861 resultados para Unity,Mixed Reality,Extended Reality,Augmented Reality,Virtual Reality,Desgin pattern
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Given the dynamic nature of cardiac function, correct temporal alignment of pre-operative models and intraoperative images is crucial for augmented reality in cardiac image-guided interventions. As such, the current study focuses on the development of an image-based strategy for temporal alignment of multimodal cardiac imaging sequences, such as cine Magnetic Resonance Imaging (MRI) or 3D Ultrasound (US). First, we derive a robust, modality-independent signal from the image sequences, estimated by computing the normalized crosscorrelation between each frame in the temporal sequence and the end-diastolic frame. This signal is a resembler for the left-ventricle (LV) volume curve over time, whose variation indicates di erent temporal landmarks of the cardiac cycle. We then perform the temporal alignment of these surrogate signals derived from MRI and US sequences of the same patient through Dynamic Time Warping (DTW), allowing to synchronize both sequences. The proposed framework was evaluated in 98 patients, which have undergone both 3D+t MRI and US scans. The end-systolic frame could be accurately estimated as the minimum of the image-derived surrogate signal, presenting a relative error of 1:6 1:9% and 4:0 4:2% for the MRI and US sequences, respectively, thus supporting its association with key temporal instants of the cardiac cycle. The use of DTW reduces the desynchronization of the cardiac events in MRI and US sequences, allowing to temporally align multimodal cardiac imaging sequences. Overall, a generic, fast and accurate method for temporal synchronization of MRI and US sequences of the same patient was introduced. This approach could be straightforwardly used for the correct temporal alignment of pre-operative MRI information and intra-operative US images.
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In this text, we intend to explore the possibilities of sound manipulation in a context of augmented reality (AR) through the use of robots. We use the random behaviour of robots in a limited space for the real-time modulation of two sound characteristics: amplitude and frequency. We add the possibility of interaction with these robots, providing the user the opportunity to manipulate the physical interface by placing markers in the action space, which alter the behaviour of the robots and, consequently, the audible result produced. We intend to demonstrate through the agents, programming of random processes and direct manipulation of this application, that it is possible to generate empathy in interaction and obtain specific audible results, which would be difficult to otherwise reproduce due to the infinite loops that the interaction promotes.
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Neste texto, pretendemos explorar as possibilidades de manipulação de sons num contexto de realidade aumentada (AR) através da utilização de robots. Utilizamos o comportamento aleatório dos robots, num espaço circunscrito para a modulação em tempo real de duas características do som: a amplitude e a frequência. Acrescentamos a possibilidade de interacção com estes robots dando a oportunidade ao utilizador de manipular a interface física, colocando markers no espaço de acção que alterem o comportamento dos robots e, por conseguinte, o resultado sonoro produzido. Pretendemos demonstrar que através de agentes, programação de aleatórios e manipulação directa desta aplicação, se pode gerar empatia na interacção e atingir resultados sonoros específicos, difíceis de reproduzir de outra forma devido aos ciclos infinitos que a interacção promove.
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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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O presente estudo visou caraterizar as representações que técnicos de intervenção precoce têm sobre famílias que vivem em meio rural e em meio urbano que recebem apoio das equipas. Foram realizadas entrevistas semi-diretivas, os participantes e entrevistados foram dez docentes com intervenção educativa nas equipas, cinco em apoio direto a famílias de meio rural e cinco a realizar intervenções com famílias de meio urbano. Deste estudo resultaram vários dados qualitativos que depois de analisados e discutidos, levaram a diversas conclusões que vem dar respostas às questões e problemática iniciais. As famílias inseridas nestes contextos têm características que as diferenciam; habilitações, recursos, necessidades e comportamentos em comunidade. Tem aspetos culturais que influenciam as suas atitudes, participação e autonomia e são ou não decisivas no desenvolvimento da criança. Em contexto rural as famílias apresentam um maior número de necessidades comparativamente às famílias de meio urbano. As maiores necessidades das famílias em contexto rural situam-se nas questões financeiras, de formação e apoio técnico e especializado. As maiores necessidades das famílias de contexto urbano situam-se ao nível do fraco apoio familiar e das redes sociais. As necessidades comuns situam-se nas necessidades de informação e promoção da autonomia e competências parentais. As visitas e intervenções domiciliares podem permitir melhorar a identificação das necessidades e recursos das famílias e compreender