961 resultados para Realidade Virtual


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Orientador: António Manuel Casimiro

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Neste artigo, mencionamos as estratégias terapêuticas que julgamos mais apropriadas ao tratamento do medo de alturas. Comparamos vários estudos que usaram várias técnicas e referimos a nossa experiência clínica e de investigação. Considerámos, igualmente, os novos tratamentos que usam ambientes de realidade virtual para o tratamento da acrofobia. Actualmente a realidade virtual (RV) é utilizada pelos governos, indústrias, academias e investigadores individuais, favorecendo uma multiplicidade de possíveis produtos e aplicações em diversas áreas. Estes sistemas têm igualmente inúmeras aplicações no campo da psicologia, por exemplo na avaliação e tratamento de desordens alimentares e diversas fobias, como medo de aranhas, medo de andar de avião e claustrofobia. Concluímos que, até o momento presente, a prática reforçada de Leitenberg (1976) é o tratamento mais bem estudado para a acrofobia. O objectivo principal deste tratamento de fobias é a diminuição do evitamento do estímulo ou situação temida; a moldagem de comportamentos de aproximação apropriados. O terapeuta providencia ao cliente uma exposição gradual ao alvo ameaçador e reforça melhorias sucessivas à habilidade do cliente para interagir com o estímulo alvo. A duração das exposições pode ser baseada numa duração de tempo ou num número de apresentações práticas.

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Os presentes métodos de estudo complementar fora de aulas adequam-se a um contexto mais teórico onde alunos, necessitam somente de manuais escolares ou acesso a um computador para complementar os seus estudos e atingirem os objectivos. O mesmo não se enquadra para cadeiras ou contextos mais práticos como por exemplo química ou biologia. Nestes contextos normalmente necessitamos de um laboratório ou localização específica onde se encontra as condições mínimas para a realização destes exercícios ou ensino. Actualmente existem laboratórios virtuais que vêem suplantar esta necessidade, mas os nossos estudos indicam que estes não são capazes de se adaptar a novas actividades sendo necessário desenvolver um laboratório específico para cada actividade. Neste contexto, a principal contribuição desta dissertação de mestrado é a proposta e o desenvolvimento de uma aplicação de Realidade Virtual, que seja capaz de adaptar-se facilmente às novas actividades laboratoriais de forma a personalizar as tarefas a serem realizadas pelos alunos, e que possa ser acedido através da plataforma Moodle. A aplicação desenvolvida proporciona aos alunos uma melhor percepção da forma como a actividade será realizada e prepara-os para realiza-la com sucesso num ambiente real.

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The present work develops a methodology to establish a 3D digital static models petroleum reservoir analogue using LIDAR and GEORADAR technologies. Therefore, this work introduce The methodolgy as a new paradigm in the outcrop study, to purpose a consistent way to integrate plani-altimetric data, geophysics data, and remote sensing products, allowing 2D interpretation validation in contrast with 3D, complexes depositional geometry visualization, including in environmental immersive virtual reality. For that reason, it exposes the relevant questions of the theory of two technologies, and developed a case study using TerraSIRch SIR System-3000 made for Geophysical Survey Systems, and HDS3000 Leica Geosystems, using the two technologies, integrating them GOCAD software. The studied outcrop is plain to the view, and it s located at southeast Bacia do Parnaíba, in the Parque Nacional da Serra das Confusões. The methodology embraces every steps of the building process shows a 3D digital static models petroleum reservoir analogue, provide depositional geometry data, in several scales for Simulation petroleum reservoir

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The advent of the Internet stimulated the appearance of several services. An example is the communication ones present in the users day-by-day. Services as chat and e-mail reach an increasing number of users. This fact is turning the Net a powerful communication medium. The following work explores the use of communication conventional services into the Net infrastructure. We introduce the concept of communication social protocols applied to a shared virtual environment. We argue that communication tools have to be adapted to the Internet potentialities. To do that, we approach some theories of the Communication area and its applicability in a virtual environment context. We define multi-agent architecture to support the offer of these services, as well as, a software and hardware platform to support the accomplishment of experiments using Mixed Reality. Finally, we present the obtained results, experiments and products

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In this work was developed an information system to apply the concepts of CAD3D-BIM technology for the design activities of the furniture industry. The development of this system was based in an architecture comprised of two modules: a web interface to management the metadata of models from furniture's library and the combination of three-dimensional CAD software with a specific plugin to access the information from this model. To develop this system was also used a Data Base Management System (DBMS) designed to storage the information from models in a hierarchical way, based on concepts of Group Technology (GT). The centralization of information in a single database allows the automatic availability of any changes to all participants involved in a particular project when it‟s happens. Each module from system has its own connection to this database. Finally was developed a prototype from a 3D virtual environment to help create Virtual Reality projects in the web. A study from available technologies to create 3D web applications for execution in websites was done to support this development. The interconnection between modules and the database developed allowed the assembly of a system architecture to support the construction and exhibition of projects of the furniture industry in accordance with the concepts proposed by BIM (Building Information Modeling), using as object of study the furniture industry of state of Rio Grande do Norte

