953 resultados para Interface Cérebro - Máquina


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The classifier support vector machine is used in several problems in various areas of knowledge. Basically the method used in this classier is to end the hyperplane that maximizes the distance between the groups, to increase the generalization of the classifier. In this work, we treated some problems of binary classification of data obtained by electroencephalography (EEG) and electromyography (EMG) using Support Vector Machine with some complementary techniques, such as: Principal Component Analysis to identify the active regions of the brain, the periodogram method which is obtained by Fourier analysis to help discriminate between groups and Simple Moving Average to eliminate some of the existing noise in the data. It was developed two functions in the software R, for the realization of training tasks and classification. Also, it was proposed two weights systems and a summarized measure to help on deciding in classification of groups. The application of these techniques, weights and the summarized measure in the classier, showed quite satisfactory results, where the best results were an average rate of 95.31% to visual stimuli data, 100% of correct classification for epilepsy data and rates of 91.22% and 96.89% to object motion data for two subjects.

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Dissertação de Mestrado, Engenharia Elétrica e Eletrónica, Especialização em Sistemas de Energia e Controlo, Instituto Superior de Engenharia, Universidade do Algarve, 2015

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A interação homem-máquina tem evoluído significativamente nos últimos anos, a ponto de permitir desenvolver soluções adequadas para apoio a pessoas que possuem um certo tipo de limitação física ou cognitiva. O desenvolvimento de técnicas naturais e intuitivas de interação, as chamadas Natural User Interface (NUI), permitem, hoje, que pessoas que estejam acamadas e/ou com incapacidade motora possam executar um conjunto de ações por intermédio de gestos, aumentando assim a sua qualidade de vida. A solução implementada neste projecto é baseada em processamento de imagem e visão por computador através do sensor 3D Kinect e consiste numa interface natural para o desenvolvimento de uma aplicação que reconheça gestos efetuados por uma mão humana. Os gestos identificados pela aplicação acionam um conjunto de ações adequados a uma pessoa acamada, como, por exemplo, acionar a emergência, ligar ou desligar a TV ou controlar a inclinação da cama. O processo de desenvolvimento deste projeto implicou várias etapas. Inicialmente houve um trabalho intenso de investigação sobre as técnicas e tecnologias consideradas importantes para a realização do trabalho - a etapa de investigação, a qual acompanhou praticamente todo o processo. A segunda etapa consistiu na configuração do sistema ao nível do hardware e do software. Após a configuração do sistema, obtiveram-se os primeiros dados do sensor 3D Kinect, os quais foram convertidos num formato mais apropriado ao seu posterior tratamento. A segmentação da mão permitiu posteriormente o reconhecimento de gestos através da técnica de matching para os seis gestos implementados. Os resultados obtidos são satisfatórios, tendo-se contabilizado cerca de 96% de resultados válidos. A área da saúde e bem-estar tem necessidade de aplicações que melhorem a qualidade de vida de pessoas acamadas, nesse sentido, o protótipo desenvolvido faz todo o sentido na sociedade actual, onde se verifica o envelhecimento da população.

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This article examines the relevance of James Grunig and Todd Hunt’s (1984) theories to public relations practitioners’ roles in south east Queensland schools. It focuses in particular on the two-way symmetric model in this context. The geographical boundaries of the research mean that this article is intended primarily as an exploratory, descriptive analysis of a specific area rather than an exhaustive treatise on the general topic of public relations in Australian schools. However, it is hoped that it will prove useful in identifying bases for further study and discussion.

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In this paper we explore what is required of a User Interface (UI) design in order to encourage participation around playing and creating Location-Based Games (LBGs). To base our research in practice, we present Cipher Cities, a web based system. Through the design of this system, we investigate how UI design can provide tools for complex content creation to compliment and encourage the use of mobile phones for designing, distributing, and playing LBGs. Furthermore we discuss how UI design can promote and support socialisation around LBGs through the design of functional interface components and services such as groups, user profiles, and player status listings.

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Interactive educational courseware has been adopted in diverse education sectors such as primary, secondary, tertiary education, vocational and professional training. In Malaysian educational context, the ministry of education has implemented Smart School Project that aims to increase high level of academic achievement in primary and secondary schools by using interactive educational courseware. However, many researchers have reported that many coursewares fail to accommodate the learner and teacher needs. In particular, the interface design is not appropriately designed in terms of quality of learning. This paper reviews educational courseware development process in terms of defining quality of interface design and suggests a conceptual model of interface design through the integration of design components and interactive learning experience into the development process. As a result, it defines the concept of interactive learning experience in a more practical approach in order to implement each stage of the development process in a seamless and integrated way.