935 resultados para Realtà aumentata Pervasive computing Internet Things Augmented Worlds
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Series: "Advances in intelligent systems and computing , ISSN 2194-5357, vol. 417"
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Kidney renal failure means that one’s kidney have unexpectedly stopped functioning, i.e., once chronic disease is exposed, the presence or degree of kidney dysfunction and its progression must be assessed, and the underlying syndrome has to be diagnosed. Although the patient’s history and physical examination may denote good practice, some key information has to be obtained from valuation of the glomerular filtration rate, and the analysis of serum biomarkers. Indeed, chronic kidney sickness depicts anomalous kidney function and/or its makeup, i.e., there is evidence that treatment may avoid or delay its progression, either by reducing and prevent the development of some associated complications, namely hypertension, obesity, diabetes mellitus, and cardiovascular complications. Acute kidney injury appears abruptly, with a rapid deterioration of the renal function, but is often reversible if it is recognized early and treated promptly. In both situations, i.e., acute kidney injury and chronic kidney disease, an early intervention can significantly improve the prognosis.The assessment of these pathologies is therefore mandatory, although it is hard to do it with traditional methodologies and existing tools for problem solving. Hence, in this work, we will focus on the development of a hybrid decision support system, in terms of its knowledge representation and reasoning procedures based on Logic Programming, that will allow one to consider incomplete, unknown, and even contradictory information, complemented with an approach to computing centered on Artificial Neural Networks, in order to weigh the Degree-of-Confidence that one has on such a happening. The present study involved 558 patients with an age average of 51.7 years and the chronic kidney disease was observed in 175 cases. The dataset comprise twenty four variables, grouped into five main categories. The proposed model showed a good performance in the diagnosis of chronic kidney disease, since the sensitivity and the specificity exhibited values range between 93.1 and 94.9 and 91.9–94.2 %, respectively.
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(Excerto) O entusiasmo pela comunicação digital percorre transversalmente a obra How Internet Radio Can Change the World: An Activist’s Handbook, de Eric Lee. Esta postura tão apologista das possibilidades comunicativas oferecidas pela Internet reforça provavelmente um conjunto alargado de entendimentos sobre a conquista do quotidiano pelo digital. Em 1967, McLuhan e Fiore já se referiam aos circuitos eletrónicos como ‘extensões do sistema nervoso central’. Numa leitura mais contemporânea, José Bragança de Miranda refere: “vivemos, nos nossos dias, no meio de conexões, de links, do on‑line, estamos votados à participação, à ‘interactividade’, etc. Algo de novo está a emergir” (2001, p. 265). Maria Teresa Cruz (2001) define a convergência tecnológica das relações sociais como a ‘mobilização erótica da técnica’. Esta obra aqui recenseada pretende, assim, desafiar a utilização da rádio digital para “melhorar a comunicação e solidificar as organizações” (p. 1), em torno de três grupos de reflexão.
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The study reported here aims at contributing to a deeper understanding of the educational possibilities offered by digital manipulatives in preschool contexts. It presents a study carried with a digital manipulative to enhance the development of lexical knowledge and language awareness, which are relevant language abilities for formal literacy learning. The study took place in a Portuguese preschool, with a class of 20 five-year-olds in collaboration with the teacher. The digital manipulative supported the construction of multiple fictional worlds, motivating children's verbal interactions, and the playing of words and sound games, thus contextualizing the learning of an extensive collection of vocabulary and language awareness abilities. The degree of engagement and involvement that the manipulative provided in supporting children’s imaginative play as well as the imitation, in their own play, of the playful pedagogical interventions that the teacher had designed, shows the importance of well- designed materials that support a child-centered learning model. As such, it sustains a discussion on the potential of digital manipulatives to enhance fundamental language development in the preschool years. Further, the study highlights the importance of multidisciplinary teams in the creation of innovative pedagogical materials.
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[Extrat] The advent of thc internet raised questions about the role of radio in a fast-changing media environment. Many voices forecast its end but in the summer of 2008 the Swedish Radio and TV Authority published a study named 'The Future of Radio', which clearly opposed the pessimism of recent analysis. While the study anticipates the exhaustion of the FM model, it clearly broadens perspectives for DAB and internet radio, highlighting digitalization as the key element for the future relevance of radio. The Portuguese researcher and radio professional João Paulo Meneses states that 'the future of radio relies upon the internet', calling the broad service offerings of the net the pathway for the survival of radio from the threats to its two essential aspects: rnobility and accumulation (Meneses 2008). Accumulation is radio's capability to be used in a nonexclusive manner, which means that a listener can use the radio while performing other activities, like cooking, sewing, reading, writing or jogging.
