959 resultados para Graphics


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The purpose of this research is to analyze different daylighting systems in schools in the city of Natal/RN. Although with the abundantly daylight available locally, there are a scarce and diffuse architectural recommendations relating sky conditions, dimensions of daylight systems, shading, fraction of sky visibility, required illuminance, glare, period of occupation and depth of the lit area. This research explores different selected apertures systems to explore the potential of natural light for each system. The method has divided into three phases: The first phase is the modeling which involves the construction of three-dimensional model of a classroom in Sketchup software 2014, which is featured in follow recommendations presented in the literature to obtain a good quality of environmental comfort in school settings. The second phase is the dynamic performance computer simulation of the light through the Daysim software. The input data are the climate file of 2009 the city of Natal / RN, the classroom volumetry in 3ds format with the assignment of optical properties of each surface, the sensor mapping file and the user load file . The results produced in the simulation are organized in a spreadsheet prepared by Carvalho (2014) to determine the occurrence of useful daylight illuminance (UDI) in the range of 300 to 3000lux and build graphics illuminance curves and contours of UDI to identify the uniformity of distribution light, the need of the minimum level of illuminance and the occurrence of glare.

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The present study aims to analyze the spatial organization of the Ribeira district in Natal/ RN from the two circuits of the urban economy. For its realization, was used the bibliographical, documentary and field research. From the information collected in the field research and of secondary data was elaborated the maps, tables, graphics, frames and photographic collections. In the analysis of the results identified the presence of two circuits of the urban economy in the said neighborhood, thus as the predominance of the upper circuit compared to the lower circuit between the surveyed establishments, well as the role that each of the circuits represents to their spatial organization. Some variables such as technology, organization, information, publicity and consumption were important to establish the main differences between the circuits.

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The coastline from Rio Grande do Norte state is characterized for the presence of dunes and cliffs. The latter consist of slopes with height up to 40 meters and inclinations ranging from 30° to 90° wich horizontal. Thus, this dissertation had as objective the evaluation of the stability of cliff from Ponta do Pirambu in Tibau do Sul/RN, and the realization of a parametric study on the stability of a homogeneous cliff considering as variables the material's cohesion, the cliff height and the slope inclination. The study in Ponta do Pirambu considered yet the possibility of the existence of a colluvial cover with thickness ranging from 0.50 to 5.00 meters. The analyzes were performed by Bishop method, using GEO5 software. In parametric analysis were produced graphics that relate height cliff with the inclination, to safety factors equals to 1.00 and 1.50; besides graphics where it is possible easily get the lowest safety factor as from the cohesion, cliff height and its inclination. It was concluded that these graphs are very useful to preliminary analyzes, for the definition of critical areas in risk mappings in areas of cliffs and for determination of an equation for obtaining the lowest safety factor function of the strength parameters and of slope geometry. Regarding the cliff from Ponta do Pirambu, the results showed that the cliff is subject to superficial landslides located in the points where may there be the presence of colluvium with thicknesses greater than two meters. However, the cliff remains stable presenting the global safety factor equal or superior to 2.50 in the saturated condition.

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This work aims, from the exchange and dialogue with the agents involved in the research process, discuss the ways for planning a Dialogic Teaching Theatre proposed by the Institutional Scholarship Program Introduction to Teaching subproject Theatre UFRN, considering Freire's thought in relation to the dialogue, and the teaching moments (Study of Reality, Knowledge Organization and Application of Knowledge) proposed by the Group of Studies and educational Practices in Movement UFRN. The research develops a joint effort with stakeholders relying on the "dialogical" and "problem-based approach" as mobilizing methodological foundations for the construction of knowledge in both the group PIBID Theatre / UFRN, as the group attended by fellows of this program in Municipal school Professor Laércio Fernandes Monteiro, on Natal-RN. Through a participatory research, a constant movement of action-reflection-action, and making use of some instruments of school ethnography, as participant observation, unstructured interviews, and graphics and textual records, is that it has trodden and built the search this way, experiencing and questioning the experience. Thus, the theoretical framework of this thesis are located on Paulo Freire's work as it relates primarily to the dialogical education, in pedagogical systematization of the Study Group and Educational Practices in Movement (GEPEM / UFRN), and the Research Laboratory of production scenography and scene Technologies (CENOTEC / UFRN), with regard to the construction of an educational process that considers the realities of the subjects in connecting these realities and specific knowledge of the taught area, relationships between specific area and other areas of knowledge, and recognizing the school as a space for dialogue.

