972 resultados para Visual C .net


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We present in this paper the results of the application of several visual methods on a group of locations, dated between VI and I centuries BC, of the ager Tarraconensis (Tarragona, Spain) a Hinterland of the roman colony of Tarraco. The difficulty in interpreting the diverse results in a combined way has been resolved by means of the use of statistical methods, such as Principal Components Analysis (PCA) and K-means clustering analysis. These methods have allowed us to carry out site classifications in function of the landscape's visual structure that contains them and of the visual relationships that could be given among them.

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El projecte dona resposta a un programa de residència colâ¢lectiva de promoció pública, consistent en un màxim de 24 habitatges agrupats en un bloc plurifamiliar, amb les seves corresponents places dâaparcament.Lâemplaçament del concurs promogut per lâInstitut Català del Sol (INCASOL) és força peculiar. Es tracta dâun solar en el límit NE de la població de Molins de Rei, ubicat precisament en uns terrenys a cavall entre un sol rústic de bosc mediterrani amb una forta pendent i unes preexistències històriques molt puntuals (una masia i una ermita al cim de la muntanya), i un sol industrial de pendent suau, ocupat per grans naus, que sâobre a la plana del Llobregat. El solar es troba deprimit en la seva cara NE, és a dir, el seu nivell base està bastant per sota de la cota del camí que condueix cap el bosc. Per tant, el seu límit és el talús de terra que marca lâinici del terreny feréstec. En canvi, en la vessant SO, no existeix cap impediment a les vistes i a la ventilació, doncs la obertura a la plana del Llobregat és total.Enfront dâaquestes preexistències i atenent també els requeriments tècnics i funcionals presents tant en les bases del concurs com en les necessitats dâavui en dia, el projecte desenvolupat ofereix un conjunt de respostes innovadores als següents temes considerats crucials:1. El respecte al medi ambient i a la cultura del llocEnfront al repte topogràfic, el projecte proposa concentrar els habitatges i garatges en un sol bloc de PB + 3 plantes que no sobrepassa la cota del camí superior, però que se separa el suficient del talús natural posterior per garantir la ventilació creuada. Dâaquesta manera es produeixen pocs moviments de terres i lâedifici final, dâajustada fondària, respecta la muntanya del seu darrera i no manlleva terreny forestal.Vinculant-se també a la cultura del lloc, els acabats exteriors dels habitatges es proposen cromàtica i materialment semblants a la pedra existent en lâentorn, la mateixa que es visualitza en la masia i en lâermita del bosc. Igualment, el bloc segueix la corbatura natural del carrer, ajustant-se a la alineació de vial per tal de no imposar-se a la morfologia traçada des de temps pretèrits.2. La relació amb lâexteriorLa resposta al lloc comporta també la configuració interna dels habitatges des del conjunt i des de la unitat habitable. Així, la cara NE, junt a la muntanya, es reserva per el corredor de distribució comunitari, al que sâobren de manera tamisada les cambres de rentat i, com a molt, un dormitori. En canvi, la cara SO, oberta a les vistes de la plana, al sol i a la llum més intensa, concentra les sales dâestar i la majoria de dormitoris. Aquestes cambres, a més a més, es perllonguen cap a lâexterior per mitjà duna terrassa coberta susceptible de tancar-se o obrir-se segons els requeriments climàtics de cada moment del dia o de lâèpoca del any, convertint-se així en una estança més de la casa. Climàticament, la terrassa fa les funcions de cambra dâaire quiet al hivern, i de doble protecció solar al estiu.Dâaltra banda, tenint en compte el caràcter rural del lloc, i considerant que es tracta de lâúltima edificació de la població abans dâaccedir al terreny boscós, es proposen uns habitatges que reforcen el caràcter veïnal del carrer, situats a 80-150 cm de la cota de vial, que gaudeixen dâun jardí privat.3. La innovació tipològica i la optimització del espaiInteriorment, la superfície dels habitatges sâoptimitza de manera que en ells hi apareixen els mínims distribuïdors, per tal dâevitar passadissos i passos constrenyits. La relació de la sala i el menjador es produeix en diagonal, proposant-se la ubicació de la cuina en el centre de la casa. Dâaquesta manera, es dona resposta a les necessitats de vida actuals, on els espais principals dels habitatges demanen una certa flexibilitat en les seves funcions.Igualment es proposa de manera innovadora la generació dâun distribuïdor amb un rentamans doble, que dona accés tant al bany de la casa com a la zona de rentat, tant necessària en qualsevol habitatge. Aquesta peça ventila a lâexterior a través dâuna gelosia i garanteix les funcions dâestenedor. Dâaquesta manera, la â˜pica exteriorâ pot satisfer a través dâun sol element diverses funcions, estalviant així espai i flexibilitzant el seu ús. 4. Lâaccessibilitat i la mobilitat interiorTots els habitatges son visitables amb cadira de rodes a la sala, la cuina, el bany i, com a mínim, una habitació. La manca de passadissos i lâamplitud dels passos i portes així ho permet.De la mateixa manera, existeix un itinerari practicable que uneix la via pública amb lâentrada de cada habitatge, havent-se suprimit en ell totes les barreres arquitectòniques.5. La ecoeficiència i lâacompliment del Codi Tècnic de lâEdificacióLa sostenibilitat de la proposta satisfà diversos paràmetres i alhora aporta solucions novetoses:-minimització de moviments de terres-garatges en planta baixa oberts al pati posterior i, per tant, sense extractors-ventilació creuada en tots els habitatges-assoleiament garantit en tots els habitatges durant les 10 i les 14 hores durant el solstici dâhivern-protecció solar durant lâestiu-safareig ventilat per estendre la roba i per lâestalvi de lâaparell de secadora-façana prefabricada amb cambra interna: transmitància tèrmica idònia per la zona-forats de façana de menys del 40% de la superfície total, tal i com marca el CTE -finestres amb vidres dobles per aïllament del so aeri-utilització de sistemes pre-industrialitzats en un 80% de la superfície dâestructura i en un 80% dels tancaments exteriorsLes instalâ¢lacions tenen en compte els requeriments mediambientals:-diferenciació de canyeries dâaigües negres i pluvials-aparells amb mecanismes dâestalvi dâaigua-tuberies de calefacció vistes que aporten calor suplementari als radiadors-producció dâaigua calenta sanitària amb energia solar-instalâ¢lació dâun aljub de reaprofitament dâaigües pluvials per al rec del jardí-espai de recollida selectiva de residus a les cuines-circuit de pre-instalâ¢lació domòtica

