18 resultados para Remo
em Repositório Institucional UNESP - Universidade Estadual Paulista "Julio de Mesquita Filho"
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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
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Este artigo tem o objetivo de descrever a pesca de subsistência das populações tradicionais de uma aldeia Ashaninka e duas Kaxinawá vivendo à beira do rio Breu. Inicialmente, foram treinados monitores para preencher fichas de coleta de dados das pescarias nas aldeias durante um ciclo anual (agosto/1995 agosto/1996). A partir desses dados realizaram-se os inventários das espécies de peixes capturadas e dos ambientes pesqueiros. A análise dos dados foi efetuada por meio de estatística descritiva e exploratória. Os resultados obtidos foram os seguintes: i) os ambientes mais procurados pelos índios foram os poços; ii) as espécies mais capturadas os mandis (35%, Pimelodidae), os bodes ou cascudos (Loricariidae), com destaque para o bode praiano (25%, Hypostomus sp.), o curimatã (9%, Prochilodus sp.) e os saburus (8%, Curimatidae), entre outros; iii) constatou-se que os arreios ou apetrechos de pesca que mais capturam peixes são o tingui (veneno), a tarrafa e o arco/flecha, respectivamente; iv) durante o verão a atividade de pesca é mais intensa; v) as medidas de esforço de pesca e os fatores associados que foram estatisticamente significativos nas predições das capturas na Reserva Indígena foram: f1 = o (número de pescadores), f2 = o (número de pescadores*tempo total das pescarias) e f3 = o [(número de pescadores*tempo total das pescarias)-(o tempo de deslocamento)] e os fatores aldeias e arreios; vi) apesar da maioria das pescarias serem realizadas a pé até os pesqueiros, as capturas são maiores quando a locomoção se dá através de canoa a remo; e vii) os pescadores mais ativos nas pescarias na Reserva Indígena foram os Kaxinawá.
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This article presents the implementation of a distributed system of virtual reality, through the integration of services offered by the CORBA platform (Common Object Request Broker Architecture) and by the environment of development of 3D graphic applications in real time, the WorldToolkit, of Sense8. The developed application for the validation of this integration is that of a virtual city, with an emphasis on its traffic ways, vehicles (movable objects) and buildings (immovable objects). In this virtual world, several users can interact, each one controlling his/her own car. Since the modelling of the application took into consideration the criteria and principles of the Transport Engineering, the aim is to use it in the planning, project and construction of traffic ways for vehicles. The system was structured according to the approach client/server utilizing multicast communication among the participating nodes. The chosen implementation for the CORBA was the Iona's ORBIX software. The performance results obtained are presented and discussed in the end.
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This article describes a technique for Large Scale Virtual Environments (LSVEs) partitioning in hexagon cells and using portal in the cell interfaces to reduce the number of messages on the network and the complexity of the virtual world. These environments usually demand a high volume of data that must be sent only to those users who needs the information [Greenhalgh, Benford 1997].
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The communication between user and software is a basic stage in any Interaction System project. In interactive systems, this communication is established by the means of a graphical interface, whose objective is to supply a visual representation of the main entities and functions present in the Virtual Environment. New ways of interacting in computational systems have been minimizing the gap in the relationship between man and computer, and therefore enhancing its usability. The objective of this paper, therefore, is to present a proposal for a non-conventional user interface library called ARISupport, which supplies ARToolKit applications developers with an opportunity to create simple GUI interfaces, and provides some of the functionality used in Augmented Reality systems. © Springer-Verlag Berlin Heidelberg 2005.
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A classic problem in the development of Mixed Reality systems is the registration. The correct alignment between virtual objects and the real elements is extremely important for the coherent composition of the resultant scene. Considering this context, this paper describes an approach for the composition of scenes in Mixed Reality environments using the chromakey technique for the extraction of real objects. After that, the scene is mounted in a coherent way related to the depth in OpenGL framebuffer for posterior rendering. ©2007 IEEE.
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This paper presents the development of an multi-projection stereoscopic dental arches application with semantic descriptions. The first section presents the concepts of the used technologies. Applications and examples are demonstrated. Finally, is presented the physical structure and the developed system, where a 3D dental arch is used as a model and can be viewed in multi-projection, thereby, providing greater user's immersion. ©2010 IEEE.
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This paper aims to describe the basic concepts and necessary for Java programs can invoke libraries of programming language C/C ++, through the JNA API. We used a library developed in C/C ++ called Glass [8], which offers a solution for viewing 3D graphics, using graphics clusters, reducing the cost of viewing. The purpose of the work is to interact with the humanoid developed using Java, which makes movements of LIBRAS language for the deaf, as Glass's, so that through this they can view the information using stereoscopic multi-view in full size. ©2010 IEEE.
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This paper explores the benefits of using immersive and interactive virtual reality environments to teach Dentistry. We present a tool for educators to manipulate and edit virtual models. One of the main contributions is that multimedia information can be semantically associated with parts of the model, through an ontology, enriching the experience; for example, videos can be linked to each tooth demonstrating how to extract them. The use of semantic information gives a greater flexibility to the models, since filters can be applied to create temporary models that show subsets of the original data in a human friendly way. We also explain how the software was written to run in arbitrary multi-projection environments. © 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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This paper presents the development of an application created to assist the teaching of dental structures, generate rich content information and different manners of interaction. An ontology was created to provide semantics informations for virtual models. We also used two devices gesture-based interaction: Kinect and Wii Remote. It was developed a system which use intuitive interaction, and it is able to generate three dimensional images, making the experience of teaching / learning motivating. The projection environment used by the system was called Mini CAVE. © 2012 IEEE.
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Pós-graduação em Agronomia (Ciência do Solo) - FCAV
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Pós-graduação em Engenharia Mecânica - FEG