940 resultados para Écran tactile


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When teaching students with visual impairments educators generally rely on tactile tools to depict visual mathematical topics. Tactile media, such as embossed paper and simple manipulable materials, are typically used to convey graphical information. Although these tools are easy to use and relatively inexpensive, they are solely tactile and are not modifiable. Dynamic and interactive technologies such as pin matrices and haptic pens are also commercially available, but tend to be more expensive and less intuitive. This study aims to bridge the gap between easy-to-use tactile tools and dynamic, interactive technologies in order to facilitate the haptic learning of mathematical concepts. We developed an haptic assistive device using a Tanvas electrostatic touchscreen that provides the user with multimodal (haptic, auditory, and visual) output. Three methodological steps comprise this research: 1) a systematic literature review of the state of the art in the design and testing of tactile and haptic assistive devices, 2) a user-centered system design, and 3) testing of the system’s effectiveness via a usability study. The electrostatic touchscreen exhibits promise as an assistive device for displaying visual mathematical elements via the haptic modality.

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Pathfinder is a performance-game for solo drummer, exploring the synergies between multiple contemporary creative practices. The work navigates between music composition, improvisation, projection/light art and game art. At its heart lies a bespoke electro-acoustic instrument, the augmented drum-kit, used not only to provide the sonic content of the work in real-time, but also as a highly expressive game controller that interacts with an instrument-specific game. The musical instrument offers a much wider range of expressive possibilities, control and tactile feedback in comparison to a traditional general-purpose game controller, and as a result it affords a more diverse and nuanced game play performance. Live electronics, lights, projections and the drum-kit all make up the performance-game’s universe, within which the performer has to explore, adapt, navigate and complete a journey.

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Este estudio describ e la crianza de los gallos de pelea en el municipio de Muy - Muy, Departamento de Matagalpa durante el año , 201 5 . Se seleccionaron 15 Familias bajo criterios previos de a nuencia, disponibilidad de los galleros entrevistados y experiencia en el manejo de los mismos . Para recabar información se utilizaron entrevista s . Para el procesamiento e interpretaci ón de la inform ación, se utilizaron datos porcentuales. Las variables evaluadas fueron: Inventario de gallos de pelea , importancia de la crianza, manejo, parámetros productivos y reproductivos y enfermedades que los afectan. Entre los resultados están: La población de g allos encontrada total es de 379 adultos . La importancia de la crianza de gallos de pelea para la s familias se determinó por las causas que expresan, donde las familias opinaron que l o s crían para reproducción y para consumo, Las principales característica s de estas aves son: plumaje fino, estructura fina, estatura alta e hiperactivos , las familias desconocen el valor alimenticio y nutricional , pero e l destino de la producción de huevos es para la reproducción con fines del remplazo de la parvada . El manejo proporcionado a los gallos de pelea consiste en buen a alimentación, desparasitación, vitaminació n y buenas instalaciones, se resume en suministro de alimento y agua de calidad . El alimento suministrado, es concentrado industrial y casero ; las instalacione s y equipos construidos son artesanales y cumplen su objetivo para las aves . El peso promedio del huevo es de 1.49 onzas y ponen un promedio de 54 h uevo /año. La incubación dura 21 días . La relación hembra/ macho es 5 /m. La madurez sexual de los gallos y la s gallinas es entre 6 y 8 meses de edad.

