934 resultados para swd: Virtual Reality


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Pós-graduação em Artes - IA

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Esta dissertação aborda metodologias de criação de objetos tridimensionais destinados a ambientes virtuais interativos, contextualizando as principais técnicas de implementação computacional envolvidas no processo. Foi utilizado como estudo de caso o Sistema de Instruções Técnicas Virtuais, desenvolvido pelo Laboratório de Realidade Virtual (LaRV) da Universidade Federal do Pará (UFPA) para as Centrais Elétricas do Norte do Brasil S/A (Eletronorte), como recurso de treinamento e simulação de procedimentos de manutenção e operação da Usina Hidrelétrica de Tucuruí.

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O reconhecimento da intenção do condutor a partir de sinais de eletroencefalografia (EEG) pode ser útil no desenvolvimento de interfaces cérebro computador (BCI) para serem usadas em sinergia com veículos inteligentes. Isso pode ser benéfico para melhorar a qualidade de interação entre o motorista e o carro, por exemplo, fornecendo uma resposta do carro inteligente alinhada com a intenção do motorista. Neste estudo, considera-se a antecipação como sendo o estado cognitivo que leva a ações especificas durante a condução de um automóvel. Portanto, propomos investigar a presença de padrões antecipatórios em sinais EEG durante a condução de veículos para determinar duas ações especifícas (1) virar à esquerda e (2) virar à direita, alguns milissegundos antes que tais ações aconteçam. Um protocolo experimental foi proposto para gravar sinais EEG de 5 indivíduos enquanto eles operam um simulador de realidade virtual não invasiva - que foi projetado para tal experimento - que simula a condução de um carro virtual. O protocolo experimental é uma variante do paradigma da variação negativa contingente (CNV) com condições Go e No-go no sistema de condução de realidade virtual. Os resultados apresentados neste estudo indicam a presença de padrões antecipatórios em potenciais corticais lentos observados no domínio do tempo (medias dos sinais EEG) e da frequência (Power Spectra e coerência de fase). Isso abre um leque de possibilidades no desenvolvimento de sistemas BCI - baseados em sinais antecipatórios - que conectem o motorista ao veiculo inteligente favorecendo uma tomada de decisão que analise as intenções dos condutores podendo eventualmente evitar acidentes durante a condução.

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The aim of this study was to evaluate the effects of virtual reality and strength training on the balance, fear of falling and handgrip strength of older women with a history of falls. The fear of falling, mobility and grip strength were evaluated in 11 elderly fallers (72.4 ± 5.2 years). The faller group was submitted to 12 weeks of virtual reality and muscle strength training. The results showed improvement in mobility (p = 0.0004) and in the fear of falling (p = 0.002). No significant difference was observed for hand grip strength. It can be concluded that virtual reality and muscle strength interventions are beneficial for mobility and fear of falling in older women with a history of falls.

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This paper presents the development of a Web application called CityFreedom based on 3D modeling. The developed system demonstrates the use of most revolutionary and innovative techniques to create Web portals with the integrated 3D navigation scenarios to their own pages, without requiring any kind of plug-ins or external software. Everything works on the basis of compatible browsers. The CtyFreedom aims to give the user the feeling of immersion in virtual reality so get to interact with a three-dimensional city in order to see new places, traveling in an area of town that has always thought of knowing or even analyze establishments long before attend-them. It's the freedom to know and traveling around the city in a simple and trivial way. It is a new trend, the future of Web systems development

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The rapid development of Information and Communication Technologies - TIC, coupled with the advancement of the global Internet computer network have framed new concepts and definitions such as virtual reality, immersive environments, webmuseums, digital museums, electronic art, cyber art, among other terminologies that are becoming more and more common and are present in everyday Web users. To better understand the terminologies used to describe museum in the virtual environment, we present a summarized table of terms such as webmuseum, virtual museum, digital museum and their derivatives in order to define the elements that differentiate or resemble them. We used the bibliographic descriptive method for identifying the concepts presented by some expert authors in the field. In conclusion, we recommend the use of the term webmuseum for museums in cyberspace as the most appropriate and we define the concept, comprehending its meaning and characteristics.

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Visualisation in the field of dentistry has nor, thus far, reached the same development as other medical fields. Potential applications of visualisation techniques in this area, however, are many, ranging from educational displays to training for delicate procedures. This paper reports on the investigation of techniques for handling three-dimensional models of teeth, aiming at investigation of dental structures. An algorithm was implemented for this purpose, which reconstructs three-dimensional teeth models from two-dimensional contour slices. Results employing various data sets are presented, including the output of VRML models for exploration.

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

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The Mixed Reality proposes scenes combining between virtual and real worlds offering to the user an intuitive way of interaction according to a specific application. This tutorial paper aims at presenting the fundamentals concepts of this emergent kind of human-computer interface.

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This paper explores the benefits of using immersive and interactive multiprojection environments (CAVE) to visualize molecules, and how it improves users’ understanding. We have proposed and implemented a tool for teachers to manipulate molecules and another to edit molecules and assist students at home. The contribution of the present research project are these tool that allows investigating structures, properties and dynamics of a molecular system which are extremely complex and comprises millions of atoms. The experience is enriched through multimedia information associated with parts of the model; for example, videos and text can be linked to specific molecule, demonstrating some detail. This solution is based on a teaching-learning process.

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This paper discusses the possibility of receiver’s participation in the production of television content mediated by online social networks. Buoyed by media convergence, this research demonstrates how the receiver has been working in online digital media such as TV can take advantage of the specific interaction between the medias to promote the creation of collaborative content, in which the user of social network may interfere the result of the product developed, becoming a new mediatic protagonist. Tool not so used for the production of television that slowly begins to enter the virtual reality, the forging of this new compose process would not only entertain the receiver, but also enrich the language and content television constantly criticized. This study shows the influence of the television medium in which is discussed online, the attitude still shy of the user in content production, and discusses the potential of social networks as a channel of communication between producers and receivers. This work is structured from the definition of social network, in addition to conducting the study what kind of interaction between TV and online social networks is practiced today. Finally, debate whether the potential interaction between TV and social networks is used to its fullest.

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In modern society technologies have played an important space exerting influences in different spheres. Today's young people are born immersed in the digital and virtual reality, which has changed the ways of learning, as well as to relate to the world. All this context has intensified the debate on the potential of ICT in education and training means. In this study, we sought to investigate the teachers' vision of ICT in the school environment, how they are being incorporated into the school and the limits and possibilities of the use of ICT in the learning process. Questionnaires were administered to 150 teachers who teach in high school in the state network of São Paulo teaching, but specifically in Piracicaba. Continuing, semi-structured interviews with a group of 8 directors were carried out so that there was a deepening on the issues raised by teachers in the questionnaire. The research brought to light important issues for discussion and referral measures striving to support public policies of integration of ICT in schools. Teachers spoke about the advantages and disadvantages of their use and the process of integration. It was observed that, despite efforts to implementation, there are still problems with infrastructure of schools, teacher training and working conditions