953 resultados para Tactile interfaces


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Brazilian chemical industries face several problems regarding Research, Development and Innovation (RDI). The present paper shows that simple cooperation between chemical industries and university laboratories can be a way to overcome some of the present difficulties. The work carried out at LABOCAT has several industrial interfaces. It involves, among other areas of RDI, the development of anti-HIV-protease (and other virus-related-protease) drugs, the establishment of new (industrial) chemical processes and the implementation of industrial (biodiesel and related) plants. A model based on the present so called RHAE programme is proposed in which, parallel to the fellowship awards of this programme, financing participation of Brazilian Agencies would cover process development.

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As the Chemical Science is an experimental one a Chemical Industry require technical people in all its staff level: from Directors and Managers to Operators. This chemical and chemical engineering based education is the foundation of the innovate process and motivation. The paper discusses this and the role of Public Policies to improve the R&D and innovation in the Brazilian Chemical Industry.

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Efficient problem solving in cellular networks is important when enhancing the network performance and liability. Analysis of calls and packet switched sessions in protocol level between the network elements is an important part of this process. They can provide very detailed information about error situations which otherwise would be difficult to recognise. In this thesis we seek solutions for monitoring GPRS/EDGE sessions in two specific interfaces simultaneously in such manner that all information important to the users will be provided in easily understandable form. This thesis focuses on Abis and AGPRS interfaces of GSM radio network and introduces a solution for managing the correlation between these interfaces by using signalling messages and common parameters as linking elements. ~: Finally this thesis presents an implementation of GPRS/EDGE session monitoring application for Abis and AGPRS interfaces and evaluates its benefits to the end users. Application is implemented as a part of Windows based 3G/GSM network analyser.

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Major challenges must be tackled for brain-computer interfaces to mature into an established communications medium for VR applications, which will range from basic neuroscience studies to developing optimal peripherals and mental gamepads and more efficient brain-signal processing techniques.

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Discutem-se os efeitos de Internet sem fio, câmeras de vigilância, telas enormes de televisão em estações de metrô e tocadores de mp3 sobre a freqüentação dos espaços públicos, por meio da análise de alguns resultados do uso desses aparatos no cotidiano (e mesmo nas estratégias de planejamento) das cidades. Quando à experimentação do espaço arquitetônico (visível) faz-se somar uma rede (invisível) reconfiguradora de relações individuais e coletivas com os lugares, e o conceito de participação chega a uma condição limítrofe, exigindo perguntar até que ponto a materialidade da arquitetura é um componente necessário à transformação da experiência que está em curso.

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Nos últimos anos, inúmeros problemas surgiram na área da saúde em decorrência, sobretudo, dos avanços ocorridos no campo das biotecnociências. Percebendo-se a exigüidade de espaço, no atual currículo médico, para a discussão de muitas dessas questões, alunos e professores da Fundação Educacional Serra dos Órgãos (FESO) propuseram a criação do Núcleo de Estudos em Filosofia e Saúde (NEFISA), espaço destinado a fomentar o debate, o ensino e a pesquisa sobre os assuntos que tenham sua emergência na interface da Filosofia com a Medicina e a Saúde. O escopo do presente artigo é apresentar o trabalho desenvolvido no NEFISA-FESO.

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A degradação ambiental vem modificando nosso cenário de forma acelerada, interferindo negativamente no processo saúde-doença. É essencial discutir a temática saúde ambiental com profissionais de saúde, sendo o Programa PET-Saúde um facilitador, e as unidades de Estratégia de Saúde da Família (ESF) um excelente cenário. Propõe-se analisar a percepção de profissionais de saúde e usuários sobre a temática em duas unidades de ESF (Botucatu/SP) e sensibilizá-los por meio de discussões teóricas e vivências. Foram entrevistados 45 profissionais e 36 usuários, sendo 21 indicados pelos agentes comunitários de saúde como tendo boa relação com o meio ambiente e 15 indicados por não apresentarem boa relação com o mesmo. Aplicou-se o referencial da metodologia qualitativa, utilizando-se o Discurso do Sujeito Coletivo. Todos demonstraram ter consciência dos problemas ambientais e de saúde e o que poderia ser feito para melhorar a situação, mas são raras as ações realizadas nas unidades. Reforça-se a necessidade de capacitar equipes em Saúde Ambiental, estimulando a adoção de práticas transdisciplinares que superem as práticas assistencialistas e caminhem no sentido da promoção, além de empoderar a população para lutar e ser responsável por um meio ambiente mais equilibrado, melhorando a qualidade de vida.

