994 resultados para Virtual event
Resumo:
Durante los cursos 2005/06 y 2006/07 se llevó a cabo un estudio sobre la incorporación de un centro virtual de recursos educativos como herramienta para la formación en TIC de estudiantes de magisterio de las universidades Rovira i Virgili y la de Lleida en el marco de la asignatura troncal Nuevas tecnologías aplicadas a la educación. Además de analizar la incidencia del centro virtual en la formación profesional de los estudiantes en el uso de TIC, el estudio tenía como objetivo comparar –entre los alumnos de ambos cursos y ambas universidades– el impacto de la asignatura en su percepción acerca de su capacitación y dominio de las TIC. En la primera parte del artículo se detallan los principales objetivos e instrumentos de nuestra investigación, en la segunda se describen y ejemplifican las características y funciones de la herramienta. Por último, se plantean los principales resultados y conclusiones de nuestra investigación.
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The following paper introduces the work conducted to create a relative virtual mouse based on the interpretation of head movements and face gesture through a low cost camera and the optical flow of the images. This virtual device is designed specifically as an alternative non-contact pointer for people with mobility impairments in the upper extremities and reduced head control. The proposed virtual device was compared with a conventional mouse, a touchpad and a digital joystick. Validation results show performances close to a digital joystick but far away from a conventional mouse.
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The Spanish Government has established post-market environmental monitoring (PMEM) as mandatory for genetically modified (GM) crop varieties cultivated in Spain. In order to comply with this regulation, effects of Bt maize varieties derived from the event MON810 on the predatory fauna were monitored for two years in northeast and central Spain. The study was carried out with a randomized block design in maize fields of 3-4 ha on which the abundance of plant-dwelling predators and the activity-density of soil-dwelling predators in Bt vs. non-Bt near-isogenic varieties were compared. To this end, the plots were sampled by visual inspection of a certain number of plants and pitfall traps 6 or 7 times throughout two seasons. No significant differences in predator densities on plants were found between Bt and non-Bt varieties. In the pitfall traps, significant differences between the two types of maize were found only in Staphylinidae, in which trap catches in non-Bt maize were higher than in Bt maize in central Spain. Based on the statistical power of the assays, surrogate arthropods for PMEM purposes are proposed; Orius spp. and Araneae for visual sampling and Carabidae, Araneae, and Staphylinidae for pitfall trapping. The other predator groups recorded in the study, Nabis sp. and Coccinellidae in visual sampling and Dermaptera in pitfall trapping, gave very poor power results. To help to establish a standardized protocol for PMEM of genetically modified crops, the effect-detecting capacity with a power of 0.8 of each predator group is given.
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Objetivos. Valorar la utilidad de un fórum virtual sobre la discusión de un caso clínico por grupos para la presentación de un trabajo individual. Material y métodos. En uno de los seminarios de la asignatura Enfermedades del Aparato Respiratorio y ORL del grado de Medicina, se creó un fórum virtual para discutir un caso clínico por grupos, antes de presentar un trabajo individual. Se realizaron cuatro grupos (A, B, C y D) y se abrieron cuatro temas. Cada grupo sólo podía participar en uno, pero tenían que observar la evolución de los otros foros. El trabajo individual consistía en contestar a varias preguntas planteadas por el profesor relacionadas con el desarrollo del caso clínico virtual. Para analizar los resultados de la experiencia se valoró: el número de participaciones en el foro, el número de participaciones por grupo, la nota del trabajo individual y la opinión del profesor Resultados. Se realizaron 129 participaciones al foro. El grupo A fue el que más participó (27%). El 78% de los alumnos obtuvo una nota comprendida entre el 7 y el 9. Del análisis cualitativo del trabajo individual se observó que los alumnos contestaban correctamente las preguntas, pero no se basaban en lo que sus compañeros habían desarrollado en el foro. Conclusiones. Los foros virtuales basados en la discusión de casos clínicos pueden facilitar el aprendizaje colaborativo en alumnos del grado de Medicina.
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Pregunta de revisión: ¿El tratamiento de doble tarea con la incorporación del sistema de realidad virtual BioTrack favorece el equilibrio en los pacientes que han sufrido un traumatismo craneoencefálico? Objetivo: Determinar si el trabajo de doble tarea cognitivo-motor con la incorporación de realidad virtual favorece el equilibrio de los pacientes con traumatismo craneoencefálico. Metodología: se realizará un diseño de tipo experimental, aleatorio controlado y prospectivo. Se planteará un proyecto de 36 sesiones dividido en seis meses basado en trabajo de doble tarea cognitivo-motor con realidad virtual. Consta de un tratamiento combinado de ejercicios para el equilibrio con el soporte de realidad virtual BioTrack. Al mismo tiempo se trabajará la memoria y la atención para el trabajo cognitivo. Se compara con el grupo control que solo realiza ejercicios con BioTrack. La medida principal es el equilibrio medido con la berg balance scale y la influencia del trabajo cognitivo.
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Presentació del projecte de disseny i desenvolupament del nou web de la Biblioteca Virtual, a la Jornada Tècnica de UOC.
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We present a case study of the redesign of the organizational presentation and content of the Virtual Library website at the Universitat Oberta de Catalunya (Open University of Catalonia, UOC), based on a user-centered design strategy. The aim of the redesign was to provide users with more intuitive, usable and understandable content (textual content, resources and services) by implementing criteria of customization, transparency and proximity. The study also presents a selection of best practices for applying these criteria to the design of other library websites.
