894 resultados para Interactive Scenography
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Dissertação para obtenção do Grau de Mestre em Engenharia Informática
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Breast cancer is the most common cancer among women, being a major public health problem. Worldwide, X-ray mammography is the current gold-standard for medical imaging of breast cancer. However, it has associated some well-known limitations. The false-negative rates, up to 66% in symptomatic women, and the false-positive rates, up to 60%, are a continued source of concern and debate. These drawbacks prompt the development of other imaging techniques for breast cancer detection, in which Digital Breast Tomosynthesis (DBT) is included. DBT is a 3D radiographic technique that reduces the obscuring effect of tissue overlap and appears to address both issues of false-negative and false-positive rates. The 3D images in DBT are only achieved through image reconstruction methods. These methods play an important role in a clinical setting since there is a need to implement a reconstruction process that is both accurate and fast. This dissertation deals with the optimization of iterative algorithms, with parallel computing through an implementation on Graphics Processing Units (GPUs) to make the 3D reconstruction faster using Compute Unified Device Architecture (CUDA). Iterative algorithms have shown to produce the highest quality DBT images, but since they are computationally intensive, their clinical use is currently rejected. These algorithms have the potential to reduce patient dose in DBT scans. A method of integrating CUDA in Interactive Data Language (IDL) is proposed in order to accelerate the DBT image reconstructions. This method has never been attempted before for DBT. In this work the system matrix calculation, the most computationally expensive part of iterative algorithms, is accelerated. A speedup of 1.6 is achieved proving the fact that GPUs can accelerate the IDL implementation.
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The increasing use of information and communication technologies (ICT) in diverse professional and personal contexts calls for new knowledge, and a set of abilities, competences and attitudes, for an active and participative citizenship. In this context it is acknowledged that universities have an important role innovating in the educational use of digital media to promote an inclusive digital literacy. The educational potential of digital technologies and resources has been recognized by both researchers and practitioners. Multiple pedagogical models and research approaches have already contributed to put in evidence the importance of adapting instructional and learning practices and processes to concrete contexts and educational goals. Still, academic and scientific communities believe further investments in ICT research is needed in higher education. This study focuses on educational models that may contribute to support digital technology uses, where these can have cognitive and educational relevance when compared to analogical technologies. A teaching and learning model, centered in the active role of the students in the exploration, production, presentation and discussion of interactive multimedia materials, was developed and applied using the internet and exploring emergent semantic hypermedia formats. The research approach focused on the definition of design principles for developing class activities that were applied in three different iterations in undergraduate courses from two institutions, namely the University of Texas at Austin, USA and the University of Lisbon, Portugal. The analysis of this study made possible to evaluate the potential and efficacy of the model proposed and the authoring tool chosen in the support of metacognitive skills and attitudes related to information structuring and management, storytelling and communication, using computers and the internet.
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Public Display Systems (PDS) increasingly have a greater presence in our cities. These systems provide information and advertising specifically tailored to audiences in spaces such as airports, train stations, and shopping centers. A large number of public displays are also being deployed for entertainment reasons. Sometimes designing and prototyping PDS come to be a laborious, complex and a costly task. This dissertation focuses on the design and evaluation of PDS at early development phases with the aim of facilitating low-effort, rapid design and the evaluation of interactive PDS. This study focuses on the IPED Toolkit. This tool proposes the design, prototype, and evaluation of public display systems, replicating real-world scenes in the lab. This research aims at identifying benefits and drawbacks on the use of different means to place overlays/virtual displays above a panoramic video footage, recorded at real-world locations. The means of interaction studied in this work are on the one hand the keyboard and mouse, and on the other hand the tablet with two different techniques of use. To carry out this study, an android application has been developed whose function is to allow users to interact with the IPED Toolkit using the tablet. Additionally, the toolkit has been modified and adapted to tablets by using different web technologies. Finally the users study makes a comparison about the different means of interaction.
