215 resultados para Visualitzaci


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Aquest projecte es centra en la construcció d'una aplicació centralitzada per a la gestió de projectes mitjançant les metodologies àgils Scrum o Kanban. Aquest programari pretén dotar els seus usuaris d'una eina de visualització simple de l'estat de les tasques contingudes als requeriments del product backlog.

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El projecte tracta de la monitorització de la planta de producció de l’empresa Gemalto, una empresa que es dedica a la fabricació de targetes bancàries, xips GSM per a telèfons mòbils, teletacs i altres targetes. Es pretén monitoritzar la planta de producció per a que qualsevol persona que estigui a producció disposi d’informació visual, en temps real, del rendiment de les diferents línies de treball, estat de les màquines i demés informació en cada una de les àrees. Aquesta visualització es farà a través d’una aplicació web que gestionarà tota la monitorització.

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Desarrollo de aplicación en dispositivos Android que permite a taxistas y clientes ponerse en contacto y acordar el establecimiento y finalización de una carrera. Todo ello usando las características de estos dispositivos móviles: localización por GPS, visualización de mapas y rutas, y envío y recepción de mensajes instantáneos.

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An experiment was carried out to examine the impact on electrodermal activity of people when approached by groups of one or four virtual characters at varying distances. It was premised on the basis of proxemics theory that the closer the approach of the virtual characters to the participant, the greater the level of physiological arousal. Physiological arousal was measured by the number of skin conductance responses within a short time period after the approach, and the maximum change in skin conductance level 5 s after the approach. The virtual characters were each either female or a cylinder of human size, and one or four characters approached each subject a total of 12 times. Twelve male subjects were recruited for the experiment. The results suggest that the number of skin conductance responses after the approach and the change in skin conductance level increased the closer the virtual characters approached toward the participants. Moreover, these response variables were inversely correlated with the number of visits, showing a typical adaptation effect. There was some evidence to suggest that the number of characters who simultaneously approached (one or four) was positively associated with the responses. Surprisingly there was no evidence of a difference in response between the humanoid characters and cylinders on the basis of this physiological data. It is suggested that the similarity in this quantitative arousal response to virtual characters and virtual objects might mask a profound difference in qualitative response, an interpretation supported by questionnaire and interview results. Overall the experiment supported the premise that people exhibit heightened physiological arousal the closer they are approached by virtual characters.

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An experiment was carried out to examine the impact on electrodermal activity of people when approached by groups of one or four virtual characters at varying distances. It was premised on the basis of proxemics theory that the closer the approach of the virtual characters to the participant, the greater the level of physiological arousal. Physiological arousal was measured by the number of skin conductance responses within a short time period after the approach, and the maximum change in skin conductance level 5 s after the approach. The virtual characters were each either female or a cylinder of human size, and one or four characters approached each subject a total of 12 times. Twelve male subjects were recruited for the experiment. The results suggest that the number of skin conductance responses after the approach and the change in skin conductance level increased the closer the virtual characters approached toward the participants. Moreover, these response variables were inversely correlated with the number of visits, showing a typical adaptation effect. There was some evidence to suggest that the number of characters who simultaneously approached (one or four) was positively associated with the responses. Surprisingly there was no evidence of a difference in response between the humanoid characters and cylinders on the basis of this physiological data. It is suggested that the similarity in this quantitative arousal response to virtual characters and virtual objects might mask a profound difference in qualitative response, an interpretation supported by questionnaire and interview results. Overall the experiment supported the premise that people exhibit heightened physiological arousal the closer they are approached by virtual characters.

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An experiment was carried out to examine the impact on electrodermal activity of people when approached by groups of one or four virtual characters at varying distances. It was premised on the basis of proxemics theory that the closer the approach of the virtual characters to the participant, the greater the level of physiological arousal. Physiological arousal was measured by the number of skin conductance responses within a short time period after the approach, and the maximum change in skin conductance level 5 s after the approach. The virtual characters were each either female or a cylinder of human size, and one or four characters approached each subject a total of 12 times. Twelve male subjects were recruited for the experiment. The results suggest that the number of skin conductance responses after the approach and the change in skin conductance level increased the closer the virtual characters approached toward the participants. Moreover, these response variables were inversely correlated with the number of visits, showing a typical adaptation effect. There was some evidence to suggest that the number of characters who simultaneously approached (one or four) was positively associated with the responses. Surprisingly there was no evidence of a difference in response between the humanoid characters and cylinders on the basis of this physiological data. It is suggested that the similarity in this quantitative arousal response to virtual characters and virtual objects might mask a profound difference in qualitative response, an interpretation supported by questionnaire and interview results. Overall the experiment supported the premise that people exhibit heightened physiological arousal the closer they are approached by virtual characters.