melhor os critérios de referência de algumas crianças. As oportunidades de aprendizagem são maiores nestes encontros em domicílio, estão presentes em muitos casos, elementos da família alargada, que muitas vezes tem um papel fundamental na educação e estimulação destas crianças. Os docentes de IP em intervenção em contexto urbano, comparativamente com os docentes inseridos em contexto rural, apoiam famílias que na generalidade abrangem áreas profissionais mais vantajosas financeiramente. Estas famílias terão á partida melhores condições para aceder a mais recursos e apoios. Nos dois contextos existe uma necessidade comum, falta de informação e alguma autonomia e competências parentais em relação ao crescimento das crianças. A realização de iii encontros de pais ou criação de grupos de pais que tenham por base a partilha de experiencias e informação, estão planeadas mas não são uma realidade nestas equipas. Nas práticas de qualidade, o profissional deve atuar nos contextos naturais como, a família, ou a comunidade, mas pode incluir também rotinas, brincadeiras, festas etc. cenários que facilitem o dia-a-dia. As famílias têm contextos e rotinas próprias que os profissionais devem identificar, os dados que recolhemos indicam essa necessidade de proceder a avaliação mais atenta das necessidades das famílias. As práticas recomendadas e o enquadramento legislativo são tidos em conta pelos docentes e profissionais das equipas, os recursos documentais são na sua maioria comuns, a todas as equipas participantes, seguindo as orientações e documentos/minutas facultadas pela comissão coordenadora do SNIPI (Sistema Nacional de Intervenção Precoce na Infância) Apesar das recomendações teóricas para práticas de qualidade centradas na família, verificamos que estas fazem parte das preocupações destes docentes, mas nem sempre são implementadas. A problemática da criança parece ser ainda o ponto mais importante dos programas e planos de intervenção e mesmo o critério decisivo para delinear a duração e frequência das intervenções, seja em contexto urbano ou rural. - ABSTRACT This study aimed to characterize the families of rural and urban areas that receive support from Early Intervention Teams. It has been proposed yet whether professionals IP suit their practices to the characteristics of these families and communities integrated in different cultural contexts. Interviews were conducted semidirective, participants were ten respondents and teachers with educational intervention teams, five in direct support to families in rural areas and five interventions with families in urban areas. This study resulted in a number of qualitative data that then analyzed and discussed, led to several conclusions that comes to answer the questions and problems early. The families included in these contexts have characteristics that differentiate them; qualifications, resources, needs and behaviors in the community. Has cultural aspects that influence their attitudes, participation and autonomy and are not decisive in the development of the child. In the rural households have a greater number of needs compared to urban families. The greatest needs of families in rural settings are located in financial matters, training and technical support and expertise. The greatest needs of the urban households are located at the level of weak family support and social networks. Common needs lie in information needs and promoting autonomy and parenting skills. The home visits and interventions may allow improved identification of needs and resources of families and understand the benchmarks of some children. Learning opportunities are greater in these meetings at home, are present in many cases, elements of the extended family, which often plays a key role in education and stimulation of these children. Teachers IP intervention in the urban compared with rural teachers placed in context, support families in general include professional areas more financially advantageous. These families will have better starting conditions for access to more resources and support. In both contexts there is a common need, lack of information and some autonomy and parenting skills in relation to the growth of children. The meetings of parents or creating parent groups that are based on the sharing of information and experiences are planned but are not a reality in these teams. In quality practices, the professional must act in natural contexts like the family or the community, but may also include routines, jokes, and parties’ etc. scenarios that v facilitate the day-to-day. Families have their own contexts and routines that professionals should identify, collect the data indicate that the need for more careful assessment of the needs of families. Best practices and legislative environment are taken into account by teachers and professional teams, the documentary resources are mostly common to all participating teams, following the guidelines and documents / drafts provided by the coordinating committee SNIPI (National Intervention Early Childhood) Despite the theoretical recommendations for quality practices family-centered, we see that these are part of the concerns of teachers, but are not always implemented. The issue of child seems to be still the most important programs and plans and even the decisive criterion for delineating the duration and frequency of interventions whether in urban or rural.