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Robotic grasping has been studied increasingly for a few decades. While progress has been made in this field, robotic hands are still nowhere near the capability of human hands. However, in the past few years, the increase in computational power and the availability of commercial tactile sensors have made it easier to develop techniques that exploit the feedback from the hand itself, the sense of touch. The focus of this thesis lies in the use of this sense. The work described in this thesis focuses on robotic grasping from two different viewpoints: robotic systems and data-driven grasping. The robotic systems viewpoint describes a complete architecture for the act of grasping and, to a lesser extent, more general manipulation. Two central claims that the architecture was designed for are hardware independence and the use of sensors during grasping. These properties enables the use of multiple different robotic platforms within the architecture. Secondly, new data-driven methods are proposed that can be incorporated into the grasping process. The first of these methods is a novel way of learning grasp stability from the tactile and haptic feedback of the hand instead of analytically solving the stability from a set of known contacts between the hand and the object. By learning from the data directly, there is no need to know the properties of the hand, such as kinematics, enabling the method to be utilized with complex hands. The second novel method, probabilistic grasping, combines the fields of tactile exploration and grasp planning. By employing well-known statistical methods and pre-existing knowledge of an object, object properties, such as pose, can be inferred with related uncertainty. This uncertainty is utilized by a grasp planning process which plans for stable grasps under the inferred uncertainty.

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This thesis is devoted to understanding and improving technologically important III-V compound semiconductor (e.g. GaAs, InAs, and InSb) surfaces and interfaces for devices. The surfaces and interfaces of crystalline III-V materials have a crucial role in the operation of field-effect-transistors (FET) and highefficiency solar-cells, for instance. However, the surfaces are also the most defective part of the semiconductor material and it is essential to decrease the amount of harmful surface or interface defects for the next-generation III-V semiconductor device applications. Any improvement in the crystal ordering at the semiconductor surface reduces the amount of defects and increases the material homogeneity. This is becoming more and more important when the semiconductor device structures decrease to atomic-scale dimensions. Toward that target, the effects of different adsorbates (i.e., Sn, In, and O) on the III-V surface structures and properties have been investigated in this work. Furthermore, novel thin-films have been synthesized, which show beneficial properties regarding the passivation of the reactive III-V surfaces. The work comprises ultra-high-vacuum (UHV) environment for the controlled fabrication of atomically ordered III-V(100) surfaces. The surface sensitive experimental methods [low energy electron diffraction (LEED), scanning tunneling microscopy/spectroscopy (STM/STS), and synchrotron radiation photoelectron spectroscopy (SRPES)] and computational density-functionaltheory (DFT) calculations are utilized for elucidating the atomic and electronic properties of the crucial III-V surfaces. The basic research results are also transferred to actual device tests by fabricating metal-oxide-semiconductor capacitors and utilizing the interface sensitive measurement techniques [capacitance voltage (CV) profiling, and photoluminescence (PL) spectroscopy] for the characterization. This part of the thesis includes the instrumentation of home-made UHV-compatible atomic-layer-deposition (ALD) reactor for growing good quality insulator layers. The results of this thesis elucidate the atomic structures of technologically promising Sn- and In-stabilized III-V compound semiconductor surfaces. It is shown that the Sn adsorbate induces an atomic structure with (1×2)/(1×4) surface symmetry which is characterized by Sn-group III dimers. Furthermore, the stability of peculiar ζa structure is demonstrated for the GaAs(100)-In surface. The beneficial effects of these surface structures regarding the crucial III-V oxide interface are demonstrated. Namely, it is found that it is possible to passivate the III-V surface by a careful atomic-scale engineering of the III-V surface prior to the gate-dielectric deposition. The thin (1×2)/(1×4)-Sn layer is found to catalyze the removal of harmful amorphous III-V oxides. Also, novel crystalline III-V-oxide structures are synthesized and it is shown that these structures improve the device characteristics. The finding of crystalline oxide structures is exploited by solving the atomic structure of InSb(100)(1×2) and elucidating the electronic structure of oxidized InSb(100) for the first time.