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Currently there is still a high demand for quality control in manufacturing processes of mechanical parts. This keeps alive the need for the inspection activity of final products ranging from dimensional analysis to chemical composition of products. Usually this task may be done through various nondestructive and destructive methods that ensure the integrity of the parts. The result generated by these modern inspection tools ends up not being able to geometrically define the real damage and, therefore, cannot be properly displayed on a computing environment screen. Virtual 3D visualization may help identify damage that would hardly be detected by any other methods. One may find some commercial softwares that seek to address the stages of a design and simulation of mechanical parts in order to predict possible damages trying to diminish potential undesirable events. However, the challenge of developing softwares capable of integrating the various design activities, product inspection, results of non-destructive testing as well as the simulation of damage still needs the attention of researchers. This was the motivation to conduct a methodological study for implementation of a versatile CAD/CAE computer kernel capable of helping programmers in developing softwares applied to the activities of design and simulation of mechanics parts under stress. In this research it is presented interesting results obtained from the use of the developed kernel showing that it was successfully applied to case studies of design including parts presenting specific geometries, namely: mechanical prostheses, heat exchangers and piping of oil and gas. Finally, the conclusions regarding the experience of merging CAD and CAE theories to develop the kernel, so as to result in a tool adaptable to various applications of the metalworking industry are presented

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La recherche presentée, realisée sur le domaine de la méthaphysique, s´agit de rassembler des pressupositions pour une fondamentation ontologique de la technologie de l´Information, basé sur la philophie de Martin Heidegger; foncièrement, sur l´analytique existentiel du Dasein dans l´ouvrage Être et Temps. À partir de la pensée sur ce qui est aujourd´hui , il s´agit d´investiguer sur quels fondaments la Nouvelle Tecnologie se fut érigée de façon a que nous sommes engajés au projet de numérisation des étants que en même temps que destine l´homme a l´oubli de l´Être, l´offre la possibilité de transformation. Le rapport entre la question de l´Être et la question de la technique est analysé comme des chemins croisés et dans ce carrefour il devient possible penser ce qui est technique, ce qui est information pour Heidegger et de quel façon les modes existentiels du Dasein sont prêtes pour caractériser l ´homme au sein de la tecnologie de l´information. Par cette appropriation, il reste penser comment c´est possible l´ouverture d´une perspective de reconduction de l´homme à la vérité de l´Être. Finalement, la structuration des fondements rends possible la réflexion discursive général: avec qui nous nous ocuppons, comme nous sommes, dans quelle direction nous nous acheminons, les thèmes générales, respectivement, des trois chapitres. Les points d´investigation du premier chapitre son: a) La caractérisation précise du Dasein, appuyé sur des considerations de Benedito Nunes, Hans-Georg Gadamer, Jacques Derrida et Rüdiger Safränski; b) Le concept de technique et son essence chez Heidegger; c) la distinction entre technique et technologie, appuyé sur le pensée de J. Ellul, Michel Séris, Otto Pöggeler, Michel Haar, Dominique Janicaud; c) Le concept de cibernetique chez Heidegger et chez Norbert Wiener; d) La caractérisation preliminaire d´information, l´analyse étimologique e philosophique, l´avis de Heidegger te les théories de Rafael Capurro; f) L´Analyse du phénomène de la numérisation des étants, des considérations de Virilio, et l´analyse d´un concept de virtuel avec Henri Bergson et Gilles Deleuze. Dans le deuxième chapitre, l´analyse des existentiels du Dasein vers le sommaire des fondements de base pour la caractérisation de la technologie de l´information comme un problème philosophique. Finalement, aprés avoir presenté les concepts introdutoires que délimitent le questionement, suivi par les indications et pressupositions ontologiques trouvés sur Être et Temps, le troisième chapitre disserte sur le péril, ce qui sauve et la sérénité, les trois mots-clés de la pensée heideggerienne sur la technique que permettent l´approche conclusif de la question

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Panoramic rendering is the visualization of three-dimensional objects in a virtual environment through a wide viewing angle. This work investigated if the use of panoramas is able to promote faster searches in a virtual environment. Panoramas allow the presentation of space through less need to change the orientation of the camera, especially for the case of projections spanning 360º surrounding the user, which can benefit searching. However, the larger the angle, more distorted is the visualization of the environment, causing confusion in navigation. The distortion is even bigger when the user changes the pitch of the camera, by looking up or down. In this work we developed a technique to eliminate specifically the distortions caused by changes in pitch, which was called hemispheric projection. Experiments were done to evaluate the performance of search navigation through perspective, cylindrical and hemispherical projections. The results indicate that navigating with perspective projection is superior than navigating with panoramic projections, possibly due to factors such as (i) lack of experience of the participants in understanding the scenes displayed as panoramas, (ii) the inherent presence of distortion in panoramic projections and (iii) a lower display resolution because the objects are presented in smaller sizes in panoramic projections, making the perception of details more difficult. However, the hemispherical projection was better than the cylindrical, indicating that the developed technique provides benefits for navigation compared to current techniques of panoramic projection. The hemispheric projection also provided the least amount of changes of camera orientation, which is an indication that the hemispheric projections may be particularly useful in situations where there are restrictions on the ease to change the orientation. Future research will investigate the performance of cameras interactions on slower devices, such as using only keyboard, or brain-machine interfaces

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Pós-graduação em Artes - IA

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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC

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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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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)