116 resultados para Akodon cursor


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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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Dirigir é uma tarefa altamente complexa que requer sincronia entre informações adquiridas e comandos motores, sendo a visão fonte primordial de recursos para o controle do volante por parte do motorista, para que este possa fazer a manobra na quantidade correta e no momento apropriado. Simulações nem sempre preservam os aspectos relevantes do ambiente. O ponto tangente (PT), local mais interno da curva, é onde os motoristas olham em situações de curva ao conduzir um veículo durante contexto natural, e, de acordo com a literatura, este fenômeno também ocorre em situações experimentais com o uso de simuladores específicos de trânsito. Este estudo visa verificar se este comportamento se reproduz em situação simulada de videogame e como a experiência de dirigir naturalmente afeta o desempenho na simulação. Foram recrutados vinte participantes, divididos em dois grupos de dez pessoas cada, com e sem Carteira Nacional de Habilitação e todos com experiência em videogame. A tarefa foi conduzir um veículo em circuito gerado por um jogo de videogame, enquanto seus olhos, e seus respectivos movimentos, foram monitorados e gravados por sistema eye-tracker. Para análise dos dados, foi utilizado o vídeo da imagem gerada pelo videogame com a adição do cursor referente ao olhar do participante. Foram analisadas apenas as situações nas quais os participantes executavam a manobra de cada uma das onze curvas do percurso, utilizando o software ASL Results Plus (versão 1.8.2.18) para estabelecer Áreas de Interesse (AI) de 3º e 10º ao redor do ponto tangente da curva. As variáveis dependentes foram Número Total de Fixações (NF) e Duração Total das Fixações (DF). Os dados foram submetidos à análise de variância de medidas repetidas, tendo fatores grupo (HA ou NH), AI (outros 3º ou 10º) e curvas (onze curvas). Não houve efeito significativo de grupo para ambas as variáveis dependentes. Houve efeito principal de...

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Dirigir é uma tarefa altamente complexa que requer sincronia entre informações adquiridas e comandos motores, sendo a visão fonte primordial de recursos para o controle do volante por parte do motorista, para que este possa fazer a manobra na quantidade correta e no momento apropriado. Simulações nem sempre preservam os aspectos relevantes do ambiente. O ponto tangente (PT), local mais interno da curva, é onde os motoristas olham em situações de curva ao conduzir um veículo durante contexto natural, e, de acordo com a literatura, este fenômeno também ocorre em situações experimentais com o uso de simuladores específicos de trânsito. Este estudo visa verificar se este comportamento se reproduz em situação simulada de videogame e como a experiência de dirigir naturalmente afeta o desempenho na simulação. Foram recrutados vinte participantes, divididos em dois grupos de dez pessoas cada, com e sem Carteira Nacional de Habilitação e todos com experiência em videogame. A tarefa foi conduzir um veículo em circuito gerado por um jogo de videogame, enquanto seus olhos, e seus respectivos movimentos, foram monitorados e gravados por sistema eye-tracker. Para análise dos dados, foi utilizado o vídeo da imagem gerada pelo videogame com a adição do cursor referente ao olhar do participante. Foram analisadas apenas as situações nas quais os participantes executavam a manobra de cada uma das onze curvas do percurso, utilizando o software ASL Results Plus (versão 1.8.2.18) para estabelecer Áreas de Interesse (AI) de 3º e 10º ao redor do ponto tangente da curva. As variáveis dependentes foram Número Total de Fixações (NF) e Duração Total das Fixações (DF). Os dados foram submetidos à análise de variância de medidas repetidas, tendo fatores grupo (HA ou NH), AI (outros 3º ou 10º) e curvas (onze curvas). Não houve efeito significativo de grupo para ambas as variáveis dependentes. Houve efeito principal de...

