934 resultados para Compressed Objects
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Dissertação (mestrado)—Universidade de Brasília, Faculdade de Ciência da Informação, Programa de Pós-Graduação em Ciência da Informação, 2016.
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The increasing availability of mobility data and the awareness of its importance and value have been motivating many researchers to the development of models and tools for analyzing movement data. This paper presents a brief survey of significant research works about modeling, processing and visualization of data about moving objects. We identified some key research fields that will provide better features for online analysis of movement data. As result of the literature review, we suggest a generic multi-layer architecture for the development of an online analysis processing software tool, which will be used for the definition of the future work of our team.
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Many organisations need to extract useful information from huge amounts of movement data. One example is found in maritime transportation, where the automated identification of a diverse range of traffic routes is a key management issue for improving the maintenance of ports and ocean routes, and accelerating ship traffic. This paper addresses, in a first stage, the research challenge of developing an approach for the automated identification of traffic routes based on clustering motion vectors rather than reconstructed trajectories. The immediate benefit of the proposed approach is to avoid the reconstruction of trajectories in terms of their geometric shape of the path, their position in space, their life span, and changes of speed, direction and other attributes over time. For clustering the moving objects, an adapted version of the Shared Nearest Neighbour algorithm is used. The motion vectors, with a position and a direction, are analysed in order to identify clusters of vectors that are moving towards the same direction. These clusters represent traffic routes and the preliminary results have shown to be promising for the automated identification of traffic routes with different shapes and densities, as well as for handling noise data.
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In this paper we present the methodologies and preliminary conclusions of the first phase of the work of construction of audiovisual narratives related to the project “Manobras no Porto”, which will serve as a case study for the main research project entitled: “The Museum of All: Institutional Communication Practices in a Participatory Networked World”. The main objective of this research project is to understand how the use of collective and participatory creation of identities and narratives can contribute to get audiences engaged with cultural institutions and events. We intend to identify the effects and measure the dynamics of participation of audiences in the construction of audiovisual objects, and understand how these may influence the reconfiguration of the missions of the institutions and cultural projects, in the development of societies.
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Once delighted by the moving image advent as a new method of realistically presenting reality, the viewer has been reposition himself towards the audiovisual contents he consumes, as he is given the opportunity to create and share his own perspective of that reality. We are living in a new technological setting, governed mainly by factors of interactivity, digital systems and technological convergence. The research project that we will present in this paper focuses on the subject of participatory media and the way cultural institutions are increasingly facing the inevitability of a profound revision of their traditional parameters of unidirectional communication, given the increasing availability of tools for audiovisual production as well as the diversity of networked communication contexts. The Serralves Foundation with its Museum of Contemporary Art, in Porto, Portugal, was the subject of a fi rst study of an empirical nature: a series of audiovisual objects were developed, in order to generate material for analysis and proposition. In this new stage of the project, our aim is to identify new procedures and practices that may be effectively implemented within the institutional universe. We intend to propose effi cient audiovisual communication contexts, including the maximizing of the relationship between institutions and audiences regarding dimensions that are traditionally outside the institutional radar: identity, narrative and affection. The project is currently in the process of surveying and categorization, with the aim of producing a map of different vocations and positions of the various institutions in regards to the aforementioned issues, which require participatory communication.
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Rapid prototyping (RP) is an approach for automatically building a physical object through solid freeform fabrication. Nowadays, RP has become a vital aspect of most product development processes, due to the significant competitive advantages it offers compared to traditional manual model making. Even in academic environments, it is important to be able to quickly create accurate physical representations of concept solutions. Some of these can be used for simple visual validation, while others can be employed for ergonomic assessment by potential users or even for physical testing. However, the cost of traditional RP methods prevents their use in most academic environments on a regular basis, and even for very preliminary prototypes in many small companies. That results in delaying the first physical prototypes to later stages, or creating very rough mock-ups which are not as useful as they could be. In this paper we propose an approach for rapid and inexpensive model-making, which was developed in an academic context, and which can be employed for a variety of objects.
