1000 resultados para Ciências da computação


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The representation of real objects in virtual environments has applications in many areas, such as cartography, mixed reality and reverse engineering. The generation of these objects can be performed through two ways: manually, with CAD (Computer Aided Design) tools, or automatically, by means of surface reconstruction techniques. The simpler the 3D model, the easier it is to process and store it. However, this methods can generate very detailed virtual elements, that can result in some problems when processing the resulting mesh, because it has a lot of edges and polygons that have to be checked at visualization. Considering this context, it can be applied simplification algorithms to eliminate polygons from resulting mesh, without change its topology, generating a lighter mesh with less irrelevant details. The project aimed the study, implementation and comparative tests of simplification algorithms applied to meshes generated through a reconstruction pipeline based on point clouds. This work proposes the realization of the simplification step, like a complement to the pipeline developed by (ONO et al., 2012), that developed reconstruction through cloud points obtained by Microsoft Kinect, and then using Poisson algorithm

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With the advancement of the gaming industry in the market, became evident the need for professionals working in this area. With this in mind, this paper attempts to create an environment where aspirants and professionals in creating games can interact. To get to this point, was built one system based on current technologies, and parad igms of software engineering system. So throughout this monograph the process of the system development is studied, using different technologies, and showing how it can work, the exchange of information and knowledge among the games creation lovers

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As características dos artrópodes (insetos, crustáceos, aracnídeos, miriápodes) e conceitos a eles relacionados são conteúdos abordados pelas disciplinas de Ciências e Biologia, no ensino fundamental e médio. Neste contexto, considera-se relevante a elaboração de materiais que contribuam para os processos de ensino e aprendizagem desta temática e que incorporem a dimensão lúdica. Assim, a proposta desenvolvida teve como objetivos principais a elaboração e confecção de uma caixa contendo espécimes de artrópodes incrustados em resina, de modo a permitir o contato e a manipulação desses espécimes pelos alunos. Além disso, elaboramos um jogo didático, abordando as estruturas morfológicas dos artrópodes e suas funções, com o intuito de fixar o conhecimento adquirido em sala pelos alunos. Como complementação, desenvolvemos uma guia de orientação para o professor e um manual direcionado aos alunos, para os auxiliarem durante o desenvolvimento da aula. A elaboração deste trabalho foi uma maneira de tentar transmitir o tema proposto de forma dinâmica e agradável, tanto para o professor quanto para os alunos. O conteúdo fornecido neste trabalho foi baseado em livros didáticos específicos em zoologia de invertebrados, para possibilitar aulas com conteúdo adequado e para prevenir erros conceituais

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People store data of the most different daily events, to know yourself, detect behaviors, predict events and have an strongly knowledge to take decisions. The growth of the events, results in a large amount of data colected and this data needs to be processed to get value information. This data have a temporal component from the collect process (daily, monthly or annualy) and this need to be consider on the exploration. The exploration based on temporal component can be uni-scale or multi-scale. The data mining goes toward to extract knowledge from large databases and if combined with visualization tools, the data mining can be more effective to detect information. This visualization tools display data and allow user to manipulate and change it by interaction features toward your goal. The user can combine tools and combine the steps of visualization among the tools through messages. This monograph aim to insert interactivity on AdaptaVis architecture model, developed by Shimabukuro (2004), the InfoVis, then extends its ability of exploration and provide a consistent base for the user handle data and extract information

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With the technology advancement, mobile devices have become increasingly more powerful and have started to have functions beyond of making phone calls. New applications, which perform these new functions, have been launched. The digital entertainment market has become one of the most benefited with this, once the games have become one of the most used applications for various types of users. This monograph presents the development of a game for Android OS, considering concepts like: physics, scenarios/views and character animation

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Currently, applications for smartphones and tablets, called apps, are becoming increasingly relevant and attract more attention from users and finally the developers. With the Application Stores, services provided by the company that maintains the platform, access to such applications is as or more simplified than to web sites, with the advantage of anenhanced user experience and focused on the mobile device, and enjoy natives resources as camera, audio, storage, integration with other applications, etc. They present a great opportunity for independent developers, who can now develop an application and make it availabl e to all users of that platform, at free or at a cost that is usually low. Even students may create their applications in the intervals of their classes and sell them in stores. Making use of tools and services, free or at low cost, anyone can develop quality applications, that can be marketed and have a large number of users even in adverse situations in which the application is not the focus of developer productivity. However, such to ols do not seem to be well used, or are unknown, or its purpose is not considered important, and this paper tries to show the real importance of these tools in the rapid development of quality software. This project presents several tools, services and practices, which together make it possible to develop an application for various mobile platforms, independently and with a team of a few people, as demonstrated. However, this paper aims not to say that the development of software today it is easy and simple, but there are currently a large set of tools, for various platforms, that assists and enhances the work of the programmer