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The Akodontini is the second most speciose tribe of sigmodontine rodents, one of the most diverse groups of neotropical mammals. Molecular phylogenetic analyses are discordant regarding the interrelationships of genera, with low support for some clades. However, two clades are concordant, one (clade A) with Akodon sensu strictu (excluding Akodon serrensis), "Akodon" serrensis, Bibimys, Deltamys, Juscelinomys, Necromys, Oxymycterus, Podoxymys, Thalpomys and Thaptomys, and another (clade B) with Blarinomys, Brucepattersonius, Kunsia, Lenoxus and Scapteromys. Here, we present chromosome painting using Akodon paranaensis (APA) Y paint, after suppression of simple repetitive sequences, on ten Akodontini genera. Partial Y chromosome homology, in addition to the homology already reported on the Akodon genus, was detected on the Y chromosomes of "A." serrensis, Thaptomys, Deltamys, Necromys and Thalpomys and on Y and X chromosomes in Oxymycterus. In Blarinomys, Brucepattersonius, Scapteromys and Kunsia, no APA Y signal was observed using different hybridization conditions; APA X paint gave positive signals only on the X chromosome in all genera. The Y chromosome homology was variable in size and positioning among the species studied as follow: (1) whole acrocentric Y chromosome in Akodon and "A." serrensis, (2) Yp and pericentromeric region in submetacentric Y of Necromys and Thaptomys, (3) pericentromeric region in acrocentric Y of Deltamys, (4) distal Yq in the acrocentric Y chromosome of Thalpomys and (5) proximal Yq in the acrocentric Y and Xp in the basal clade A genus Oxymycterus. The results suggest that the homology involves pairing (pseudoautosomal) and additional regions that have undergone rearrangement during divergence. The widespread Y homology represents a phylogenetic signal in Akodontini that provides additional evidence supporting the monophyly of clade A. The findings also raise questions about the evolution of the pseudoautosomal region observed in Oxymycterus. The Y chromosomes of these closely related species seem to have undergone dynamic rearrangements, including restructuring and reduction of homologous segments. Furthermore, the changes observed may indicate progressive attrition of the Y chromosome in more distantly related species.

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Estimators of home-range size require a large number of observations for estimation and sparse data typical of tropical studies often prohibit the use of such estimators. An alternative may be use of distance metrics as indexes of home range. However, tests of correlation between distance metrics and home-range estimators only exist for North American rodents. We evaluated the suitability of 3 distance metrics (mean distance between successive captures [SD], observed range length [ORL], and mean distance between all capture points [AD]) as indexes for home range for 2 Brazilian Atlantic forest rodents, Akodon montensis (montane grass mouse) and Delomys sublineatus (pallid Atlantic forest rat). Further, we investigated the robustness of distance metrics to low numbers of individuals and captures per individual. We observed a strong correlation between distance metrics and the home-range estimator. None of the metrics was influenced by the number of individuals. ORL presented a strong dependence on the number of captures per individual. Accuracy of SD and AD was not dependent on number of captures per individual, but precision of both metrics was low with numbers of captures below 10. We recommend the use of SD and AD instead of ORL and use of caution in interpretation of results based on trapping data with low captures per individual.

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High-resolution measurements of chemical impurities and methane concentrations in Greenland ice core samples from the early glacial period allow the extension of annual-layer counted chronologies and the improvement of gas age-ice age difference (Δage) essential to the synchronization of ice core records. We report high-resolution measurements of a 50 m section of the NorthGRIP ice core and corresponding annual layer thicknesses in order to constrain the duration of the Greenland Stadial 22 (GS-22) between Greenland Interstadials (GIs) 21 and 22, for which inconsistent durations and ages have been reported from Greenland and Antarctic ice core records as well as European speleothems. Depending on the chronology used, GS-22 occurred between approximately 89 (end of GI-22) and 83 kyr b2k (onset of GI-21). From annual layer counting, we find that GS-22 lasted between 2696 and 3092 years and was followed by a GI-21 pre-cursor event lasting between 331 and 369 yr. Our layer-based counting agrees with the duration of stadial 22 as determined from the NALPS speleothem record (3250 ± 526 yr) but not with that of the GICC05modelext chronology (2620 yr) or an alternative chronology based on gas-marker synchronization to EPICA Dronning Maud Land ice core. These results show that GICC05modelext overestimates accumulation and/or underestimates thinning in this early part of the last glacial period. We also revise the possible ranges of NorthGRIP Δdepth (5.49 to 5.85 m) and Δage (498 to 601 yr) at the warming onset of GI-21 as well as the Δage range at the onset of the GI-21 precursor warming (523 to 654 yr), observing that temperature (represented by the δ15N proxy) increases before CH4 concentration by no more than a few decades.

