784 resultados para Portable interactive devices
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This dissertation is focused on theoretical and experimental studies of optical properties of materials and multilayer structures composing liquid crystal displays (LCDs) and electrochromic (EC) devices. By applying spectroscopic ellipsometry, we have determined the optical constants of thin films of electrochromic tungsten oxide (WOx) and nickel oxide (NiOy), the films’ thickness and roughness. These films, which were obtained at spattering conditions possess high transmittance that is important for achieving good visibility and high contrast in an EC device. Another application of the general spectroscopic ellipsometry relates to the study of a photo-alignment layer of a mixture of azo-dyes SD-1 and SDA-2. We have found the optical constants of this mixture before and after illuminating it by polarized UV light. The results obtained confirm the diffusion model to explain the formation of the photo-induced order in azo-dye films. We have developed new techniques for fast characterization of twisted nematic LC cells in transmissive and reflective modes. Our techniques are based on the characteristics functions that we have introduced for determination of parameters of non-uniform birefringent media. These characteristic functions are found by simple procedures and can be utilised for simultaneous determination of retardation, its wavelength dispersion, and twist angle, as well as for solving associated optimization problems. Cholesteric LCD that possesses some unique properties, such as bistability and good selective scattering, however, has a disadvantage – relatively high driving voltage (tens of volts). The way we propose to reduce the driving voltage consists of applying a stack of thin (~1µm) LC layers. We have studied the ability of a layer of a surface stabilized ferroelectric liquid crystal coupled with several retardation plates for birefringent color generation. We have demonstrated that in order to accomplish good color characteristics and high brightness of the display, one or two retardation plates are sufficient.
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When newly immigrated children and young people begin school in Sweden, certain challengesarise. These may result from weak Swedish-language skills and different schooling backgrounds,as well as organizational and pedagogical limitations in the schools. This generates demands onschool leaders to lead and develop the organization and teachers competences to meet these pupils’needs. This situation was behind the initiation of the project “New Immigrants and Learning—Competence Development for Teachers and School Principals.” The project ran in schools infour Swedish municipalities, its aim was to develop leadership, organizational and pedagogicalskills that would facilitate the schooling and integration of newly arrived pupils. This article aimsto describe and discuss a Participant Action Research (PAR) based on a think tank and researchcircles, drawing special attention to the role of the school leaders. It will also examine whether theresearch circles and the project overall served to develop educational and intercultural leadership,organizational conditions, collegial learning, pedagogical methods and competence in terms ofschooling for this pupil group.
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The movement of graphics and audio programming towards three dimensions is to better simulate the way we experience our world. In this project I looked to use methods for coming closer to such simulation via realistic graphics and sound combined with a natural interface. I did most of my work on a Dell OptiPlex with an 800 MHz Pentium III processor and an NVIDlA GeForce 256 AGP Plus graphics accelerator -high end products in the consumer market as of April 2000. For graphics, I used OpenGL [1], an open·source, multi-platform set of graphics libraries that is relatively easy to use, coded in C . The basic engine I first put together was a system to place objects in a scene and to navigate around the scene in real time. Once I accomplished this, I was able to investigate specific techniques for making parts of a scene more appealing.
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Running hydrodynamic models interactively allows both visual exploration and change of model state during simulation. One of the main characteristics of an interactive model is that it should provide immediate feedback to the user, for example respond to changes in model state or view settings. For this reason, such features are usually only available for models with a relatively small number of computational cells, which are used mainly for demonstration and educational purposes. It would be useful if interactive modeling would also work for models typically used in consultancy projects involving large scale simulations. This results in a number of technical challenges related to the combination of the model itself and the visualisation tools (scalability, implementation of an appropriate API for control and access to the internal state). While model parallelisation is increasingly addressed by the environmental modeling community, little effort has been spent on developing a high-performance interactive environment. What can we learn from other high-end visualisation domains such as 3D animation, gaming, virtual globes (Autodesk 3ds Max, Second Life, Google Earth) that also focus on efficient interaction with 3D environments? In these domains high efficiency is usually achieved by the use of computer graphics algorithms such as surface simplification depending on current view, distance to objects, and efficient caching of the aggregated representation of object meshes. We investigate how these algorithms can be re-used in the context of interactive hydrodynamic modeling without significant changes to the model code and allowing model operation on both multi-core CPU personal computers and high-performance computer clusters.
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Trata da revolução em curso nos canais de distribuição dos grandes bancos varejistas em função dos impactos provocados pela tecnologia, pela globalização, pelas parcerias e pela formação de um novo ambiente de distribuição eletrônico, remoto e virtual denominado como marketspace. Esse novo ambiente, até o ano de 2007, deverá canalizar 2/3 dos negócios bancários que envolvam efetiva intermediação financeira. A revolução é tão importante que pode significar o início de um novo ciclo no negócio dos grandes bancos varejistas. Os impactos sobre marketing são igualmente poderosos, exigindo dos bancos uma completa revisão de sua estratégia mercadológica. Evidências foram colhidas de extensiva revisão bibliográfica, através de entrevistas em profundidade e de pesquisa amostrai com clientes bancários. Cursos de ação são sugeridos.
