967 resultados para Software livre
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Pós-graduação em Geografia - IGCE
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Pós-graduação em Ciência e Tecnologia Animal - FEIS
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In modern industry we see a growing need for answers cheaper, accurate and quick to deliver solutions and products to be able to remain competitive. In this way the inclusion of open source software and Rapid Prototyping tools have proven very important to obtain the expected results. This work, through information gathering, analysis software and their applicability, search tools commercially available rapid prototyping will demonstrate the importance of these tools and will also present possible configurations for a space for rapid prototyping within the university, as a proposal to implement a rapid prototyping laboratory at the Faculdade de Engenharia de Guaratinguetá
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Pós-graduação em Ciência e Tecnologia Animal - FEIS
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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Considering current technological progresses, they prove to be useful tools to be increasingly exploited in order to meet the population's needs. Generally, in Brazil, the Mobile Emergency Services (SAMU) tend to be limited to the management of incidents, which undermines the efficiency of these bodies. In this context, this final dissertation aims to present the use of Geographic Information Systems (GIS) for the SAMU in the cities of Feira de Santana BA and Rio Claro SP, integrating occurrences data related to trauma by cold weapon injuries, injury by gun, and assaults, in the period 2012-2013, as well as census data. The study was developed in stages that included obtaining data related to trauma events linked to urban violence, and statistical Census data (2010), provided by the Brazilian Institute of Geography and Statistics (IBGE). Regarding the GIS, the free software Quantum GIS (QGIS) was adopted for processing and spatializing data, assuming the districts as units of study, in the urban area of the cities analyzed. The resulting research products were presented in thematic maps format, which conducted to a comparative analysis of the occurrences related to traumas. The achieved results were satisfactory, and a database in GIS was developed, integrating occurrences data by Cold Weapon Injuries (FAB), Injury by Gun (FAF) and Assaults with census data, allowing the proper use and update of the system. Making a comparative analysis between the two cities, it was possible to establish that Rio Claro presents more occurrences when it comes to FAF, FAB and Aggression recorded at SAMU per 100,000 inhabitants than Feira de Santana. Thus, although Rio Claro's population is about three times smaller than Feira de Santana's, it can be said that Rio Claro is a more violent city, considering the factors analyzed. It is possible to infer that the use of GIS applied to the SAMU in medium-sized cities is feasible, and it has the advantage...
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The motion capture is a main tool for quantitative motion analyses. Since the XIX century, several motion caption systems have been developed for biomechanics study, animations, games and movies. The biomechanics and kinesiology involves and depends on knowledge from distinct fields, the engineering and health sciences. A precise human motion analysis requires knowledge from both fields. It is necessary then the use of didactics tools and methods for research and teaching for learning aid. The devices for analysis and motion capture currently that are found on the market and on educational institutes presents difficulties for didactical practice, which are the difficulty of transportation, high cost and limited freedom for the user towards the data acquisition. Therefore, the motion analysis is qualitatively performed or is quantitatively performed in highly complex laboratories. Based is these problems, this work presents the development of a motion capture system for didactic use hence a cheap, light, portable and easily used device with a free software. This design includes the selection of the device, the software development for that and tests. The developed system uses the device Kinect, from Microsoft, for its low cost, low weight, portability and easy use, and delivery tree-dimensional data with only one peripheral device. The proposed programs use the hardware to make motion captures, store them, reproduce them, process the motion data and graphically presents the data.
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3D Reconstruction is the process used to obtain a detailed graphical model in three dimensions that represents some real objectified scene. This process uses sequences of images taken from the scene, so it can automatically extract the information about the depth of feature points. These points are then highlighted using some computational technique on the images that compose the used dataset. Using SURF feature points this work propose a model for obtaining depth information of feature points detected by the system. At the ending, the proposed system extract three important information from the images dataset: the 3D position for feature points; relative rotation and translation matrices between images; the realtion between the baseline for adjacent images and the 3D point accuracy error found.
