813 resultados para Video endoscopia


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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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Incluye Bibliografía

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Pós-graduação em Ginecologia, Obstetrícia e Mastologia - FMB

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A crescente utilização dos serviços de telecomunicações principalmente sem fio tem exigido a adoção de novos padrões de redes que ofereçam altas taxas de transmissão e que alcance um número maior de usuários. Neste sentido o padrão IEEE 802.16, no qual é baseado o WiMAX, surge como uma tecnologia em potencial para o fornecimento de banda larga na próxima geração de redes sem fio, principalmente porque oferece Qualidade de Serviço (QoS) nativamente para fluxos de voz, dados e vídeo. A respeito das aplicações baseadas vídeo, tem ocorrido um grande crescimento nos últimos anos. Em 2011 a previsão é que esse tipo de conteúdo ultrapasse 50% de todo tráfego proveniente de dispositivos móveis. Aplicações do tipo vídeo têm um forte apelo ao usuário final que é quem de fato deve ser o avaliador do nível de qualidade recebida. Diante disso, são necessárias novas formas de avaliação de desempenho que levem em consideração a percepção do usuário, complementando assim as técnicas tradicionais que se baseiam apenas em aspectos de rede (QoS). Nesse sentido, surgiu a avaliação de desempenho baseada Qualidade de Experiência (QoE) onde a avaliação do usuário final em detrimento a aplicação é o principal parâmetro mensurado. Os resultados das investigações em QoE podem ser usados como uma extensão em detrimento aos tradicionais métodos de QoS, e ao mesmo tempo fornecer informações a respeito da entrega de serviços multimídias do ponto de vista do usuário. Exemplos de mecanismos de controle que poderão ser incluídos em redes com suporte a QoE são novas abordagens de roteamento, processo de seleção de estação base e tráfego condicionado. Ambas as metodologias de avaliação são complementares, e se usadas de forma combinada podem gerar uma avaliação mais robusta. Porém, a grande quantidade de informações dificulta essa combinação. Nesse contexto, esta dissertação tem como objetivo principal criar uma metodologia de predição de qualidade de vídeo em redes WiMAX com uso combinado de simulações e técnicas de Inteligência Computacional (IC). A partir de parâmetros de QoS e QoE obtidos através das simulações será realizado a predição do comportamento futuro do vídeo com uso de Redes Neurais Artificiais (RNA). Se por um lado o uso de simulações permite uma gama de opções como extrapolação de cenários de modo a imitar as mesmas situações do mundo real, as técnicas de IC permitem agilizar a análise dos resultados de modo que sejam feitos previsões de um comportamento futuro, correlações e outros. No caso deste trabalho, optou-se pelo uso de RNAs uma vez que é a técnica mais utilizada para previsão do comportamento, como está sendo proposto nesta dissertação.

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The relative lengths of the 2nd and 4th digits (2D:4D) is a negative biomarker for prenatal testosterone, and low 2D:4D may be associated with aggression. However, the evidence for a 2D:4D-aggression association is mixed. Here we test the hypothesis that 2D:4D is robustly linked to aggression in challenge situations in which testosterone is increased. Participants were exposed to an aggressive video and a control video. Aggression was measured after each video and salivary free testosterone levels before and after each video. Compared to the control video, the aggressive video was associated with raised aggression responses and a marginally significant increase in testosterone. Left 2D:4D was negatively correlated with aggression after the aggressive video and the strength of the correlation was higher in those participants who showed the greatest increases in testosterone. Left 2D:4D was also negatively correlated to the difference between aggression scores in the aggressive and control conditions. The control video did not influence testosterone concentrations and there were no associations between 2D:4D and aggression. We conclude that 2D:4D moderates the impact of an aggressive stimulus on aggression, such that an increase in testosterone resulting from a challenge is associated with a negative correlation between 2D:4D and aggression.

