895 resultados para Virtual Computer World
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Pós-graduação em Geografia - IGCE
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Pós-graduação em Direito - FCHS
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Broad consensus has been reached within the Education and Cognitive Psychology research communities on the need to center the learning process on experimentation and concrete application of knowledge, rather than on a bare transfer of notions. Several advantages arise from this educational approach, ranging from the reinforce of students learning, to the increased opportunity for a student to gain greater insight into the studied topics, up to the possibility for learners to acquire practical skills and long-lasting proficiency. This is especially true in Engineering education, where integrating conceptual knowledge and practical skills assumes a strategic importance. In this scenario, learners are called to play a primary role. They are actively involved in the construction of their own knowledge, instead of passively receiving it. As a result, traditional, teacher-centered learning environments should be replaced by novel learner-centered solutions. Information and Communication Technologies enable the development of innovative solutions that provide suitable answers to the need for the availability of experimentation supports in educational context. Virtual Laboratories, Adaptive Web-Based Educational Systems and Computer-Supported Collaborative Learning environments can significantly foster different learner-centered instructional strategies, offering the opportunity to enhance personalization, individualization and cooperation. More specifically, they allow students to explore different kinds of materials, to access and compare several information sources, to face real or realistic problems and to work on authentic and multi-facet case studies. In addition, they encourage cooperation among peers and provide support through coached and scaffolded activities aimed at fostering reflection and meta-cognitive reasoning. This dissertation will guide readers within this research field, presenting both the theoretical and applicative results of a research aimed at designing an open, flexible, learner-centered virtual lab for supporting students in learning Information Security.
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A proposal for a virtual museum of computer science
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Surgical navigation systems visualize the positions and orientations of surgical instruments and implants as graphical overlays onto a medical image of the operated anatomy on a computer monitor. The orthopaedic surgical navigation systems could be categorized according to the image modalities that are used for the visualization of surgical action. In the so-called CT-based systems or 'surgeon-defined anatomy' based systems, where a 3D volume or surface representation of the operated anatomy could be constructed from the preoperatively acquired tomographic data or through intraoperatively digitized anatomy landmarks, a photorealistic rendering of the surgical action has been identified to greatly improve usability of these navigation systems. However, this may not hold true when the virtual representation of surgical instruments and implants is superimposed onto 2D projection images in a fluoroscopy-based navigation system due to the so-called image occlusion problem. Image occlusion occurs when the field of view of the fluoroscopic image is occupied by the virtual representation of surgical implants or instruments. In these situations, the surgeon may miss part of the image details, even if transparency and/or wire-frame rendering is used. In this paper, we propose to use non-photorealistic rendering to overcome this difficulty. Laboratory testing results on foamed plastic bones during various computer-assisted fluoroscopybased surgical procedures including total hip arthroplasty and long bone fracture reduction and osteosynthesis are shown.
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In this paper we provide a framework that enables the rapid development of applications using non-standard input devices. Flash is chosen as programming language since it can be used for quickly assembling applications. We overcome the difficulties of Flash to access external devices by introducing a very generic concept: The state information generated by input devices is transferred to a PC where a program collects them, interprets them and makes them available on a web server. Application developers can now integrate a Flash component that accesses the data stored in XML format and directly use it in their application.
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Second Life (SL) is an ideal platform for language learning. It is called a Multi-User Virtual Environment, where users can have varieties of learning experiences in life-like environments. Numerous attempts have been made to use SL as a platform for language teaching and the possibility of SL as a means to promote conversational interactions has been reported. However, the research so far has largely focused on simply using SL without further augmentations for communication between learners or between teachers and learners in a school-like environment. Conversely, not enough attention has been paid to its controllability which builds on the embedded functions in SL. This study, based on the latest theories of second language acquisition, especially on the Task Based Language Teaching and the Interaction Hypothesis, proposes to design and implement an automatized interactive task space (AITS) where robotic agents work as interlocutors of learners. This paper presents a design that incorporates the SLA theories into SL and the implementation method of the design to construct AITS, fulfilling the controllability of SL. It also presents the result of the evaluation experiment conducted on the constructed AITS.
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This paper reports on a Virtual Reality theater experiment named Il était Xn fois, conducted by artists and computer scientists working in cognitive science. It offered the opportunity for knowledge and ideas exchange between these groups, highlighting the benefits of collaboration of this kind. Section 1 explains the link between enaction in cognitive science and virtual reality, and specifically the need to develop an autonomous entity which enhances presence in an artificial world. Section 2 argues that enactive artificial intelligence is able to produce such autonomy. This was demonstrated by the theatrical experiment, "Il était Xn fois" (in English: Once upon Xn time), explained in section 3. Its first public performance was in 2009, by the company Dérézo. The last section offers the view that enaction can form a common ground between the artistic and computer science areas.
