766 resultados para Percepci


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El projecte defineix un carrer interior tangent a l’edifici del pavelló per on es produeix l’entrada i per on s’atravessa visualment l’edifici, de manera que la façana del pavelló te continuïtat cap a l’interior de la llar d’infants. Perpendicularment es disposa l’espai del vestíbul que articula els espais de circulació i dona sortida i visuals al pati de jocs. Les zones de pas tenen una alçada inferior a la de les altres àrees per lògica d’us i per donar claredat volumètrica a l’edifici. L’entrada es produeix per una rampa, sota un voladís que a l’hora recull l’escletxa oberta a la façana del pavelló per il•luminar l’àrea administrativa. L’altre extrem del carrer és una sortida d’emergència. En una visió general s’observa que el pla de façana del pavelló fa de suport a dos volums que entren en relació: la rampa d’accés al pavelló i la coberta del carrer interior de la llar d’infants. Pel que fa a les alçades, el conjunt manté el criteri de donar major alçada als espais principals (pista i aules) respecte els d’accés. Pel que fa a la forma, el cos d’aules adopta la coberta plana per entrar en relació amb l’horitzontalitat de la visera de la façana principal del pavelló i no la forma corba perquè l’escala del cos d’aules no admet aquesta solució. S’enfatitzaria al màxim la percepció de conjunt si les cobertes de les aules i del pavelló fossin igualment inclinades. Les dependències s’organitzen en dues àrees: L’àrea administrativa es col•loca sota el forjat que defineix el projecte del pavelló. Atès que l’alçada lliure interior és de 3.00 m., i per tal de poder garantir il•luminació i ventil•lació natural a aquestes peces, es proposa baixar la cota de tota la llar d’infants 80 cm. respecte la cota del carrer. Consta d'una sala de reunions propera al vestíbul, un despatx per la direcció del centre uns vestidors amb bany per al personal i una sala d'usos múltiples. L’àrea d’activitats es col•loca separada del pavelló, definint un volum independent, tant en planta com en secció. Consta de 3 aules de 20 alumnes que donen resposta a les necessitats plantejades pel programa. Aquestes s’obren generosament al pati de jocs buscant la llum de nord i per la part superior amb una obertura molt més controlada tenen la llum del sud. Això permet il•luminar i ventil•lar de forma creuada. El tram de carrer interior davant de les aules es converteix en una zona de jocs comuna.

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Descripció del projecte. S'han de destacar les innovacions i aportacions a l'avanç del coneixement que incorpora el projecte. Es poden incorporar memòries, plànols, fotografies, esbossos, etc. També l'adreça web si s'ha penjat més informació sobre el projecte.Passarel.la per a vianants sobre el riu Segre.Memòria.La passera vol ser simplement el vincle entre les dues ribes del Segre. Entesa més com a itinerari quecom a lloc d'estada, pretén no esborrar mai la percepció d'estar suspès a una cota alta sobre el llit delriu. Tot això ha dut a dimensionar-la ajustadament per a fer compatible el pas de vianants i bicicletes, ipermetre el trànsit eventual de vehicles de servei.Participa de la mateixa idea l'esforç en atravessar tot el llit del riu amb dos únics pilars i sense cap altreelement que alteri l'essència del pont, entès com a itinerari.L'arribada a la ciutat és molt diferent a cada un dels dos marges. Al marge dret, sobre el passeigconsolidat, el recolzament de la passera pretén no alterar substancialment l'entorn, sent la mateixavorera la que s'aixeca per absorbir una petita diferència de cota provocada per la preservació de lasecció hidràulica. Pel contrari, al marge esquerra, l'espai buit entre els Camps Elisis i el nou mur deribera permet ordenar una major embocadura del pont que es perllonga, i sense solució de continuitat,es transforma en la pròpia passera. Es aquesta part del pont, eixamplat en forma de vano, la que estransforma en espai d'estada per a la contemplació de la vista sobre la ciutat vella i la Seu. Al mateixtemps, ofereix un racó d'ombra sobre el parc fluvial. Contràriament al marge dret, aquí es pretén esborrarels límits entre passera i ciutat. La perllongació dels elements urbans -paviments, bancs umbracles...- enterra ferma ve acompanyada també per l'aparició dels arbres del llit del riu a través dels mateixos foratsque deixen passar llum cap a la zona inferior del pont.L'estructura de la passera és conseqüent amb aquestes intencions i ofereix una plataforma lliured'obstacles visuals on els perfils de la ciutat i el propi riu es converteixin en el protagonistes. Duesbigues-calaix solidaritzades per bigues transversals,també d'acer, i una llosa col.laborant de formigó,permeten entendre el tauler com un conjunt estructural en forma de Z i ajuden a reduir el cantell total, enel repte d'atravessar els 83 metres de llum. La llosa vola 1,15 metres sobre la biga inferior i redueixl'efecte visual dels 2 metres de cantell.Aquesta secció en forma de Z ofereix dos alçats diversos i dues maneres de relacionar-se amb l’entorn.A la banda sud, la llosa vola per sobre la biga inferior i queda rematada per una barana de vidre,recolzant les visuals cap a la Seu i la ciutat vella. A l’altre costat, la biga superior actua com a baranaopaca i constitueix l’alçat del pont. Pere Joan Ravetllat/Carme Ribas/Nicolás Markuerkiaga/Javier Rui Wamba