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SILVA, Alexandre Reche e. LAUDMUS: rumo à implantação e gerenciamento de uma lista de audição musical online. In: ENCONTRO REGIONAL DA ABEM NORDESTE (Associação Brasileira de Educação Musical), 9, Natal, RN, 2010. Anais eletronicos... Natal, RN, 2010.Trabalho Completo. Disponivel em:
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SILVA, Alexandre Reche e. LAUDMUS: rumo à implantação e gerenciamento de uma lista de audição musical online. In: ENCONTRO REGIONAL DA ABEM NORDESTE (Associação Brasileira de Educação Musical), 9, Natal, RN, 2010. Anais eletronicos... Natal, RN, 2010.Trabalho Completo. Disponivel em:
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Este projeto tem como objetivo apresentar uma maneira diferente de abordar os conceitos de funções quadráticas, propondo exercícios de motivação e de fixação de conteúdos, com questões contextualizadas e voltadas para o dia-a-dia do educando. Pretende-se auxiliar os docentes e tornar, assim, a aprendizagem de seus discentes mais prazerosa, desmistificando a Matemática, oportunizando aos alunos a utilização dos conceitos matemáticos em seu cotidiano. Utilizando as ferramentas tecnológicas já disponíveis na maioria das escolas de Educação Básica, apresentarse-ão atividades usando pelo menos um software livre para inspirar os professores na elaboração de suas aulas e consequentemente ajudar os discentes na construção do seu conhecimento.
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This research deals with the use of a participatory design methodology to develop a repository of open educational resources, the Arcaz. Discusses key aspects of neutrality and determinism of technology within the context of Social Studies of Science and Technology and presents some concepts of critical theory of technology related to the democratic construction of technological artifacts. Discusses the philosophical heritage of the movements that led to the emergence of free software, open education and open educational resources and argues that participatory design share similar ideals. It presents concepts of human-computer interaction, interaction design and user centered design, important to enhance the user experience in information systems. It addresses the participatory design as a methodology that allows the democratic participation of users in the technological construction, promoting mutual learning and active voice for the participants. Develops a participatory design methodology adapted to the Arcaz context of use and provides the procedures for the meetings conducted to apply participatory design techniques to the repository and the results obtained. It concludes with a study of some of the interventions suggested in the system and orientations for future applications of participatory practices in the development of the repository and a list of best practices, focusing on ethical principles that should guide the participatory design.
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Este projeto tem como objetivo explorar e refletir sobre os benefícios do recurso a ferramentas Livres e Open gratuitas. Pretendemos também evidenciar a importância do acesso à cultura de forma Livre, focada no poder da partilha. De modo a demonstrar a viabilidade destas ferramentas enquanto plataforma para a criação de produtos multimédia, e promover as áreas criativas em estudo, desenvolvemos um protótipo de um Videojogo. Simultaneamente, pretendemos partilhar a nossa experiência e resultados obtidos, de forma Livre, com o intuito de contribuir para processos de aprendizagem e de criação nesta área.
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O objectivo deste trabalho é o estudo do tema Caos e Fractais, com o propósito fundamental da sua implementação na sala de aula ou outro ambiente do Ensino Secundário. Com esse fim, é feita uma abordagem teórica dos conteúdos e são apresentadas algumas actividades a desenvolver com os alunos daquele nível de ensino. A introdução dos conceitos é feita de modo a possibilitar a sua leitura por um público mais geral, onde se incluem os alunos mais interessados e curiosos no tema. O estudo é acompanhado, sempre que possível, de exemplos e ilustrações gráficas. Para tal, foi utilizado o software Maxima (software livre) e outras aplicações interactivas disponíveis na Internet. ABSTRACT: The aim of this work is to study the theme of Chaos and Fractals, with the fundamental purpose of its implementation in the classroom, or in other environments of secondary school education. To carry out this aim a theoretical outlook of the contents will be provided alongside some activities to be undergone with students of that school level. The introduction to these concepts is open to the understanding of a larger audience, where we can include the most interested and curious students in this issue. The study is accompanied, whenever possible, with examples and graphics. To do so, the Maxima software (free software) was used, besides other interactive applications available on the Internet.