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Edward Said, palestiniano cidadão do mundo, historiador crítico da literatura e da cultura preocupa-se em analisar e desmistificar as representações ideológicas que afirmam a superioridade de uma cultura sobre as outras. Em Orientalismo , publicado originalmente em 1978, demonstra como o colonialismo europeu constrói uma representação do mundo oriental, especialmente do mundo árabe e muçulmano, em que os representados surgem como seres incapazes de autonomia, racionalidade e autogoverno. Como contraponto a esta concepção, desenvolve-se, no período da emancipação e das independências coloniais, uma nova visão em que os povos colonizados de mero objecto de representação se transformam em sujeitos da sua própria história. Em Cultura e Imperialismo , publicado em 1993, Said analisa como os intelectuais e os criadores dos povos dominados elaboram uma nova representação de si próprios e do Outro no âmbito do processo de luta e emancipação colonial. Mas apenas a livre interacção e interdependência das culturas poderá constituir uma síntese superadora do imperialismo e do nacionalismo anticolonial. Dimensão libertadora que se tornará a verdadeira missão e vocação do intelectual sem fronteiras de que Said foi um dos maiores expoentes contemporâneos.
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In this article we argue that digital simulations promote and explore complex relations between the player and the machines cybernetic system with which it relates through gameplay, that is, the real application of tactics and strategies used by participants as they play the game. We plan to show that the realism of simulation, together with the merger of artificial objects with the real world, can generate interactive empathy between players and their avatars. In this text, we intend to explore augmented reality as a means to visualise interactive communication projects. With ARToolkit, Virtools and 3ds Max applications, we aim to show how to create a portable interactive platform that resorts to the environment and markers for constructing the games scenario. Many of the conventional functions of the human eye are being replaced by techniques where images do not position themselves in the traditional manner that we observe them (Crary, 1998), or in the way we perceive the real world. The digitalization of the real world to a new informational layer over objects, people or environments, needs to be processed and mediated by tools that amplify the natural human senses.
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In this text, we intend to explore augmented reality as a means to visualise interactive communication projects. With ARToolkit, Virtools and 3ds Max applications, we aim to show how to create a portable interactive platform that resorts to the environment and markers for constructing the game’s scenario. We plan to show that the realism of simulation, together with the merger of artificial objects with the real world, can generate interactive empathy between players and their avatars.
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This paper discusses the results of a large survey conducted in 2006 on the perception Portuguese movies’ audiences have of their own locally produced films. Audience’s reception of locally produced films is marked by the rejection of the consumption of these objects as a result of a bias against locally produced cultural artefacts. The prejudice shaping this relationship, not only demands for new cultural and social politics, but also raises a number of questions on local and European media industry’s ability to cope with its own audiences’ expectations. Finally, broader considerations are made on the different ways contemporary audiences are shaping media technologies, and their respective cultural artefacts, through their own use and reception of those technologies and artefacts.
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Neste artigo é apresentado um Sistema de Apoio à Decisão Espacial (SADE) onde os decisores podem facilmente definir diferentes tipos de problemas espaciais recorrendo a diferentes categorias de objetos, pré-definidas ou a definir, associando- lhes características com ou sem dependência espacial, e indicando formas de interferência (impactos) entre essas caracte- rísticas/propriedades. A análise espacial para determinação ou avaliação de configurações alternativas para a localização de diferentes tipos de ocorrências espaciais será feita através da utilização interativa do SADE de acordo com conjuntos de regras intrínsecas aos vários elementos gráficos (objetos, categorias, características, impactos) utilizados na definição dos problemas. O teste à generalidade representativa e analítica do SADE proposto é efectuado recorrendo a um problema concreto, suficientemente específico e complexo, relativo à aplicação de modelos gaussianos para o estudo da dispersão atmosférica de eventuais poluentes resultantes do tratamento de resíduos sólidos. A região em estudo está limitada, neste exemplo, ao município de Coimbra, Portugal. Para este município estão acessíveis, e são utilizados, os dados demográficos ao nível da secção de voto (censos oficiais) e, como tal, é possível a realização de um estudo realístico do impacto com populações humanas.
