905 resultados para Human-computer interaction -- Design
Resumo:
The 'Uncanny Valley' was conceived in 1970 by Prof Masahiro Mori and details a possible relationship between an object's appearance or motion and how people perceive the object. Initially this research was used without validation. Modern technology has enabled initial investigations, summarised here, that conclude further work is required. A good design guideline for humanoid robots is desired if humanoid robots are to assist with an increasingly elderly population, but not yet possible due to technological constraints. Prosthetics is considered a good resource as the user interaction is comparable to the anticipated level of human-robot interaction and there is a wide range of existing devices.
Resumo:
As Virtual Reality pushes the boundaries of the human computer interface new ways of interaction are emerging. One such technology is the integration of haptic interfaces (force-feedback devices) into virtual environments. This modality offers an improved sense of immersion to that achieved when relying only on audio and visual modalities. The paper introduces some of the technical obstacles such as latency and network traffic that need to be overcome for maintaining a high degree of immersion during haptic tasks. The paper describes the advantages of integrating haptic feedback into systems, and presents some of the technical issues inherent in a networked haptic virtual environment. A generic control interface has been developed to seamlessly mesh with existing networked VR development libraries.
Resumo:
A vision system for recognizing rigid and articulated three-dimensional objects in two-dimensional images is described. Geometrical models are extracted from a commercial computer aided design package. The models are then augmented with appearance and functional information which improves the system's hypothesis generation, hypothesis verification, and pose refinement. Significant advantages over existing CAD-based vision systems, which utilize only information available in the CAD system, are realized. Examples show the system recognizing, locating, and tracking a variety of objects in a robot work-cell and in natural scenes.
Resumo:
Virtual reality has the potential to improve visualisation of building design and construction, but its implementation in the industry has yet to reach maturity. Present day translation of building data to virtual reality is often unidirectional and unsatisfactory. Three different approaches to the creation of models are identified and described in this paper. Consideration is given to the potential of both advances in computer-aided design and the emerging standards for data exchange to facilitate an integrated use of virtual reality. Commonalities and differences between computer-aided design and virtual reality packages are reviewed, and trials of current system, are described. The trials have been conducted to explore the technical issues related to the integrated use of CAD and virtual environments within the house building sector of the construction industry and to investigate the practical use of the new technology.
Examining the relationships between Holocene climate change, hydrology, and human society in Ireland
Resumo:
This thesis explores human-environment interactions during the Mid-Late Holocene in raised bogs in central Ireland. The raised bogs of central Ireland are widely-recognised for their considerable palaeoenvironmental and archaeological resources: research over the past few decades has established the potential for such sites to preserve sensitive records of Holocene climatic variability expressed as changes in bog surface wetness (BSW); meanwhile archaeological investigations over the past century have uncovered hundreds of peatland archaeological features dating from the Neolithic through to the Post-Medieval period including wooden trackways, platforms, and deposits of high-status metalwork. Previous studies have attempted to explore the relationship between records of past environmental change and the occurrence of peatland archaeological sites reaching varying conclusions. More recently, environmentally-deterministic models of human-environment interaction in Irish raised bogs at the regional scale have been explicitly tested leading to the conclusion that there is no relationship between BSW and past human activity. These relationships are examined in more detail on a site-by-site basis in this thesis. To that end, testate amoebae-derived BSW records from nine milled former raised bogs in central Ireland were produced from sites with known and dated archaeological records. Relationships between BSW records and environmental conditions within the study area were explored through both the development of a new central Ireland testate amoebae transfer function and through comparisons between recent BSW records and instrumental weather data. Compilation of BSW records from the nine fossil study sites show evidence both for climate forcing, particularly during 3200-2400 cal BP, as well as considerable inter-site variability. Considerable inter-site variability was also evident in the archaeological records of the same sites. Whilst comparisons between BSW and archaeological records do not show a consistent linear relationship, examination of records on a site-by-site basis were shown to reveal interpretatively important contingent relationships. It is concluded therefore, that future research on human-environment interactions should focus on individual sites and should utilise theoretical approaches from the humanities in order to avoid the twin pitfalls of masking important local patterns of change, and of environmental determinism.