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This abstract presents how we redesigned, with user-centred design methods, the way we organize and present the content on the UOC Virtual Library website. The content is now offered in a way that is more intuitive, usable and easy to understand, based on criteria of customization, transparency and proximity.The techniques used to achieve these objectives included benchmarking, interviews and focus groups during the user requirement capture phase and user tests to assess the process and results.
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A sign of presence in virtual environments is that people respond to situations and events as if they were real, where response may be considered at many different levels, ranging from unconscious physiological responses through to overt behavior,emotions, and thoughts. In this paper we consider two responses that gave different indications of the onset of presence in a gradually forming environment. Two aspects of the response of people to an immersive virtual environment were recorded: their eye scanpath, and their skin conductance response (SCR). The scenario was formed over a period of 2 min, by introducing an increasing number of its polygons in random order in a head-tracked head-mounted display. For one group of experimental participants (n 8) the environment formed into one in which they found themselves standing on top of a 3 m high column. For a second group of participants (n 6) the environment was otherwise the same except that the column was only 1 cm high, so that they would be standing at normal ground level. For a third group of participants (n 14) the polygons never formed into a meaningful environment. The participants who stood on top of the tall column exhibited a significant decrease in entropy of the eye scanpath and an increase in the number of SCR by 99 s into the scenario, at a time when only 65% of the polygons had been displayed. The ground level participants exhibited a similar decrease in scanpath entropy, but not the increase in SCR. The random scenario grouping did not exhibit this decrease in eye scanpath entropy. A drop in scanpath entropy indicates that the environment had cohered into a meaningful perception. An increase in the rate of SCR indicates the perception of an aversive stimulus. These results suggest that on these two dimensions (scanpath entropy and rate of SCR) participants were responding realistically to the scenario shown in the virtual environment. In addition, the response occurred well before the entire scenario had been displayed, suggesting that once a set of minimal cues exists within a scenario,it is enough to form a meaningful perception. Moreover, at the level of the sympathetic nervous system, the participants who were standing on top of the column exhibited arousal as if their experience might be real. This is an important practical aspect of the concept of presence.
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Informe de l'anàlisi realitzat sobre el nou web de la Biblioteca Virtual de la UOC, mitjançant el mètode de test amb usuaris, per tal d'avaluar el grau d'usabilitat de la nova eina. L'anàlisi s'emmarca en el procés de disseny centrat en l'usuari que s'ha utilitzat per al seu disseny.
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Informe de l'anàlisi realitzat sobre el nou web de la Biblioteca Virtual de la UOC, per tal d'avaluar el grau d'usabilitat de la nova eina. És el segon test amb usuaris que es realitza del nou web i s'han analitzat els següents aspectes: l'accés a la col·lecció digital, les cinc funcionalitats més utilitzades del web i les cinc funcionalitats menys visibles del web.
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This paper presents the quantitative and qualitative findings from an experiment designed to evaluate a developing model of affective postures for full-body virtual characters in immersive virtual environments (IVEs). Forty-nine participants were each requested to explore a virtual environment by asking two virtual characters for instructions. The participants used a CAVE-like system to explore the environment. Participant responses and their impression of the virtual characters were evaluated through a wide variety of both quantitative and qualitative methods. Combining a controlled experimental approach with various data-collection methods provided a number of advantages such as providing a reason to the quantitative results. The quantitative results indicate that posture plays an important role in the communication of affect by virtual characters. The qualitative findings indicated that participants attribute a variety of psychological states to the behavioral cues displayed by virtual characters. In addition, participants tended to interpret the social context portrayed by the virtual characters in a holistic manner. This suggests that one aspect of the virtual scene colors the perception of the whole social context portrayed by the virtual characters. We conclude by discussing the importance of designing holistically congruent virtual characters especially in immersive settings.
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SEPServer is a three-year collaborative project funded by the seventh framework programme (FP7-SPACE) of the European Union. The objective of the project is to provide access to state-of-the-art observations and analysis tools for the scientific community on solar energetic particle (SEP) events and related electromagnetic (EM) emissions. The project will eventually lead to better understanding of the particle acceleration and transport processes at the Sun and in the inner heliosphere. These processes lead to SEP events that form one of the key elements of space weather. In this paper we present the first results from the systematic analysis work performed on the following datasets: SOHO/ERNE, SOHO/EPHIN, ACE/EPAM, Wind/WAVES and GOES X-rays. A catalogue of SEP events at 1 AU, with complete coverage over solar cycle 23, based on high-energy (~68-MeV) protons from SOHO/ERNE and electron recordings of the events by SOHO/EPHIN and ACE/EPAM are presented. A total of 115 energetic particle events have been identified and analysed using velocity dispersion analysis (VDA) for protons and time-shifting analysis (TSA) for electrons and protons in order to infer the SEP release times at the Sun. EM observations during the times of the SEP event onset have been gathered and compared to the release time estimates of particles. Data from those events that occurred during the European day-time, i.e., those that also have observations from ground-based observatories included in SEPServer, are listed and a preliminary analysis of their associations is presented. We find that VDA results for protons can be a useful tool for the analysis of proton release times, but if the derived proton path length is out of a range of 1 AU < s[3 AU, the result of the analysis may be compromised, as indicated by the anti-correlation of the derived path length and release time delay from the asso ciated X-ray flare. The average path length derived from VDA is about 1.9 times the nominal length of the spiral magnetic field line. This implies that the path length of first-arriving MeV to deka-MeV protons is affected by interplanetary scattering. TSA of near-relativistic electrons results in a release time that shows significant scatter with respect to the EM emissions but with a trend of being delayed more with increasing distance between the flare and the nominal footpoint of the Earth-connected field line.