871 resultados para Pleasant Touch
Resumo:
A Psicomotricidade, no seu âmbito terapêutico, considera como regressão uma vivência simbólica vivida pelo indivíduo ao longo da terapia psicomotora. Tal vivência seria um retorno simbólico à época em que o paciente ainda era um bebê e estabelecia uma comunicação com a mãe por meio de um diálogo-tônico. A presente tese tem como objetivo desenvolver o tema da regressão a partir de uma nova perspectiva: a da experiência psicossomática desenvolvida pelo psicanalista inglês Donald Winnicott. Com esta finalidade, apresentamos, inicialmente, um histórico da Psicomotricidade e pontuamos a mudança paradigmática ocorrida em seu interior. Em seguida, abordamos a teoria do desenvolvimento emocional de Winnicott e o uso inovador da regressão no seu trabalho clínico. Desenvolvemos, então, uma perspectiva diferenciada do movimento do bebê como um gesto espontâneo, de tal modo que ficasse fundamentada a ideia de que o diálogo-tônico poderia ser repensado na Psicomotricidade como uma experiência psicossomática. A partir dessa compreensão por nós formulada, balizamos a ideia de que a regressão na Psicomotricidade é uma experiência psicossomática. Por último, apresentamos a metodologia da Terapia Psicomotora de Base Winnicottiana por nós desenvolvida e afirmamos a possibilidade da regressão à não-integração como uma experiência psicossomática prazerosa e integradora.
Resumo:
The genesis and the early history of the Woods Hole Laboratory (WHL), to a lesser extent the Marine Biological Laboratory (MBL), and to some degree the Woods Hole Oceanographic Institution (WHOI), were elegantly covered by Paul S. Galtsoff (1962) in his BCF Circular "The Story of the Bureau of Commercial Fisheries Biological Laboratory, Woods Hole, Massachusetts." It covers the period from the beginning in 1871 to 1958. Galtsoffs more than 35-year career in the fishery service was spent almost entirely in Woods Hole. I will only briefly touch on that portion of the Laboratory's history covered by Galtsoff. Woods Hole, as a center of marine science, was conceived and implemented largely by one man, Spencer Fullerton Baird, at that time Assistant Secretary of the Smithsonian and who was also instrumental in the establishment of the National Museum and Permanent Secretary of the newly established American Association for the Advancement of Science. He was appointed by President Ulysses S. Grant in 1871 as the first U.S. Commissioner of Fisheries. Fisheries research began here as early as 1871, but a permanent station did not exist until 1885.
Resumo:
A busca do homem pela reprodução do movimento através das imagens é antiga. Tão antiga que é difícil fixar uma data para marcar a invenção do cinema. Para a indústria cinematográfica comercial, no entanto, esse marco costuma ser definitivo: o dia 28 de dezembro de 1895, por ocasião da primeira exibição pública paga de filmes dos Irmãos Lumiére com seu cinematógrafo. Mas o que parece ser inaugurado aí não é simplesmente uma técnica ilusória de reprodução do movimento, e sim um conceito de espetáculo que se sedimentou durante os dez ou vinte anos seguintes. Graças a interesses econômicos e ideológicos, o cinema passou de um exercício de escrita do movimento com a luz, para uma gramática muito bem sedimentada e padronizada. Junto com esse modelo de narrativa, determinou-se também a situação-cinema. Nela, o público é submetido a uma arquitetura de espectação estanque, que favorece a inatividade motora e a concentração na obra em detrimento da interação social e de uma postura participativa do espectador. Desde o surgimento da televisão e da videografia, porém, essa situação-cinema vem sendo contestada. Com essas novas tecnologias, seguidas pelo advento dos aparatos digitais, o audiovisual deixou de estar confinado às salas escuras, poltronas confortáveis e telas brancas. Todo e qualquer ambiente passou a ser uma paisagem de exibição audiovisual em potencial. Essa ruptura, por