816 resultados para reality.


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The present study aimed to develop a methodology for the collection, transfer, storage and processing of vibration levels emitted in jobs occupied in agricultural machinery. The reason of this work is the study the vibration dose applied to operators of heavy vehicles and its relation to occupational health, linking the still high number of accidents involving farm machinery in relation to overturning (tipping). There is a need for the development and improvement of efficient tools in measuring vibration and tilt machine work, which minimize damage to health and accident risks for operators.

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This article purposes the ARBot, a system that has as main objective the presentation of concepts of logic for students of elementary and secondary education. The system was developed using the technology known as Augmented Reality (AR), which allows complement the actual environment where the user is, by adding virtual objects. In this scenario the RA created from a virtual game interface is used, through which cognitive challenges are presented. To solve these challenges, users must set up three-dimensional virtual characters using visual language. As a result it follows that, in a playful way, concepts of algorithms and programming are assimilated by users. In addition, the system enables two users to interact in a cooperative game mode. In cooperative mode, the system focuses on collaborative learning, since it allows users to jointly solve the cognitive challenge presented by the system.

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The purpose of this study is to explore the mechanisms that influence decisions regarding outsourcing competencies in the operation of project management offices (PMOs). The exploratory research described here involves the use of a web-based survey for enterprises in Brazil. In 78 of the survey's valid cases, the PMO is operated using the organization's internal resources. A possible conclusion is that the PMO is unlikely to positively relate to the culture of external services used by the organization and to use outsourcing to operate the PMO.

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Objectives To evaluate the learning, retention and transfer of performance improvements after Nintendo Wii Fit (TM) training in patients with Parkinson's disease and healthy elderly people. Design Longitudinal, controlled clinical study. Participants Sixteen patients with early-stage Parkinson's disease and 11 healthy elderly people. Interventions Warm-up exercises and Wii Fit training that involved training motor (shifts centre of gravity and step alternation) and cognitive skills. A follow-up evaluative Wii Fit session was held 60 days after the end of training. Participants performed a functional reach test before and after training as a measure of learning transfer. Main outcome measures Learning and retention were determined based on the scores of 10 Wii Fit games over eight sessions. Transfer of learning was assessed after training using the functional reach test. Results Patients with Parkinson's disease showed no deficit in learning or retention on seven of the 10 games, despite showing poorer performance on five games compared with the healthy elderly group. Patients with Parkinson's disease showed marked learning deficits on three other games, independent of poorer initial performance. This deficit appears to be associated with cognitive demands of the games which require decision-making, response inhibition, divided attention and working memory. Finally, patients with Parkinson's disease were able to transfer motor ability trained on the games to a similar untrained task. Conclusions The ability of patients with Parkinson's disease to learn, retain and transfer performance improvements after training on the Nintendo Wii Fit depends largely on the demands, particularly cognitive demands, of the games involved, reiterating the importance of game selection for rehabilitation purposes. (C) 2012 Chartered Society of Physiotherapy. Published by Elsevier Ltd. All rights reserved.

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Abstract Background This study constitutes a clinical and genetic study of all newborn and stillborn infants with birth defects seen in a period of one year in a medical school hospital located in Brazil. The aims of this study were to estimate the incidence, causes and consequences of the defects. Methods For all infants we carried out physical assessment, photographic records, analysis of medical records and collection of additional information with the family, besides the karyotypic analysis or molecular tests in indicated cases. Result The incidence of birth defects was 2.8%. Among them, the etiology was identified in 73.6% (ci95%: 64.4-81.6%). Etiology involving the participation of genetic factors single or associated with environmental factors) was more frequent 94.5%, ci95%: 88.5-98.0%) than those caused exclusively by environmental factors (alcohol in and gestational diabetes mellitus). The conclusive or presumed diagnosis was possible in 85% of the cases. Among them, the isolated congenital heart disease (9.5%) and Down syndrome (9.5%) were the most common, followed by gastroschisis (8.4%), neural tube defects (7.4%) and clubfoot (5.3%). Maternal age, parental consanguinity, exposure to teratogenic agents and family susceptibility were some of the identified risk factors. The most common observed consequences were prolonged hospital stays and death. Conclusions The current incidence of birth defects among newborns and stillbirths of in our population is similar to those obtained by other studies performed in Brazil and in other underdeveloped countries. Birth defects are one of the major causes leading to lost years of potential life. The study of birth defects in underdeveloped countries should continue. The identification of incidence, risk factors and consequences are essential for planning preventive measures and effective treatments.

