802 resultados para Computer display
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Report for the scientific sojourn carried out at the School of Computing of the University of Dundee, United Kingdom, from 2010 to 2012. This document is a scientific report of the work done, main results, publications and accomplishment of the objectives of the 2-year post-doctoral research project with reference number BP-A 00239. The project has addressed the topic of older people (60+) and Information and Communication Technologies (ICT), which is a topic of growing social and research interest, from a Human-Computer Interaction perspective. Over a 2-year period (June 2010-June 2012), we have conducted classical ethnography of ICT use in a computer clubhouse in Scotland, addressing interaction barriers and strategies, social sharing practices in Social Network Sites, and ICT learning, and carried out rapid ethnographical studies related to geo-enabled ICT and e-government services towards supporting independent living and active ageing. The main results have provided a much deeper understanding of (i) the everyday use of Computer-Mediated Communication tools, such as video-chats and blogs, and its evolution as older people’s experience with ICT increases over time, (ii) cross-cultural aspects of ICT use in the north and south of Europe, (iii) the relevance of cognition over vision in interacting with geographical information and a wide range of ICT tools, despite common stereotypes (e.g. make things bigger), (iv) the important relationship offline-online to provide older people with socially inclusive and meaningful eservices for independent living and active ageing, (v) how older people carry out social sharing practices in the popular YouTube, (vi) their user experiences and (vii) the challenges they face in ICT learning and the strategies they use to become successful ICT learners over time. The research conducted in this project has been published in 17 papers, 4 in journals – two of which in JCR, 5 in conferences, 4 in workshops and 4 in magazines. Other public output consists of 10 invited talks and seminars.
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Three-dimensional information is much easier to understand than a set of two-dimensional images. Therefore a layman is thrilled by the pseudo-3D image taken in a scanning electron microscope (SEM) while, when seeing a transmission electron micrograph, his imagination is challenged. First approaches to gain insight in the third dimension were to make serial microtome sections of a region of interest (ROI) and then building a model of the object. Serial microtome sectioning is a tedious and skill-demanding work and therefore seldom done. In the last two decades with the increase of computer power, sophisticated display options, and the development of new instruments, an SEM with a built-in microtome as well as a focused ion beam scanning electron microscope (FIB-SEM), serial sectioning, and 3D analysis has become far easier and faster.Due to the relief like topology of the microtome trimmed block face of resin-embedded tissue, the ROI can be searched in the secondary electron mode, and at the selected spot, the ROI is prepared with the ion beam for 3D analysis. For FIB-SEM tomography, a thin slice is removed with the ion beam and the newly exposed face is imaged with the electron beam, usually by recording the backscattered electrons. The process, also called "slice and view," is repeated until the desired volume is imaged.As FIB-SEM allows 3D imaging of biological fine structure at high resolution of only small volumes, it is crucial to perform slice and view at carefully selected spots. Finding the region of interest is therefore a prerequisite for meaningful imaging. Thin layer plastification of biofilms offers direct access to the original sample surface and allows the selection of an ROI for site-specific FIB-SEM tomography just by its pronounced topographic features.
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Interaction between brain endocannabinoid (EC) and serotonin (5-HT) systems was investigated by examining 5-HT-dependent behavioural and biochemical responses in CB1 receptor knockout mice. CB1 knockout animals exhibited a significant reduction in the induction of head twitches and paw tremor by the 5-HT2A receptor selective agonist ()DOI, as well as a reduced hypothermic response following administration of the 5-HT1A receptor agonist (±)-8-OH-DPAT. Additionally, exposure to the tail suspension test induced enhanced despair responses in CB1 knockout mice. However, the tricyclic antidepressant imipramine and the 5-HT selective reuptake inhibitor fluoxetine induced similar decreases in the time of immobility in the tail suspension test in CB1 receptor knockout and wild-type mice. No differences were found between both genotypes with regard to 5-HT2A receptor and 5-HT1A receptors levels, measured by autoradiography in different brain areas. However, a significant decrease in the ability of the 5-HT1A receptor agonist (±)-8-OH-DPAT to stimulate 35SGTPS binding was detected in the hippocampal CA1 area of CB1 receptor knockout mice. This study provides evidence that CB1 receptors are involved in the regulation of serotonergic responses mediated by 5-HT2A and 5-HT1A receptors, and suggests that a reduced coupling of 5-HT1A receptors to Gi/o proteins in the hippocampus might be involved in these effects.