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This thesis focuses on the representation of Popular Music in museums by mapping, analyzing, and characterizing its practices in Portugal at the beginning of the 21st century. Now that museums' ability to shape public discourse is acknowledged, the examination of popular music's discourses in museums is of the utmost importance for Ethnomusicology and Popular Music Studies as well as for Museum Studies. The concept of 'heritage' is at the heart of this processes. The study was designed with the aim of moving the exhibiting of popular music in museums forward through a qualitative inquiry of case studies. Data collection involved surveying pop-rock music exhibitions as a qualitative sampling of popular music exhibitions in Portugal from 2007 to 2013. Two of these exhibitions were selected as case studies: No Tempo do Gira-Discos: Um Percurso pela Produção Fonográfica Portuguesa at the Museu da Música in Lisbon in 2007 (also Faculdade de Letras, 2009), and A Magia do Vinil, a Música que Mudou a Sociedade at the Oficina da Cultura in Almada in 2008 (and several other venues, from 2009 to 2013). Two specific domains were observed: popular music exhibitions as instances of museum practice and museum professionals. The first domain encompasses analyzing the types of objects selected for exhibition; the interactive museum practices fostered by the exhibitions; the concepts and narratives used to address popular music discursively, as well as the interpretative practices they allow. The second domain, focuses museum professionals and curators of popular music exhibitions as members of a group, namely their goals, motivations and perspectives. The theoretical frameworks adopted were drawn from the fields of ethnomusicology, popular music studies, and museum studies. The written materials of the exhibitions were subjected of methods of discourse analysis methods. Semi-structured interviews with curators and museum professional were also conducted and analysed. From the museum studies perspective, the study research suggests that the practice adopted by popular music museums largely matches that of conventional museums. From the ethnomusicological and popular music studies stand point, the two case studies reveal two distinct conceptual worlds: the first exhibition, curated by an academic and an independent researcher, points to a mental configuration where popular music is explained through a framework of genres supported by different musical practices. Moreover, it is industry actors such as decision makers and gatekeepers that govern popular music, which implies that the visitors' romantic conception of the musician is to some extent dismantled; the second exhibition, curated by a record collector and specialist, is based on a more conventional process of the everyday historical speech that encodes a mismatch between “good” and “bad music”. Data generated by a survey shows that only one curator, in fact that of my first case study, has an academic background. The backgrounds of all the others are in some way similar to the curator of the second case study. Therefore, I conclude that the second case study best conveys the current practice of exhibiting Popular Music in Portugal.
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RESUMO - Existe um amplo consenso no país sobre a necessidade e a urgência de uma reforma na saúde. O governo declarou, em Outubro de 1999, a saúde como a sua principal prioridade social. A «prioridade da saúde» não pode deixar de ser considerada um importante factor de mobilização para a investigação e formação no sector. Durante os últimos três anos tomaram-se importantes iniciativas com vista a analisar e influenciar a evolução do sistema de saúde português. Da análise comparativa do relatório do Conselho de Reflexão sobre a Saúde (1998), do relatório da OCDE sobre o sistema de saúde do país (1998), da estratégia de saúde do Ministério da Saúde (1996-1999) e da auditoria sobre o SNS do Tribunal de Contas (1999) é possível concluir que existe uma ampla área de concordância sobre o essencial da reforma da saúde. No entanto, esta convergência não se parece traduzir numa direcção estratégica e numa gestão de expectativas conducentes a uma reforma efectiva da saúde. A criação de um observatório português para o sistema de saúde pode proporcionar uma análise contínua, prospectiva, interactiva e pedagógica da evolução do sistema de saúde português. Poderá constituir uma contribuição positiva das instituições de investigação e ensino do país para a superação da situação actual.
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Double degree
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In the early nineties, Mark Weiser wrote a series of seminal papers that introduced the concept of Ubiquitous Computing. According to Weiser, computers require too much attention from the user, drawing his focus from the tasks at hand. Instead of being the centre of attention, computers should be so natural that they would vanish into the human environment. Computers become not only truly pervasive but also effectively invisible and unobtrusive to the user. This requires not only for smaller, cheaper and low power consumption computers, but also for equally convenient display solutions that can be harmoniously integrated into our surroundings. With the advent of Printed Electronics, new ways to link the physical and the digital worlds became available. By combining common printing techniques such as inkjet printing with electro-optical functional inks, it is starting to be possible not only to mass-produce extremely thin, flexible and cost effective electronic circuits but also to introduce electronic functionalities into products where it was previously unavailable. Indeed, Printed Electronics is enabling the creation of novel sensing and display elements for interactive devices, free of form factor. At the same time, the rise in the availability and affordability of digital fabrication technologies, namely of 3D printers, to the average consumer is fostering a new industrial (digital) revolution and the democratisation of innovation. Nowadays, end-users are already able to custom design and manufacture on demand their own physical products, according to their own needs. In the future, they will be able to fabricate interactive digital devices with user-specific form and functionality from the comfort of their homes. This thesis explores how task-specific, low computation, interactive devices capable of presenting dynamic visual information can be created using Printed Electronics technologies, whilst following an approach based on the ideals behind Personal Fabrication. Focus is given on the use of printed electrochromic displays as a medium for delivering dynamic digital information. According to the architecture of the displays, several approaches are highlighted and categorised. Furthermore, a pictorial computation model based on extended cellular automata principles is used to programme dynamic simulation models into matrix-based electrochromic displays. Envisaged applications include the modelling of physical, chemical, biological, and environmental phenomena.