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Acknowledgments The authors acknowledge the support from Engineering and Physical Sciences Research Council, grant number EP/M002322/1. The authors would also like to thank Numerical Analysis Group at the Rutherford Appleton Laboratory for their FORTRAN HSL packages (HSL, a collection of Fortran codes for large-scale scientific computation. See http://www.hsl.rl.ac.uk/).

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The observation chart is for many health professionals (HPs) the primary source of objective information relating to the health of a patient. Information Systems (IS) research has demonstrated the positive impact of good interface design on decision making and it is logical that good observation chart design can positively impact healthcare decision making. Despite the potential for good observation chart design, there is a paucity of observation chart design literature, with the primary source of literature leveraging Human Computer Interaction (HCI) literature to design better charts. While this approach has been successful, this design approach introduces a gap between understanding of the tasks performed by HPs when using charts and the design features implemented in the chart. Good IS allow for the collection and manipulation of data so that it can be presented in a timely manner that support specific tasks. Good interface design should therefore consider the specific tasks being performed prior to designing the interface. This research adopts a Design Science Research (DSR) approach to formalise a framework of design principles that incorporates knowledge of the tasks performed by HPs when using observation charts and knowledge pertaining to visual representations of data and semiology of graphics. This research is presented in three phases, the initial two phases seek to discover and formalise design knowledge embedded in two situated observation charts: the paper-based NEWS chart developed by the Health Service Executive in Ireland and the electronically generated eNEWS chart developed by the Health Information Systems Research Centre in University College Cork. A comparative evaluation of each chart is also presented in the respective phases. Throughout each of these phases, tentative versions of a design framework for electronic vital sign observation charts are presented, with each subsequent iteration of the framework (versions Alpha, Beta, V0.1 and V1.0) representing a refinement of the design knowledge. The design framework will be named the framework for the Retrospective Evaluation of Vital Sign Information from Early Warning Systems (REVIEWS). Phase 3 of the research presents the deductive process for designing and implementing V0.1 of the framework, with evaluation of the instantiation allowing for the final iteration V1.0 of the framework. This study makes a number of contributions to academic research. First the research demonstrates that the cognitive tasks performed by nurses during clinical reasoning can be supported through good observation chart design. Secondly the research establishes the utility of electronic vital sign observation charts in terms of supporting the cognitive tasks performed by nurses during clinical reasoning. Third the framework for REVIEWS represents a comprehensive set of design principles which if applied to chart design will improve the usefulness of the chart in terms of supporting clinical reasoning. Fourth the electronic observation chart that emerges from this research is demonstrated to be significantly more useful than previously designed charts and represents a significant contribution to practice. Finally the research presents a research design that employs a combination of inductive and deductive design activities to iterate on the design of situated artefacts.