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UNLABELLED OBJECTIVE; Virtual autopsy methods, such as postmortem CT and MRI, are increasingly being used in forensic medicine. Forensic investigators with little to no training in diagnostic radiology and medical laypeople such as state's attorneys often find it difficult to understand the anatomic orientation of axial postmortem CT images. We present a computer-assisted system that permits postmortem CT datasets to be quickly and intuitively resliced in real time at the body to narrow the gap between radiologic imaging and autopsy. CONCLUSION Our system is a potentially valuable tool for planning autopsies, showing findings to medical laypeople, and teaching CT anatomy, thus further closing the gap between radiology and forensic pathology.
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El objetivo del PFC es el diseño e implementación de una aplicación que funcione como osciloscopio, analizador de espectro y generador de funciones virtual, todo dentro de la misma aplicacion. Mediante una tarjeta de adquisición de datos tomaremos muestras de señales del mundo real (sistema analógico) para generar datos que puedan ser manipulados por un ordenador (sistema digital). Con esta misma tarjeta también se podrán generar señales básicas, tales como señales senoidales, cuadradas.... y además se ha añadido la funcionalidad de generar señales moduladas en frecuencia, señales tipo Chirp (usadas comúnmente tanto en aplicaciones sonar y radar, como en transmisión óptica) o PRN (ruido pseudo-aleatorio que consta de una secuencia determinista de pulsos que se repite cada periodo, usada comúnmente en receptores GPS), como también señales ampliamente conocidas como el ruido blanco Gaussiano o el ruido blanco uniforme. La aplicación mostrará con detalle las señales adquiridas y analizará de diversas maneras esas señales. Posee la función de enventanado de los tipos de ventana mas comunes, respuesta en frecuencia, transformada de Fourier, etc. La configuración es elegida por el usuario en un entorno amigable y de visualización atractiva. The objective of the PFC is the design and implementation of an application that works as oscilloscope, spectrum analyzer and virtual signal generator, all within the same application. Through a data acquisition card, the user can take samples of real-world signals (analog system) to generate data that can be manipulated by a computer (digital system). This same card can also generate basic signals, such as sine waves, square waves, sawtooth waves.... and further has added other functionalities as frequency modulated signals generation, Chirp signals type generation (commonly used in both sonar and radar applications, such as optical transmission) or PRN (pseudo-random noise sequence comprising a deterministic pulse that repeats every period, commonly used in GPS receivers). It also can generate widely known as Gaussian white noise signals or white noise uniform signals. The application will show in detail the acquired signals and will analyze these signals in different ways selected by the user. Windowing function has the most common window types, frequency response, Fourier transform are examples of what kind of analyzing that can be processed. The configuration is chosen by the user throught friendly and attractive displays and panels.
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The project arises from the need to develop improved teaching methodologies in field of the mechanics of continuous media. The objective is to offer the student a learning process to acquire the necessary theoretical knowledge, cognitive skills and the responsibility and autonomy to professional development in this area. Traditionally the teaching of the concepts of these subjects was performed through lectures and laboratory practice. During these lessons the students attitude was usually passive, and therefore their effectiveness was poor. The proposed methodology has already been successfully employed in universities like University Bochum, Germany, University the South Australia and aims to improve the effectiveness of knowledge acquisition through use by the student of a virtual laboratory. This laboratory allows to adapt the curricula and learning techniques to the European Higher Education and improve current learning processes in the University School of Public Works Engineers -EUITOP- of the Technical University of Madrid -UPM-, due there are not laboratories in this specialization. The virtual space is created using a software platform built on OpenSim, manages 3D virtual worlds, and, language LSL -Linden Scripting Language-, which imprints specific powers to objects. The student or user can access this virtual world through their avatar -your character in the virtual world- and can perform practices within the space created for the purpose, at any time, just with computer with internet access and viewfinder. The virtual laboratory has three partitions. The virtual meeting rooms, where the avatar can interact with peers, solve problems and exchange existing documentation in the virtual library. The interactive game room, where the avatar is has to resolve a number of issues in time. And the video room where students can watch instructional videos and receive group lessons. Each audiovisual interactive element is accompanied by explanations framing it within the area of knowledge and enables students to begin to acquire a vocabulary and practice of the profession for which they are being formed. Plane elasticity concepts are introduced from the tension and compression testing of test pieces of steel and concrete. The behavior of reticulated and articulated structures is reinforced by some interactive games and concepts of tension, compression, local and global buckling will by tests to break articulated structures. Pure bending concepts, simple and composite torsion will be studied by observing a flexible specimen. Earthquake resistant design of buildings will be checked by a laboratory test video.