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Users need to be able to address in-air gesture systems, which means finding where to perform gestures and how to direct them towards the intended system. This is necessary for input to be sensed correctly and without unintentionally affecting other systems. This thesis investigates novel interaction techniques which allow users to address gesture systems properly, helping them find where and how to gesture. It also investigates audio, tactile and interactive light displays for multimodal gesture feedback; these can be used by gesture systems with limited output capabilities (like mobile phones and small household controls), allowing the interaction techniques to be used by a variety of device types. It investigates tactile and interactive light displays in greater detail, as these are not as well understood as audio displays. Experiments 1 and 2 explored tactile feedback for gesture systems, comparing an ultrasound haptic display to wearable tactile displays at different body locations and investigating feedback designs. These experiments found that tactile feedback improves the user experience of gesturing by reassuring users that their movements are being sensed. Experiment 3 investigated interactive light displays for gesture systems, finding this novel display type effective for giving feedback and presenting information. It also found that interactive light feedback is enhanced by audio and tactile feedback. These feedback modalities were then used alongside audio feedback in two interaction techniques for addressing gesture systems: sensor strength feedback and rhythmic gestures. Sensor strength feedback is multimodal feedback that tells users how well they can be sensed, encouraging them to find where to gesture through active exploration. Experiment 4 found that they can do this with 51mm accuracy, with combinations of audio and interactive light feedback leading to the best performance. Rhythmic gestures are continuously repeated gesture movements which can be used to direct input. Experiment 5 investigated the usability of this technique, finding that users can match rhythmic gestures well and with ease. Finally, these interaction techniques were combined, resulting in a new single interaction for addressing gesture systems. Using this interaction, users could direct their input with rhythmic gestures while using the sensor strength feedback to find a good location for addressing the system. Experiment 6 studied the effectiveness and usability of this technique, as well as the design space for combining the two types of feedback. It found that this interaction was successful, with users matching 99.9% of rhythmic gestures, with 80mm accuracy from target points. The findings show that gesture systems could successfully use this interaction technique to allow users to address them. Novel design recommendations for using rhythmic gestures and sensor strength feedback were created, informed by the experiment findings.

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artículo -- Universidad de Costa Rica. Escuela de Biología, 2009. Este documento es privado debido a restricciones de derechos de autor del publicador.

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Abstract : Many individuals that had a stroke have motor impairments such as timing deficits that hinder their ability to complete daily activities like getting dressed. Robotic rehabilitation is an increasingly popular therapeutic avenue in order to improve motor recovery among this population. Yet, most studies have focused on improving the spatial aspect of movement (e.g. reaching), and not the temporal one (e.g. timing). Hence, the main aim of this study was to compare two types of robotic rehabilitation on the immediate improvement of timing accuracy: haptic guidance (HG), which consists of guiding the person to make the correct movement, and thus decreasing his or her movement errors, and error amplification (EA), which consists of increasing the person’s movement errors. The secondary objective consisted of exploring whether the side of the stroke lesion had an effect on timing accuracy following HG and EA training. Thirty-four persons that had a stroke (average age 67 ± 7 years) participated in a single training session of a timing-based task (simulated pinball-like task), where they had to activate a robot at the correct moment to successfully hit targets that were presented a random on a computer screen. Participants were randomly divided into two groups, receiving either HG or EA. During the same session, a baseline phase and a retention phase were given before and after each training, and these phases were compared in order to evaluate and compare the immediate impact of HG and EA on movement timing accuracy. The results showed that HG helped improve the immediate timing accuracy (p=0.03), but not EA (p=0.45). After comparing both trainings, HG was revealed to be superior to EA at improving timing (p=0.04). Furthermore, a significant correlation was found between the side of stroke lesion and the change in timing accuracy following EA (r[subscript pb]=0.7, p=0.001), but not HG (r[subscript pb]=0.18, p=0.24). In other words, a deterioration in timing accuracy was found for participants with a lesion in the left hemisphere that had trained with EA. On the other hand, for the participants having a right-sided stroke lesion, an improvement in timing accuracy was noted following EA. In sum, it seems that HG helps improve the immediate timing accuracy for individuals that had a stroke. Still, the side of the stroke lesion seems to play a part in the participants’ response to training. This remains to be further explored, in addition to the impact of providing more training sessions in order to assess any long-term benefits of HG or EA.

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Dissertação apresentada ao Instituto Politécnico de Castelo Branco para cumprimento dos requisitos necessários à obtenção do grau de Mestre em Desenvolvimento de Software e Sistemas Interativos, realizada sob a orientação científica do Doutor Pedro Nuno Moreira da Silva, Professor Adjunto da Unidade Técnico-Científica de Informática do Departamento da Escola Superior de Tecnologia do Instituto Politécnico de Castelo Branco.