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One of the most relevant difficulties faced by first-year undergraduate students is to settle into the educational environment of universities. This paper presents a case study that proposes a computer-assisted collaborative experience designed to help students in their transition from high school to university. This is done by facilitating their first contact with the campus and its services, the university community, methodologies and activities. The experience combines individual and collaborative activities, conducted in and out of the classroom, structured following the Jigsaw Collaborative Learning Flow Pattern. A specific environment including portable technologies with network and computer applications has been developed to support and facilitate the orchestration of a flow of learning activities into a single integrated learning setting. The result is a Computer-Supported Collaborative Blended Learning scenario, which has been evaluated with first-year university students of the degrees of Software and Audiovisual Engineering within the subject Introduction to Information and Communications Technologies. The findings reveal that the scenario improves significantly students’ interest in their studies and their understanding about the campus and services provided. The environment is also an innovative approach to successfully support the heterogeneous activities conducted by both teachers and students during the scenario. This paper introduces the goals and context of the case study, describes how the technology was employed to conduct the learning scenario, the evaluation methods and the main results of the experience.
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El disseny i la implementació d'un prototip de display interactiu perifèric per a la cerca divergent de relacions conceptuals entre obres (films).
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El siguiente proyecto está centrado en el desarrollo de un ambient display para noticias situado en los vagones del Metro de Barcelona y cuya finalidad es establecer una nueva manera de hacer llegar información a la gente que se encuentra en espacios públicos, sin que se requiera de su total atención para ello. El proyecto cubre la concepción de la idea, la extracción de los requerimientos, así como la implementación y evaluación de un prototipo funcional.Los principales retos de este proyecto son comprender las características del entorno de despliegue (en este caso la red de metro), identificar las necesidades e intereses de la gente, y entonces desarrollar un diseño adecuado capaz de integrarse correctamente en ese entorno.Durante este proyecto se ha llevado a cabo un análisis detallado del entorno del Metro de Barcelona y las personas presentes en él, y consecuentemente se han definido los requerimientos del ambient display. El diseño del display se ha desarrollado en base a estos requerimientos y, finalmente, se ha evaluado la integración del display en su entorno. Todo este proceso es explicado en el presente documento.
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The measurement of rigidity and perseveration respectively gets increasing importance in clinical psychodiagnostics. Recently we have developed a computer-assisted technique which allows to get information about inadequate persisting in psychic processes and behaviour within shortest time and to differentiate between psychopathological groups. 257 patients of both sexes who came for elucidation of their disorders to the department of clinical psychodiagnostics were investigated. The most significant differences between the groups were found in redundance of second degree (the patient has to press 10 buttons indiscriminately according to the beat of a metronom--standard condition) and in personal speed (the patient has to press 10 buttons as fast as possible--speed condition). Furthermore the psychopathological groups were ranged in the particular variables of rigidity according to their mean values and their average ranges the schizophrenics and effective psychoses were characterized by a high tendency of perseveration while the neurotics, patients with organic brain syndrome and alcohol and drug dependents showed more flexibility.
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In this bachelor's thesis a relay card for capacitance measurements was designed, built and tested. The study was made for the research and development laboratory of VTI Technologies, which manufactures capacitive silicon micro electro mechanical accelerometers and pressure sensors. As the size of the sensors is decreasing the capacitance value of the sensors also decreases. The decreased capacitance causes a need for new and more accurate measurement systems. The technology used in the instrument measuring the capacitance dictates a framework how the relay card should be designed, thus the operating principle of the instrument must be known. To achieve accurate results the measurement instrument and its functions needed to be used correctly. The relay card was designed using printed circuit board design methods that minimize interference coupling to the measurement. The relay card that was designed in this study is modular. It consists of a separate CPU card, which was used to control the add-on cards connected to it. The CPU card was controlled from a computer through a serial bus. Two add-on cards for the CPU card were designed in this study. The first one was the measurement card, which could be used to measure 32 capacitive sensors. The second add-on card was the MUX card, which could be used to switch between two measurement cards. The capacitance measurements carried out through the MUX card and the measurement cards were characterized with a series of test measurements. The test measurement data was then analysed. The relay card design was confirmed to work and offer accurate measurement results up to a measurement frequency of 10 MHz. The length of the measurement cables limited the measurement frequency.