suas características estéticas, sociais, culturais, acabou encontrando na arte um campo de expansão. Ao longo dos últimos sessenta anos, a quantidade de aparelhos audiovisuais em circulação, portáteis, interativos só cresce. O resultado é que o audiovisual se tornou nosso principal meio para trocas de informações de toda ordem textual, visual, sonora etc. No seu dia-a-dia, o ser humano transita velozmente entre espaço físico e ciberespaço sem qualquer constrangimento. A materialidade é sempre um estímulo para acessar a virtualidade e vice-versa. Diante desse contexto cultural contemporâneo, de onipresença do audiovisual e de permanente troca entre essas duas janelas, é que este trabalho se posiciona. A busca aqui é por desvendar o ponto em que as duas dimensões de espaço e tempo se tangenciam e se mesclam. Deixam de ser ou para se tornar e. O pano de fundo para esse mergulho é justamente um exercício de exploração da potencialidade estética e criativa da exibição audiovisual entre todos os seus elementos constitutivos, incluindo aí o espectador participador. Assim se criam os cinemas para paisagens
Resumo:
A vida impõe decisões às pessoas o tempo todo, e as pessoas as tomam de acordo com seus valores considerando as particularidades de cada situação. Valo-res são quaisquer aspectos da decisão que sejam considerados desejáveis, indese-jáveis, relevantes e importantes como: ser preferido, desejável, agradável, promis-sor, seguro, emocionante, justo, bom, correto, fácil, incerto, etc. Com base nestes valores, entendemos que o fundamento último do utilitarismo é o princípio da maximização da felicidade. Segundo esta concepção, uma ação é considerada correta, logo válida, se ela promover maior felicidade dos implicados. A felicidade é entendida como o alcance do prazer e do bem-estar. Nesta corrente encontramos uma perspectiva eudamonista e hedonista, uma vez que tem em vista como objectivo final a felicidade que consiste no prazer. Qualquer utilitarista tem de se importar, sobretudo com a promoção da felicidade geral. A partir de Mill, a moralidade passa a ser realização de cada ser humano neste mundo, aqui e agora. O princípio de utilidade exige que cada um de nós faça o que for necessário e estiver ao seu alcançe para promover a felicidade e evitar a dor. Ao analisarmos as consequências previsíveis de uma ação, temos que considerar não apenas a quantidade, mas a qualidade de prazer que dela possa resultar. Para os utilitaristas o que importa são as consequências das ações, elas devem visar ao prazer, e somente isso permite avaliar se uma ação é correta ou não, logo é uma perspectiva consequencialista. O que importa são as consequências e não os motivos das nossas ações, desde que isso promova a felicidade ao maior número de pessoas possível. Mas, o ato só é permissível se, e apenas se, maximiza imparcialmente o bem. A filosofia Utilitarista costuma dividir seus leitores. É exaltada por alguns, que defendem o mérito de ser um ponto de vista que oferece melhores subsídios para melhor lidarmos com as questões éticas que realmente importam e estão associadas às condições que tornam possível uma vida feliz e se possível, isenta de sofrimentos. Por outro lado, há aqueles que apontam para o perigo de uma filosofia que estima a qualidade moral de ações levando em consideração apenas as suas consequências. Esta corrente não é uma escola filosófica, uma vez que se trata de uma filosofia que constantemente se reinventa e se adapta a fim de ir sempre ao encontro de novos desafios que uma ética não pode deixar de enfrentar.
Resumo:
An investigation was undertaken on the production of dried products from silver belly (Leiognathus splendens) silage mixed with plant filter materials. Silages produced using hydrochloric acid and/or formic acid when mixed with rice bran or maize meal and dried, yielded powders having an acceptable appearance and a pleasant odour, which are suitable for use in compounded chicken feeds.