Resumo:
The challenge of moving past the classic Window Icons Menus Pointer (WIMP) interface, i.e. by turning it ‘3D’, has resulted in much research and development. To evaluate the impact of 3D on the ‘finding a target picture in a folder’ task, we built a 3D WIMP interface that allowed the systematic manipulation of visual depth, visual aides, semantic category distribution of targets versus non-targets; and the detailed measurement of lower-level stimuli features. Across two separate experiments, one large sample web-based experiment, to understand associations, and one controlled lab environment, using eye tracking to understand user focus, we investigated how visual depth, use of visual aides, use of semantic categories, and lower-level stimuli features (i.e. contrast, colour and luminance) impact how successfully participants are able to search for, and detect, the target image. Moreover in the lab-based experiment, we captured pupillometry measurements to allow consideration of the influence of increasing cognitive load as a result of either an increasing number of items on the screen, or due to the inclusion of visual depth. Our findings showed that increasing the visible layers of depth, and inclusion of converging lines, did not impact target detection times, errors, or failure rates. Low-level features, including colour, luminance, and number of edges, did correlate with differences in target detection times, errors, and failure rates. Our results also revealed that semantic sorting algorithms significantly decreased target detection times. Increased semantic contrasts between a target and its neighbours correlated with an increase in detection errors. Finally, pupillometric data did not provide evidence of any correlation between the number of visible layers of depth and pupil size, however, using structural equation modelling, we demonstrated that cognitive load does influence detection failure rates when there is luminance contrasts between the target and its surrounding neighbours. Results suggest that WIMP interaction designers should consider stimulus-driven factors, which were shown to influence the efficiency with which a target icon can be found in a 3D WIMP interface.
Resumo:
Every time more we hear in our everyday statements like "I'm stressed!", "Don´t worry me more than I am." But in what sense can we use technology to combat these congestions that we deal with daily? Well, one way would be to use technology to create objects, systems or applications that can spoil us and preferably be imperceptible by the user and, for this we have the ubiquitous computing and nurturant technologies. The ubiquitous computing is increasingly discussed as well as ways to make your computer more subtle in the view of the user, which is subject of research and development. The use of technology as a source of relaxation and spoil us is a strand that is being explored in the context of nurturant technologies. Accordingly, this thesis is focused on the development of an object and several applications with which we can interact. The object and applications have the purpose to spoil us and help us relax after a long day at work or in some situation more stressful. The object developed employs technologies like the use of accelerometers and the applications developed employs communications between computers and Web cameras. This thesis begins with a brief introduction to the areas of research and others that we can include in this thesis, such as ubiquitous computing and the nurturant technologies, providing yet general information on stress and ways to mitigate it. Later is described some of the work already done and that influenced this thesis as well as the prototypes developed and the experiences performed, ending with a general conclusion and future work.
Resumo:
Direct expressions for the design of a lead-lag continuous compensator using the root locus method and the procedure described in the 1970 and 1990 books by Ogata are presented. These results are useful in the Ogata design method because they avoid the geometrical determination of poles and zeros, making it easier to create a computer-based design.
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The prototyping is a method for reconstruction of human body segments by computer software. It has been used in neurosurgery for cranial reproduction in patients allowing the programming of surgical procedures and the production of prosthesis to reconstruct bone failures in the skull. We present two cases of cranioplasty performed with the use of acrylic prosthesis constructed by prototyping. After 10 months of follow-up, they donot present signs of infection and show good aesthetic result. The advantages pointed at the literature for this method (reduction of surgical time, easy technical handle, and good aesthetic result) were confirmed.