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In a world that is increasingly working with software, the need arises for effective approaches that encourage software reuse. The reuse practice must be aligned to a set of practices, procedures and methodologies that create a stable and high quality product. These questions produce new styles and approaches in the software engineering. In this way, this thesis aims to address concepts related to development and model-driven architecture. The model-driven approach provides significant aspects of the automated development, which helps it with produced models built in the specification phase. The definition of terms such as model, architecture and platform makes the focus becomes clearer, because for MDA and MDD is important to split between technical and business issues. Important processes are covered, so you can highlight the artifacts that are built into each stage of model-driven development. The stages of development: CSM, PIM, PSM and ISM, detailing the purpose of each phase in oriented models, making the end of each stage are gradually produced artifacts that may be specialized. The models are handled by different prospects for modeling, abstracting the concepts and building a set of details that portrays a specific scenario. This retraction can be a graphical or textual representation, however, in most cases is chosen a language modeling, for example, UML. In order to provide a practical view, this dissertation shows some tools that improve the construction of models and the code generate that assists in the development, keeping the documentation systemic. Finally, the paper presents a case study that refers to the theoretical aspects discussed throughout the dissertation, therefore it is expected that the architecture and the model-driven development may be able to explain important features to consider in software engineering

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This work aims viewing weather information, by building isosurfaces enabling enjoy the advantages of three-dimensional geometric models, to communicate the meaning of the data used in a clear and efficient way. The evolving technology of data processing makes possible the interpretation of masses of data increasing, through robust algorithms. In meteorology, in particular, we can benefit from this fact, due to the large amount of data required for analysis and statistics. The manipulation of data, by users from other areas, is facilitated by the choice of algorithm and the tools involved in this work. The project was further developed into distinct modules, increasing their flexibility and reusability for future studies

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O objetivo deste projeto foi identificar as necessidades referentes às atividades práticas/experimentais no ensino de Ciências nas séries iniciais do ensino fundamental e realizar oficinas de formação continuada aos professores para suprir essas necessidades. Para isso, elaborou-se um questionário que foi aplicado a 129 professores das séries iniciais em 10 escolas municipais de Botucatu, com perguntas sobre dados gerais e atitude sobre o Ensino de Ciências/atividades experimentais. Os resultados mostraram que 69,77% dos professores não sabem o que é o letramento científico; os conteúdos mais desenvolvidos são: Corpo Humano (12,62%), Animais (11,07%), Água (10,68%), Plantas (10,10%), Meio ambiente (9,9%) e Higiene (9,32%). As maiores dificuldades para desenvolver o conteúdo foram: falta de material (28,32%), não saber elaborar/desenvolver atividades práticas (22,12%), falta de local (11,50%), falta de tempo (7,96%) e falta de conhecimentos do professor (9,73%). Sobre a freqüência de práticas, 58,06% utilizam ―às vezes‖. As maiores dificuldades para o uso de práticas são: falta de material (28,42%), falta de local (26,32%) e falta de conhecimento do professor (9,47%). As práticas utilizadas com maior freqüência são recursos – vídeos, textos – (29,41%), temas (19,12%) e atividades de campo (12,50%). Nota-se que faltam cursos de atualização e de conhecimentos básicos sobre ciências aos professores, que realizam poucas práticas com seus alunos e afirmam ter falta de conhecimento sobre ciências. Os dados serviram de referência para a elaboração de uma proposta de oficinas para professores, enfatizando-se a importância do ensino de ciências e das atividades práticas. Foi, ainda, elaborada uma apostila para os professores, que podem ser realizadas em sala de aula, com materiais de fácil acesso.

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The mobile application proposed in this undergraduate project, classified as a Location-Based Service and named Traveller, was developed to support users of mobile phones equipped with GPS in unknown locations by providing information about weather, location of users and stores in urban areas. The mobile devices whose this project is intended are those equipped with Android. The programming language Java was selected and the Eclipse development environment was used along with the toolkit for developing Android (ADT - Android Development Tools)

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The biometric characteristics have been used increasingly as a way to identify an individual, mainly for security reasons. Among them, the fingerprint is the most used biometric characteristic around the world, because it is relatively simple and very efficient. In this scene, there was a significant increase in the size of databases containing information on fingerprints, necessary to perform the recognition of a person. The task of classifying them beforehand has become extremely important as it reduces dramatically the size of the problem during a search, because it is not necessary to go through the whole database. Considering its importance, in the last thirty years, many techniques have been developed to try to increase the efficiency of the classification process. This project followed the rules-based approach and the Software Development Kit (SDK) VeriFinger 6.1 was used to assist in the detection of cores and deltas. Additionally, the classification was also implemented by means of directional map and the Poincar´e index. To make the experiments, the number four database from the National Institute of Standards and Technology (NIST) was used, which is a standard in this area

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This work proposes two optimization algorithms for the solution of the Berth Allocation Problem (PAB). Due to the economic development of the country, it became necessary for the improvement of means of transport, which mainly shipping. For this, you need a better system management port, you will receive a lot of ships carrying cargo. In this work the PAB is approached so that the goals are to reduce costs and time handling in ports. For this, we applied two computational techniques, genetic algorithms and optimization for cloud particles, to obtain the best results for this problem. The results obtained with each type of algorithm are compared to conclude which method is more efficient for the port system