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In normal dogs and dogs with subaortic stenosis, it is known that the subcostal transducer site provides higher left ventricular ejection velocities than does the left apical site. We hypothesized that aortic flow velocities could also be obtained from the right parasternal long-axis view, optimized for the placement of the Doppler cursor as parallel as possible into the aortic root. In 15 healthy dogs and 13 healthy cats, high-pulsed repetition frequency Doppler flow velocity measurements in the proximal aorta were performed using two-dimensional echocardiographic guidance. The mean [ +/- standard error of the mean (SEM)] peak aortic flow velocities in healthy dogs were as follows: subcostal site 1.46 +/- 0.05 m/s; apical site 1.12 +/- 0.06 m/s; right parasternal long-axis site 1.09 +/- 0.05 m/s. In healthy cats, the following peak aortic flow velocities were observed: apical site 0.87 +/- 0.03m/s; right parasternal long-axis site 0.87 +/- 0.03 m/s. Aortic flow velocities obtained from the subcostal site were significantly higher in healthy dogs than those obtained from the left apical and right parasternal long-axis site (P< 0.001). There was no statistical difference between the peak aortic flow velocities obtained from right parasternal long-axis and left apical transducer position in all groups. We conclude therefore that right parasternal long-axis and left apical-derived aortic flow velocities are similar and may be used interchangeably in healthy dogs and cats.

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The widespread of low cost embedded electronics makes it easier to implement the smart devices that can understand either the environment or the user behaviors. The main object of this project is to design and implement home use portable smart electronics, including the portable monitoring device for home and office security and the portable 3D mouse for convenient use. Both devices in this project use the MPU6050 which contains a 3 axis accelerometer and a 3 axis gyroscope to sense the inertial motion of the door or the human hands movement. For the portable monitoring device for home and office security, MPU6050 is used to sense the door (either home front door or cabinet door) movement through the gyroscope, and Raspberry Pi is then used to process the data it receives from MPU6050, if the data value exceeds the preset threshold, Raspberry Pi would control the USB Webcam to take a picture and then send out an alert email with the picture to the user. The advantage of this device is that it is a small size portable stand-alone device with its own power source, it is easy to implement, really cheap for residential use, and energy efficient with instantaneous alert. For the 3D mouse, the MPU6050 would use both the accelerometer and gyroscope to sense user hands movement, the data are processed by MSP430G2553 through a digital smooth filter and a complementary filter, and then the filtered data will pass to the personal computer through the serial COM port. By applying the cursor movement equation in the PC driver, this device can work great as a mouse with acceptable accuracy. Compared to the normal optical mouse we are using, this mouse does not need any working surface, with the use of the smooth and complementary filter, it has certain accuracy for normal use, and it is easy to be extended to a portable mouse as small as a finger ring.

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Freely available software has popularized “mousetracking” to study cognitive processing; this involves the on-line recording of cursor positions while participants move a computer mouse to indicate their choice. Movement trajectories of the cursor can then be reconstructed off-line to assess the efficiency of responding in time and across space. Here we focus on the process of selecting among alternative numerical responses. Several studies have recently measured the mathematical mind with cursor movements while people decided about number magnitude or parity, computed sums or differences, or simply located numbers on a number line. After some general methodological considerations about mouse tracking we discuss several conceptual concerns that become particularly evident when “mousing” the mathematical mind.