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Descripció del projecte. S'han de destacar les innovacions i aportacions a l'avanç del coneixement que incorpora el projecte. Es poden incorporar memòries, plànols, fotografies, esbossos, etc. També l'adreça web si s'ha penjat més informació sobre el projecte a la web.Passarel.la per a vianants sobre el riu Segre.Memòria.La passera vol ser simplement el vincle entre les dues ribes del Segre. Entesa més com a itinerari quecom a lloc d'estada, pretén no esborrar mai la percepció d'estar suspès a una cota alta sobre el llit delriu. Tot això ha dut a dimensionar-la ajustadament per a fer compatible el pas de vianants i bicicletes, ipermetre el trànsit eventual de vehicles de servei.Participa de la mateixa idea l'esforç en atravessar tot el llit del riu amb dos únics pilars i sense cap altreelement que alteri l'essència del pont, entès com a itinerari.L'arribada a la ciutat és molt diferent a cada un dels dos marges. Al marge dret, sobre el passeigconsolidat, el recolzament de la passera pretén no alterar substancialment l'entorn, sent la mateixavorera la que s'aixeca per absorbir una petita diferència de cota provocada per la preservació de lasecció hidràulica. Pel contrari, al marge esquerra, l'espai buit entre els Camps Elisis i el nou mur deribera permet ordenar una major embocadura del pont que es perllonga, i sense solució de continuitat,es transforma en la pròpia passera. Es aquesta part del pont, eixamplat en forma de vano, la que estransforma en espai d'estada per a la contemplació de la vista sobre la ciutat vella i la Seu. Al mateixtemps, ofereix un racó d'ombra sobre el parc fluvial. Contràriament al marge dret, aquí es pretén esborrarels límits entre passera i ciutat. La perllongació dels elements urbans -paviments, bancs umbracles...- enterra ferma ve acompanyada també per l'aparició dels arbres del llit del riu a través dels mateixos foratsque deixen passar llum cap a la zona inferior del pont.L'estructura de la passera és conseqüent amb aquestes intencions i ofereix una plataforma lliured'obstacles visuals on els perfils de la ciutat i el propi riu es converteixin en el protagonistes. Duesbigues-calaix solidaritzades per bigues transversals,també d'acer, i una llosa col.laborant de formigó,permeten entendre el tauler com un conjunt estructural en forma de Z i ajuden a reduir el cantell total, enel repte d'atravessar els 83 metres de llum. La llosa vola 1,15 metres sobre la biga inferior i redueixl'efecte visual dels 2 metres de cantell.Aquesta secció en forma de Z ofereix dos alçats diversos i dues maneres de relacionar-se amb l’entorn.A la banda sud, la llosa vola per sobre la biga inferior i queda rematada per una barana de vidre,recolzant les visuals cap a la Seu i la ciutat vella. A l’altre costat, la biga superior actua com a baranaopaca i constitueix l’alçat del pont.Pere Joan Ravetllat/Carme Ribas/Nicolás Markuerkiaga/Javier Rui Wamba

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The inverse scattering problem concerning the determination of the joint time-delayDoppler-scale reflectivity density characterizing continuous target environments is addressed by recourse to the generalized frame theory. A reconstruction formula,involving the echoes of a frame of outgoing signals and its corresponding reciprocalframe, is developed. A ‘‘realistic’’ situation with respect to the transmission ofa finite number of signals is further considered. In such a case, our reconstruction formula is shown to yield the orthogonal projection of the reflectivity density onto a subspace generated by the transmitted signals.

