13 resultados para PERSONAL COMPUTERS
em Repositório Institucional UNESP - Universidade Estadual Paulista "Julio de Mesquita Filho"
Studying the satisfaction of patients on the outcome of an aesthetic dermatological filler treatment
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Background: Many factors contribute to extend productive life in the modern world. Competition makes people worry about physical appearance, mosftly in respect to facial and skin aging. This has motivated new developments in cosmetic dermatology and the need of evaluating patient satisfaction with the new proposed treatments. Poll questionnaire has been used for such evaluation, and the analysis of the electroencephalogram (EEG) mapping obtained while the patient answers the satisfaction questionnaire may render the results less subjective. Objectives: The purpose of this paper is to study the satisfaction of a group of 33 women (mean age, 44.years) treated with hyaluronic acid filling of nasolabial folding or lips, combining the EEG brain mapping and questionnaire techniques. Methods: At the third month of evaluation, two networked personal computers were used for the EEG recording and for presenting the patient with a questionnaire about her well-being feeling; self-evaluation of her face; her satisfaction with the results of the aesthetic treatment; how the family, friends, and people at work evaluated the result of the treatment; and her decision to repeat the treatment and to recommend it to friends and family. Results: Poll results showed that patients were feeling well and were satisfied with the results of the aesthetic treatment. Furthermore, the regression EEG mappings showed patients to be satisfied with their appearance and with the treatment involving similar brain areas. Conclusion: Patients decided to undergo the treatment because they were already considering it (54%) or because they were dissatisfied with their lips or nasolabial folding (52%). The fact that the treatment was free of charge solidified the decision. Patients consider themselves as good-looking and they wanted to preserve such a condition. © 2008 Wiley Periodicals, Inc.
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Research on the influence of multiple representations in mathematics education gained new momentum when personal computers and software started to become available in the mid-1980s. It became much easier for students who were not fond of algebraic representations to work with concepts such as function using graphs or tables. Research on how students use such software showed that they shaped the tools to their own needs, resulting in an intershaping relationship in which tools shape the way students know at the same time the students shape the tools and influence the design of the next generation of tools. This kind of research led to the theoretical perspective presented in this paper: knowledge is constructed by collectives of humans-with-media. In this paper, I will discuss how media have shaped the notions of problem and knowledge, and a parallel will be developed between the way that software has brought new possibilities to mathematics education and the changes that the Internet may bring to mathematics education. This paper is, therefore, a discussion about the future of mathematics education. Potential scenarios for the future of mathematics education, if the Internet becomes accepted in the classroom, will be discussed. © FIZ Karlsruhe 2009.
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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 Ciência da Computação - IBILCE
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Pós-graduação em Ciência da Computação - IBILCE
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Introduction: In the Web environment, there is a need for greater care with regard to the processing of descriptive and thematic information. The concern with the recovery of information in computer systems precedes the development of the first personal computers. Models of information retrieval have been and are today widely used in databases specific to a field whose scope is known. Objectives: Verify how the issue of relevance is treated in the main computer models of information retrieval and, especially, as the issue is addressed in the future of the Web, the called Semantic Web. Methodology: Bibliographical research. Results: In the classical models studied here, it was realized that the main concern is retrieving documents whose description is closest to the search expression used by the user, which does not necessarily imply that this really needs. In semantic retrieval is the use of ontologies, feature that extends the user's search for a wider range of possible relevant options. Conclusions: The relevance is a subjective judgment and inherent to the user, it will depend on the interaction with the system and especially the fact that he expects to recover in your search. Systems that are based on a model of relevance are not popular, because it requires greater interaction and depend on the user's disposal. The Semantic Web is so far the initiative more efficient in the case of information retrieval in the digital environment.
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This paper aims to study the thermal aspects involved in a liquid cooling system for processors, analyzing their competitiveness and efficiency across the fins and fan system usually used by personal computers, because electronic components become more potent and consequently current methods of cooling are becoming ineffective. The liquid cooling system and air cooling system have different heat transfer mechanisms that involve mainly convection and conduction heat transfer modes, and, furthermore, requires an analysis of fluid dynamics, which can evaluate the losses involved in the closed system, consisting in an exchanger heat pipe and water blocks in liquid cooling system or heat sink and turbo-axial fan in the air cooling system
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In the information society, the use of Technologies has been incorporated to our quotidian. The use of personal computers and internet, however, does not reach to all the individuals, creating the problem of digital exclusion. Nowadays, many inclusion politics are being developed to diminish the digital abyss in society, in a way to enable a plural access to the internet. Between these initiatives, we highlight the projects of digital inclusion among the elderly, slice of the population that grows more each day and seek quality of life, social reinclusion and health. In this context, the open universities for the elderly bring to the aged courses and workshops, in order to encourage the activity in this age group. An example of this idea is the Unati of UNESP Bauru, that develops the project “Terceira Idade Digital”. This work aims to analyze the relation between the elderly with certain technologies, apart from showing the digital inclusion scenario, with its delays and progresses
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In the area of Phonetics, current studies are mainly geared toward acoustic analysis of the speech. The technology of personal computers and available software made these analyses easier to be carried out. The following work used the software called PRAAT. Besides showing how it helps the researcher, the aim of this work is to bring new data for future consultation in this field, allowing comparisons and discussions about this subject. At FONAC, a place where a Project of Departmental Traineeship is run, coordinated by Prof. Dr. Luiz Carlos Cagliari and aimed at training on Acoustic Phonetics for undergraduates and graduates, there is a good quality recording, in which a speaker of the paulista dialect reads an excerpt of Michael Ende and Annegert Fuchshuber’s book named ‘The Dream-eater’ twice. The data obtained through it were analyzed directly or by statistic procedures. Tables and charts, created from these data, helped to visualize the similarities and differences between the vowels allowing an easier comprehension of the articulatory phenomenon. With the formants, specifically, prototypical values for the vowels of Portuguese and the dialect in study were obtained
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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