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With the restructuring of the energy sector in industrialized countries there is an increased complexity in market players’ interactions along with emerging problems and new issues to be addressed. Decision support tools that facilitate the study and understanding of these markets are extremely useful to provide players with competitive advantage. In this context arises MASCEM, a multi-agent simulator for competitive electricity markets. It is essential to reinforce MASCEM with the ability to recreate electricity markets reality in the fullest possible extent, making it able to simulate as many types of markets models and players as possible. This paper presents the development of the Balancing Market in MASCEM. A key module to the study of competitive electricity markets, as it has well defined and distinct characteristics previously implemented.
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Currently, power systems (PS) already accommodate a substantial penetration of distributed generation (DG) and operate in competitive environments. In the future, as the result of the liberalisation and political regulations, PS will have to deal with large-scale integration of DG and other distributed energy resources (DER), such as storage and provide market agents to ensure a flexible and secure operation. This cannot be done with the traditional PS operational tools used today like the quite restricted information systems Supervisory Control and Data Acquisition (SCADA) [1]. The trend to use the local generation in the active operation of the power system requires new solutions for data management system. The relevant standards have been developed separately in the last few years so there is a need to unify them in order to receive a common and interoperable solution. For the distribution operation the CIM models described in the IEC 61968/70 are especially relevant. In Europe dispersed and renewable energy resources (D&RER) are mostly operated without remote control mechanisms and feed the maximal amount of available power into the grid. To improve the network operation performance the idea of virtual power plants (VPP) will become a reality. In the future power generation of D&RER will be scheduled with a high accuracy. In order to realize VPP decentralized energy management, communication facilities are needed that have standardized interfaces and protocols. IEC 61850 is suitable to serve as a general standard for all communication tasks in power systems [2]. The paper deals with international activities and experiences in the implementation of a new data management and communication concept in the distribution system. The difficulties in the coordination of the inconsistent developed in parallel communication and data management standards - are first addressed in the paper. The upcoming unification work taking into account the growing role of D&RER in the PS is shown. It is possible to overcome the lag in current practical experiences using new tools for creating and maintenance the CIM data and simulation of the IEC 61850 protocol – the prototype of which is presented in the paper –. The origin and the accuracy of the data requirements depend on the data use (e.g. operation or planning) so some remarks concerning the definition of the digital interface incorporated in the merging unit idea from the power utility point of view are presented in the paper too. To summarize some required future work has been identified.
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Dissertação de Mestrado, Educação (Administração e Organização Escolar), 7 de Fevereiro de 2014, Universidade dos Açores.
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Collaborative Work plays an important role in today’s organizations, especially in areas where decisions must be made. However, any decision that involves a collective or group of decision makers is, by itself complex, but is becoming recurrent in recent years. In this work we present the VirtualECare project, an intelligent multi-agent system able to monitor, interact and serve its customers, which are, normally, in need of care services. In last year’s there has been a substantially increase on the number of people needed of intensive care, especially among the elderly, a phenomenon that is related to population ageing. However, this is becoming not exclusive of the elderly, as diseases like obesity, diabetes and blood pressure have been increasing among young adults. This is a new reality that needs to be dealt by the health sector, particularly by the public one. Given this scenarios, the importance of finding new and cost effective ways for health care delivery are of particular importance, especially when we believe they should not to be removed from their natural “habitat”. Following this line of thinking, the VirtualECare project will be presented, like similar ones that preceded it. Recently we have also assisted to a growing interest in combining the advances in information society - computing, telecommunications and presentation – in order to create Group Decision Support Systems (GDSS). Indeed, the new economy, along with increased competition in today’s complex business environments, takes the companies to seek complementarities in order to increase competitiveness and reduce risks. Under these scenarios, planning takes a major role in a company life. However, effective planning depends on the generation and analysis of ideas (innovative or not) and, as a result, the idea generation and management processes are crucial. Our objective is to apply the above presented GDSS to a new area. We believe that the use of GDSS in the healthcare arena will allow professionals to achieve better results in the analysis of one’s Electronically Clinical Profile (ECP). This achievement is vital, regarding the explosion of knowledge and skills, together with the need to use limited resources and get better results.
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Dissertação de Mestrado, Sociologia, 25 de Março de 2014, Universidade dos Açores.
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Dissertação apresentada à Escola Superior de Educação de Lisboa para obtenção de grau de mestre em Ciências da Educação, especialidade Educação Especial – Problemas Cognitivos e Multideficiência
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Dissertação apresentada à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Jornalismo.