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In this paper address we the question as to why participants tend to respond realistically to situations and events portrayed within an Immersive Virtual Reality (IVR) system. The idea is put forward, based on experience of a large number of experimental studies, that there are two orthogonal components that contribute to this realistic response. The first is"being there", often called"presence", the qualia of having a sensation of being in a real place. We call this Place Illusion (PI). Second, Plausibility Illusion (Psi) refers to the illusion that the scenario being depicted is actually occurring. In the case of both PI and Psi the participant knows for sure that that they are not"there" and that the events are not occurring. PI is constrained by the sensorimotor contingencies afforded by the virtual reality system. Psi is determined by the extent to which the system can produce events that directly relate to the participant, and the overall credibility of the scenario being depicted in comparison with expectations. We argue that when both PI and Psi occur, participants will respond realistically to the virtual reality.

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This work investigates novel alternative means of interaction in a virtual environment (VE).We analyze whether humans can remap established body functions to learn to interact with digital information in an environment that is cross-sensory by nature and uses vocal utterances in order to influence (abstract) virtual objects. We thus establish a correlation among learning, control of the interface, and the perceived sense of presence in the VE. The application enables intuitive interaction by mapping actions (the prosodic aspects of the human voice) to a certain response (i.e., visualization). A series of single-user and multiuser studies shows that users can gain control of the intuitive interface and learn to adapt to new and previously unseen tasks in VEs. Despite the abstract nature of the presented environment, presence scores were generally very high.

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Individuals with vestibular dysfunction may experience visual vertigo (VV), in which symptoms are provoked or exacerbated by excessive or disorientating visual stimuli (e.g. supermarkets). VV can significantly improve when customized vestibular rehabilitation exercises are combined with exposure to optokinetic stimuli. Virtual reality (VR), which immerses patients in realistic, visually challenging environments, has also been suggested as an adjunct to VR to improve VV symptoms. This pilot study compared the responses of sixteen patients with unilateral peripheral vestibular disorder randomly allocated to a VR regime incorporating exposure to a static (Group S) or dynamic (Group D) VR environment. Participants practiced vestibular exercises, twice weekly for four weeks, inside a static (Group S) or dynamic (Group D) virtual crowded square environment, presented in an immersive projection theatre (IPT), and received a vestibular exercise program to practice on days not attending clinic. A third Group D1 completed both the static and dynamic VR training. Treatment response was assessed with the Dynamic Gait Index and questionnaires concerning symptom triggers and psychological state. At final assessment, significant betweengroup differences were noted between Groups D (p = 0.001) and D1 (p = 0.03) compared to Group S for VV symptoms with the former two showing a significant 59.2% and 25.8% improvement respectively compared to 1.6% for the latter. Depression scores improved only for Group S (p = 0.01) while a trend towards significance was noted for Group D regarding anxiety scores (p = 0.07). Conclusion: Exposure to dynamic VR environments should be considered as a useful adjunct to vestibular rehabilitation programs for patients with peripheral vestibular disorders and VV symptoms.

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In body ownership illusions participants feel that a mannequin or virtual body (VB) is their own. Earlier results suggest that body ownership over a body seen from behind in extra personal space is possible when the surrogate body is visually stroked and tapped on its back, while spatially and temporal synchronous tactile stimulation is applied to the participant's back. This result has been disputed with the claim that the results can be explained by self-recognition rather than somatic body ownership. We carried out an experiment with 30 participants in a between-groups design. They all saw the back of a VB 1.2 m in front, that moved in real-time determined by upper body motion capture. All felt tactile stimulation on their back, and for 15 of them this was spatially and temporally synchronous with stimulation that they saw on the back of the VB, but asynchronous for the other 15. After 3 min a revolving fan above the VB descended and stopped at the position of the VB neck. A questionnaire assessed referral of touch to the VB, body ownership, the illusion of drifting forwards toward the VB, and the VB drifting backwards. Heart rate deceleration (HRD) and the amount of head movement during the threat period were used to assess the response to the threat from the fan. Results showed that although referral of touch was significantly greater in the synchronous condition than the asynchronous, there were no other differences between the conditions. However, a further multivariate analysis revealed that in the visuotactile synchronous condition HRD and head movement increased with the illusion of forward drift and decreased with backwards drift. Body ownership contributed positively to these drift sensations. Our conclusion is that the setup results in a contradiction-somatic feelings associated with a distant body-that the brain attempts to resolve by generating drift illusions that would make the two bodies coincide.

