863 resultados para User perceived video quality on mobile devices


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Pós-graduação em Ciência da Computação - IBILCE

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Indirect laryngoscopy allows practitioners to “see around the corner” of a patient’s airway during intubation. Inadequate airway management is a major contributor to patient injury, morbidity and mortality. The purpose of the present study was to evaluate the video quality of commercially available video laryngoscopy systems. A team of four investigators at the University of Nebraska at Omaha and the Peter Kiewit Institute performed intubation simulations using a number of video laryngoscopy systems. Testing was done with a Laerdal Difficult Airway Manikin (Laerdal Medical Corp., Wappingers Falls, NY) in a setting that simulated difficult airways, adverse lighting conditions and various system configurations (e.g., maximizing screen contrast, minimizing screen brightness, maximizing screen color hue, etc.).

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Pós-graduação em Ciência da Computação - IBILCE

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One-transistor floating-body random access memory retention time distribution is investigated on silicon-on-insulator UTBOX devices. It is shown that the average retention time can be improved by two to three orders of magnitude by reducing the body-junction electric field. However, the retention time distribution, which is mainly caused by the generation-recombination center density variation, remains similar.

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[ES] El presente proyecto final de carrera surge con la idea de cubrir una necesidad social a un servicio no existente en muchos contextos. "I-Found" es un concepto de oficina virtual de objetos perdidos, con el añadido de que no solo gestiona objetos, sino también personas y animales (lo que en este proyecto se denomina un "OPA"). Además ofrece la posibilidad de poner en contacto directo y sin intermediarios a personas que han perdido o les ha sido robado un "OPA", con personas que los haya encontrado y viceversa, dentro de cualquier ámbito posible. Los objetivos principales del proyecto son : el aprendizaje de la plataforma Android para dispositivos móviles y el desarrollo de una aplicación, basada en el concepto "I-Found", totalmente funcional, experimental, libre y gratuita, restringida al ámbito geográfico e institucional de la Universidad de Las Palmas de Gran Canaria. Por este motivo, la app desarrollada se denomina "I-Found@ULPGC", leído en inglés como "I-Found at ULPGC". Esta app demuestra la capacidad de personalización del concepto "I-Found" a múltiples contextos institucionales o geográficos.

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[ES] Se analizan las posibilidades del Image based modeling (IBM), como técnica de escaneado 3D de bajo coste para la modelización de inscripciones romanas, a partir del trabajo realizado en el Museo Arqueológico Nacional de Madrid sobre una amplia tipología de soportes epigráficos (piedra, bronce, arcilla), con resultados óptimos para la catalogación, estudio y difusión de este tipo de documentación histórica. Los resultados obtenidos permiten obtener inscripciones romanas en 3D que se pueden incorporar a los proyectos de epigrafía digital en curso, permitiendo su acceso a través de ordenadores y dispositivos móviles, sin coste añadido para los investigadores.

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[ES] Juego Stacker para HTML5 propone una aplicación web con dos modalidades de juegos basados en el clásico Stacker. La modalidad classic stacker pretende simular dicho juego, en la cual el jugador ha de apilar una fila horizontal de cuadrados que se desplazan a velocidad constante horizontalmente sobre otra fila horizontal de cuadrados que se encuentran en la parte inferior sin describir ningún movimiento. La velocidad de movimiento de la fila que ha de apilar irá aumentando conforme se vayan superando los niveles. El juego acaba cuando no dispone de más cuadrados en la fila, que se perderán si no se consigue apilar de manera exacta. La otra modalidad de juego se le conoce como super stacker. En esta modalidad, el jugador ha de apilar una serie de figuras con formas distintas sobre otras figuras estáticas que forman parte de un mundo generado. Las figuras que ha de apilar el jugador son sensibles a fuerzas tales como la gravedad, colisión entre objetos, fricción, etc. Si alguna de estas figuras entra en contacto con alguno de los límites del mundo, el jugador ha perdido. Ganará cuando la estructura final formada aguanta un número de segundos determinados, pasando así a otro nivel (escenario) de mayor complejidad. Para esta modalidad de juego se ha necesitado un motor físico portado a Javascript que simule las fuerzas mencionadas anteriormente. Resaltar también que se ha optado por realizar un diseño adaptable utilizando frameworks como bootstrap 3 debido al gran auge de los dispositivos móviles con dimensiones de pantalla variables.

