299 resultados para immersive


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Woven was a visual exploration of 'Bloodlines' in the Australian landscape aligned with practice-led methodology exploring an intersection of landscape/archaeology and immersive performance.

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Construction of a school room installation and immersive performance as part of Dirt Babylon Glebe Park (commissioned by Robyn Archer for the Centenary of Canberra) in collaboration with Rebecca Rutter and ex- Splinters artists, November 2013

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OBJECTIVES: To explore undergraduate nursing students' perceptions of working in the aged care setting through a review of the literature. DESIGN: A review of available literature relating to undergraduate nursing students' attitudes, perceptions and experiences in the aged care setting, or in the care of older adults. DATA SOURCES: CINAHL Plus with Full Text was the primary database used. Other databases include PsycINFO and Health Source: Nursing/Academic Edition. REVIEW METHODS: Studies focused on undergraduate nursing students and their experiences in the aged care setting and on the perceptions and attitudes of nursing students toward older adults, were included. Studies that did not present an original study or those that did not meet the aim of the study were excluded from the review. RESULTS: Following removal of duplicates and exclusion of articles not meeting the aim of this paper, 24 articles remained. Three main themes emerged from the review of the literature: perceptions of aged care placement, attitudes to working in aged care, and experiences in aged care. CONCLUSION: The experiences of nursing students employed as undergraduate AINs in the aged care setting can provide an immersive clinical learning experience in preparation for their new graduate (NG) year. Furthermore, it is an opportunity to challenge ageist attitudes and instil core nursing values in novice nurses such as promoting compassionate care.

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BACKGROUND: Physical activity is a modifiable behavior related to many preventable non-communicable diseases. There is an age-related decline in physical activity levels in young people, which tracks into adulthood. Common interactive technologies such as smartphones, particularly employing immersive features, may enhance the appeal and delivery of interventions to increase levels of physical activity in young people. The primary aim of the Apps for IMproving FITness (AIMFIT) trial is to evaluate the effectiveness of two popular "off-the-shelf" smartphone apps for improving cardiorespiratory fitness in young people.

METHODS/DESIGN: A three-arm, parallel, randomized controlled trial will be conducted in Auckland, New Zealand. Fifty-one eligible young people aged 14-17 years will be randomized to one of three conditions: 1) use of an immersive smartphone app, 2) use of a non-immersive app, or 3) usual behavior (control). Both smartphone apps consist of an eight-week training program designed to improve fitness and ability to run 5 km, however, the immersive app features a game-themed design and adds a narrative. Data are collected at baseline and 8 weeks. The primary outcome is cardiorespiratory fitness, assessed as time to complete the one mile run/walk test at 8 weeks. Secondary outcomes are physical activity levels, self-efficacy, enjoyment, psychological need satisfaction, and acceptability and usability of the apps. Analysis using intention to treat principles will be performed using regression models.

DISCUSSION: Despite the proliferation of commercially available smartphone applications, there is a dearth of empirical evidence to support their effectiveness on the targeted health behavior. This pragmatic study will determine the effectiveness of two popular "off-the-shelf" apps as a stand-alone instrument for improving fitness and physical activity among young people. Adherence to app use will not be closely controlled; however, random allocation of participants, a heterogeneous group, and data analysis using intention to treat principles provide internal and external validity to the study. The primary outcome will be objectively assessed with a valid and reliable field-based test, as well as the secondary outcome of physical activity, via accelerometry. If effective, such applications could be used alongside existing interventions to promote fitness and physical activity in this population. TRIAL REGISTRATION: Australian New Zealand Clinical Trials Registry: ACTRN12613001030763. Registered 16 September 2013.

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In this paper, a Computational Virtual Reality Environment for Anesthesia (CVREA) is proposed. Virtual reality, data mining, machine learning techniques will be explored to develop (1) an immersive and interactive training platform for anaesthetists, which can greatly improve their training and learning performance; (2) a knowledge learning environment which collects clinical data with greater richness, process data with more efficacy, and facilitate knowledge discovery in anaesthesiology.

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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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In this work, we propose a new approach to Interactive Digital Television (IDTV), aimed to explore the concepts of immersivity. Several architectures have been proposed to IDTV, but they did not explore coherently questions related to immersion. The goal of this thesis consists in defining formally what is immersion and interactivity for digital TV and how they may be used to improve user experience in this new televisive model. The approach raises questions such as the appropriate choice of equipment to assist in the sense of immersion, which forms of interaction between users can be exploited in the interaction-immersion context, if the environment where an immersive and interactive application is used can influence the user experience, and which new forms of interactivity between users, and interactivity among users and interactive applications can be explored with the use of immersion. As one of the goals of this proposal, we point out new solutions to these issues that require further studies. We intend to formalize the concepts that embrace interactivity in the brazilian system of digital TV. In an initial study, this definition is organized into categories or levels of interactivity. From this point are made analisis and specifications to achieve immersion using DTV. We pretend to make some case studies of immersive interactive applications for digital television in order to validate the proposed architecture. We also approach the use of remote devices anda proposal of middleware architecture that allows its use in conjunction with immersive interactive applications

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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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Pós-graduação em Comunicação - FAAC