Resumo:
This Chapter presents a vision-based system for touch-free interaction with a display at a distance. A single camera is fixed on top of the screen and is pointing towards the user. An attention mechanism allows the user to start the interaction and control a screen pointer by moving their hand in a fist pose directed at the camera. On-screen items can be chosen by a selection mechanism. Current sample applications include browsing video collections as well as viewing a gallery of 3D objects, which the user can rotate with their hand motion. We have included an up-to-date review of hand tracking methods, and comment on the merits and shortcomings of previous approaches. The proposed tracker uses multiple cues, appearance, color, and motion, for robustness. As the space of possible observation models is generally too large for exhaustive online search, we select models that are suitable for the particular tracking task at hand. During a training stage, various off-the-shelf trackers are evaluated. From this data differentmethods of fusing them online are investigated, including parallel and cascaded tracker evaluation. For the case of fist tracking, combining a small number of observers in a cascade results in an efficient algorithm that is used in our gesture interface. The system has been on public display at conferences where over a hundred users have engaged with it. © 2010 Springer-Verlag Berlin Heidelberg.
Resumo:
Green scat namely as Scatophagus argus argus is a venomous aquarium fish belonging to Scatophagidae family. It can induce painful wounds in injured hand with partial paralysis to whom that touch the spines. Dorsal and ventral rough spines contain cells that produce venom with toxic activities. According to unpublished data collected from local hospitals in southern coastal region of Iran, S. argus is reported as a venomous fish. Envenomation induces clinical symptoms such as local pain, partial paralysis, erythema and itching. In the present study green scat (spotted scat) was collected from Persian Gulf coastal waters. SDS-PAGE indicated 12 distinct bands in the venom ranged between 10-250 KDa. The crude venom had hemolytic activity on human erythrocytes (1%) with an LC100 (Lytic Concentration) of about 1.7 μg. The crude venom can release 813 μg proteins from 0.5% casein. Phospholipase C activity was recorded at 3.125 μg of total venom. Our findings showed that the edematic activity remained over 48 h after injection. The purification of the venom was done by HPLC and 30 peaks were obtained within 80 min but only one peak in 68 min retention time showed hemolytic activity at 90% acetonitril was isolated. The area percentage of the hemolytic protein showed that this hemolytic protein consist of 32 percent of total proteins and its molecular weight was 72 KDa in SDS_PAGE. The results demonstrated that crude venom extracted from Iranian coastal border has different toxic and enzymatic activities.
Resumo:
Tilapia (Oreochromis spp.) consumption is limited due to its strong muddy odour and the difficulty of processing. In addition, consumption of tilapia is minimal in urban areas because of the low availability. There are no processed market products of tilapia available in Sri Lanka. Therefore, this study was designed to develop a new marinade for tilapia and to evaluate the shelf life of the product. Twelve different treatments of varying amounts of vinegar, salt, chili powder, white pepper and garlic powder were applied to filleted tilapia, and three best treatment combinations were selected using a sensory evaluation test. Processed tilapia was stored in the freezer at -4°C. Treated samples were subjected to evaluation of sensory profile: taste, odour, colour, texture and overall acceptability. Analysis of the shelf life was carried out by using the total plate count, faecal coliform test, acidity and pH at weekly intervals. Results revealed that the third treatment (vinegar 75 ml, salt 5 g, chili powder 5 g, white pepper 5 g and garlic powder 5 g) was best in terms of colour, texture, odour, taste and the overall acceptability according to the estimated medians (6, 6, 6 and 6.33 respectively). There was no significant difference between the first and the third treatment in terms of odour and overall acceptability. There was no significant difference between the three vacuum packed treatments for acidity and pH. Acidity and pH of the three treatments were at an acceptable level, which was below pH 5.3 and above 1.95% acidity. Average bacterial count was 10 colonies and 1.33x10 super(6) colonies respectively in vacuum packed treatments and bottled samples after one week. The acceptable level of bacterial colonies is 1.00x10 super(5). Vacuum packed treatments showed a one month shelf life. In conclusion, marinades can be developed from tilapia with a pleasant taste and acceptable texture.