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O e-working paper que se apresenta insere-se no campo analítico da sociologia da ciência, e tem como objectivos, por um lado, compreender como o género se constitui, ou não, como um elemento estruturante na distribuição dos actores pelo campo disciplinar e, por outro lado, explorar as configurações que a sociologia do género tem assumido na produção científica nacional. Os Congressos Portugueses de Sociologia (1988 a 2008), e a Associação Portuguesa de Sociologia constituíram o material empírico que possibilitou o exercício. This e-working paper integrates the realm of sociology of science, and aimed, on one hand, to understand how gender is a structural element in the distribution of actors within the disciplinary field and, on the other hand, to explore the configurations of sociology of gender in the scientific production. Therefore, the analysis is produced from two privileged empirical objects: the Portuguese Congress of Sociology (1988 to 2008) and the Portuguese Association of Sociology.
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Opposite enantiomers exhibit different NMR properties in the presence of an external common chiral element, and a chiral molecule exhibits different NMR properties in the presence of external enantiomeric chiral elements. Automatic prediction of such differences, and comparison with experimental values, leads to the assignment of the absolute configuration. Here two cases are reported, one using a dataset of 80 chiral secondary alcohols esterified with (R)-MTPA and the corresponding 1H NMR chemical shifts and the other with 94 13C NMR chemical shifts of chiral secondary alcohols in two enantiomeric chiral solvents. For the first application, counterpropagation neural networks were trained to predict the sign of the difference between chemical shifts of opposite stereoisomers. The neural networks were trained to process the chirality code of the alcohol as the input, and to give the NMR property as the output. In the second application, similar neural networks were employed, but the property to predict was the difference of chemical shifts in the two enantiomeric solvents. For independent test sets of 20 objects, 100% correct predictions were obtained in both applications concerning the sign of the chemical shifts differences. Additionally, with the second dataset, the difference of chemical shifts in the two enantiomeric solvents was quantitatively predicted, yielding r2 0.936 for the test set between the predicted and experimental values.
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Hoje em dia, há cada vez mais informação audiovisual e as transmissões ou ficheiros multimédia podem ser partilhadas com facilidade e eficiência. No entanto, a adulteração de conteúdos vídeo, como informação financeira, notícias ou sessões de videoconferência utilizadas num tribunal, pode ter graves consequências devido à importância desse tipo de informação. Surge então, a necessidade de assegurar a autenticidade e a integridade da informação audiovisual. Nesta dissertação é proposto um sistema de autenticação de vídeo H.264/Advanced Video Coding (AVC), denominado Autenticação de Fluxos utilizando Projecções Aleatórias (AFPA), cujos procedimentos de autenticação, são realizados ao nível de cada imagem do vídeo. Este esquema permite um tipo de autenticação mais flexível, pois permite definir um limite máximo de modificações entre duas imagens. Para efectuar autenticação é utilizada uma nova técnica de autenticação de imagens, que combina a utilização de projecções aleatórias com um mecanismo de correcção de erros nos dados. Assim é possível autenticar cada imagem do vídeo, com um conjunto reduzido de bits de paridade da respectiva projecção aleatória. Como a informação de vídeo é tipicamente, transportada por protocolos não fiáveis pode sofrer perdas de pacotes. De forma a reduzir o efeito das perdas de pacotes, na qualidade do vídeo e na taxa de autenticação, é utilizada Unequal Error Protection (UEP). Para validação e comparação dos resultados implementou-se um sistema clássico que autentica fluxos de vídeo de forma típica, ou seja, recorrendo a assinaturas digitais e códigos de hash. Ambos os esquemas foram avaliados, relativamente ao overhead introduzido e da taxa de autenticação. Os resultados mostram que o sistema AFPA, utilizando um vídeo com qualidade elevada, reduz o overhead de autenticação em quatro vezes relativamente ao esquema que utiliza assinaturas digitais e códigos de hash.