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Magnetic resonance imaging (MRI) is today precluded to patients bearing active implantable medical devices AIMDs). The great advantages related to this diagnostic modality, together with the increasing number of people benefiting from implantable devices, in particular pacemakers(PM)and carioverter/defibrillators (ICD), is prompting the scientific community the study the possibility to extend MRI also to implanted patients. The MRI induced specific absorption rate (SAR) and the consequent heating of biological tissues is one of the major concerns that makes patients bearing metallic structures contraindicated for MRI scans. To date, both in-vivo and in-vitro studies have demonstrated the potentially dangerous temperature increase caused by the radiofrequency (RF) field generated during MRI procedures in the tissues surrounding thin metallic implants. On the other side, the technical evolution of MRI scanners and of AIMDs together with published data on the lack of adverse events have reopened the interest in this field and suggest that, under given conditions, MRI can be safely performed also in implanted patients. With a better understanding of the hazards of performing MRI scans on implanted patients as well as the development of MRI safe devices, we may soon enter an era where the ability of this imaging modality may be more widely used to assist in the appropriate diagnosis of patients with devices. In this study both experimental measures and numerical analysis were performed. Aim of the study is to systematically investigate the effects of the MRI RF filed on implantable devices and to identify the elements that play a major role in the induced heating. Furthermore, we aimed at developing a realistic numerical model able to simulate the interactions between an RF coil for MRI and biological tissues implanted with a PM, and to predict the induced SAR as a function of the particular path of the PM lead. The methods developed and validated during the PhD program led to the design of an experimental framework for the accurate measure of PM lead heating induced by MRI systems. In addition, numerical models based on Finite-Differences Time-Domain (FDTD) simulations were validated to obtain a general tool for investigating the large number of parameters and factors involved in this complex phenomenon. The results obtained demonstrated that the MRI induced heating on metallic implants is a real risk that represents a contraindication in extending MRI scans also to patient bearing a PM, an ICD, or other thin metallic objects. On the other side, both experimental data and numerical results show that, under particular conditions, MRI procedures might be consider reasonably safe also for an implanted patient. The complexity and the large number of variables involved, make difficult to define a unique set of such conditions: when the benefits of a MRI investigation cannot be obtained using other imaging techniques, the possibility to perform the scan should not be immediately excluded, but some considerations are always needed.

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Electronic applications are nowadays converging under the umbrella of the cloud computing vision. The future ecosystem of information and communication technology is going to integrate clouds of portable clients and embedded devices exchanging information, through the internet layer, with processing clusters of servers, data-centers and high performance computing systems. Even thus the whole society is waiting to embrace this revolution, there is a backside of the story. Portable devices require battery to work far from the power plugs and their storage capacity does not scale as the increasing power requirement does. At the other end processing clusters, such as data-centers and server farms, are build upon the integration of thousands multiprocessors. For each of them during the last decade the technology scaling has produced a dramatic increase in power density with significant spatial and temporal variability. This leads to power and temperature hot-spots, which may cause non-uniform ageing and accelerated chip failure. Nonetheless all the heat removed from the silicon translates in high cooling costs. Moreover trend in ICT carbon footprint shows that run-time power consumption of the all spectrum of devices accounts for a significant slice of entire world carbon emissions. This thesis work embrace the full ICT ecosystem and dynamic power consumption concerns by describing a set of new and promising system levels resource management techniques to reduce the power consumption and related issues for two corner cases: Mobile Devices and High Performance Computing.

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Pervasive Sensing is a recent research trend that aims at providing widespread computing and sensing capabilities to enable the creation of smart environments that can sense, process, and act by considering input coming from both people and devices. The capabilities necessary for Pervasive Sensing are nowadays available on a plethora of devices, from embedded devices to PCs and smartphones. The wide availability of new devices and the large amount of data they can access enable a wide range of novel services in different areas, spanning from simple data collection systems to socially-aware collaborative filtering. However, the strong heterogeneity and unreliability of devices and sensors poses significant challenges. So far, existing works on Pervasive Sensing have focused only on limited portions of the whole stack of available devices and data that they can use, to propose and develop mainly vertical solutions. The push from academia and industry for this kind of services shows that time is mature for a more general support framework for Pervasive Sensing solutions able to enhance frail architectures, promote a well balanced usage of resources on different devices, and enable the widest possible access to sensed data, while ensuring a minimal energy consumption on battery-operated devices. This thesis focuses on pervasive sensing systems to extract design guidelines as foundation of a comprehensive reference model for multi-tier Pervasive Sensing applications. The validity of the proposed model is tested in five different scenarios that present peculiar and different requirements, and different hardware and sensors. The ease of mapping from the proposed logical model to the real implementations and the positive performance result campaigns prove the quality of the proposed approach and offer a reliable reference model, together with a direction for the design and deployment of future Pervasive Sensing applications.

