928 resultados para Ultimate reality


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Part 13: Virtual Reality and Simulation

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Se trata de la descripción y estudio del sistema de realidad disminuida que se ha desarrollado en este proyecto. La memoria está elaborada en inglés.

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Background: Scrotal exploration is considered the procedure of choice for acute scrotum. Objectives: We evaluated the importance of early diagnosis and testicular salvage on the therapeutic outcomes of patients with pediatric testicular torsion (TT) and testicular appendage torsion (TAT) in our geographic area. Patients and Methods: We performed a retrospective database analysis of patients who underwent emergency surgery for TT or TAT between January 1996 and June 2009. Patient history, physical examination findings, laboratory test results, color Doppler sonography (CDS) results, and surgical findings were reviewed. Results: A total of 65 cases were included in our analysis. Forty-two cases were followed up for at least 3 months. Testicular tenderness was identified as the major clinical manifestation of TT, while only a few patients with TAT presented with swelling. CDS was an important diagnostic modality. The orchiectomy rate was 71% in the TT group. Conclusions: Cases of acute scrotum require attention in our area. Early diagnosis and scrotal exploration could salvage the testis or preserve normal function without the need for surgery.

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El siguiente ensayo sintetiza y describe el proyecto de investigación creación ¿Cuál realidad? cuyo objetivo es la creación y análisis de una práctica artística como forma de entender y generar conocimiento a partir de las manifestaciones y acontecimientos sociales y culturales en diversos lugares de la frontera sur de México. Lo que se busca es reflexionar acerca de las fronteras, no sólo como lo que delimita el fin o el principio de los territorios de estados nacionales o geográficos, sino como productoras simbólicas de las diferencias entre las personas, recalcando todo aquello en lo que no son iguales por encima de lo que tienen en común. Los espacios geopolíticos que delimitan el territorio de un estado-nación son el repertorio palpable de la movilidad de personas, cosas y acontecimientos. Estas prácticas son efectuadas de manera más o menos visible y demuestran que existen y han estado ahí constantemente redes de comunicación y formas de acción común, que tienen como fin procurar bienestar y elevar la calidad de vida de los partícipes. El proyecto ¿Cuál realidad? en su materialidad y visibilidad fue planteado como una serie de intervenciones en sitio, tales como esculturas públicas, instalaciones, acciones participativas, fotografía y video, a partir de la interacción en algunas ciudades fronterizas en los estados de Chiapas, Tabasco y Quintana Roo y su colindancia con los países de Guatemala y Belice. La producción a girado entorno a las siguientes tres líneas de búsqueda temática: La línea fronteriza, el espacio físico; las personas y grupos que confluyen en estos territorios; el contrabando de cosas y el trasiego de las personas entre los países o en el interior del territorio nacional (entre ciudades del mismo estado, inmigrantes rurales etc.). Los lugares seleccionados son significativos de la frontera sur y tanto las esculturas como las intervenciones han sido construidas con objetos y/o procesos que funcionen simbólicamente para los grupos o habitantes de la zona y en colaboración con ellos: objetos útiles para el trabajo, procesos de transformación de materiales, técnicas de fabricación artesanal, ropa, donaciones, entre muchas otras construcciones.

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Dissertação de Mestrado para obtenção do grau de Mestre em Arquitectura - Especialização em Urbanismo Especialização em Planeamento Urbano e Territorial, apresentada na Faculdade de Arquitectura da Universidade Técnica de Lisboa.

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En un medio profesional en expansión como es el del Cine y los audiovisuales en el Ecuador, este trabajo de titulación plantea un tema fundamental para aportar al fenómeno constitutivo del mismo: cuál es el papel del lenguaje técnico de las herramientas que el actor posee para desarrollar su trabajo; elevar esta exposición a discusión teórica y, finalmente, compartirla con la comunidad involucrada en el ámbito pedagógico y profesional del actor. La presente tesina se constituye a partir la sustentación teórica fundamental sobre el tema y ésta es incorporada en la discusión, que tiene como marco de trabajo el estudio de caso de algunos espacios y prácticas pedagógicas para actores en Quito, Ecuador. El lenguaje técnico media la discusión con un compendio de herramientas que nace de esta exploración teórica. La intención final se materializa en la lectura de estas reflexiones teórico-técnicas para su uso como dispositivo práctico en los diversos momentos del desempeño profesional de actores audiovisuales. Enfrentar al actor en formación con la realidad de un oficio que requiere mucho esfuerzo y demanda gran parte de la voluntad, el deseo y los recursos personales, sin mucha retribución económica, ni tampoco institucional o gubernamental. Hacer conscientes a los actores de fortalezas que están contenidas en su práctica y robustecer una formulación teórico-técnica para que sea leída y comprendida por todos los sectores involucrados: críticos, políticos, maestros, productores, directores y público en general que desea entender cómo hacen los actores su trabajo.

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In this article, the authors propose a theory of the truth value of propositions from a logic-mathematical point of view. The work that the authors present is an attempt to address this question from an epistemological, linguistic, and logical-mathematical point of view. What is it to exist and how do we define existence? The main objective of this work is an approach to the first of these questions. We leave a more thorough treatment of the problem of existence for future works.