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Based on the report for the unit “Métodos Interactivos de Participação e Decisão A” (Interactive methods of participation and decision A), coordinated by Prof. Lia Maldonado Teles de Vasconcelos and Prof. Nuno Miguel Ribeiro Videira Costa. This unit was provided for the PhD Program in Technology Assessment in 2015/2016.
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Este trabalho de investigação começou por ser estruturado em torno de quatro grandes capítulos (quatro grandes linhas de orientação temática), todos eles amplamente desenvolvidos no sentido de podermos cartografar alguns dos principais territórios e sintomas da arte contemporânea, sendo certo também, que cada um deles assenta precisamente nos princípios de uma estrutura maleável que, para todos os efeitos, se encontra em processo de construção (work in progress), neste caso, graças à plasticidade do corpo, do espaço, da imagem e do uso criativo das tecnologias digitais, no âmbito das quais, aliás, tudo se parece produzir, transformar e disseminar hoje em dia à nossa volta (quase como se de uma autêntica viagem interactiva se tratasse). Por isso, a partir daqui, todo o esforço que se segue procurará ensaiar uma hipótese de trabalho (desenvolver uma investigação) que, porventura, nos permita desbravar alguns caminhos em direcção aos intermináveis túneis do futuro, sempre na expectativa de podermos dar forma, função e sentido a um desejo irreprimível de liberdade criativa, pois, a arte contemporânea tem essa extraordinária capacidade de nos transportar para muitos outros lugares do mundo, tão reais e imaginários como a nossa própria vida. Assim sendo, há que sumariar algumas das principais etapas a desenvolver ao longo desta investigação. Ora, num primeiro momento, começaremos por reflectir sobre o conceito alargado de «crise» (a crise da modernidade), para logo de seguida podermos abordar a questão da crise das antigas categorias estéticas, questionando assim, para todos os efeitos, quer o conceito de «belo» (Platão) e de «gosto» (Kant), quer ainda o conceito de «forma» (Foccilon), não só no sentido de tentarmos compreender algumas das principais razões que terão estado na origem do chamado «fim da arte» (Hegel), mas também algumas daquelas que terão conduzido à estetização generalizada da experiência contemporânea e à sua respectiva disseminação pelas mais variadas plataformas digitais. Num segundo momento, procuraremos reflectir sobre alguns dos principais problemas da inquietante história das imagens, nomeadamente para tentarmos perceber como é que todas estas transformações técnicas (ligadas ao aparecimento da fotografia, do cinema, do vídeo, do computador e da internet) terão contribuído para o processo de instauração e respectivo alargamento daquilo que todos nós ficaríamos a conhecer como a nova «era da imagem», ou a imagem na «era da sua própria reprodutibilidade técnica» (Benjamin), pois, só assim é que conseguiremos interrogar este imparável processo de movimentação, fragmentação, disseminação, simulação e interacção das mais variadas «formas de vida» (Nietzsche, Agamben). Entretanto, chegados ao terceiro grande momento, interessa-nos percepcionar a arte contemporânea como uma espécie de plataforma interactiva que, por sua vez, nos levará a interpelar alguns dos principais dispositivos metafóricos e experimentais da viagem, neste caso, da viagem enquanto linha facilitadora de acesso à arte, à cultura e à vida contemporânea em geral, ou seja, todo um processo de reflexão que nos incitará a cartografar alguns dos mais atractivos sintomas provenientes da estética do flâneur (na perspectiva de Rimbaud, Baudelaire, Long e Benjamin) e, consequentemente, a convocar algumas das principais sensações decorrentes da experiência altamente sedutora daqueles que vivem mergulhados na órbita interactiva do ciberespaço (na condição de ciberflâneurs), quase como se o mundo inteiro, agora, fosse tão somente um espaço poético «inteiramente navegável» (Manovich). Por fim, no quarto e último momento, procuraremos fazer uma profunda reflexão sobre a inquietante história do corpo, principalmente com o objectivo de reforçar a ideia de que apesar das suas inúmeras fragilidades biológicas (um ser que adoece e morre), o corpo continua a ser uma das «categorias mais persistentes de toda a cultura ocidental» (Ieda Tucherman), não só porque ele resistiu a todas as transformações que lhe foram impostas historicamente, mas também porque ele se soube reinventar e readaptar pacientemente face a todas essas transformações históricas. Sinal evidente de que a sua plasticidade lhe iria conferir, principalmente a partir do século XX («o século do corpo») um estatuto teórico e performativo verdadeiramente especial. Tão especial, aliás, que basta termos uma noção, mesmo que breve, da sua inquietante história para percebermos imediatamente a extraordinária importância dalgumas das suas mais variadas transformações, atracções, ligações e exibições ao longo das últimas décadas, nomeadamente sob o efeito criativo das tecnologias digitais (no âmbito das quais se processam algumas das mais interessantes operações de dinamização cultural e artística do nosso tempo). Em suma, esperamos sinceramente que este trabalho de investigação possa vir a contribuir para o processo de alargamento das fronteiras cada vez mais incertas, dinâmicas e interactivas do conhecimento daquilo que parece constituir, hoje em dia, o jogo fundamental da nossa contemporaneidade.