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With the introduction of new input devices, such as multi-touch surface displays, the Nintendo WiiMote, the Microsoft Kinect, and the Leap Motion sensor, among others, the field of Human-Computer Interaction (HCI) finds itself at an important crossroads that requires solving new challenges. Given the amount of three-dimensional (3D) data available today, 3D navigation plays an important role in 3D User Interfaces (3DUI). This dissertation deals with multi-touch, 3D navigation, and how users can explore 3D virtual worlds using a multi-touch, non-stereo, desktop display. The contributions of this dissertation include a feature-extraction algorithm for multi-touch displays (FETOUCH), a multi-touch and gyroscope interaction technique (GyroTouch), a theoretical model for multi-touch interaction using high-level Petri Nets (PeNTa), an algorithm to resolve ambiguities in the multi-touch gesture classification process (Yield), a proposed technique for navigational experiments (FaNS), a proposed gesture (Hold-and-Roll), and an experiment prototype for 3D navigation (3DNav). The verification experiment for 3DNav was conducted with 30 human-subjects of both genders. The experiment used the 3DNav prototype to present a pseudo-universe, where each user was required to find five objects using the multi-touch display and five objects using a game controller (GamePad). For the multi-touch display, 3DNav used a commercial library called GestureWorks in conjunction with Yield to resolve the ambiguity posed by the multiplicity of gestures reported by the initial classification. The experiment compared both devices. The task completion time with multi-touch was slightly shorter, but the difference was not statistically significant. The design of experiment also included an equation that determined the level of video game console expertise of the subjects, which was used to break down users into two groups: casual users and experienced users. The study found that experienced gamers performed significantly faster with the GamePad than casual users. When looking at the groups separately, casual gamers performed significantly better using the multi-touch display, compared to the GamePad. Additional results are found in this dissertation.

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El presente artículo aborda la relación entre los medios de comunicación y la Transición española. La prensa tuvo un gran protagonismo durante esa etapa, al hacerse eco e impulsar la acción política en pro de la democracia. Con posterioridad, los medios han intentado gestionar el discurso sobre su significación actual. Dentro de esta lógica, la fotografía ha alcanzado un estatus singular gracias a su papel de cronista y su circulación posterior, una suerte de “memoria gráfica” llamada a contener los momentos decisivos del periodo. En este sentido, la foto de Felipe González y Alfonso Guerra, saludando desde el balcón del Hotel Palace la noche del 28 de octubre de 1982, se ha convertido en un icono de la Transición.

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Este trabajo aborda la posible contribución de la radio al envejecimiento activo. La ética comunicativa actual debe tener presentes los colectivos más vulnerables de la sociedad y uno de ellos es el de la vejez. Se recogen en el artículo los principales datos demográficos sobre población mayor, cuyo crecimiento es tal que se hace necesario un cambio de paradigma a la hora de abordar estos cambios, lo que se conoce como envejecimiento activo. Se plantea que la radio, por sus peculiares características, puede contribuir a promover dicho paradigma. Pero es necesario partir de datos objetivos y el artículo concluye presentando los datos y gráficos de la investigación realizada sobre la presencia de la vejez en los magazines matinales de las cuatro emisoras más importantes del país.

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En este trabajo presentamos el estudio de los glifos nahuas coloniales de antropónimos castellanos que contienen algún elemento occidental en su composición. Es decir, analizamos los «prestamos» que los tlacuiloque o escribas indígenas tomaron para escribirlos. Para llevarlo a cabo hemos revisado multitud de códices aunque somos conscientes de que no hemos tenido acceso a todos ellos. No obstante, consideramos que el resultado final recoge la mayor parte de ellos y ofrece datos que nos permitirá en próximos estudios relacionar antropónimos nahuas, topónimos, oficios, cargos, barrios, etc., en los que también se incluyeron elementos culturales occidentales.

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Graphics Processing Units (GPUs) are becoming popular accelerators in modern High-Performance Computing (HPC) clusters. Installing GPUs on each node of the cluster is not efficient resulting in high costs and power consumption as well as underutilisation of the accelerator. The research reported in this paper is motivated towards the use of few physical GPUs by providing cluster nodes access to remote GPUs on-demand for a financial risk application. We hypothesise that sharing GPUs between several nodes, referred to as multi-tenancy, reduces the execution time and energy consumed by an application. Two data transfer modes between the CPU and the GPUs, namely concurrent and sequential, are explored. The key result from the experiments is that multi-tenancy with few physical GPUs using sequential data transfers lowers the execution time and the energy consumed, thereby improving the overall performance of the application.