Resumo:
Calibration of a camera system is a necessary step in any stereo metric process. It correlates all cameras to a common coordinate system by measuring the intrinsic and extrinsic parameters of each camera. Currently, manual calibration of a camera system is the only way to achieve calibration in civil engineering operations that require stereo metric processes (photogrammetry, videogrammetry, vision based asset tracking, etc). This type of calibration however is time-consuming and labor-intensive. Furthermore, in civil engineering operations, camera systems are exposed to open, busy sites. In these conditions, the position of presumably stationary cameras can easily be changed due to external factors such as wind, vibrations or due to an unintentional push/touch from personnel on site. In such cases manual calibration must be repeated. In order to address this issue, several self-calibration algorithms have been proposed. These algorithms use Projective Geometry, Absolute Conic and Kruppa Equations and variations of these to produce processes that achieve calibration. However, most of these methods do not consider all constraints of a camera system such as camera intrinsic constraints, scene constraints, camera motion or varying camera intrinsic properties. This paper presents a novel method that takes all constraints into consideration to auto-calibrate cameras using an image alignment algorithm originally meant for vision based tracking. In this method, image frames are taken from cameras. These frames are used to calculate the fundamental matrix that gives epipolar constraints. Intrinsic and extrinsic properties of cameras are acquired from this calculation. Test results are presented in this paper with recommendations for further improvement.
Resumo:
Graphene is a single layer of covalently bonded carbon atoms, which was discovered only 8 years ago and yet has already attracted intense research and commercial interest. Initial research focused on its remarkable electronic properties, such as the observation of massless Dirac fermions and the half-integer quantum Hall effect. Now graphene is finding application in touch-screen displays, as channels in high-frequency transistors and in graphene-based integrated circuits. The potential for using the unique properties of graphene in terahertz-frequency electronics is particularly exciting; however, initial experiments probing the terahertz-frequency response of graphene are only just emerging. Here we show that the photoconductivity of graphene at terahertz frequencies is dramatically altered by the adsorption of atmospheric gases, such as nitrogen and oxygen. Furthermore, we observe the signature of terahertz stimulated emission from gas-adsorbed graphene. Our findings highlight the importance of environmental conditions on the design and fabrication of high-speed, graphene-based devices.
Resumo:
A gate-modulated nanowire oxide photosensor is fabricated by electron-beam lithography and conventional dry etch processing.. The device characteristics are good, including endurance of up to 10(6) test cycles, and gate-pulse excitation is used to remove persistent photoconductivity. The viability of nanowire oxide phototransistors for high speed and high resolution applications is demonstrated, thus potentially expanding the scope of exploitation of touch-free interactive displays.
Resumo:
© 2013 IEEE. This paper reviews the mechanisms underlying visible light detection based on phototransistors fabricated using amorphous oxide semiconductor technology. Although this family of materials is perceived to be optically transparent, the presence of oxygen deficiency defects, such as vacancies, located at subgap states, and their ionization under illumination, gives rise to absorption of blue and green photons. At higher energies, we have the usual band-to-band absorption. In particular, the oxygen defects remain ionized even after illumination ceases, leading to persistent photoconductivity, which can limit the frame-rate of active matrix imaging arrays. However, the persistence in photoconductivity can be overcome through deployment of a gate pulsing scheme enabling realistic frame rates for advanced applications such as sensor-embedded display for touch-free interaction.