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Päätetyöhön epäillään liittyvän monenlaisia ongelmia. Eniten epäiltyjä ja käsiteltyjä ovat silmien rasitus- ja ärsytysoireet sekä päätetyön kuormittavuus ja näköergonomiset ongelmat. Näkemiseen ja silmiin liittyvät ongelmat näyttöpäätetyöskentelyssä ovat hyvin tavallisia. Niitä kutsutaan termillä Computer Vision Syndrome (CVS). Opinnäytetyömme tarkoituksena oli tutkia kuinka eri katsekulmat vaikuttavat näönrasitusoireisiin sekä olemassa oleviin näköjärjestelmän vikoihin. Kokeessa näyttöpääte sijoitettiin kolmeen eri katsekulmaan. Nämä kulmat olivat 15 astetta horisontaalilinjan yläpuolelle, horisontaalilinja sekä 15 astetta horisontaalilinjan alapuolelle. Tutkimus oli vertaileva ikäryhmien 20-39 ja 40-60-vuotiaat välillä. Opinnäytetyö on kvantitatiivinen. Tutkimusjoukko koostui 80 henkilöstä. VSQ- ja SSQ-kyselylomakkeilla ja mittauksilla saatu aineisto analysoitiin SPSS-ohjelmassa Wilcoxonin merkkitestillä ja Mann-Whitneyn U-testillä. Koko tutkimusjoukon SSQ-oireiden keskiarvoja tarkastellessa voitiin oireiden todeta voimistuneen tehtävän aikana tilastollisesti merkitsevästi. + 15 asteen katsekulmassa havaittiin oireiden voimistumista eniten. SSQ-oireiden jakaminen eri ryhmiin toi esiin tilastollisesti merkitseviä eroja varsinkin silmänrasitusoireiden kohdalla. - 15 asteen katsekulma aiheutti vähiten oireiden arvojen kasvua tehtävän aikana silmänrasitus- ja disorientaatio-oireiden ryhmissä. Tarkasteltaessa koko joukon silmänrasitus- ja disorientaatio-oireita voidaan päätellä näyttöpäätetyön aiheuttavan rasitusoireiden lisääntymistä, koska merkitsevyystaso näissä oli tilastollisesti erittäin merkitsevä. Sekä kokonaisuudessaan että oireryhmittäin oli huomionarvoista, että 20-40-vuotiaat kokivat näyttöpäätetyön rasittavan enemmän. Mittaustulosten perusteella voidaan sanoa, että akkommodaatiolaajuus ja konvergenssikyky olivat merkitsevästi heikompia tehtävän jälkeen. Kyynelfilmin repeämisajan keskiarvo kokeen jälkeen koko tutkimusjoukolla oli normaaliarvoa alhaisempi. Yhteistyökumppanimme voi hyödyntää työmme tuloksia laajemmassa tutkimuksessa. Opinnäytetyömme tukee ammattiosaamistamme toimiessamme näönhuollon asiantuntijoina.