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In robotics, having a 3D representation of the environment where a robot is working can be very useful. In real-life scenarios, this environment is constantly changing for example by human interaction, external agents or by the robot itself. Thus, the representation needs to be constantly updated and extended to account for these dynamic scene changes. In this work we face the problem of representing the scene where a robot is acting. Moreover, we ought to improve this representation by reusing the information obtained in previous scenes. Our goal is to build a method to represent a scene and to update it while changes are produced. In order to achieve that, different aspects of computer vision such as space representation or feature tracking are discussed

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Automatització d’una màquina que permeti la fabricació de tubs mitjançant actuadors mecànics que actuen en sintonia amb l’aparellatge elèctric i electrònic responent a un programa realitzat en “Step 7” inserit en un PLC de la sèrie S7-300, el qual respon a una aplicació SCADA per a l’òptima visualització, seguiment i configuració del procés

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Forecasting coal resources and reserves is critical for coal mine development. Thickness maps are commonly used for assessing coal resources and reserves; however they are limited for capturing coal splitting effects in thick and heterogeneous coal zones. As an alternative, three-dimensional geostatistical methods are used to populate facies distributionwithin a densely drilled heterogeneous coal zone in the As Pontes Basin (NWSpain). Coal distribution in this zone is mainly characterized by coal-dominated areas in the central parts of the basin interfingering with terrigenous-dominated alluvial fan zones at the margins. The three-dimensional models obtained are applied to forecast coal resources and reserves. Predictions using subsets of the entire dataset are also generated to understand the performance of methods under limited data constraints. Three-dimensional facies interpolation methods tend to overestimate coal resources and reserves due to interpolation smoothing. Facies simulation methods yield similar resource predictions than conventional thickness map approximations. Reserves predicted by facies simulation methods are mainly influenced by: a) the specific coal proportion threshold used to determine if a block can be recovered or not, and b) the capability of the modelling strategy to reproduce areal trends in coal proportions and splitting between coal-dominated and terrigenousdominated areas of the basin. Reserves predictions differ between the simulation methods, even with dense conditioning datasets. Simulation methods can be ranked according to the correlation of their outputs with predictions from the directly interpolated coal proportion maps: a) with low-density datasets sequential indicator simulation with trends yields the best correlation, b) with high-density datasets sequential indicator simulation with post-processing yields the best correlation, because the areal trends are provided implicitly by the dense conditioning data.

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The goal of this project is the integration of a set of technologies (graphics, physical simulation, input), with the azm of assembling an application framework in phyton. In this research, a set of key introductory concepts are presented in adoption of a deep study of the state of the art of 3D applications. Phyton is selected an justified as the programing language due to the features and advantages that it offers in front of other languages. Finally the design and implementation of the framework is presented in the last chapter with some client application examples.

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In this research work we searched for open source libraries which supports graph drawing and visualisation and can run in a browser. Subsequent these libraries were evaluated to find out which one is the best for this task. The result was the d3.js is that library which has the greatest functionality, flexibility and customisability. Afterwards we developed an open source software tool where d3.js was included and which was written in JavaScript so that it can run browser-based.

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En este trabajo se hace una evaluación de la solución Big Data Hadoop como alternativa de almacenamiento y procesado de elevados volúmenes de datos en comparación con modelos relacionales tradicionales en un Enterprise Data Warehouse (EDW) corporativo, y de cómo ésta es capaz de integrarse con las herramientas de visualización típicas de las suites Business Intelligence.

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WebGraphEd is an open source software for graph visualization and manipulation. It is especially designed to work for the web platform through a web browser. The web application has been written in JavaScript and compacted later, which makes it a very lightweight software. There is no need of additional software, and the only requirement is to have an HTML5 compliant browser. WebGraphEd works with scalable vector graphics (SVG), which it makes possible to create lossless graph drawings.

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Se revisa la visualización de la información desde una perspectiva comunicativa, considerándola como una nueva fórmula para la divulgación de datos complejos a un público heterogéneo y no versado en el análisis de datos cuantitativos. Se propone la incorporación de las técnicas de storytelling como herramienta para mantener la atención y conducir la lectura de las visualizaciones, y complementar las dos bases tradicionales de la disciplina: percepción e interacción. La reflexión se acompaña de visualizaciones publicadas en el marco de la comunicación de masas, desde propuestas presentadas por la prensa generalista anglosajona a aplicaciones en línea con el objetivo de aproximar los datos a los ciudadanos.

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Actualment en les industries farmacèutiques per aconseguir un producte amb unes condicionsespecifiques necessiten una sèrie de matèries primes per aconseguir-ho. L’aigua, es una de lesmes importants, d’aquí a la utilització d’una planta de tractament ja que ha de complir una sèriede requisit de qualitat determinats. Actualment en les industries farmacèutiques per aconseguir un producte amb unes condicionsespecifiques necessiten una sèrie de matèries primes per aconseguir-ho. L’aigua, es una de lesmes importants, d’aquí a la utilització d’una planta de tractament ja que ha de complir una sèriede requisit de qualitat determinats. Físicament, una planta d’aigua es podria descriure com un sistema estructurat de canonades idipòsits per on circula aigua i s’acumula mentre es depurada de forma continua. A mesura ques’aconsegueixen les condicions de puresa desitjades, el líquid es desvia a un altre anellanomenat llaç, en aquest s’acumula en un moviment circulatori constant mentre que les sevescaracterístiques es mantenen vigilades.Des de el llaç. L’aigua pura es distribueix per les diferents zones de la instal•lació, a unatemperatura determinada, a traves de sortidors anomenats punts d’us (POU) ((Point Of Use). El control es farà amb autòmat siemens S7-300 i una pantalla tàctil utilitzant comunicacióprofibus entre ells. Esta previst comunicació amb una scada existent, per intercanviar dadesnomés de visualització de l’estat de la planta. A partir d’un mòdul de teleservei serà possible lacomunicació amb el programa de l’autòmat via mòdem.La combinació de PLC mes pantalla tàctil esdevé una solució robusta i fiable, cosa quegaranteix una gran fiabilitat de la màquina