Educação para a Ciência - FC
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This paper proposes the use of the Principal Components Analysis (PCA) method to represent and to analyse soccer players' actions distribution in the pitch. The seven games of the Brazilian National Team during the 2002 World Cup were analysed. The player's position actions were measured from videotapes in a computer interface. The results were: a) the graphical representation, given by two orthogonal segments in the two directions of maximal variability and centred at the mean of each player's actions position; b) the eccentricity measurement, given by the variability ratio and c) the actions zone area, given by variability product. The results showed that the individual characteristics of acting were well represented by the PCA, allowing comparisons among games and providing insights related to the tactical organisation of the team.
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The author suggests a long-distance teaching on toxinology using the following media: conventional printed book, scientific electronic journal, video library and the Internet. These new media are discussed as new alternatives for long-distance learning without the teacher.
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DBMODELING is a relational database of annotated comparative protein structure models and their metabolic, pathway characterization. It is focused on enzymes identified in the genomes of Mycobacterium tuberculosis and Xylella fastidiosa. The main goal of the present database is to provide structural models to be used in docking simulations and drug design. However, since the accuracy of structural models is highly dependent on sequence identity between template and target, it is necessary to make clear to the user that only models which show high structural quality should be used in such efforts. Molecular modeling of these genomes generated a database, in which all structural models were built using alignments presenting more than 30% of sequence identity, generating models with medium and high accuracy. All models in the database are publicly accessible at http://www.biocristalografia.df.ibilce.unesp.br/tools. DBMODELING user interface provides users friendly menus, so that all information can be printed in one stop from any web browser. Furthermore, DBMODELING also provides a docking interface, which allows the user to carry out geometric docking simulation, against the molecular models available in the database. There are three other important homology model databases: MODBASE, SWISSMODEL, and GTOP. The main applications of these databases are described in the present article. © 2007 Bentham Science Publishers Ltd.
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Pós-graduação em Engenharia Mecânica - FEG
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This work is to analyze the behavior of context concentrated stresses generated around a nozzle connected to a pressure vessel. For this analysis we used the finite element method via a computer interface, the software ANSYS WORKBENCH. It was first necessary to study and intensive training of the software used, and also a study of the ASME Code, Section VIII, which is responsible for the standards used in pressure vessels. We analyzed three cases, which differ primarily in the variation of the diameter of the nozzle in order to analyze the variation of the stresses according to the variation of the diameters. The nozzle diameters were 35, 75 and 105 mm. After the model designed vessel, a pressure was applied on the innervessel of 0.5 MPa. For the smallest diameter, was found the lowest tensions concentrated. Varying between 1 and 223 MPa. Increasing the diameter of the nozzle resulted in increased tensions concentrated around the junction nozzle /vessel. The maximum stresses increased by 78% when the value was increased in diameter from 35 to 75 mm. Since the increase in diameter from 75 to 105 mm, the values of the tensions increased around 43%. These figures emphasize that stress concentrations increased with increasing the diameter of the nozzles, but not linearly
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The Mixed Reality proposes scenes combining between virtual and real worlds offering to the user an intuitive way of interaction according to a specific application. This tutorial paper aims at presenting the fundamentals concepts of this emergent kind of human-computer interface.
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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
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Background: Brain abscess of dental origin is a rare situation and deserves attention due to its high mortality rate even when adequate treatment is done. Few reports are available when dental origin is the main cause of this infection. Case report: We present the case of a 70-year-old man diagnosed with cerebral abscess caused by apical lesions located at superior and inferior teeth. The three lesions containing pus were drained from anterior and posterior brain region and the laboratory evaluation revealed the presence of Streptococcus viridians and Bacteroides. Postoperative period was uneventful with excellent recovery after 1 year of surgery. Final diagnosis was able to be done due to excellent image exams availability like computer tomography and magnetic resonance using diffusion and perfusion techniques. Discussion: The early detection of this pathology with the correct diagnosis essential to give the patient the best treatment including antimicrobial drugs and drainage is of extreme importance. © 2011 Springer-Verlag.
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Gesture-based applications have particularities, since users interact in a natural way, much as they interact in the non-digital world. Hence, new requirements are needed on the software design process. This paper shows a software development process model for these applications, including requirement specification, design, implementation, and testing procedures. The steps and activities of the proposed model were tested through a game case study, which is a puzzle game. The puzzle is completed when all pieces of a painting are correctly positioned by the drag and drop action of users hand gesture. It also shows the results obtained of applying a heuristic evaluation on this game. © 2012 IEEE.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Pós-graduação em Ciência da Informação - FFC
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Pós-graduação em Odontologia - FOA
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In this project the Pattern Recognition Problem is approached with the Support Vector Machines (SVM) technique, a binary method of classification that provides the best solution separating the data in the better way with a hiperplan and an extension of the input space dimension, as a Machine Learning solution. The system aims to classify two classes of pixels chosen by the user in the interface in the interest selection phase and in the background selection phase, generating all the data to be used in the LibSVM library, a library that implements the SVM, illustrating the library operation in a casual way. The data provided by the interface is organized in three types, RGB (Red, Green and Blue color system), texture (calculated) or RGB + texture. At last the project showed successful results, where the classification of the image pixels was showed as been from one of the two classes, from the interest selection area or from the background selection area. The simplest user view of results classification is the RGB type of data arrange, because it’s the most concrete way of data acquisition