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Opinnäytteeni teososana on 3D-Kalevala projektinimellä tunnetun animaation partikkeliefektit. Tarkastelen tarkemmin elokuvan Lumi-, Kylä-, Paja- ja Luola-kohtauksia. 3D-Kalevala on tietokoneella tehty animaatio, joka kertoo Suomen kansalliseepoksen Kalevalan päähenkilöstä Väinämöisestä. Elokuvassa vanha Väinämöinen muistelee nuoruutensa tapahtumia. 3D-Kalevala-projekti käynnistettiin vuonna 2003, mutta sen alkuperäiset tekijät eivät saaneet sitä valmiiksi, ja projektin teko keskeytettiin vuonna 2005. Vuoden 2006 keväällä projektiin perustettiin uusi kahden verkkoviestinnän opiskelijan projektiryhmä, jonka tehtävänä oli saada elokuva valmiiksi vuoden 2007 kevääseen mennessä. Kun aloitimme projektin tekemisen, olin kolmiulotteisessa mallinnuksessa aloittelija. Tästä johtuen opinnäytteen kirjallinen osa on opas aloittelijoille partikkelien maailmaan. Selvitän raportissani miten elokuvan partikkeliefektit rakennettiin, mitä niiden tekeminen minulta vaati ja miten ne loppujen lopuksi mielestäni onnistuivat. Elokuvan efektit tehtiin 3D Studio Max-ohjelman versiolla 6.0, ja tämän takia kirjoitankin efektien rakentamisesta kyseisen ohjelman keinoin. Projektin suuruuden vuoksi molemmat tekijät pääsivät tekemään monenlaisia töitä, mutta päävastuualueet olivat selvät. Minun osani oli tehdä elokuvaan efektejä. Partikkeliefektit ovat proseduraalisia efektejä, joiden avulla on mahdollista tehdä aidon näköisiä luonnonilmiöitä, kuten tulta, savua, kipinöitä ja veden roiskeita. Koska partikkeliefektit mallintavat reaalimaailman ilmiöitä, on tekijän hyvä olla kiinnostunut selvittämään ilmiöiden käyttäytymistä luonnossa. Raportoin myös projektin aikana huomaamistani hyvistä tavoista opiskella itsenäisesti partikkelien rakentamiseen käytettyjä tekniikoita. On hyvä lukea 3D Studio Maxin tasokasta käyttöohjesovellusta, tutustua Internetissä löytyviin 3D-aiheisiin foorumeihin, käydä aiheesta tutoriaaleja läpi sekä tutustua ohjelman ominaisuuksiin kokeilemalla ja tutkimalla itsenäisesti. Elokuvan efektit onnistuivat mielestäni kiitettävästi ottaen huomioon lähtötasoni. Löysin tapoja kehittää itseäni ja helppoja keinoja toteuttaa realistista jälkeä efektien rakentamisessa. Toivon, että raportistani olisi jollekin 3D-partikkeliefekteistä kiinnostuneelle hyötyä.
Estudi i implementació d’un mètode de reconstrucció 3D basat en SfM i registre de vistes 3D parcials
Resumo:
Aquest projecte es basarà en reconstruir una imatge 3D gran a partir d’una seqüència d’imatges 2D capturades per una càmera. Ens centrem en l’estudi de les bases matemàtiques de la visió per computador així com en diferents mètodes emprats en la reconstrucció 3D d’imatges. Per portar a terme aquest estudi s’utilitza la plataforma de desenvolupament MatLab ja que permet tractar operacions matemàtiques, imatges i matrius de gran tamany amb molta senzillesa, rapidesa i eficiència, per aquesta raó s’usa en moltes recerques sobre aquest tema. El projecte aprofundeix en el tema descrit anteriorment estudiant i implementant un mètode que consisteix en aplicar Structure From Motion (SFM) a pocs frames seguits obtinguts d’una seqüència d’imatges 2D per crear una reconstrucció 3D. Quan s’han creat dues reconstruccions 3D consecutives i fent servir un frame com a mínim en comú entre elles, s’aplica un mètode de registre d’estructures 3D, l’Iterative Closest Point (ICP), per crear una reconstrucció 3D més gran a través d’unir les diferents reconstruccions obtingudes a partir de SfM. El mètode consisteix en anar repetint aquestes operacions fins al final dels frames per poder aconseguir una reconstrucció 3D més gran que les petites imatges que s’aconsegueixen a través de SfM. A la Figura 1 es pot veure un esquema del procés que es segueix. Per avaluar el comportament del mètode, utilitzem un conjunt de seqüències sintètiques i un conjunt de seqüències reals obtingudes a partir d’una càmera. L’objectiu final d’aquest projecte és construir una nova toolbox de MatLab amb tots els mètodes per crear reconstruccions 3D grans per tal que sigui possible tractar amb facilitat aquest problema i seguir-lo desenvolupant en un futur