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Mother-pup interaction, as well as other behavioral reactions were studied during the lactation period in 24 litters of Wistar rats and their dams fed either a 16% (control - C; 12 litters) or a 6% (malnourished - M; 12 litters) protein diet. The diets were isocaloric. Throughout lactation there was a 36.4% weight loss of M dams and a 63% body weight deficit in the M pups when compared to control pups. During this period, half of the litters were exposed daily to additional tactile stimulation (CS or MS), while the other half were submitted to normal rearing conditions (CN or MN). The tactile stimulation of pups (handling) consisted of holding the animal in one hand and gently touching the dorsal part of the animal's body with the fingers for 3 min. A special camera and a time-lapse video were used to record litter behavior in their home cages. Starting at 6 p.m. and ending at 6 a.m., on days 3, 6, 12, 15, 18 and 21 of lactation, photos were taken at 4-s intervals. An increase in the frequency (154.88 ± 16.19) and duration (455.86 ± 18.05 min) of suckling was observed throughout the lactation period in all groups compared to birth day (frequency 24.88 ± 2.37 and duration 376.76 ± 21.01 min), but the frequency was higher in the C (84.96 ± 8.52) than in the M group (43.13 ± 4.37); however, the M group (470.2 ± 11.87 min) spent more time suckling as compared with the C group (393.67 ± 13.09 min). The M dams showed a decreased frequency of resting position throughout the lactation period (6.5 ± 2.48) compared to birth day (25.42 ± 7.74). Pups from the C group were more frequently observed separated (73.02 ± 4.38) and interacting (258.99 ± 20.61) more with their mothers than the M pups (separated 66.94 ± 5.5 and interacting 165.72 ± 12.05). Tactile stimulation did not interact with diet condition, showing that the kind of stimulation used in the present study did not lead to recovery from the changes induced by protein malnutrition. The changes in mother-pup interaction produced by protein malnutrition of both may represent retardation in neuromotor development and a higher dependence of the pups on their mothers. These changes may represent an important means of energy saving and heat maintenance in malnourished pups.

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This thesis reports investigations on applying the Service Oriented Architecture (SOA) approach in the engineering of multi-platform and multi-devices user interfaces. This study has three goals: (1) analyze the present frameworks for developing multi-platform and multi-devices applications, (2) extend the principles of SOA for implementing a multi-platform and multi-devices architectural framework (SOA-MDUI), (3) applying and validating the proposed framework in the context of a specific application. One of the problems addressed in this ongoing research is the large amount of combinations for possible implementations of applications on different types of devices. Usually it is necessary to take into account the operating system (OS), user interface (UI) including the appearance, programming language (PL) and architectural style (AS). Our proposed approach extended the principles of SOA using patterns-oriented design and model-driven engineering approaches. Synthesizing the present work done in these domains, this research built and tested an engineering framework linking Model-driven Architecture (MDA) and SOA approaches to developing of UI. This study advances general understanding of engineering, deploying and managing multi-platform and multi-devices user interfaces as a service.

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With the growth in new technologies, using online tools have become an everyday lifestyle. It has a greater impact on researchers as the data obtained from various experiments needs to be analyzed and knowledge of programming has become mandatory even for pure biologists. Hence, VTT came up with a new tool, R Executables (REX) which is a web application designed to provide a graphical interface for biological data functions like Image analysis, Gene expression data analysis, plotting, disease and control studies etc., which employs R functions to provide results. REX provides a user interactive application for the biologists to directly enter the values and run the required analysis with a single click. The program processes the given data in the background and prints results rapidly. Due to growth of data and load on server, the interface has gained problems concerning time consumption, poor GUI, data storage issues, security, minimal user interactive experience and crashes with large amount of data. This thesis handles the methods by which these problems were resolved and made REX a better application for the future. The old REX was developed using Python Django and now, a new programming language, Vaadin has been implemented. Vaadin is a Java framework for developing web applications and the programming language is extremely similar to Java with new rich components. Vaadin provides better security, better speed, good and interactive interface. In this thesis, subset functionalities of REX was selected which includes IST bulk plotting and image segmentation and implemented those using Vaadin. A code of 662 lines was programmed by me which included Vaadin as the front-end handler while R language was used for back-end data retrieval, computing and plotting. The application is optimized to allow further functionalities to be migrated with ease from old REX. Future development is focused on including Hight throughput screening functions along with gene expression database handling