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Ce projet de recherche, intitulé Téléopération d'un robot collaboratif par outil haptique traite un des problèmes contemporains de la robotique, à savoir la coopération entre l'humain et la machine. La robotique est en pleine expansion depuis maintenant deux décennies: les robots investissent de plus en plus l'industrie, les services ou encore l'assistance à la personne et se diversifient considérablement. Ces nouvelles tendances font sortir les robots des cages dans lesquelles ils étaient placés et ouvrent grand la porte vers de nouvelles applications. Parmi elles, la coopération et les interactions avec l'humain représentent une réelle opportunité pour soulager l'homme dans des tâches complexes, fastidieuses et répétitives. En parallèle de cela, la robotique moderne s'oriente vers un développement massif du domaine humanoïde. Effectivement, plusieurs expériences sociales ont montré que l'être humain, constamment en interaction avec les systèmes qui l'entourent, a plus de facilités à contribuer à la réalisation d'une tâche avec un robot d'apparence humaine plutôt qu'avec une machine. Le travail présenté dans ce projet de recherche s'intègre dans un contexte d'interaction homme-robot (IHR) qui repose sur la robotique humanoïde. Le système qui en découle doit permettre à un utilisateur d'interagir efficacement et de façon intuitive avec la machine, tout en respectant certains critères, notamment de sécurité. Par une mise en commun des compétences respectives de l'homme et du robot humanoïde, les interactions sont améliorées. En effet, le robot peut réaliser une grande quantité d'actions avec précision et sans se fatiguer, mais n'est pas nécessairement doté d'une prise de décision adaptée à la situation, contrairement à l'homme qui est capable d'ajuster son comportement naturellement ou en fonction de son expérience. En d'autres termes, ce système cherche à intégrer le savoir-faire et la capacité de réflexion humaine avec la robustesse, l'efficacité et la précision du robot. Dans le domaine de la robotique, le terme d'interaction intègre également la notion de contrôle. La grande majorité des robots reçoit des commandes machines qui sont généralement des consignes de trajectoire, qu'ils sont capables d'interpréter. Or, plusieurs interfaces de contrôle sont envisageables, notamment celles utilisant des outils haptiques, qui permettent à un utilisateur d'avoir un ressenti et une perception tactile. Ces outils comme tous ceux qui augmentent le degré de contrôle auprès de l'utilisateur, en ajoutant un volet sensoriel, sont parfaitement adaptés pour ce genre d'applications. Dans ce projet, deux outils haptiques sont assemblés puis intégrés à une interface de contrôle haptique dans le but de commander le bras d'un robot humanoïde. Ainsi, l'homme est capable de diriger le robot tout en ajustant ses commandes en fonction des informations en provenance des différents capteurs du robot, qui lui sont retranscrites visuellement ou sensoriellement.

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Abstract : CEGEPs are now reaping the ‘first fruits’ of the last Educational Reform in Quebec and as a result, ‘English as Second Language’ (ESL) teachers are noticing an improvement in fluency and a seemingly lower level of inhibition when it comes to production skills. However, this output is accompanied by a noticeable lack of accuracy. Keeping in mind that the purpose of language is communication, we need to find a way to reduce the number of basic common errors made by CEGEP ESL students, while maintaining a natural and motivating learning environment. Thanks to recent advances in computer-mediated communication (CMC), we now have the necessary tools to access peer native speakers throughout the world. Although this technology can be used for other language courses, this study explored the potential value of collaboration with native English speakers through the use of synchronous screen-sharing technology, in order to improve CEGEP ESL students’ accuracy in writing. The instrumentation used consisted of a questionnaire, tests, plus documents of collaborative tasks, using the ‘Google for Education’ screen-sharing tool. Fourteen Intermediate/Advanced ESL CEGEP students participated in this study. Despite the positive tendencies revealed, only a prolonged use of the innovative method yielded a significant positive impact. Moreover, a mixed linear regression for the group with more L1 intervention revealed a significant correlation between the number of errors in the task documents and the number of tasks accomplished. Thus, it could be inferred that ESL accuracy improves in proportion to the number of synchronous text-based screen-sharing tasks done with L1 collaboration.