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Objective
Pedestrian detection under video surveillance systems has always been a hot topic in computer vision research. These systems are widely used in train stations, airports, large commercial plazas, and other public places. However, pedestrian detection remains difficult because of complex backgrounds. Given its development in recent years, the visual attention mechanism has attracted increasing attention in object detection and tracking research, and previous studies have achieved substantial progress and breakthroughs. We propose a novel pedestrian detection method based on the semantic features under the visual attention mechanism.
Method
The proposed semantic feature-based visual attention model is a spatial-temporal model that consists of two parts: the static visual attention model and the motion visual attention model. The static visual attention model in the spatial domain is constructed by combining bottom-up with top-down attention guidance. Based on the characteristics of pedestrians, the bottom-up visual attention model of Itti is improved by intensifying the orientation vectors of elementary visual features to make the visual saliency map suitable for pedestrian detection. In terms of pedestrian attributes, skin color is selected as a semantic feature for pedestrian detection. The regional and Gaussian models are adopted to construct the skin color model. Skin feature-based visual attention guidance is then proposed to complete the top-down process. The bottom-up and top-down visual attentions are linearly combined using the proper weights obtained from experiments to construct the static visual attention model in the spatial domain. The spatial-temporal visual attention model is then constructed via the motion features in the temporal domain. Based on the static visual attention model in the spatial domain, the frame difference method is combined with optical flowing to detect motion vectors. Filtering is applied to process the field of motion vectors. The saliency of motion vectors can be evaluated via motion entropy to make the selected motion feature more suitable for the spatial-temporal visual attention model.
Result
Standard datasets and practical videos are selected for the experiments. The experiments are performed on a MATLAB R2012a platform. The experimental results show that our spatial-temporal visual attention model demonstrates favorable robustness under various scenes, including indoor train station surveillance videos and outdoor scenes with swaying leaves. Our proposed model outperforms the visual attention model of Itti, the graph-based visual saliency model, the phase spectrum of quaternion Fourier transform model, and the motion channel model of Liu in terms of pedestrian detection. The proposed model achieves a 93% accuracy rate on the test video.
Conclusion
This paper proposes a novel pedestrian method based on the visual attention mechanism. A spatial-temporal visual attention model that uses low-level and semantic features is proposed to calculate the saliency map. Based on this model, the pedestrian targets can be detected through focus of attention shifts. The experimental results verify the effectiveness of the proposed attention model for detecting pedestrians.

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The paper describes the design and implementation of a novel low cost virtual rugby decision making interactive for use in a visitor centre. Original laboratory-based experimental work in decision making in rugby, using a virtual reality headset [1] is adapted for use in a public visitor centre, with consideration given to usability, costs, practicality and health and safety. Movement of professional rugby players was captured and animated within a virtually recreated stadium. Users then interact with these virtual representations via use of a lowcost sensor (Microsoft Kinect) to attempt to block them. Retaining the principles of perception and action, egocentric viewpoint, immersion, sense of presence, representative design and game design the system delivers an engaging and effective interactive to illustrate the underlying scientific principles of deceptive movement. User testing highlighted the need for usability, system robustness, fair and accurate scoring, appropriate level of difficulty and enjoyment.

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Mid Sweden University is currently researching how to capture more of a scene with a camera and how to create 3D images that does not require extra equipment for the viewer. In the process of this research they have started looking into simulating some of the tests that they wish to conduct. The goal of this project is to research whether the 3D graphics engine Unity3D could be used to simulate these tests, and to what degree. To test this a simulation was designed and implemented. The simulation used a split display system where each camera is directly connected to a part of the screen and using the position of the viewer the correct part of the camera feed is shown. Some literary studies were also done into how current 3D technology works. The simulation was successfully implemented and shows that simple simulation can be done in Unity3D, however, some problems were encountered in the process. The conclusion of the project show that there is much work left before simulation is viable but that there is potential in the technology and that the research team should continue to investigate it.