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El Hogar Digital Accesible (HDA) de la ETSIST nace con el propósito de acercar las nuevas Tecnologías de la Información a las personas que precisan de necesidades concretas de accesibilidad y usabilidad, dotándoles de herramientas que les permitan aumentar su calidad de vida, confort, seguridad y autonomía. El entorno del HDA consta de elementos de control para puertas, persianas, iluminación, agua o gas, sensores de temperatura, incendios, gas, sistemas de climatización, sistemas de entretenimiento y sistemas de seguridad tales como detectores de presencia y alarmas. Todo ello apoyado sobre una arquitectura de red que proporciona una pasarela residencial y un acceso a banda ancha. El objetivo principal de este PFG ha sido el desarrollo de un sistema de autenticación para el Hogar Digital Accesible de bajo coste. La idea de integrar un sistema de autenticación en el HDA, surge de la necesidad de proteger de accesos no deseados determinados servicios disponibles dentro de un ámbito privado. Algunos de estos servicios pueden ser tales como el acceso a la lectura de los mensajes disponibles en el contestador automático, el uso de equipos multimedia, la desconexión de alarmas de seguridad o simplemente la configuración de ambientes según el usuario que esté autenticado (intensidad de luz, temperatura de la sala, etc.). En el desarrollo han primado los principios de accesibilidad, usabilidad y seguridad necesarios para la creación de un entorno no invasivo, que permitiera acreditar la identidad del usuario frente al sistema HDA. Se ha planteado como posible solución, un sistema basado en el reconocimiento de un trazo realizado por el usuario. Este trazo se usará como clave de cara a validar a los usuarios. El usuario deberá repetir el trazado que registró en el sistema para autenticarse. Durante la ejecución del presente PFG, se justificará la elección de este mecanismo de autenticación frente a otras alternativas disponibles en el mercado. Para probar la aplicación, se ha podido contar con dos periféricos de distintas gamas, el uDraw creado para la PS3 que se compone de una tableta digitalizadora y un lápiz que permite recoger los trazos realizados por el usuario de forma inalámbrica y la tableta digitalizadora Bamboo de Wacom. La herramienta desarrollada permite a su vez, la posibilidad de ser usada por otro tipo de dispositivos como es el caso del reloj con acelerómetro de 3 ejes de Texas Instruments Chronos eZ430 capaz de trasladar los movimientos del usuario al puntero de un ratón. El PFG se encuentra dividido en tres grandes bloques de flujo de trabajo. El primero se centra en el análisis del sistema y las tecnologías que lo componen, incluyendo los distintos algoritmos disponibles para realizar la autenticación basada en reconocimiento de patrones aplicados a imágenes que mejor se adaptan a las necesidades del usuario. En el segundo bloque se recoge una versión de prueba basada en el análisis y el diseño UML realizado previamente, sobre la que se efectuaron pruebas de concepto y se comprobó la viabilidad del proyecto. El último bloque incluye la verificación y validación del sistema mediante pruebas que certifican que se han alcanzado los niveles de calidad necesarios para la consecución de los objetivos planteados, generando finalmente la documentación necesaria. Como resultado del trabajo realizado, se ha obtenido un sistema que plantea una arquitectura fácilmente ampliable lograda a través del uso de técnicas como la introspección, que permiten separar la lógica de la capa de negocio del código que la implementa, pudiendo de forma simple e intuitiva sustituir código mediante ficheros de configuración, lo que hace que el sistema sea flexible y escalable. Tras la realización del PFG, se puede concluir que el producto final obtenido ha respondido de forma satisfactoria alcanzando los niveles de calidad requeridos, siendo capaz de proporcionar un sistema de autenticación alternativo a los convencionales, manteniendo unas cotas de seguridad elevadas y haciendo de la accesibilidad y el precio sus características más reseñables. ABSTRACT. Accessible Digital Home (HDA) of the ETSIST was created with the aim of bringing the latest information and communications technologies closer to the people who has special needs of accessibility and usability increasing their quality of life, comfort, security and autonomy. The HDA environment has different control elements for doors, blinds, lighting, water or gas, temperature sensors, fire protection systems, gas flashover, air conditioning systems, entertainments systems and security systems such as intruders detectors and alarms. Everything supported by an architecture net which provides a broadband residential services gateway. The main goal of this PFG was the development of a low-cost authentication system for the Accessible Digital Home. The idea of integrating an authentication system on the HDA, stems from the need to safeguard certain private key network resources from unauthorized access. Some of said resources are the access to the answering machine messages, the use of multimedia devices, the alarms deactivation or the parameter settings for each environment as programmed by the authenticated user (light intensity, room temperature, etc.). During the development priority was given to concepts like accessibility, usability and security. All of them necessary to create a non invasive environment that allows the users to certify their identity. A system based on stroke pattern recognition, was considered as a possible solution. This stroke is used as a key to validate users. The user must repeat the stroke that was saved on the system to validate access. The selection of this authentication mechanism among the others available options will be justified during this PFG. Two peripherals with different ranges were used to test the application. One of them was uDraw design for the PS3. It is wireless and is formed by a pen and a drawing tablet that allow us to register the different strokes drawn by the user. The other one was the Wacom Bamboo tablet, that supports the same functionality but with better accuracy. The developed tool allows another kind of peripherals like the 3-axes accelerometer digital wristwatch Texas Instruments Chronos eZ430 capable of transfering user movements to the mouse cursor. The PFG is divided by three big blocks that represent different workflows. The first block is focused on the system analysis and the technologies related to it, including algorithms for image pattern recognition that fits the user's needs. The second block describes how the beta version was developed based on the UML analysis and design previously done. It was tested and the viability of the project was verified. The last block contains the system verification and validation. These processes certify that the requirements have been fulfilled as well as the quality levels needed to reach the planned goals. Finally all the documentation has been produced. As a result of the work, an expandable system has been created, due to the introspection that provides the opportunity to separate the business logic from the code that implements it. With this technique, the code could be replaced throughout configuration files which makes the system flexible and highly scalable. Once the PFG has finished, it must therefore be concluded that the final product has been a success and high levels of quality have been achieved. This authentication tool gives us a low-cost alternative to the conventional ones. The new authentication system remains security levels reasonably high giving particular emphasis to the accessibility and the price.