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One of the most undervalued problems by smartphone users is the security of data on their mobile devices. Today smartphones and tablets are used to send messages and photos and especially to stay connected with social networks, forums and other platforms. These devices contain a lot of private information like passwords, phone numbers, private photos, emails, etc. and an attacker may choose to steal or destroy this information. The main topic of this thesis is the security of the applications present on the most popular stores (App Store for iOS and Play Store for Android) and of their mechanisms for the management of security. The analysis is focused on how the architecture of the two systems protects users from threats and highlights the real presence of malware and spyware in their respective application stores. The work described in subsequent chapters explains the study of the behavior of 50 Android applications and 50 iOS applications performed using network analysis software. Furthermore, this thesis presents some statistics about malware and spyware present on the respective stores and the permissions they require. At the end the reader will be able to understand how to recognize malicious applications and which of the two systems is more suitable for him. This is how this thesis is structured. The first chapter introduces the security mechanisms of the Android and iOS platform architectures and the security mechanisms of their respective application stores. The Second chapter explains the work done, what, why and how we have chosen the tools needed to complete our analysis. The third chapter discusses about the execution of tests, the protocol followed and the approach to assess the “level of danger” of each application that has been checked. The fourth chapter explains the results of the tests and introduces some statistics on the presence of malicious applications on Play Store and App Store. The fifth chapter is devoted to the study of the users, what they think about and how they might avoid malicious applications. The sixth chapter seeks to establish, following our methodology, what application store is safer. In the end, the seventh chapter concludes the thesis.

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Il presente lavoro intende analizzare il tema del turista lento che nell’ultimo decennio si è diffuso nel dibattito scientifico e culturale connesso al tema della sostenibilità e della qualità della vita e nel contesto dell’approccio teorico strutturato intorno alle nuove tendenze dello Slow Tourism. In una prima parte la tesi delinea il framework della sostenibilità con particolare attenzione al recente dibattito in corso sulla “decrescita” e l’“a-crescita” come concetti alternativi al paradigma della crescita. Successivamente viene evidenziato il modo in cui le idee di base ed i principi dello sviluppo sostenibile sono stati applicati al turismo e indagato il legame tra sostenibilità e responsabilità e come questo configura l’emergere di un turismo “responsustable”. In tale contesto viene analizzata la relazione tra turismo e lentezza in cui a filosofia slow non deve essere interpretata come un fenomeno del momento o un innovativo prodotto turistico, ma come una filosofia di vita, un movimento sociale e globale che negli ultimi anni ha caratterizzato i diversi ambiti socio-economici delle comunità locali. Successivamente attraverso una review della letteratura nazionale ed internazionale sul tema, la pluralità di prospettive teoriche vengono sistematizzate in tre ipotesi di lettura riconducibili a tre paradigmi: sostenibilità- slow tourism- territorio; benessere – slow tourism – qualità della vita; esperienza – slow tourism – consumo. Nella seconda parte del lavoro viene presentata l’indagine empirica a partire dall’analisi di contesto del territorio in cui si è svolta l’attività di ricerca, i nove comuni del Comprensorio Turistico della Valnerina in Umbria, con particolare riferimento all’analisi dell’offerta e della domanda turistica. Successivamente sono presentati i risultati di un questionario somministrato a 620 turisti attraverso il quale viene analizzato il profilo motivazionale, le esperienze di fruizione turistica e la percezione della qualità territoriale da parte del turista e delineato il profilo del turista slow in Valnerina.

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The International Society for Mobile Youth Work (ISMO) and the National Council of Churches in Kenya (NCCK) organised from the 27th to 30th October 2003 at the Jumuia Conference and Country Home in Limuru/Kenya with 198 participants from 35 countries around the world the 8th International Symposium on Mobile Youth Work with special focus on children at risk (street children and youth) in Africa. For this purpose there were invited field workers, scientists and stakeholders engaged as advocates for the rights and well being of endangered children and youths. The participants came mainly from African countries and of course especially from Kenya, but also from Asia, Latin America and from Europe.

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In this paper, we propose the use of specific system architecture, based on mobile device, for navigation in urban environments. The aim of this work is to assess how virtual and augmented reality interface paradigms can provide enhanced location based services using real-time techniques in the context of these two different technologies. The virtual reality interface is based on faithful graphical representation of the localities of interest, coupled with sensory information on the location and orientation of the user, while the augmented reality interface uses computer vision techniques to capture patterns from the real environment and overlay additional way-finding information, aligned with real imagery, in real-time. The knowledge obtained from the evaluation of the virtual reality navigational experience has been used to inform the design of the augmented reality interface. Initial results of the user testing of the experimental augmented reality system for navigation are presented.