Resumo:
针对视觉手势界面存在的问题,提出了一套行之有效的解决方案.首先,为了解决视觉手势交互中的Midas Touch问题,以人类注意的信息加工模型为理论依据提出了一个可扩展的视觉手势交互模型,该模型将手势交互过程分为选择性处理、分配性处理和集中处理3个不同阶段;然后,基于该模型提出了一个视觉手势识别框架,并结合认知心理学从手势检测、跟踪和识别3个方面对该框架的各个组成模块的关键技术进行了阐述,其中手势检测模块和识别管理模块能够辅助系统在复杂的背景中滤除掉不相关信息而选择性地搜索人手并根据上下文信息对手势识别任务重定向,从而避免了系统时刻都处于激活状态并对所有的手势动作都进行识别分析,有效解决了Midas Touch问题.文中介绍了使用该方法实现的IEToolkit手势界面工具平台,并基于一个视觉手势交互系统进行了实验测试与评估,结果验证了文中方法的可用性.
Resumo:
随着人机交互技术的发展,各种新的交互手段不断涌现,使人机交互朝着更加自然、高效和智能化的方向前进。基于手势的视觉用户界面是post-WIMP时代的一种重要的界面形式,与传统的WIMP交互方式相比视觉手势交互能够使用户摆脱鼠标键盘的束缚而采用一种更加自然、无约束的交互方式,从而提供给用户更大的交互空间、更多的交互自由度和更逼真的交互体验,具有较高的应用价值和良好的应用前景,因此被国内外越来越多的研究者所关注,迅速成为了人机交互领域一个热门的研究方向,并被广泛应用于虚拟/增强现实、普适计算、智能空间以及基于计算机的互动游戏等多个领域。 视觉交互是自然人机交互的核心和热点研究内容之一,视觉交互可以通过手势、目光、头部运动或者面部表情等多种方式进行。其中,手势是人类进行视觉交互的主要手段,手势所能表达的语义信息十分丰富。在人机交互中使用视觉手势完成交互任务不仅自然、直观和方便,而且从计算机的角度出发来看系统实现起来也较为容易。因此,基于手势的视觉用户界面得到了广泛的关注并取得了许多研究成果。从目前的研究现状来看,在基于手势的视觉用户界面研究中,仍然存在着以下的问题: (1)传统的WIMP界面模型已经不适合描述视觉手势界面这种post-WIMP界面的特点,需要对传统的用户界面模型加以扩展,构造适于描述视觉交互特征的界面模型帮助用户清晰、准确地分析和表达界面功能及其变化,描述出用户与系统的交互过程,指导软件系统的设计和实现; (2)具体的交互设计过程中还存在着许多关键技术没有解决好,例如手势的正确理解问题、算法的鲁棒性问题以及手势的可扩展性问题等; (3)传统视觉工具箱复杂难用的问题。需要降低开发难度,开发出便捷、易用、可扩展的软件界面开发工具及相应的开发方法,支持领域内非专家用户快速开发出视觉手势原型系统。 本文正是从以上问题出发,围绕着视觉手势界面交互技术,从理论、方法与应用等几个方面展开了深入的研究。首先论述了用户界面的发展历程,继而对视觉界面研究现状进行了综述。在充分研究和对比国内外相关研究成果的基础上提出了一种基于手势的视觉用户界面模型UIDT。接下来针对视觉手势交互中存在的难题,以认知心理学为理论依据提出了一种可扩展的手势交互状态转移模型,并在此基础上构建了视觉手势处理框架。随后对该框架中的关键技术进行了针对性的研究。针对非专家用户在构建具有个性化视觉手势界面过程中所遇到的问题,设计开发了一个支持视觉手势交互的开发工具IEToolkit并给出了一套基于该工具的通用的软件开发方法。最后,将上述成果应用于互动娱乐领域,取得了满意的效果。 本文的创新点主要表现在以下几个方面: 1. 提出了一种基于手势的视觉用户界面模型UIDT 在充分分析视觉交互特征的基础上,以传统的用户界面模型为基础提出了一种基于手势交互的视觉界面模型UIDT。该模型从用户模型、任务模型、设备模型和交互模型等几个方面对视觉手势交互进行了深入分析和描述,给出了各个模型的形式化定义,介绍了模型的各个组成模块以及它们之间的相互关系,讨论了视觉手势界面设计中应该遵循的设计规范。评估结果表明,该模型具有较强的通用性,有助于设计者对VBI的任务、用户、设备以及交互的不同层次进行抽象描述,使用户界面满足可用性要求,提高界面设计和原型开发的效率。 2. 提出了一个可扩展的视觉手势交互模型及一种新的视觉手势识别处理框架,围绕着该框架提出了一种新的视觉手势跟踪和识别方法 首先,提出了一个可扩展的视觉手势交互模型。根据认知心理学原理将视觉手势交互处理过程细分为选择性处理、分配性处理和集中处理三个不同的阶段,有效解决了Midas Touch问题;基于该模型提出了一个视觉手势识别框架,并结合认知心理学从手势检测、跟踪和识别三个方面对该框架的各个组成模块的关键技术进行了阐述。其中手势检测模块和识别管理模块能够辅助系统在复杂的背景中滤除掉不相关信息而选择性地搜索人手并根据上下文信息对手势识别任务重定向,从而避免了系统时刻都处于激活状态并对所有的手势动作都进行识别分析,有效解决了Midas Touch问题;为了提高系统的性能,提出了一种鲁棒的面向实时交互的变形手势跟踪方法和基于小样本学习的模板匹配方法用于动态手势识别。