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Thesis (Ph.D.)--University of Washington, 2016-06

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In this study we attempted to identify the principles that govern the changes in neural control that occur during repeated performance of a multiarticular coordination task. Eight participants produced isometric flexion/extension and pronation/supination torques at the radiohumeral joint, either in isolation (e.g., flexion) or in combination (e.g., flexion - supination), to acquire targets presented by a visual display. A cursor superimposed on the display provided feedback of the applied torques. During pre- and postpractice tests, the participants acquired targets in eight directions located either 3.6 cm (20% maximal voluntary contraction [MVC]) or 7.2 cm (40% MVC) from a neutral cursor position. On each of five consecutive days of practice the participants acquired targets located 5.4 cm (30% MVC) from the neutral position. EMG was recorded from eight muscles contributing to torque production about the radiohumeral joint during the pre- and posttests. Target-acquisition time decreased significantly with practice in most target directions and at both target torque levels. These performance improvements were primarily associated with increases in the peak rate of torque development after practice. At a muscular level, these changes were brought about by increases in the rates of recruitment of all agonist muscles. The spatiotemporal organization of muscle synergies was not significantly altered after practice. The observed adaptations appear to lead to performances that are generalizable to actions that require both greater and smaller joint torques than that practiced, and may be successfully recalled after a substantial period without practice. These results suggest that tasks in which performance is improved by increasing the rate of muscle activation, and thus the rate of joint torque development, may benefit in terms of the extent to which acquired levels of performance are maintained over time.