992 resultados para Virtual Instruments
Resumo:
Atualmente novos métodos de exercício físico vêm sendo pesquisados no campo da promoção da saúde, prevenção e tratamento de doenças. Uma estratégia inovadora e com expressiva aceitação no meio científico é a utilização da tecnologia de realidade virtual nas sessões terapêuticas para pessoas com distúrbios neurológicos e treinamento preventivo contra quedas em idosos, apresentando resultados promissores, motivando novos desenhos de estudos nessa área, porém com indivíduos de características clínicas diferenciadas. O objetivo da presente dissertação é abordar a tecnologia de realidade virtual, assim como seus dispositivos, na avaliação do equilíbrio corporal e treinamento de idosos. O artigo de confiabilidade da medida faz uma abordagem inovadora da medida quantitativa da estabilidade corporal, sendo esta avaliada por um instrumento de baixo custo e validado em relação ao padrão-ouro. Nesse artigo concluiu-se que o instrumento testado apresenta confiabilidade. O experimento controlado e randomizado com duplo cegamento é apresentado no formato de artigo original, contendo um resumo, introdução, finalizada pelo objetivo do estudo, que esclarece o que será estudado; depois segue a parte de materiais e métodos que descreve a amostra, as intervenções, as avaliações das respostas dos participantes e a análise dos dados, mostrando como foi realizado o estudo; seguido dos resultados, discussão, conclusão e referências. Nesse experimento concluiu-se que o treinamento com realidade virtual foi capaz de melhorar a autonomia funcional de idosas para sentar.
Resumo:
Human locomotion is known to be influenced by observation of another person's gait. For example, athletes often synchronize their step in long distance races. However, how interaction with a virtual runner affects the gait of a real runner has not been studied. We investigated this by creating an illusion of running behind a virtual model (VM) using a treadmill and large screen virtual environment showing a video of a VM. We looked at step synchronization between the real and virtual runner and at the role of the step frequency (SF) in the real runner's perception of VM speed. We found that subjects match VM SF when asked to match VM speed with their own (Figure 1). This indicates step synchronization may be a strategy of speed matching or speed perception. Subjects chose higher speeds when VMSF was higher (though VM was 12km/h in all videos). This effect was more pronounced when the speed estimate was rated verbally while standing still. (Figure 2). This may due to correlated physical activity affecting the perception of VM speed [Jacobs et al. 2005]; or step synchronization altering the subjects' perception of self speed [Durgin et al. 2007]. Our findings indicate that third person activity in a collaborative virtual locomotive environment can have a pronounced effect on an observer's gait activity and their perceptual judgments of the activity of others: the SF of others (virtual or real) can potentially influence one's perception of self speed and lead to changes in speed and SF. A better understanding of the underlying mechanisms would support the design of more compelling virtual trainers and may be instructive for competitive athletics in the real world. © 2009 ACM.
Resumo:
Recent research into the acquisition of spoken language has stressed the importance of learning through embodied linguistic interaction with caregivers rather than through passive observation. However the necessity of interaction makes experimental work into the simulation of infant speech acquisition difficult because of the technical complexity of building real-time embodied systems. In this paper we present KLAIR: a software toolkit for building simulations of spoken language acquisition through interactions with a virtual infant. The main part of KLAIR is a sensori-motor server that supplies a client machine learning application with a virtual infant on screen that can see, hear and speak. By encapsulating the real-time complexities of audio and video processing within a server that will run on a modern PC, we hope that KLAIR will encourage and facilitate more experimental research into spoken language acquisition through interaction. Copyright © 2009 ISCA.
Resumo:
Catching methods and ways to improve them have been engaging the attention of fishermen from time immemorial. This was done mostly by trial and error methods, as most of the earlier investigations were primarily directed towards solution of biological problems related to fisheries. In recent years several fisheries laboratories have taken up studies on the working principles of many gears such as trawls, gill nets, round haul nets etc. with the aid of instruments developed for the purpose. The purpose of this article is to review the progress made in this field and in the development of telemetering instruments and continuous data acquisition systems.