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BACKGROUND: Previous studies suggested that some interactive video games induce cardiovascular responses. However, some different styles of video games have not been investigated. OBJECTIVE: We aimed to evaluate cardiovascular responses induced by video game boxing performance in healthy women. METHOD: We evaluated ten female sedentary volunteers, aged 20.9 ± 1.4 years, weight 58.7 ± 8.0 kg, height 163.2 ± 5.4cm. All subjects were weighed and measured. Their heart rate, blood pressure and lactate levels were recorded before and after video game performance. The volunteers played a Sony video game (Nintendo® Wii) by using the boxing method, in which all volunteers played for 10 minutes without interruption. At the end of the game the volunteers were reassessed using the same parameters mentioned above. RESULTS: At the end of the video game boxing performance we observed highly significant increases of lactate production (p < 0.0035) and the double product (heart rate vs. systolic blood pressure) was also higher (p < 0.0001). Both parameters indicate that the performance increased demands of the cardiovascular system. CONCLUSION: We conclude that a ten-minute video game boxing performance induces cardiovascular responses similar to aerobic exercise. This may be a practical form of exercise, but care should be exercised concerning subjects with cardiovascular disorders.

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This paper introduces the Optimum-Path Forest (OPF) classifier for static video summarization, being its results comparable to the ones obtained by some state-of-the-art video summarization techniques. The experimental section has been conducted using several image descriptors in two public datasets, followed by an analysis of OPF robustness regarding one ad-hoc parameter. Future works are guided to improve OPF effectiveness on each distinct video category.

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Studies show the positive effects that video games can have on student performance and attitude towards learning. In the past few years, strategies have been generated to optimize the use of technological resources with the aim of facilitating widespread adoption of technology in the classroom. Given its low acquisition and maintenance costs, the interpersonal computer allows individual interaction and simultaneous learning with large groups of students. The purpose of this work was to compare arithmetical knowledge acquired by third-grade students through the use of game-based activities and non-game-based activities using an interpersonal computer, with knowledge acquired through the use of traditional paper-and-pencil activities, and to analyze their impact in various socio-cultural contexts. To do this, a quasi-experimental study was conducted with 271 students in three different countries (Brazil, Chile, and Costa Rica), in both rural and urban schools. A set of educational games for practising arithmetic was developed and tested in six schools within these three countries. Results show that there were no significant differences (ANCOVA) in the learning acquired from game-based vs. non-game-based activities. However, both showed a significant difference when compared with the traditional method. Additionally, both groups using the interpersonal computer showed higher levels of student interest than the traditional method group, and these technological methods were seen to be especially effective in increasing learning among weaker students.

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This work focuses on the study of video compression standard MPEG. To this end, a study was undertaken starting from the basics of digital video, addressing the components necessary for the understanding of the tools used by the video coding standard MPEG. The Motion Picture Experts Group (MPEG) was formed in the late '80s by a group of experts in order to create international standards for encoding and decoding audio and video. This paper will discuss the techniques present in the video compression standard MPEG, as well as its evolution. Will be described in the MPEG-1, MPEG-2, MPEG-4 and H.264 (MPEG-4 Part 10), however, the last two will be presented with more emphasis, because the standards are present in most modern video technologies, as in HDTV broadcasts

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The project presents an explanation of the technique of video mapping, resource use, origin and use of the strands. Also conducts multidisciplinary literature review of concepts that can be applied to the technique of video mapping: Augmented Reality, Spatiality in Virtual and Real Environments. The project also introduces aspects of the history of cinema and audiovisual narrative. In addition conducts an inventory of software and hardware required for the technique of video mapping, reports performing experiments with the use of the technique and discusses the results obtained. As a contribution to development area, proposes to use video mapping as an augmented reality tool at an immersive experimental film language

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Endoscopy of the gastrointestinal tract is a specialized minimally invasive diagnostic method and with both diagnostic and therapeutic possibilities. It is divided into two major groups, the rigid and flexible endoscopy. The first most widely used for visualization of body cavities that do not have a light, like the chest, for example, and the second for those with light as the gastrointestinal tract. In Brazil there are few professionals, veterinary hospitals or clinics that offer this type of service. Thus, endoscopy is an area of expertise of the veterinarian who is in huge expansion and has shown great applicability with excellent results in both clinical medicine and surgical small animals