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L’évolution technologique et l'accroissement de la population vieillissante sont deux tendances majeures de la dernière décennie. Durant cette période, la prolifération ubiquitaire de la téléphonie mobile a changé les habitudes de communication des gens. Le changement constant des appareils téléphoniques portatifs, l'augmentation des fonctions, la diversité iconographique, la variété des interfaces et la complexité de navigation exigent aujourd’hui non seulement plus de temps d'adaptation et d’apprentissage, mais représentent aussi un effort cognitif important. Les technologies d'information et de communication (TIC) sont devenues des outils incontournables de la vie moderne. Pour les personnes âgées, cet univers en perpétuelle mutation avec ces nouveaux appareils représente un obstacle à l’accès à l’information et contribue ainsi au gap générationnel. Le manque de référence et de soutien et les déficiences physiques ou cognitives, que certaines personnes développent en vieillissant, rendent l'usage de ce type d’objet souvent impossible. Pourtant, les produits intelligents plus accessibles, tant au niveau physique que cognitif sont une réelle nécessité au sein de notre société moderne permettant aux personnes âgées de vivre de manière plus autonome et « connectée ». Cette recherche a pour but d'exposer les défis d'usage des téléphones portables existants et d'identifier en particulier les problèmes d’usage que les personnes âgées manifestent. L’étude vise la tranche de population qui est peu habituée aux technologies de communications qui ne ciblent le plus souvent que les plus jeunes et les professionnels. C’est en regardant les habitudes d’usage, que la recherche qualitative nous permettra d’établir un profil des personnes âgées par rapport au TIC et de mieux comprendre les défis liés à la perception, compréhension et l’usage des interfaces de téléphones portables.

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L'activité cérébrale, reliée spécifiquement à la rétention d'information en mémoire à court-terme tactile, a été investiguée à l'aide de l'enregistrement des champs magnétiques produits par l'activité neuronale générée durant la période de rétention par une tâche de mémoire tactile. Une, deux, trois ou quatre positions, sur une possibilité de huit sur les phalangines et les phalangettes, de la main gauche ou droite, lors de blocs d'essai différents, ont été stimulées simultanément. Le patron de stimulation tactile devait être retenu pendant 1800 ms avant d'être comparé avec un patron test qui était, soit identique, soit différent par une seule position. Nos analyses se sont concentrées sur les régions du cerveau qui montraient une augmentation monotone du niveau d'activité soutenu durant la période de rétention pour un nombre croissant de positions à retenir dans le patron de stimulation. Ces régions ont plus de chance de participer à la rétention active de l'information à maintenir en mémoire à court-terme tactile. Le gyrus cingulaire (BA32), le gyrus frontal supérieur droit (BA 8), le precuneus gauche (BA 7, 19), le gyrus postcentral gauche (BA 7), le gyrus precentral droit (BA 6), le gyrus frontal supérieur gauche (BA 6) et le lobule pariétal inférieur droit (BA 40) semblent tous impliqués dans un réseau mnésique qui maintient les informations sensorielles tactiles dans un système de mémoire à court-terme spécialisé pour l'information tactile.

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Le succès commercial des jeux vidéo nous montre qu’ils sont devenus une alternative non négligeable en matière de loisir et de divertissement. En observant les tendances, on constate que les concepteurs de jeux vidéo cherchent à transposer ou adapter les loisirs comme la danse, l’interprétation de la musique ou la pratique d’un sport dans le contexte de jeux vidéo (l’univers virtuel) et ceci est devenu encore plus évident depuis l’apparition des nouvelles technologies intégrant le mouvement comme mode d'interaction. En rapport aux activités dont les jeux vidéo s’inspirent, ces tendances entraînent des changements considérables sur l’aspect formel de l’activité ludique et notamment l’interaction. Dans le cas particulier du tennis de table, ou ping-pong dans le langage courant, il semble y avoir des différences en terme de plaisir lors de la pratique de ce loisir de façon traditionnelle ou en mode virtuel dans ses différentes adaptations. Le but de cette recherche est de mettre en évidence les différences entre l’appréciation de l’interaction avec le contrôleur multifonctionnel Wiimote et une raquette traditionnelle de ping-pong et de découvrir les implications sur l’expérience du plaisir de la transposition du jeu ping-pong traditionnel comparé aux adaptations sur la console Wii. Ainsi, en regard du CLASSIC GAME MODEL de Juul (2005) et du modèle THE FOUR FUN KEYS de Lazzaro (2008) nous comparons les deux modes d’interaction, jeu traditionnel avec le jeu virtuel, sur le plan formel du jeu et sur les dimensions du plaisir que chacun procure. Les résultats obtenus par l’observation des tests de jeu et l’entremise des autres outils permettent de souligner le rôle déterminant des interfaces dans l’engagement des joueurs et de montrer les limites des interfaces digitales par rapport à celle des jeux traditionnels.