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Previous work has reported that it is not difficult to give people the illusion of ownership over an artificial body, providing a powerful tool for the investigation of the neural and cognitive mechanisms underlying body perception and self consciousness. We present an experimental study that uses immersive virtual reality (IVR) focused on identifying the perceptual building blocks of this illusion. We systematically manipulated visuotactile and visual sensorimotor contingencies, visual perspective, and the appearance of the virtual body in order to assess their relative role and mutual interaction. Consistent results from subjective reports and physiological measures showed that a first person perspective over a fake humanoid body is essential for eliciting a body ownership illusion. We found that the illusion of ownership can be generated when the virtual body has a realistic skin tone and spatially substitutes the real body seen from a first person perspective. In this case there is no need for an additional contribution of congruent visuotactile or sensorimotor cues. Additionally, we found that the processing of incongruent perceptual cues can be modulated by the level of the illusion: when the illusion is strong, incongruent cues are not experienced as incorrect. Participants exposed to asynchronous visuotactile stimulation can experience the ownership illusion and perceive touch as originating from an object seen to contact the virtual body. Analogously, when the level of realism of the virtual body is not high enough and/or when there is no spatial overlap between the two bodies, then the contribution of congruent multisensory and/or sensorimotor cues is required for evoking the illusion. On the basis of these results and inspired by findings from neurophysiological recordings in the monkey, we propose a model that accounts for many of the results reported in the literature.

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This paper describes a simple low-cost approach toadding an element of haptic interaction within a virtualenvironment. Using off-the-shelf hardware and software wedescribe a simple setup that can be used to explore physically virtual objects in space. This setup comprises of a prototype glove with a number of vibrating actuators to provide the haptic feedback, a Kinect camera for the tracking of the user's hand and a virtual reality development environment. As proof of concept and to test the efficiency of the system as well as its potential applications, we developed a simple application where we created 4 different shapes within a virtual environment in order to try toexplore them and guess their shape through touch alone.

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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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Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.

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Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.

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El 31 de desembre de 1945 les cons franquistes van aprovar una Llei de Redempció de Censos específica per a Catalunya. Es tractava d'una llei que permetia als censataris, és a dir, als emfiteutes, als propietaris de finques gravades amb censos, d'accedir a la propietat plena de les "seves" finques, és a dir, de les finques de les quals eren titulars del domini útil. D'entrada, la promulgació d'una llei com aquesta, en el marc d'un règim franquista, pot provocar un cert desconcert. En el discurs historiogràfic dominant sobre l'Espanya contemporània, la supervivència dels censos ha estat vista com una prova de la supervivència dels drets feudals, és a dir, com una clara rèmora del passat, com una evidencia del caràcter incomplet de la revolució liberal, i també com un obstacle al desenvolupament agrari i, per tant, al creixement econòmic'. Una llei de redempció de censos ha tendit a ser vista, en aquest context, com una llei clarament beneficiosa per al conjunt de la societat i, en particular, per a la pagesia i els sectors més populars. El corol·lari que es deriva d’aquesta percepció implica, admetem-ho, una visió favorable al paper del franquisme: aquest regim hauria exercit, en aquest terreny específic de les relacions socials agràries, un paper modernitzadori, i també, un paper clarament favorable a les classes populars

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La percepció social de I' adolescenc ia i la joventut com UII problema no és una noveta!. Els joves han resultat ser des de sempre un grup social objecte de preocupació per al món adult, que es veu reflectit com en un mirall que e ls retorna una imatge no sempre agradable. Els joves són, de fet, objecte d 'exaltació i preocupació alhora, i en aquesta paradoxa radica precisament la clau que fa de la joventut una categoria socialment construida que sintetitza les contradiccions de la mirada adult a. Sovint les noies estan absents d'aquests estudis o, en tot cas, el seu paper es tipifica com a secundario passiu o complementari al dels seus iguals masculins.