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La Realidad Aumentada forma parte de múltiples proyectos de investigación desde hace varios años. La unión de la información del mundo real y la información digital ofrece un sinfín de posibilidades. Las más conocidas van orientadas a los juegos pero, gracias a ello, también se pueden implementar Interfaces Naturales. En otras palabras, conseguir que el usuario maneje un dispositivo electrónico con sus propias acciones: movimiento corporal, expresiones faciales, etc. El presente proyecto muestra el desarrollo de la capa de sistema de una Interfaz Natural, Mokey, que permite la simulación de un teclado mediante movimientos corporales del usuario. Con esto, se consigue que cualquier aplicación de un ordenador que requiera el uso de un teclado, pueda ser usada con movimientos corporales, aunque en el momento de su creación no fuese diseñada para ello. La capa de usuario de Mokey es tratada en el proyecto realizado por Carlos Lázaro Basanta. El principal objetivo de Mokey es facilitar el acceso de una tecnología tan presente en la vida de las personas como es el ordenador a los sectores de la población que tienen alguna discapacidad motora o movilidad reducida. Ya que vivimos en una sociedad tan informatizada, es esencial que, si se quiere hablar de inclusión social, se permita el acceso de la actual tecnología a esta parte de la población y no crear nuevas herramientas exclusivas para ellos, que generarían una situación de discriminación, aunque esta no sea intencionada. Debido a esto, es esencial que el diseño de Mokey sea simple e intuitivo, y al mismo tiempo que esté dotado de la suficiente versatilidad, para que el mayor número de personas discapacitadas puedan encontrar una configuración óptima para ellos. En el presente documento, tras exponer las motivaciones de este proyecto, se va a hacer un análisis detallado del estado del arte, tanto de la tecnología directamente implicada, como de otros proyectos similares. Se va prestar especial atención a la cámara Microsoft Kinect, ya que es el hardware que permite a Mokey detectar la captación de movimiento. Tras esto, se va a proceder a una explicación detallada de la Interfaz Natural desarrollada. Se va a prestar especial atención a todos aquellos algoritmos que han sido implementados para la detección del movimiento, así como para la simulación del teclado. Finalmente, se va realizar un análisis exhaustivo del funcionamiento de Mokey con otras aplicaciones. Se va a someter a una batería de pruebas muy amplia que permita determinar su rendimiento en las situaciones más comunes. Del mismo modo, se someterá a otra batería de pruebas destinada a definir su compatibilidad con los diferentes tipos de programas existentes en el mercado. Para una mayor precisión a la hora de analizar los datos, se va a proceder a comparar Mokey con otra herramienta similar, FAAST, pudiendo observar de esta forma las ventajas que tiene una aplicación especialmente pensada para gente discapacitada sobre otra que no tenía este fin. ABSTRACT. During the last few years, Augmented Reality has been an important part of several research projects, as the combination of the real world and the digital information offers a whole new set of possibilities. Among them, one of the most well-known possibilities are related to games by implementing Natural Interfaces, which main objective is to enable the user to handle an electronic device with their own actions, such as corporal movements, facial expressions… The present project shows the development of Mokey, a Natural Interface that simulates a keyboard by user’s corporal movements. Hence, any application that requires the use of a keyboard can be handled with this Natural Interface, even if the application was not designed in that way at the beginning. The main objective of Mokey is to simplify the use of the computer for those people that are handicapped or have some kind of reduced mobility. As our society has been almost completely digitalized, this kind of interfaces are essential to avoid social exclusion and discrimination, even when it is not intentional. Thus, some of the most important requirements of Mokey are its simplicity to use, as well as its versatility. In that way, the number of people that can find an optimal configuration for their particular condition will grow exponentially. After stating the motivations of this project, the present document will provide a detailed state of the art of both the technologies applied and other similar projects, highlighting the Microsoft Kinect camera, as this hardware allows Mokey to detect movements. After that, the document will describe the Natural Interface that has been developed, paying special attention to the algorithms that have been implemented to detect movements and synchronize the keyboard. Finally, the document will provide an exhaustive analysis of Mokey’s functioning with other applications by checking its behavior with a wide set of tests, so as to determine its performance in the most common situations. Likewise, the interface will be checked against another set of tests that will define its compatibility with different softwares that already exist on the market. In order to have better accuracy while analyzing the data, Mokey’s interface will be compared with a similar tool, FAAST, so as to highlight the advantages of designing an application that is specially thought for disabled people.