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Unilever Food Solutions new digital CRM1 Platform - What is the combination of tools, processes and content that will help Unilever Food Solutions grow his business? Unilever Food Solutions (UFS) intend to create a new online platform to enable it to communicate with segments of the markets, which have previously been too difficult to reach. Specifically targeted at Chefs and other food professionals, the aim is to create an interactive website, which delivers value to its intended users by providing a variety of relevant content and functions, while simultaneously opening up a potential transactional channel to those same users.
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This Masters Thesis aims to be used in class for teaching purposes. The primary objective of the case is to understand the way critical anti-takeover measures can be used in a hostile takeover environment. The case portrays not only all defensive tools used by PT against Sonaecom (conditioned by the Portuguese Securities Code) but also all major interactions with relevant stakeholders. Communication is positioned as a central tool to stakeholders’ interaction. As a consequence of that, students are supposed to comprehend how PT used this instrument to implement its defensive strategy. This Masters Thesis was written essentially from PT’s perspective but it also includes all available Sonacom’s public statements and data. It joins several different points of view (from PT’s CEO and top management to PT’s employees and labor unions). Therefore, it is not supposed to mach exactly to one’s perspective of Sonecom’s takeover attempt but instead to be an aggregate view of the case. The mains idea is to promote debate in order to create an interactive class environment among session’s attendants. Main areas developed in this Thesis are Mergers and Acquisitions, Corporate Communication and Corporate Governance. The case's recommended questions are in line with these areas. Suggested answers for these questions are balanced with some academic documentation that can be complemented with some in-class notes according to the session's objectives.
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Nowadays, road accidents are a major public health problem, which increase is forecasted if road safety is not treated properly, dying about 1.2 million people every year around the globe. In 2012, Portugal recorded 573 fatalities in road accidents, on site, revealing the largest decreasing of the European Union for 2011, along with Denmark. Beyond the impact caused by fatalities, it was calculated that the economic and social costs of road accidents weighted about 1.17% of the Portuguese gross domestic product in 2010. Visual Analytics allows the combination of data analysis techniques with interactive visualizations, which facilitates the process of knowledge discovery in sets of large and complex data, while the Geovisual Analytics facilitates the exploration of space-time data through maps with different variables and parameters that are under analysis. In Portugal, the identification of road accident accumulation zones, in this work named black spots, has been restricted to annual fixed windows. In this work, it is presented a dynamic approach based on Visual Analytics techniques that is able to identify the displacement of black spots on sliding windows of 12 months. Moreover, with the use of different parameterizations in the formula usually used to detect black spots, it is possible to identify zones that are almost becoming black spots. Through the proposed visualizations, the study and identification of countermeasures to this social and economic problem can gain new grounds and thus the decision- making process is supported and improved.
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Graphics based systems of Augmented and Alternative Communication are widely used to promote communication in people with Autism Spectrum Disorders. This study discusses an integration of Augmented Reality in communication interventions, by relating elements of Augmented and Alternative Communication and Applied Behaviour Analysis strategies. An architecture for an Augmented Reality based interactive system to assist interventions is proposed. STAR provides an Augmented Reality tool to assist interventions performed by therapists and support for parents to join in and participate in the child’s intervention. Finally we report on the usage of the Augmented Reality tool in interventions with children with Autism Spectrum Disorders.
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Relatório de estágio de mestrado em Ensino de Informática