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[ES] In this paper we address the problem of inserting virtual content in a video sequence. The method we propose uses just image information. We perform primitive tracking, camera calibration, real and virtual camera synchronisation and finally rendering to insert the virtual content in the real video sequence. To simplify the calibration step we assume that cameras are mounted on a tripod (which is a common situation in practise). The primitive tracking procedure, which uses lines and circles as primitives, is performed by means of a CART (Classification and Regression Tree). Finally, the virtual and real camera synchronisation and rendering is performed using functions of OpenGL (Open Graphic Library). We have applied the method proposed to sport event scenarios, specifically, soccer matches. In order to illustrate its performance, it has been applied to real HD (High Definition) video sequences. The quality of the proposed method is validated by inserting virtual elements in such HD video sequence.

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Programa de doctorado: Nuevas perspectivas cognitivas en los estudios de lengua, litaretura y traducción.

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La città medievale di Leopoli-Cencelle (fondata da Papa Leone IV nell‘854 d.C. non lontano da Civitavecchia) è stata oggetto di studio e di periodiche campagne di scavo a partire dal 1994. Le stratigrafie investigate con metodi tradizionali, hanno portato alla luce le numerose trasformazioni che la città ha subìto nel corso della sua esistenza in vita. Case, torri, botteghe e strati di vissuto, sono stati interpretati sin dall’inizio dello scavo basandosi sulla documentazione tradizionale e bi-dimensionale, legata al dato cartaceo e al disegno. Il presente lavoro intende re-interpretare i dati di scavo con l’ausilio delle tecnologie digitali. Per il progetto sono stati utilizzati un laser scanner, tecniche di Computer Vision e modellazione 3D. I tre metodi sono stati combinati in modo da poter visualizzare tridimensionalmente gli edifici abitativi scavati, con la possibilità di sovrapporre semplici modelli 3D che permettano di formulare ipotesi differenti sulla forma e sull’uso degli spazi. Modellare spazio e tempo offrendo varie possibilità di scelta, permette di combinare i dati reali tridimensionali, acquisiti con un laser scanner, con semplici modelli filologici in 3D e offre l’opportunità di valutare diverse possibili interpretazioni delle caratteristiche dell’edificio in base agli spazi, ai materiali, alle tecniche costruttive. Lo scopo del progetto è andare oltre la Realtà Virtuale, con la possibilità di analizzare i resti e di re-interpretare la funzione di un edificio, sia in fase di scavo che a scavo concluso. Dal punto di vista della ricerca, la possibilità di visualizzare le ipotesi sul campo favorisce una comprensione più profonda del contesto archeologico. Un secondo obiettivo è la comunicazione a un pubblico di “non-archeologi”. Si vuole offrire a normali visitatori la possibilità di comprendere e sperimentare il processo interpretativo, fornendo loro qualcosa in più rispetto a una sola ipotesi definitiva.

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Nel 2011, circa 5 milioni di persone usavano regolarmente applicativi mobi-le basati su qualche forma di realtà aumentata. Secondo alcune previsioni entro il 2020 servizi che sfruttano questa tecnologia avranno una base di utenti che rasenta un settimo della popolazione mondiale, rendendo di fatto la realtà aumentata l’ottavo mezzo di comunicazione di massa dopo la stampa, l’audio registrato, il cinema, la radio, la televisione, internet ed infine i servizi multimediali mobile. La tesi si propone di illustrare le caratteristiche di questa tecnologia distinguendo varie tecniche e strumenti a disposizione degli sviluppatori per costruire l’esperienza di augmented reality. Entrando nel merito dello sviluppo software si analizza una architettura di riferimento proposta per sistemi di realtà aumentata e pattern per lo sviluppo dei diversi componenti. Infine vengono confrontati gli SDK oggi più diffusi cercando di evidenziarne caratteristiche comuni e peculiarità.