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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.
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Supervisor: Ian Oakley
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This thesis argues on the possibility of supporting deictic gestures through handheld multi-touch devices in remote presentation scenarios. In [1], Clark distinguishes indicative techniques of placing-for and directing-to, where placing-for refers to placing a referent into the addressee’s attention, and directing-to refers to directing the addressee’s attention towards a referent. Keynote, PowerPoint, FuzeMeeting and others support placing-for efficiently with slide transitions, and animations, but support limited to none directing-to. The traditional “pointing feature” present in some presentation tools comes as a virtual laser pointer or mouse cursor. [12, 13] have shown that the mouse cursor and laser pointer offer very little informational expressiveness and do not do justice to human communicative gestures. In this project, a prototype application was implemented for the iPad in order to explore, develop, and test the concept of pointing in remote presentations. The prototype offers visualizing and navigating the slides as well as “pointing” and zooming. To further investigate the problem and possible solutions, a theoretical framework was designed representing the relationships between the presenter’s intention and gesture and the resulting visual effect (cursor) that enables the audience members to interpret the meaning of the effect and the presenter’s intention. Two studies were performed to investigate people’s appreciation of different ways of presenting remotely. An initial qualitative study was performed at The Hague, followed by an online quantitative user experiment. The results indicate that subjects found pointing to be helpful in understanding and concentrating, while the detached video feed of the presenter was considered to be distracting. The positive qualities of having the video feed were the emotion and social presence that it adds to the presentations. For a number of subjects, pointing displayed some of the same social and personal qualities [2] that video affords, while less intensified. The combination of pointing and video proved to be successful with 10-out-of-19 subjects scoring it the highest while pointing example came at a close 8-out-of-19. Video was the least preferred with only one subject preferring it. We suggest that the research performed here could provide a basis for future research and possibly be applied in a variety of distributed collaborative settings.
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This thesis describes all process of the development of music visualization, starting with the implementation, followed by realization and then evaluation. The main goal is to have to knowledge of how the audience live performance experience can be enhanced through music visualization. With music visualization is possible to give a better understanding about the music feelings constructing an intensive atmosphere in the live music performance, which enhances the connection between the live music and the audience through visuals. These visuals have to be related to the live music, furthermore has to quickly respond to live music changes and introduce novelty into the visuals. The mapping between music and visuals is the focus of this project, in order to improve the relationship between the live performance and the spectators. The implementation of music visualization is based on the translation of music into graphic visualizations, therefore at the beginning the project was based on the existent works. Later on, it was decided to introduce new ways of conveying music into visuals. Several attempts were made in order to discover the most efficient mapping between music and visualization so people can fully connect with the performance. Throughout this project, those attempts resulted in several music visualizations created for four live music performances, afterwards it was produced an online survey to evaluate those live performances with music visualization. In the end, all conclusions are presented based on the results of the online survey, and also is explained which music elements should be depicted in the visuals, plus how those visuals should respond to the selected music elements.
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Ubiquitous computing raises new usability challenges that cut across design and development. We are particularly interested in environments enhanced with sensors, public displays and personal devices. How can prototypes be used to explore the users' mobility and interaction, both explicitly and implicitly, to access services within these environments? Because of the potential cost of development and design failure, these systems must be explored using early assessment techniques and versions of the systems that could disrupt if deployed in the target environment. These techniques are required to evaluate alternative solutions before making the decision to deploy the system on location. This is crucial for a successful development, that anticipates potential user problems, and reduces the cost of redesign. This thesis reports on the development of a framework for the rapid prototyping and analysis of ubiquitous computing environments that facilitates the evaluation of design alternatives. It describes APEX, a framework that brings together an existing 3D Application Server with a modelling tool. APEX-based prototypes enable users to navigate a virtual world simulation of the envisaged ubiquitous environment. By this means users can experience many of the features of the proposed design. Prototypes and their simulations are generated in the framework to help the developer understand how the user might experience the system. These are supported through three different layers: a simulation layer (using a 3D Application Server); a modelling layer (using a modelling tool) and a physical layer (using external devices and real users). APEX allows the developer to move between these layers to evaluate different features. It supports exploration of user experience through observation of how users might behave with the system as well as enabling exhaustive analysis based on models. The models support checking of properties based on patterns. These patterns are based on ones that have been used successfully in interactive system analysis in other contexts. They help the analyst to generate and verify relevant properties. Where these properties fail then scenarios suggested by the failure provide an important aid to redesign.