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Nas últimas décadas temos assistido a um avanço tecnológico a todos os níveis mas com particular incidência ao nível do hardware e dos dispositivos móveis. Estes tornaram-‐se cada vez mais leves e mais baratos, e transferiram-‐se do escritório para o carro, para os equipamentos e para os utensílios. A quantidade de informação (digital) disponível no meio envolvente aumentou de forma exponencial exigindo uma resposta tecnológica com o intuito de melhorar/facilitar o seu acesso e assimilação. É aqui que surge o conceito de Realidade Aumentada a funcionar como uma ponte de ligação entre o real e o digital convidando a novos modelos de interacção com o utilizador. A sua incorporação visa essencialmente tornar os sistemas mais usáveis diminuindo a carga cognitiva inerente à sua utilização. Este trabalho apresenta um estudo de caso, propondo um modelo para a construção de um Objecto de Aprendizagem com recurso a Realidade Aumentada especificamente para a área da saúde. O problema identificado nesta dissertação procura investigar se a integração de técnicas de Realidade Aumentada combinadas com técnicas multimédia e outros materiais convencionais podem contribuir para uma maior motivação e percepção cooperando para a construção de conhecimento.
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We live in a changing world. At an impressive speed, every day new technological resources appear. We increasingly use the Internet to obtain and share information, and new online communication tools are emerging. Each of them encompasses new potential and creates new audiences. In recent years, we witnessed the emergence of Facebook, Twitter, YouTube and other media platforms. They have provided us with an even greater interactivity between sender and receiver, as well as generated a new sense of community. At the same time we also see the availability of content like it never happened before. We are increasingly sharing texts, videos, photos, etc. This poster intends to explore the potential of using these new online communication tools in the cultural sphere to create new audiences, to develop of a new kind of community, to provide information as well as different ways of building organizations’ memory. The transience of performing arts is accompanied by the need to counter that transience by means of documentation. This desire to ‘save’ events reaches its expression with the information archive of the different production moments as well as the opportunity to record the event and present it through, for instance, digital platforms. In this poster we intend to answer the following questions: which online communication tools are being used to engage audiences in the cultural sphere (specifically between theater companies in Lisbon)? Is there a new relationship with the public? Are online communication tools creating a new kind of community? What changes are these tools introducing in the creative process? In what way the availability of content and its archive contribute to the organization memory? Among several references, we will approach the two-way communication model that James E. Grunig & Todd T. Hunt (1984) already presented and the concept of mass self-communication of Manuel Castells (2010). Castells also tells us that we have moved from traditional media to a system of communication networks. For Scott Kirsner (2010), we have entered an era of digital creativity, where artists have the tools to do what they imagined and the public no longer wants to just consume cultural goods, but instead to have a voice and participate. The creativity process is now depending on the public choice as they wander through the screen. It is the receiver who owns an object which can be exchanged. Virtual reality has encouraged the receiver to abandon its position of passive observer and to become a participant agent, which implies a challenge to organizations: inventing new forms of interfaces. Therefore, we intend to find new and effective online tools that can be used by cultural organizations; the best way to manage them; to show how organizations can create a community with the public and how the availability of online content and its archive can contribute to the organizations’ memory.
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BACKGROUND: Examining changes in brain activation linked with emotion-inducing stimuli is essential to the study of emotions. Due to the ecological potential of techniques such as virtual reality (VR), inspection of whether brain activation in response to emotional stimuli can be modulated by the three-dimensional (3D) properties of the images is important. OBJECTIVE: The current study sought to test whether the activation of brain areas involved in the emotional processing of scenarios of different valences can be modulated by 3D. Therefore, the focus was made on the interaction effect between emotion-inducing stimuli of different emotional valences (pleasant, unpleasant and neutral valences) and visualization types (2D, 3D). However, main effects were also analyzed.METHODS: The effect of emotional valence and visualization types and their interaction were analyzed through a 3x2 repeated measures ANOVA. Post-hoc t-tests were performed under a ROI-analysis approach. RESULTS: The results show increased brain activation for the 3D affective-inducing stimuli in comparison with the same stimuli in 2D scenarios, mostly in cortical and subcortical regions that are related to emotional processing, in addition to visual processing regions. CONCLUSIONS: This study has the potential of clarify brain mechanisms involved in the processing of emotional stimuli (scenarios’ valence) and their interaction with three-dimensionality.