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O aparecimento da ideia de sociedade em rede está profundamente ligado aos processos de digitalização da comunicação e ao desenvolvimento da internet. No entanto, o conceito de rede, definido por Manuel Castells (1999, p. 566), como “um conjunto de nós interconectados”, autoriza uma leitura mais recuada no tempo daquilo que pode ser entendido como o prenuncio de uma sociedade de fluxo e de ligações. Com efeito, registando já uma história praticamente centenária, a rádio está muito mais vinculada à criação de redes e de comunidades virtuais do que a sua origem analógica, baseada em tecnologia pouco sofisticada, poderia fazer crer.
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[Excerto] Num livro recente, sob o título As notícias – um manual do utilizador, o filósofo britânico, Alain de Botton, diz-nos que vivemos, no presente, num estado de permanente aborrecimento e confusão. “Todos nos damos conta, com frequência, de estar perante uma notícia de enorme importância que não nos desperta qualquer interesse”, diz o autor, para acrescentar que essa postura tem origem numa formatação narrativa, cada vez mais disseminada, que nos mergulha por breves instantes numa história complexa e que de seguida nos faz avançar para outra experiência semelhante.
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Dissertação de mestrado integrado em Engenharia Eletrónica Industrial e Computadores
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Dissertação de mestrado integrado em Engenharia e Gestão de Sistemas de Informação
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OBJETIVO: Avaliar uso de jogos eletrônicos (videogames, jogos de computador e internet) em uma amostra de universitários. MÉTODO: Um questionário a respeito de comportamentos relacionados ao uso de jogos eletrônicos, contendo a escala Problem Videogame Playing (PVP), foi aplicado em 100 alunos da Universidade de São Paulo (USP). RESULTADOS: A maioria (83%) relatou ter jogado no último ano, dentre a qual 81,9% eram homens, 51,8% jogavam de 1 a 2 horas por sessão; 74,4% afirmaram que jogar não interfere em seus relacionamentos sociais e 60,5%, que o uso de jogos violentos não influencia sua agressividade. Os estudantes dividiram-se entre jogadores ocasionais e frequentes, diferenciando-se por duração de cada sessão, jogo preferido, motivação para jogar, e influência do jogo na vida social. Cerca de 5% relataram só parar de jogar quando interrompidos, normalmente jogar mais de 4 horas por sessão e se relacionar mais com amigos virtuais, sugerindo maior envolvimento com a atividade. Na escala PVP, 15,8% da amostra preencheu mais da metade dos itens, indicando consequências adversas associadas ao uso dos jogos eletrônicos. CONCLUSÃO: Observou-se que o uso de jogos eletrônicos é comum entre os estudantes da USP e que uma parcela apresenta problemas relacionados ao excesso de jogo.
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Tese de Doutoramento em Ciências da Educação (Especialidade em Tecnologia Educativa)
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The development of ubiquitous computing (ubicomp) environments raises several challenges in terms of their evaluation. Ubicomp virtual reality prototyping tools enable users to experience the system to be developed and are of great help to face those challenges, as they support developers in assessing the consequences of a design decision in the early phases of development. Given the situated nature of ubicomp environments, a particular issue to consider is the level of realism provided by the prototypes. This work presents a case study where two ubicomp prototypes, featuring different levels of immersion (desktop-based versus CAVE-based), were developed and compared. The goal was to determine the cost/benefits relation of both solutions, which provided better user experience results, and whether or not simpler solutions provide the same user experience results as more elaborate one.
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As 2008 came to a close the avalanche of discourse on the demise of newspapers (and traditional media in general) grew to such an extent that consideration of any alternative scenario became almost difficult to utter. Academic articles, conferences, newspaper and magazine features were abundantly produced on thematic variations which went from ‘The End of Newspapers’ to ‘The End of Journalism’ (testing these expressions in a popular search engine we can easily get in excess of 23 thousand references for the first one and over 290 thousand references for the second one and there is even a dedicated ‘Newspaper Death Watch’ site with constant updates). The broad assumption of this production – particularly the one that identifies one possibility with the other – revolves around notions like the collapse of rigid business models, the breakdown of producer/user fidelity/trust, and the failings of a self-centred and entrenched professional (the journalist). The present seems to be enunciated as a ‘the end of days’ period, with images of irrevocable perdition funnelling our reasoning towards one single possible outcome – the imperious necessity of complete reinvention, not necessarily with the same agents.
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Relatório de estágio de mestrado em Ensino de Informática