808 resultados para Video interativo


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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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BACKGROUND: Previous studies suggested that some interactive video games induce cardiovascular responses. However, some different styles of video games have not been investigated. OBJECTIVE: We aimed to evaluate cardiovascular responses induced by video game boxing performance in healthy women. METHOD: We evaluated ten female sedentary volunteers, aged 20.9 ± 1.4 years, weight 58.7 ± 8.0 kg, height 163.2 ± 5.4cm. All subjects were weighed and measured. Their heart rate, blood pressure and lactate levels were recorded before and after video game performance. The volunteers played a Sony video game (Nintendo® Wii) by using the boxing method, in which all volunteers played for 10 minutes without interruption. At the end of the game the volunteers were reassessed using the same parameters mentioned above. RESULTS: At the end of the video game boxing performance we observed highly significant increases of lactate production (p < 0.0035) and the double product (heart rate vs. systolic blood pressure) was also higher (p < 0.0001). Both parameters indicate that the performance increased demands of the cardiovascular system. CONCLUSION: We conclude that a ten-minute video game boxing performance induces cardiovascular responses similar to aerobic exercise. This may be a practical form of exercise, but care should be exercised concerning subjects with cardiovascular disorders.

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A área do Pontal do Paranapanema está localizada no Extremo Oeste do Estado de São Paulo, na região sudeste do Brasil, em uma posição estratégica considerando tanto sua proximidade com os Estados de Mato Grosso do Sul e Paraná quanto o advento do Mercosul - o mercado comum do Cone Sul. No Estado de São Paulo há três áreas muito carentes, uma das quais é o Pontal do Paranapanema, onde têm havido muitos conflitos sociais relativos à posse e propriedade da terra, envolvendo disputas entre o Estado e os latifundiários. Nos últimos anos os trabalhadores rurais têm realizado ocupações nesta região e reivindicado terras - eles criaram um grupo denominado MST (Movimento dos Trabalhadores Rurais Sem Terra), que tem ganhado popularidade e apoio de vários segmentos da comunidade, estando diariamente na mídia (jornais, TV etc). A comunidade acadêmica tem estado consciente e preocupada com esta situação e, portanto, tem desenvolvido estudos e pesquisas sobre o assunto, tanto individualmente quanto através de grupos de pesquisa. Uma das mais importantes Universidades Brasileiras é a Universidade Estadual Paulista (unesp), que tem um de seus campus localizado no município de Presidente Prudente (o qual está localizado no Pontal do Paranapanema). Desde a década de 1960 diversos pesquisadores têm desenvolvido pesquisas técnico-científicas almejando produzir um Atlas do Pontal do Paranapanema em formato convencional. O principal objetivo seria o de reunir, através de mapas topográficos e temáticos, todas as informações geográficas sobre o Pontal do Paranapanema, a fim de servir de base para projetos e planejamentos governamentais (municipais ou estaduais), bem como para o setor privado. O Atlas seria também um produto de informação sobre os recursos naturais e as condições sócio-econômicas desta área, sendo voltado para estudos acadêmico...(Resumo completo, clicar acesso eletrônico abaixo)

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This paper introduces the Optimum-Path Forest (OPF) classifier for static video summarization, being its results comparable to the ones obtained by some state-of-the-art video summarization techniques. The experimental section has been conducted using several image descriptors in two public datasets, followed by an analysis of OPF robustness regarding one ad-hoc parameter. Future works are guided to improve OPF effectiveness on each distinct video category.

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Studies show the positive effects that video games can have on student performance and attitude towards learning. In the past few years, strategies have been generated to optimize the use of technological resources with the aim of facilitating widespread adoption of technology in the classroom. Given its low acquisition and maintenance costs, the interpersonal computer allows individual interaction and simultaneous learning with large groups of students. The purpose of this work was to compare arithmetical knowledge acquired by third-grade students through the use of game-based activities and non-game-based activities using an interpersonal computer, with knowledge acquired through the use of traditional paper-and-pencil activities, and to analyze their impact in various socio-cultural contexts. To do this, a quasi-experimental study was conducted with 271 students in three different countries (Brazil, Chile, and Costa Rica), in both rural and urban schools. A set of educational games for practising arithmetic was developed and tested in six schools within these three countries. Results show that there were no significant differences (ANCOVA) in the learning acquired from game-based vs. non-game-based activities. However, both showed a significant difference when compared with the traditional method. Additionally, both groups using the interpersonal computer showed higher levels of student interest than the traditional method group, and these technological methods were seen to be especially effective in increasing learning among weaker students.