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This thesis proposes a generic visual perception architecture for robotic clothes perception and manipulation. This proposed architecture is fully integrated with a stereo vision system and a dual-arm robot and is able to perform a number of autonomous laundering tasks. Clothes perception and manipulation is a novel research topic in robotics and has experienced rapid development in recent years. Compared to the task of perceiving and manipulating rigid objects, clothes perception and manipulation poses a greater challenge. This can be attributed to two reasons: firstly, deformable clothing requires precise (high-acuity) visual perception and dexterous manipulation; secondly, as clothing approximates a non-rigid 2-manifold in 3-space, that can adopt a quasi-infinite configuration space, the potential variability in the appearance of clothing items makes them difficult to understand, identify uniquely, and interact with by machine. From an applications perspective, and as part of EU CloPeMa project, the integrated visual perception architecture refines a pre-existing clothing manipulation pipeline by completing pre-wash clothes (category) sorting (using single-shot or interactive perception for garment categorisation and manipulation) and post-wash dual-arm flattening. To the best of the author’s knowledge, as investigated in this thesis, the autonomous clothing perception and manipulation solutions presented here were first proposed and reported by the author. All of the reported robot demonstrations in this work follow a perception-manipulation method- ology where visual and tactile feedback (in the form of surface wrinkledness captured by the high accuracy depth sensor i.e. CloPeMa stereo head or the predictive confidence modelled by Gaussian Processing) serve as the halting criteria in the flattening and sorting tasks, respectively. From scientific perspective, the proposed visual perception architecture addresses the above challenges by parsing and grouping 3D clothing configurations hierarchically from low-level curvatures, through mid-level surface shape representations (providing topological descriptions and 3D texture representations), to high-level semantic structures and statistical descriptions. A range of visual features such as Shape Index, Surface Topologies Analysis and Local Binary Patterns have been adapted within this work to parse clothing surfaces and textures and several novel features have been devised, including B-Spline Patches with Locality-Constrained Linear coding, and Topology Spatial Distance to describe and quantify generic landmarks (wrinkles and folds). The essence of this proposed architecture comprises 3D generic surface parsing and interpretation, which is critical to underpinning a number of laundering tasks and has the potential to be extended to other rigid and non-rigid object perception and manipulation tasks. The experimental results presented in this thesis demonstrate that: firstly, the proposed grasp- ing approach achieves on-average 84.7% accuracy; secondly, the proposed flattening approach is able to flatten towels, t-shirts and pants (shorts) within 9 iterations on-average; thirdly, the proposed clothes recognition pipeline can recognise clothes categories from highly wrinkled configurations and advances the state-of-the-art by 36% in terms of classification accuracy, achieving an 83.2% true-positive classification rate when discriminating between five categories of clothes; finally the Gaussian Process based interactive perception approach exhibits a substantial improvement over single-shot perception. Accordingly, this thesis has advanced the state-of-the-art of robot clothes perception and manipulation.

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The rocky Basque coast presents an interest both in terms of biogeography and its patrimonial situation, alongside its habitats, fauna and flora. The aim of the BIGORNO project (Intertidal Biodiversity of the south of the Bay of Biscay and Observation for New research and Monitoring for decision support), financed by the Agency of Marine Protected Areas (AAMP) and the Departmental Council (CD 64), is to respond to significant deficiencies on biocenosis in the southern marine subregion “Bay of Biscay”. Investigations carried out in the WFD, since 2008, constitute an important basis of work for integration of fauna. Field studies undertaken since 2015 consisting of a sampling design suited to the substrates heterogeneity and the presence of microhabitats were established on an intertidal area specifically on a "Boulder fields" habitat. Assessment was undertaken by sampling quadrats of 0.1 m² drawn randomly from a spatially stratified sampling plan. Our study aims for a better understanding of stratification of this habitat and allowed us to highligh tindicator taxa of the "Boulder fields" habitat. Functions included in the package indicspecies (CRAN) were used to conduct indicator species analysis and to assess the significance of the relationship between taxa or taxa combinations and the habitat. It is therefore possible to describe some species or species groups which are specific to boulder fields through the assessment of their functional traits and local biodiversity. These various analyses allow for a sustainable way of monitoring the Basque intertidal rocky shore.