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There is currently a considerable diversity of quantitative measures available for summarizing the results in single-case studies. Given that the interpretation of some of them is difficult due to the lack of established benchmarks, the current paper proposes an approach for obtaining further numerical evidence on the importance of the results, complementing the substantive criteria, visual analysis, and primary summary measures. This additional evidence consists of obtaining the statistical significance of the outcome when referred to the corresponding sampling distribution. This sampling distribution is formed by the values of the outcomes (expressed as data nonoverlap, R-squared, etc.) in case the intervention is ineffective. The approach proposed here is intended to offer the outcome"s probability of being as extreme when there is no treatment effect without the need for some assumptions that cannot be checked with guarantees. Following this approach, researchers would compare their outcomes to reference values rather than constructing the sampling distributions themselves. The integration of single-case studies is problematic, when different metrics are used across primary studies and not all raw data are available. Via the approach for assigning p values it is possible to combine the results of similar studies regardless of the primary effect size indicator. The alternatives for combining probabilities are discussed in the context of single-case studies pointing out two potentially useful methods one based on a weighted average and the other on the binomial test.

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In this paper address we the question as to why participants tend to respond realistically to situations and events portrayed within an Immersive Virtual Reality (IVR) system. The idea is put forward, based on experience of a large number of experimental studies, that there are two orthogonal components that contribute to this realistic response. The first is"being there", often called"presence", the qualia of having a sensation of being in a real place. We call this Place Illusion (PI). Second, Plausibility Illusion (Psi) refers to the illusion that the scenario being depicted is actually occurring. In the case of both PI and Psi the participant knows for sure that that they are not"there" and that the events are not occurring. PI is constrained by the sensorimotor contingencies afforded by the virtual reality system. Psi is determined by the extent to which the system can produce events that directly relate to the participant, and the overall credibility of the scenario being depicted in comparison with expectations. We argue that when both PI and Psi occur, participants will respond realistically to the virtual reality.

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In body ownership illusions participants feel that a mannequin or virtual body (VB) is their own. Earlier results suggest that body ownership over a body seen from behind in extra personal space is possible when the surrogate body is visually stroked and tapped on its back, while spatially and temporal synchronous tactile stimulation is applied to the participant's back. This result has been disputed with the claim that the results can be explained by self-recognition rather than somatic body ownership. We carried out an experiment with 30 participants in a between-groups design. They all saw the back of a VB 1.2 m in front, that moved in real-time determined by upper body motion capture. All felt tactile stimulation on their back, and for 15 of them this was spatially and temporally synchronous with stimulation that they saw on the back of the VB, but asynchronous for the other 15. After 3 min a revolving fan above the VB descended and stopped at the position of the VB neck. A questionnaire assessed referral of touch to the VB, body ownership, the illusion of drifting forwards toward the VB, and the VB drifting backwards. Heart rate deceleration (HRD) and the amount of head movement during the threat period were used to assess the response to the threat from the fan. Results showed that although referral of touch was significantly greater in the synchronous condition than the asynchronous, there were no other differences between the conditions. However, a further multivariate analysis revealed that in the visuotactile synchronous condition HRD and head movement increased with the illusion of forward drift and decreased with backwards drift. Body ownership contributed positively to these drift sensations. Our conclusion is that the setup results in a contradiction-somatic feelings associated with a distant body-that the brain attempts to resolve by generating drift illusions that would make the two bodies coincide.

