917 resultados para Ambiente virtual deaprendizagem
Resumo:
La situación de las ciencias del mar en la Argentina se puede caracterizar como una de ‘excelencia en aislamiento’. El tema dominante de las discusiones mantenidas por el comité que preparó este informe fue la virtual inexistencia de coordinación entre programas de investigación, equipo para realizar tareas de campo y personal científico y de apoyo en las instituciones. La coordinación que existe ocurre gracias a enormes esfuerzos individuales y a relaciones personales. Si bien en muchos lugares hay investigadores destacados y entusiastas, casi todos sufren de aislamiento físico, mínima financiación y la necesidad de prestar servicios por contrato para llevar adelante su trabajo. Además, como suelen carecer de interacción científica con colegas, les resulta muy difícil diseñar programas con una perspectiva amplia del ecosistema. Muchos laboratorios padecen de problemas estructurales, en especial la carencia de equipamiento moderno y destrezas actualizadas. Muy pocos reúnen una masa crítica de investigadores, y aun aquellos que congregan a muchos científicos no parecen practicar la coordinación entre proyectos ni usan mecanismos que faciliten una interacción constructiva. No se advierten programas que utilicen técnicas moleculares más allá de un nivel superficial. No hay bibliotecas adecuadas, por lo que es poco realista que las autoridades institucionales pretendan que resulten publicaciones de alto vuelo y de circulación internacional. Las mejores instituciones se encuentran diseminadas entre Ushuaia y Buenos Aires, pero hay escasas reuniones nacionales en las que establecer contactos, intercambiar ideas y diseñar colaboraciones. Con una excepción, no hay buques oceanográficos disponibles para investigar y las embarcaciones menores son pocas, lo que impide realizar estudios sobre la plataforma e incluso cercanos a la costa. Algunos de los mejores grupos han concentrado su actividad en el área costera, lo que limita seriamente el alcance de sus investigaciones. El comité formuló algunas recomendaciones, detalladas al final del informe, que permitirían comenzar a atacar estas carencias. Una necesidad fundamental sería un plan oceanográfico nacional que reconozca la magnitud de la plataforma argentina, la importancia de las ciencias del mar y la escala de los problemas que encaran sus disciplinas. Un elemento crítico de tal plan sería la necesidad de apoyar amplios estudios integradores, para comprender cómo peces y mamíferos marinos utilizan la productividad del Mar Argentino, desde la costa hasta más allá del borde de la plataforma. El plan también debería encarar la financiación unificada y el uso compartido de embarcaciones y equipo de alto costo. Por último, debería asegurar recursos para apoyar a estudiantes y, más importante aún, promover la creación de oportunidades laborales para graduados, lo que contribuiría a solucionar el problema de la fuga de cerebros que al presente acosa a estas disciplinas. Las recomendaciones contenidas en este informe acerca de reflexionar y reorganizar la infraestructura científica en el más alto nivel gubernamental no podrán encontrar aplicación sin que haya coordinación y comunicación entre la comunidad de científicos del mar en la Argentina. Las ciencias marinas necesitan unificar su discurso para explicar la importancia del ambiente oceánico y sus recursos para la nación, y para presentar recomendaciones en orden de prioridad para el futuro.
Resumo:
Human locomotion is known to be influenced by observation of another person's gait. For example, athletes often synchronize their step in long distance races. However, how interaction with a virtual runner affects the gait of a real runner has not been studied. We investigated this by creating an illusion of running behind a virtual model (VM) using a treadmill and large screen virtual environment showing a video of a VM. We looked at step synchronization between the real and virtual runner and at the role of the step frequency (SF) in the real runner's perception of VM speed. We found that subjects match VM SF when asked to match VM speed with their own (Figure 1). This indicates step synchronization may be a strategy of speed matching or speed perception. Subjects chose higher speeds when VMSF was higher (though VM was 12km/h in all videos). This effect was more pronounced when the speed estimate was rated verbally while standing still. (Figure 2). This may due to correlated physical activity affecting the perception of VM speed [Jacobs et al. 2005]; or step synchronization altering the subjects' perception of self speed [Durgin et al. 2007]. Our findings indicate that third person activity in a collaborative virtual locomotive environment can have a pronounced effect on an observer's gait activity and their perceptual judgments of the activity of others: the SF of others (virtual or real) can potentially influence one's perception of self speed and lead to changes in speed and SF. A better understanding of the underlying mechanisms would support the design of more compelling virtual trainers and may be instructive for competitive athletics in the real world. © 2009 ACM.
Resumo:
Recent research into the acquisition of spoken language has stressed the importance of learning through embodied linguistic interaction with caregivers rather than through passive observation. However the necessity of interaction makes experimental work into the simulation of infant speech acquisition difficult because of the technical complexity of building real-time embodied systems. In this paper we present KLAIR: a software toolkit for building simulations of spoken language acquisition through interactions with a virtual infant. The main part of KLAIR is a sensori-motor server that supplies a client machine learning application with a virtual infant on screen that can see, hear and speak. By encapsulating the real-time complexities of audio and video processing within a server that will run on a modern PC, we hope that KLAIR will encourage and facilitate more experimental research into spoken language acquisition through interaction. Copyright © 2009 ISCA.
Resumo:
In the context of collaborative product development, new requirements need to be accommodated for Virtual Prototyping Simulation (VPS), such as distributed processing and the integration of models created using different tools or languages. Existing solutions focus mainly on the implementation of distributed processing, but this paper explores the issues of combining different models (some of which may be proprietary) developed in different software environments. In this paper, we discuss several approaches for developing VPS, and suggest how it can best be integrated into the design process. An approach is developed to improve collaborative work in a VPS development by combining disparate computational models. Specifically, a system framework is proposed to separate the system-level modeling from the computational infrastructure. The implementation of a simple prototype demonstrates that such a paradigm is viable and thus provides a new means for distributed VPS development. © 2009 by ASME.
Resumo:
Virtual assembly environment (VAE) technology has the great potential for benefiting the manufacturing applications in industry. Usability is an important aspect of the VAE. This paper presents the usability evaluation of a developed multi-sensory VAE. The evaluation is conducted by using its three attributes: (a) efficiency of use; (b) user satisfaction; and (c) reliability. These are addressed by using task completion times (TCTs), questionnaires, and human performance error rates (HPERs), respectively. A peg-in-a-hole and a Sener electronic box assembly task have been used to perform the experiments, using sixteen participants. The outcomes showed that the introduction of 3D auditory and/or visual feedback could improve the usability. They also indicated that the integrated feedback (visual plus auditory) offered better usability than either feedback used in isolation. Most participants preferred the integrated feedback to either feedback (visual or auditory) or no feedback. The participants' comments demonstrated that nonrealistic or inappropriate feedback had negative effects on the usability, and easily made them feel frustrated. The possible reasons behind the outcomes are also analysed. © 2007 ACADEMY PUBLISHER.