Resumo:
The mapping of the land use, vegetation and environmental impacts using remote sensing and geoprocessing allows detection, spatial representation and quantifying all alterations due to the human action in the nature, contributing to the monitoring and planning of those activities that cause damages to the environment. The aim of this research is analyze the transformation ocurred with the land use and vegetation in order to detect environmental impacts during the period from 1962 to 1995, considering a test area in the district of Assistência and surroundings, in the Rio Claro (SP) region. In order to archieve such aim the authors used boolean operations available in the Geographical Information System (GIS) - Idrisi. The maps were obtained through the ordinary (conventional) interpretation of aerial photos, later digitized in the software CAD Overlay and georeferenced in AutoCAD Map. It's observed that operations such as crossing digitized maps of one specific area in two differents dates, using GIS, produce overall results that might point out expansion or retraction's trends of the mapped classes, as well as quantify the intensity of the phenomena.
Resumo:
The mapping of the land use, vegetation and environmental impacts using remote sensing ana geoprocessmg allow detection, spatial representation and quantification of the alterations caused by the human action on the nature, contributing to the monitoring and planning of those activities that may cause damages to the environment. This study apply methodologies based on digital processing of orbital images for the mapping of the land use, vegetation and anthropic activities that cause impacts in the environment. It was considered a test area in the district of Assistência and surroundings, in Rio Claro (SP) region. The methodology proposed was checked through the crossing of maps in the software GIS - Idrisi. These maps either obtained with conventional interpretation of aerial photos of 1995, digitized in the software CAD Overlay and geo-referenced in the AutoCAD Map, or with the application of digital classification systems on SPOT-XS and PAN orbital images of 1995, followed by field observations. The crossing of conventional and digital maps of a same area with the CIS allows to verify the overall results obtained through the computational handling of orbital images. With the use of digital processing techniques, specially multiespectral classification, it is possible to detect automatically and visually the impacts related to the mineral extraction, as well as to survey the land use, vegetation and environmental impacts.
Resumo:
Objective: Taking into consideration that DNA damage plays an important role in carcinogenesis, the purpose of this study was to evaluate whether regular and white mineral trioxide aggregate (MTA) are able to induce genetic damage in primary human cells. Study design: Human peripheral lymphocytes obtained from 10 healthy volunteers were exposed to 2 presentation forms of MTA at final concentrations ranging from 1 to 1000 μg/mL for 1 hour at 37°C. The negative control group was treated with vehicle control (phosphate buffer solution, PBS) for 1 hour at 37°C and the positive control group was treated with hydrogen peroxide (at 100 μM) for 5 minutes on ice. Results were analyzed by the Friedman nonparametric test. Results: The results pointed out that either regular or white MTA in all concentrations tested did not induce DNA breakage in human peripheral lymphocytes as depicted by the mean tail moment. Conclusion: In summary, our results indicate that exposure to MTA may not be a factor that increases the level of DNA lesions in human peripheral lymphocytes as detected by single cell gel (comet) assay. © 2006 Mosby, Inc. All rights reserved.
Resumo:
The constant increase in digital systems complexity definitely demands the automation of the corresponding synthesis process. This paper presents a computational environment designed to produce both software and hardware implementations of a system. The tool for code generation has been named ACG8051. As for the hardware synthesis there has been produced a larger environment consisting of four programs, namely: PIPE2TAB, AGPS, TABELA, and TAB2VHDL. ACG8051 and PIPE2TAB use place/transition net descriptions from PIPE as inputs. ACG8051 is aimed at generating assembly code for the 8051 micro-controller. PIPE2TAB produces a tabular version of a Mealy type finite state machine of the system, its output is fed into AGPS that is used for state allocation. The resulting digital system is then input to TABELA, which minimizes control functions and outputs of the digital system. Finally, the output generated by TABELA is fed to TAB2VHDL that produces a VHDL description of the system at the register transfer level. Thus, we present here a set of tools designed to take a high-level description of a digital system, represented by a place/transition net, and produces as output both an assembly code that can be immediately run on an 8051 micro-controller, and a VHDL description that can be used to directly implement the hardware parts either on an FPGA or as an ASIC.