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De nos jours, les séries télévisées américaines représentent une part incontournable de la culture populaire, à tel point que plusieurs traductions audiovisuelles coexistent au sein de la francophonie. Outre le doublage qui permet leur diffusion à la télévision, elles peuvent être sous titrées jusqu’à trois fois soit, en ordre chronologique : par des fans sur Internet; au Québec, pour la vente sur DVD en Amérique du Nord; et en France, pour la vente sur DVD en Europe. Pourtant, bien que ces trois sous titrages répondent aux mêmes contraintes linguistiques (celles de la langue française) et techniques (diffusion au petit écran), ils diffèrent dans leur traitement des dialogues originaux. Nous établissons dans un premier temps les pratiques à l’œuvre auprès des professionnels et des amateurs. Par la suite, l’analyse des traductions ainsi que le recours à un corpus comparable de séries télévisées françaises et québécoises permettent d’établir les normes linguistiques (notamment eu égard à la variété) et culturelles appliquées par les différents traducteurs et, subsidiairement, de définir ce que cache l’appellation « Canadian French ». Cette thèse s’inscrit dans le cadre des études descriptives et sociologiques. Nous y décrivons la réalité professionnelle des traducteurs de l’audiovisuel et l’influence que les fansubbers exercent non seulement sur la pratique professionnelle, mais aussi sur de nouvelles méthodes de formation de la prochaine génération de traducteurs. Par ailleurs, en étudiant plusieurs traductions d’une même œuvre, nous démontrons que les variétés de français ne sauraient justifier, à elles seules, la multiplication de l’offre en sous titrage, vu le faible taux de différences purement linguistiques.

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O presente trabalho pretende apresentar e descrever a metodologia processual e respectivas relexões que sustentam a criação de um artefato digital interativo construído de forma a que alguns dos elementos bidimensionais que o constituem sejam manipuladas de forma a que criem ao jogador a ilusão de tridimensionalidade. Em 1992 a Id Software com o jogo Wolfenstein 3D, introduziu uma referência visual à tridimensionalidade, utilizando para o efeito tecnologia 2D, a qual, através de um sistema de redimensionamento e posicionamento de imagens, consegui transmitir a noção de tridimensionalidade, utilizando na altura um tipo de jogo em primeira pessoa, ou seja, o jogador experiência uma campo visual que visa reproduzir a própria experiência do mundo táctil na relação que dispõe entre os espaços e objetos. Através do Processing, uma linguagem de programação que assenta no Java, estes objetivos conceptuais serão reproduzidos, que procuram, por um lado, transmitir esta aparente ilusão de tridimensionalidade e por outro não utilizar um tipo de artefacto digital que proporciona uma jogabilidade em primeira pessoa mas sim possibilitam ao jogador uma experiência visual que aborda todo o espaço em que é lhe permitido circular, no qual é lhe exposto as adversidades que precisa de superar para progredir. Para que isto seja possível o jogador assume o papel de um personagem e através da sua interação com o artefato, vai ediicando uma narrativa visual que visa o seu envolvimento com a temática representada. Como tema é utilizada uma representação da busca pelo Sarcófago do faraó da 18ª Dinastia Tutankamón (1332 - 1323 AC) pelo explorador britânico Howard Carter (1874 - 1939) cuja expedição no Vales do Reis em 1922 constitui ainda hoje a mais célebre descoberta arqueológica relacionada com Antigo Egipto. Ao longo desta Dissertação são abordados temas que visam resoluções tanto no campo técnico e tecnológico, através da programação e sua linguagem, como no campo visual e estético que visa uma conexão consciente com a temática a representar e a ser experienciada

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This is an open access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.

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The present study shows the influence of tactile contacts with packaging on product taste. A within-subject experiment 1 (product: grenadine syrup) x 3 (packaging’s material: plastic, aluminium, glass) was conducted. Moreover, we examine the role of the Need For Touch (NFT) as a moderator. We confirmed that the same product tasted three times by each participant is judged differently depending on the packaging. Furthermore, participants with a high NFT seem to be more influenced by sensory features of packaging than those with a low NFT. These results support previous researches about tactile effects on taste.