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The project presents an explanation of the technique of video mapping, resource use, origin and use of the strands. Also conducts multidisciplinary literature review of concepts that can be applied to the technique of video mapping: Augmented Reality, Spatiality in Virtual and Real Environments. The project also introduces aspects of the history of cinema and audiovisual narrative. In addition conducts an inventory of software and hardware required for the technique of video mapping, reports performing experiments with the use of the technique and discusses the results obtained. As a contribution to development area, proposes to use video mapping as an augmented reality tool at an immersive experimental film language

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The rapid development of Information and Communication Technologies - TIC, coupled with the advancement of the global Internet computer network have framed new concepts and definitions such as virtual reality, immersive environments, webmuseums, digital museums, electronic art, cyber art, among other terminologies that are becoming more and more common and are present in everyday Web users. To better understand the terminologies used to describe museum in the virtual environment, we present a summarized table of terms such as webmuseum, virtual museum, digital museum and their derivatives in order to define the elements that differentiate or resemble them. We used the bibliographic descriptive method for identifying the concepts presented by some expert authors in the field. In conclusion, we recommend the use of the term webmuseum for museums in cyberspace as the most appropriate and we define the concept, comprehending its meaning and characteristics.

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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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In the Nineties year in the German Studies’ area appears a new reflection around the theatrical chorus thank to the activity of theatrical personalities as Heiner Müller, Einar Schleef, Elfriede Jelinek or Christoph Marthaler. So Hans Thies Lehmann, in his compendium about the Postdramatic Theater (Hans-Thies Lehmann, Postdramatisches Theater, Verlag der Autoren, Frankfurt am Main 1999) advances the new category of the Chortheater (Chor Theatre) to explain e new form of drama and performative event; again in 1999 appear the important essay of Detlev Baur (Detlev Baur, Der Chor im Theater des 20. Jahrhunderts. Typologie des theatralen Mittels Chor, Niemeyer, Tübingen 1999), that gives an important device about this instrument but without giving the reasons of the its modifications in such different historical times. Then in 2004, Erika Fischer-Lichte, (Theatre, Sacrifice, Ritual. Exploring Forms of Political Theatre, Routledge, London-New York 2005), reflects about the connection between ritual and theatre in the 20th Century. Thank to this studies the search aim was to give a new story of the chorus as theatrical and performative tool, in his liminal essence in creating immersive or alienating theatrical relation with the audience and to give specific features to distinguish it from general categories such as choral theatre o ensemble theatre.

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This report is a case study of how Mwangalala community accesses water and how that access is maintained. Mwangalala community is located in the northern tip of Karonga district in Malawi, Africa. The case study evaluates how close the community is to meeting target 10 of the Millennium Development Goals, sustainable access to safe drinking water, and evaluates the current water system through Human Centered Design’s criteria of desirability, feasibility, and viability. It also makes recommendations to improve water security in Mwangalala community. Data was collected through two years of immersive observation, interviews with 30 families, and observing two wells on three separate occasions. The 30 interviews provided a sample size of over 10% of the community’s population. Participants were initially self-selected and then invited to participate in the research. I walked along community pathways and accepted invitations to join casual conversations in family compounds. After conversing I asked the family members if they would be willing to participate in my research by talking with me about water. Data collected from the interviews and the observations of two wells were compared and analyzed for common themes. Shallow wells or open wells represented the primary water source for 93% of interview participants. Boreholes were also present in the community, but produced unpalatable water due to high concentrations of dissolved iron and were not used as primary water sources. During observations 75% of community members who used the shallow well, primarily used for consumptive uses like cooking or dinking, were females. Boreholes were primarily used for non-consumptive uses such as watering crops or bathing and 77% of the users were male. Shallow wells could remain in disrepair for two months because the repairman was a volunteer, who was not compensated for the skilled labor required to repair the wells. Community members thought the maintenance fee went towards his salary, so did not compensate the repairman when he performed work. This miscommunication provided no incentive for the repairman to make well repairs a priority, and left community members frustrated with untimely repairs. Shallow wells with functional pumps failed to provide water when the water table levels drop during dry season, forcing community members to seek secondary or tertiary water sources. Open wells, converted from shallow wells after community members did not pay for repairs to the pump, represented 44% of the wells originally installed with Mark V hand pumps. These wells whose pumps were not repaired were located in fields and one beside a church. The functional wells were all located on school grounds or in family compounds, where responsibility for the well’s maintenance is clearly defined. Mwangalala community fails to meet Millennium Development goals because the wells used by the community do not provide sustainable access to safe drinking water. Open wells, used by half the participants in the study, lack a top covering to prevent contamination from debris and wildlife. Shallow well repair times are unsustainable, taking longer than two weeks to be repaired, primarily because the repair persons are expected to provide skilled labor to repair the wells without compensation. Improving water security for Mwangalala can be achieved by improving repair times on shallow wells and making water from boreholes palatable. There are no incentives for a volunteer repair person to fix wells in a timely manner. Repair times can be improved by reducing the number of wells a repair person is responsible for and compensating the person for the skilled labor provided. Water security would be further improved by removing iron particulates from borehole water, thus rendering it palatable. This is possible through point of use filtration utilizing ceramic candles; this would make pumped water available year-round.