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There has been increased research interest in the use of active video games (in which players physically interact with images onscreen) as a means to promote physical activity in children. The aim of this review was to assess active video games as a means of increasing energy expenditure and physical activity behavior in children. Studies were obtained from computerized searches of multiple electronic bibliographic databases. The last search was conducted in December 2008. Eleven studies focused on the quantification of the energy cost associated with playing active video games, and eight studies focused on the utility of active video games as an intervention to increase physical activity in children. Compared with traditional nonactive video games, active video games elicited greater energy expenditure, which was similar in intensity to mild to moderate intensity physical activity. The intervention studies indicate that active video games may have the potential to increase free-living physical activity and improve body composition in children; however, methodological limitations prevent definitive conclusions. Future research should focus on larger, methodologically sound intervention trials to provide definitive answers as to whether this technology is effective in promoting long-term physical activity in children.

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Starting with the Immigration Museum, this app will support Multilingual Orientation Tours to each venue of Museum Victoria.

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Robots are ever increasing in a variety of different workplaces providing an array of benefits such alternative solutions to traditional human labor. While developing fully autonomous robots is the ultimate goal in many robotic applications the reality is that there still exist many situationswere robots require some level of teleoperation in order to achieve assigned goals especially when deployed in non-deterministic environments. For instance teleoperation is commonly used in areas such as search and rescue, bomb disposal and exploration of inaccessible or harsh terrain. This is due to a range of factors such as the lack of ability for robots to quickly and reliably navigate unknown environments or provide high-level decision making especially intime critical tasks. To provide an adequate solution for such situations human-in-the-loop control is required. When developing human-in-the-loop control it is important to take advantage of the complimentary skill-sets that both humans and robots share. For example robots can performrapid calculations, provide accurate measurements through hardware such as sensors and store large amounts of data while humans provide experience, intuition, risk management and complex decision making capabilities. Shared autonomy is the concept of building robotic systems that take advantage of these complementary skills-sets to provide a robust an efficient robotic solution. While the requirement of human-in-the-loop control exists Human Machine Interaction (HMI) remains an important research topic especially the area of User Interface (UI) design.In order to provide operators with an effective teleoperation system it is important that the interface is intuitive and dynamic while also achieving a high level of immersion. Recent advancements in virtual and augmented reality hardware is giving rise to innovative HMI systems. Interactive hardware such as Microsoft Kinect, leap motion, Oculus Rift, Samsung Gear VR and even CAVE Automatic Virtual Environments [1] are providing vast improvements over traditional user interface designs such as the experimental web browser JanusVR [2]. This combined with the introduction of standardized robot frameworks such as ROS and Webots [3] that now support a large number of different robots provides an opportunity to develop a universal UI for teleoperation control to improve operator efficiency while reducing teleoperation training.This research introduces the concept of a dynamic virtual workspace for teleoperation of heterogeneous robots in non-deterministic environments that require human-in-the-loop control. The system first identifies the connected robots through the use kinematic information then determines its network capabilities such as latency and bandwidth. Given the robot type and network capabilities the system can then provide the operator with available teleoperation modes such as pick and place control or waypoint navigation while also allowing them to manipulate the virtual workspace layout to provide information from onboard camera’s or sensors.

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The current study aimed to investigate whether lack of evidence for the potential reality of the intrusion and ego-dystonicity are contextual determinants of unwanted intrusive thoughts and clinical obsessions. To this end, a total 248 non-clinical participants were asked to report an intrusion they had experienced as well as the context in which the intrusion arose. Utilizing this information, three independent clinicians rated these intrusions on ego-dystonicity and whether the intrusion had occurred with or without any evidence for its potential reality. Results showed that ego-dystonicity and lack of evidence for the intrusions were related, but distinct constructs. In particular, intrusions that occurred without evidence were significantly associated with higher levels of self-reported OC symptoms and related cognitive domains, whereas ego-dystonicity was not related to OC symptoms. Overall, the results are consistent with the notion that abnormal intrusions occur without evidence in the here-and-now, whereas normal intrusions do not. Intrusions that have no evidence to back them up, yet occur without any apparent cause, may be particularly likely to invite further negative cognitive processing, over-interpretation and control attempts. Implications for further research and treatment are discussed.

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Human experience of public space is changing as virtual space blends with real space and technology provides increasingly hyperimmersive virtual environments. The purpose of this study is to reformulate the framework within which our virtual experience of location and self might usefully be considered, and this is articulated in terms of presence. We review the distinction between immersion and presence, illustrate various facets of immersion using a current virtual reality system specific to architecture and construction, and consider the key features of prominent presence theories. The results of an empirical study to evaluate the utility of a widely adopted survey instrument (the Slater-Usoh-Steed presence questionnaire) are presented and discussed. Incongruously, results indicate that users reporting their experience of virtual reality score that experience higher in presence terms than users experiencing the physical world. New perspectives drawn from emerging brain theory are required.

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In the last decade, virtual reality (VR) training has been used extensively in video games and military training to provide a sense of realism and environmental interaction to its users. More recently, VR training has been explored as a possible adjunct therapy for people with motor and mental health dysfunctions. The concept underlying VR therapy as a treatment for motor and cognitive dysfunction is to improve neuroplasticity of the brain by engaging users in multisensory training. In this review, we discuss the theoretical framework underlying the use of VR as a therapeutic intervention for neurorehabilitation and provide evidence for its use in treating motor and mental disorders such as cerebral palsy, Parkinson’s disease, stroke, schizophrenia, anxiety disorders, and other related clinical areas. While this review provides some insights into the efficacy of VR in clinical rehabilitation and its complimentary use with neuroimaging (e.g., fNIRS and EEG) and neuromodulation (e.g., tDCS and rTMS), more research is needed to understand how different clinical conditions are affected by VR therapies (e.g., stimulus presentation, interactivity, control and types of VR). Future studies should consider large, longitudinal randomized controlled trials to determine the true potential of VR therapies in various clinical populations.