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This work focuses on the study of video compression standard MPEG. To this end, a study was undertaken starting from the basics of digital video, addressing the components necessary for the understanding of the tools used by the video coding standard MPEG. The Motion Picture Experts Group (MPEG) was formed in the late '80s by a group of experts in order to create international standards for encoding and decoding audio and video. This paper will discuss the techniques present in the video compression standard MPEG, as well as its evolution. Will be described in the MPEG-1, MPEG-2, MPEG-4 and H.264 (MPEG-4 Part 10), however, the last two will be presented with more emphasis, because the standards are present in most modern video technologies, as in HDTV broadcasts

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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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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC

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In universities, in any type of faculty or research institute, it is possible to observe innumerable informatics applications: database management, organization of catalogues, expediting diagnoses and many other applications. Within this context, distance learning could facilitate the learning of various professions. Distance education is the process of teaching-learning and the professional has to be prepared to deal with the new tools that are made available, using them to his/her benefit, and consequently in his/her professional capacity, to guarantee greater productivity and interaction with the various spheres in the work field. Methods: The aim of this research is to develop a course on the use of the Dentistry software application EasyDental, using the teaching at a distance methodology by means of the Moodle platform. The proposed course was composed of 14 modules, in order to enable a progressive and a rational learning. Conclusion: It could be concluded that this platform allowed the preparation of the proposed distance course, in a practical and versatile manner, considering the resources and activities it has. However, to use this platform, one must have dominion of the basic concepts of informatics, and the tools of the Moodle platform.

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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC

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The hospitalization process can cause significant changes in the children’s everyday life because, besides the suffering caused by the disease, there are the invasive processes which bring them sorrow. Thus, aiming to make this state of sorrow lower and to contribute for the treatment process we developed in a hospital the Mobile Toy Library project which develops interactive activities through playing, trying to make the staying of these kids at the hospital easier. The team is formed by Psychology professors and students, who daily visit the children with a trolley full of toys in order to interact and play with them. We wait on 500 patients a year. We concluded the Mobile Toy Library provides ways for kids to elaborate their psychological conflicts, lowering their sorrow as well as their negative feelings of staying in hospital, and this helps them deal with the disease, family and medical team all together.

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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To evaluate the volumetric changes due to polymerization and thermocycling on different resin-composites. Methods: Thirteen A2 Universal Dentin shade resin-composites (n = 10) from eight manufacturers were evaluated (4Seasons, Grandio, Venus, Amelogen Plus, P90, Z350, Esthet-X, Amaris, Vita-l-escence, Natural-Look, Charisma, Z250 and Opallis). The polymerization shrinkage percentage (PS) was calculated using an image measurement device (ACUVOL - Bisco Dental). Equal volumes of material, standardized by a semisphere polyurethane matrix (d = 3mm) were used and, after 5 minutes of relaxation, the baseline volume measurements were obtained with 18 J of energy dose from the LED light-curing unit. Measurements were obtained after 5 minutes and PS values calculated. Specimens were stored in a drydark environment for 24 hours and re-measured. Specimens were then thermocycled in distilled water between 5oC and 55oC for 20,000 cycles, subjected to another volume measurement at 5,000 cycle intervals. Specimens were gently dried prior to each measurement. Results: Repeated measurements were made using ANOVA (α = 0.05) showed that all resin-composite volumes were influenced by the number of cycles. Volumes at 5 minutes post-polymerization (12.47 ± 0.08) were significantly lower than those at baseline (12.80 ± 0.09). Volumes at 24 hours (12.43 ± 0.19) were insignificantly lower than those at 5 minutes postpolymerization. With regards to the impact of thermocycling, all specimens showed statistically significant increases in volume after 5,000 cycles (13.04 ± 0.22). Although statistically different from those after 5,000 cycles, there was no statistically significant difference between volumes measured at 10,000 (12.87±0.21), 15,000 (12.92±0.24), and 20,000 (12.84±0.23) cycles. Conclusion: According to the video-imaging analysis, thermocycling caused a significant expansion in resin-composites tested, the volume increase was not able to...

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The article discusses the changes in the relations between communi- cation and forms of consumption of the video formats guided by new interactive content and enabled by the digital technologies of contemporary medias. In light of sociosemiotics by Eric Landowski, regimes of meaning and interaction in the fruition process present in the music video The Time/Dirty Bit, of Black Eyed Peas, and the respective application for mobile devices BEP 360 are discussed.