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Previous work has reported that it is not difficult to give people the illusion of ownership over an artificial body, providing a powerful tool for the investigation of the neural and cognitive mechanisms underlying body perception and self consciousness. We present an experimental study that uses immersive virtual reality (IVR) focused on identifying the perceptual building blocks of this illusion. We systematically manipulated visuotactile and visual sensorimotor contingencies, visual perspective, and the appearance of the virtual body in order to assess their relative role and mutual interaction. Consistent results from subjective reports and physiological measures showed that a first person perspective over a fake humanoid body is essential for eliciting a body ownership illusion. We found that the illusion of ownership can be generated when the virtual body has a realistic skin tone and spatially substitutes the real body seen from a first person perspective. In this case there is no need for an additional contribution of congruent visuotactile or sensorimotor cues. Additionally, we found that the processing of incongruent perceptual cues can be modulated by the level of the illusion: when the illusion is strong, incongruent cues are not experienced as incorrect. Participants exposed to asynchronous visuotactile stimulation can experience the ownership illusion and perceive touch as originating from an object seen to contact the virtual body. Analogously, when the level of realism of the virtual body is not high enough and/or when there is no spatial overlap between the two bodies, then the contribution of congruent multisensory and/or sensorimotor cues is required for evoking the illusion. On the basis of these results and inspired by findings from neurophysiological recordings in the monkey, we propose a model that accounts for many of the results reported in the literature.

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This paper describes a simple low-cost approach toadding an element of haptic interaction within a virtualenvironment. Using off-the-shelf hardware and software wedescribe a simple setup that can be used to explore physically virtual objects in space. This setup comprises of a prototype glove with a number of vibrating actuators to provide the haptic feedback, a Kinect camera for the tracking of the user's hand and a virtual reality development environment. As proof of concept and to test the efficiency of the system as well as its potential applications, we developed a simple application where we created 4 different shapes within a virtual environment in order to try toexplore them and guess their shape through touch alone.

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An experiment was carried out to examine the impact on electrodermal activity of people when approached by groups of one or four virtual characters at varying distances. It was premised on the basis of proxemics theory that the closer the approach of the virtual characters to the participant, the greater the level of physiological arousal. Physiological arousal was measured by the number of skin conductance responses within a short time period after the approach, and the maximum change in skin conductance level 5 s after the approach. The virtual characters were each either female or a cylinder of human size, and one or four characters approached each subject a total of 12 times. Twelve male subjects were recruited for the experiment. The results suggest that the number of skin conductance responses after the approach and the change in skin conductance level increased the closer the virtual characters approached toward the participants. Moreover, these response variables were inversely correlated with the number of visits, showing a typical adaptation effect. There was some evidence to suggest that the number of characters who simultaneously approached (one or four) was positively associated with the responses. Surprisingly there was no evidence of a difference in response between the humanoid characters and cylinders on the basis of this physiological data. It is suggested that the similarity in this quantitative arousal response to virtual characters and virtual objects might mask a profound difference in qualitative response, an interpretation supported by questionnaire and interview results. Overall the experiment supported the premise that people exhibit heightened physiological arousal the closer they are approached by virtual characters.

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Osteoporosis is a systemic bone disease that is characterized by a generalized reduction of the bone mass. It is the main cause of fractures in elderly women. Bone densitometry is used in the lumbar spine and hip in order to detect osteoporosis in its early stages. Different studies have observed a correlation between the bone mineral density of the jaw (BMD) and that of the lumbar spine and/or hip. On the other hand, there are studies that evaluate the findings in the orthopantomograms and perapical X-rays, correlating them with the early diagnosis of osteoporosis and highlighting the role of the dentist in the early diagnosis of this disease. Materials and methods: A search was carried out in the Medline-Pubmed database in order to identify those articles that deal with the association between the X-ray findings observed in the orthopantomograms and the diagnosis of the osteoporosis, as well as those that deal with the bone mineral density of the jaw. Results: There were 406 articles, and with the limits established, this number was reduced to 21. Almost all of the articles indicate that when examining oral X-rays, it is possible to detect signs indicative of osteoporosis. Discussion: The radiomorphometric indices use measurements in orthopantomograms and evaluate possible loss of bone mineral density. They can be analyzed alone or along with the visual indices. In the periapical X-rays, the photodensimetric analyses and the trabecular pattern appear to be the most useful. There are seven studies that analyze the densitometry of the jaw, but only three do so independently of the photodensitometric analysis. Conclusions: The combination of mandibular indices, along with surveys on the risk of fracture, can be useful as indicators of early diagnosis of osteoporosis. Visual and morphometric indices appear to be especially important in the orthopantomograms. Photodensitometry indices and the trabecular pattern are used in periapical X-rays. Studies on mandibular dual-energy X-ray absorptiometry are inconclusive

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Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.