评估结果表明,上述技术有效地提高了系统的实时性、准确性和鲁棒性。 3. 设计开发了一个支持快速原型开发的视觉手势工具箱系统 针对目前大多数视觉手势工具箱复杂难用的问题,设计开发了一个简单、易用、可扩展的手势工具箱系统IEToolkit,实现了本文所述的各种关键交互技术。它包含了构造一个基于视觉手势的交互系统所需要的方方面面,从事件模型、交互模型、数据流模型等几个方面对工具箱的组成结构进行了描述,并给出了一个基于IEToolkit的通用的软件系统开发流程,开发人员可以将更多的精力集中在具体的高层逻辑语义处理上,而不需要过多考虑底层的技术细节与支撑结构。应用实例及评估结果表明IEToolkit能够降低开发门槛,较好地支持基于视觉手势交互的应用系统的快速构造,具有较高的应用价值。 4. 基于上述研究成果设计开发了一系列典型的视觉手势交互系统 将上述理论模型与具体的交互技术进行有效结合,在视觉手势开发工具平台基础上开发了一系列典型的互动娱乐系统,在实践中对本文的研究成果进行了有效性验证。
Resumo:
Porphyra yezoensis Ueda (Rhodophyta) is a seaweed of economic importance with a typical dimorphic life cycle consisting of a leafy gametophyte and a filamentous sporophyte. Recently, it has been recognized as a model system for fundamental and applied studies in marine biological sciences. Conchospore, a major spore linking the two distinct multicellular phases in the life cycle, is most widely used in the breeding of P. yezoensis. In this paper, the early-stage development of conchospore, including the attachment and the cell wall formation, was studied with fluorescent reagents staining and Scanning Electron Microscopy detection. Results displayed: (I) the cell wall began to be generated after culturing for 4 h in the attached conchospores; (2) the initially released conchospores were plastids with some filmy, amorphous substance on the surface, and they attached to the fibers firmly via the actively secreted mucilaginous substances after their touch to the fibers; (3) cellulase and pectolase prohibited the attachment of conchospores in the different ways; and (4) only attached conchospores generated cell walls and developed normally, while the suspending ones could not. It indicated that the cellulose played crucial roles in the permanent attachment as the pectin did in the initial attachment. The conchospore attachment seemed to trigger the cell wall formation and the further development. Affects of light on the development of conchospores were also discussed. The results showed that high intensity (200 mu mol.m(-2).s(-1)) and long-wave (>= 580 nm) light facilitated the division rate of conchospores. (C) 2008 Elsevier B.V. All rights reserved.