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Die vorliegende kulturwissenschaftlich ausgerichtete Arbeit befasst sich mit der Konstruktion und Inszenierung von Realität, insbesondere im Verhältnis zu Körperdiskursen und Körperpraktiken in Makeover-Sendungen sowie mit deren komplexen politischen und kulturellen Implikationen. Die leitenden Fragen der vorliegenden Arbeit sind: Wie wird der Körper in den ausgewählten Formaten dargestellt? Wie wird er erzählt und mit welchen (Film-)Techniken in Szene gesetzt? Welche expliziten und impliziten Körperbilder liegen den Darstellungen zu Grunde? Welche kulturellen und politischen Normen werden über den Körper konstruiert? Welche Rolle spielt diese Konstruktion des Körpers für die Darstellung von „Realität“ in den entsprechenden Formaten? Was ist der größere gesellschaftliche Zusammenhang dieser Darstellung? rnTrotz der Vielzahl und Komplexität der Darstellungsweisen des Körpers soll anhand verschiedener repräsentativ ausgewählter Reality-TV-Formate eine Annäherung an die heterogene kulturelle sowie politische Tragweite derselben geleistet werden. Hierzu werden insbesondere Formate bevorzugt, die explizit die Transformation des Körpers thematisieren. Dies kann durch kosmetische, d.h. nicht-operative Veränderungen (Kleidung, Make-up, Frisur), Fitness und Ernährung bis hin zu medizinischen Eingriffen wie etwa plastischer Chirurgie erfolgen.rnAls erstes wird der Untersuchungsgegenstand genauer eingegrenzt, wobei sich zeigt, dass sich exakte Grenzziehungen aufgrund des schwer greifbaren Reality-TV-Genres und der transmedialen Eigenschaft des Makeover-Fensehtextes als Herausforderung erweisen. Danach werden die kulturwissenschaftlichen Annahmen, die dieser Arbeit zugrunde liegen, ausgeführt. Darüber hinaus wird das revolutionäre Forschungsfeld der Fat Studies eruiert und auch der körpertheoretische Zugang erläutert. Abschließend wird näher auf den filmnarratologischen Zugang, der den Analysen als theoretische, aber auch methodische Grundlage dient, eingegangen. Zudem wird behandelt wie der Körper in den behandelten Makeover-Formaten zunächst erzählbar gemacht und erzählt wird. Die Körper der Teilnehmer werden zunächst in einen ökonomischen Diskurs der Maße und Zahlen überführt, um im weiteren Verlauf die „Transformation“ auch diskursiv dramatisieren zu können. Die über die Ökonomisierung vorbereitete, zumeist als märchenhaft dargestellte, Verwandlung der Teilnehmer, kulminiert immer in der Gegenüberstellung des „Vorher“-Bildes und des „Nachher“-Bildes. Diese Ökonomisierung ist allerdings nur die narrative Grundlage einer viel umfassenderen, in den Sendungen meist implizit vermittelten Selbstregierungstechnologie, der „Gouvernementalität“, die kontrovers im Hinblick auf Vertreter einer Affekttheorie, die die Vermittlung der besagten Gouvernementalität in Zweifel ziehen, diskutiert wird. Die Kernthese der vorliegenden Arbeit, die den Körper als entscheidendes, die „Realität“ der Makeover-Formate affirmierendes Element versteht, ist ferner eng mit dem Begriff der „Authentizität“ verknüpft. „Authentische“ Effekte sind oft das selbsterklärte Ziel der Einsätze des Körpers im Reality-TV und äußern sich in unterschiedlichen Erzähltechniken wie den autobiografischen Elementen der Formate. Die bereits im Genre des Reality-TV angelegte Selbstreflexivität sowohl auf Inhalts- als auch auf Produktionsseite wird abschließend kontextualisiert und bewertet. Letztendlich stellt sich die Frage, welche kulturellen Widerstände und Spielarten trotz der sehr dogmatisch wirkenden Inhalte der Makeover-Serien erhalten bleiben.