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Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.

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La investigación sobre el paisaje en zonas urbanas o periurbanas implica importantes limitaciones metodológicas. En el presente estudio, el trabajo se centra en un llano pre-litoral próximo a la ciudad de Barcelona, el Vallès Oriental, profundamente urbanizado en las últimas dos décadas, hecho que condiciona la recuperación de nuevos datos arqueológicos y la implementación de programas de prospección arqueológica. Asimismo, la particular topografía que presenta el llano, caracterizado por unos relieves suaves, ha obligado a adaptar la metodología del análisis arqueomorfológico a este contexto geográfico. El artículo presenta los resultados del análisis arqueomorfológico realizado, que han sido cruzados con la documentación histórica y arqueológica para caracterizar âdesde una perspectiva diacrónicaâ la red viaria, la estructuración territorial y la evolución del poblamiento de esta área y, finalmente, determinar las dinámicas del paisaje en época romana. La investigación sobre la morfología del territorio se ha llevado a cabo a partir de un intenso trabajo de fotointerpretación y análisis de la cartografía histórica en entorno SIG, especialmente útil en un paisaje marcado por las importantes trasformaciones del medio rural. Igualmente, los datos generados en los últimos años por la investigación arqueológica han sido revisados de forma detallada, a fin de contribuir a la planificación de las prospecciones arqueológicas y arqueomorfológicas desarrolladas.

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El proyecto ¿Propuesta de un ambiente e-learning para el fortalecimiento de las habilidades de alfabetización visual e informacional: caso Licenciatura en Electrónica ¿ UPN¿ fortalece la investigación alrededor de ambientes e-learning de la Universitat Oberta de Catalunya (UOC). Con la investigación se buscó Determinar las estrategias organizativas, pedagógicas y tecnológicas a implementar en el diseño y desarrollo de un entorno e-learning que promueva las habilidades de alfabetización visual e informacional en estudiantes de primer semestre de la Licenciatura en Electrónica de la Universidad Pedagógica Nacional de Colombia. La investigación realizada fue de tipo cualitativo a través de un estudio de caso.

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Tässä tyÃssä raportoidaan hybridihitsauksesta otettujen suurnopeuskuvasarjojen automaattisen analyysijärjestelmän kehittäminen.Järjestelmän tarkoitus oli tuottaa tietoa, joka avustaisi analysoijaa arvioimaan kuvatun hitsausprosessin laatua. Tutkimus keskittyi valokaaren taajuuden säännÃllisyyden ja lisäainepisaroiden lentosuuntien mittaamiseen. Valokaaria havaittiin kuvasarjoista sumean c-means-klusterointimenetelmän avullaja perättäisten valokaarien välistä aikaväliä käytettiin valokaaren taajuuden säännÃllisyyden mittarina. Pisaroita paikannettiin menetelmällä, jossa yhdistyi pääkomponenttianalyysi ja tukivektoriluokitin. Kalman-suodinta käytettiin tuottamaan arvioita pisaroiden lentosuunnista ja nopeuksista. Lentosuunnanmääritysmenetelmä luokitteli pisarat niiden arvioitujen lentosuuntien perusteella. Järjestelmän kehittämiseen käytettävissä olleet kuvasarjat poikkesivat merkittävästi toisistaan kuvanlaadun ja pisaroiden ulkomuodon osalta, johtuen eroista kuvaus- ja hitsausprosesseissa. Analyysijärjestelmä kehitettiin toimimaan pienellä osajoukolla kuvasarjoja, joissa oli tietynlainen kuvaus- ja hitsausprosessi ja joiden kuvanlaatu ja pisaroiden ulkomuoto olivat samankaltaisia, mutta järjestelmää testattiin myÃs osajoukon ulkopuolisilla kuvasarjoilla. Testitulokset osoittivat, että lentosuunnanmääritystarkkuus oli kohtuullisen suuri osajoukonsisällä ja pieni muissa kuvasarjoissa. Valokaaren taajuuden säännÃllisyyden määritys oli tarkka useammassa kuvasarjassa.