973 resultados para Interactive Performance


Relevância:

100.00% 100.00%

Publicador:

Resumo:

The present research aimed to develop a modeling capable of identifying the ideal profile of swine finishing producers using the interactive performance optimization, which began by verifying qualitative the criteria considered most relevant to the decision-making, generating a closed structured diagnosis that covers the socioeconomic aspects about the activity, until the design of a mathematical model able to translate the data obtained in quantitative information. For the verification, it was proposed a practical study for a universe of 120 members of a cooperative in the state of Rio Grande do Sul, Brazil. The results showed that, from the application and the definition of the ideal profile, it was possible to verify that 82 producers are in the group of those who have obtained a "Good" performance, and to 44 the result is in the range between 86% to 90% from the ideal, which means that most have short or medium-term conditions to evolve their status for the considered "Very Good", where only 12.5% of the producers are currently.

Relevância:

70.00% 70.00%

Publicador:

Resumo:

We describe a technique for interactive rendering of diffraction effects produced by biological nanostructures such as snake skin surface gratings. Our approach uses imagery from atomic force microscopy that accurately captures the nanostructures responsible for structural coloration, that is, coloration due to wave interference, in a variety of animals. We develop a rendering technique that constructs bidirectional reflection distribution functions (BRDFs) directly from the measured data and leverages precomputation to achieve interactive performance. We demonstrate results of our approach using various shapes of the surface grating nanostructures. Finally, we evaluate the accuracy of our precomputation-based technique and compare to a reference BRDF construction technique.

Relevância:

70.00% 70.00%

Publicador:

Resumo:

We describe a technique for interactive rendering of diffraction effects produced by biological nanostructures, such as snake skin surface gratings. Our approach uses imagery from atomic force microscopy that accurately captures the geometry of the nanostructures responsible for structural colouration, that is, colouration due to wave interference, in a variety of animals. We develop a rendering technique that constructs bidirectional reflection distribution functions (BRDFs) directly from the measured data and leverages pre-computation to achieve interactive performance. We demonstrate results of our approach using various shapes of the surface grating nanostructures. Finally, we evaluate the accuracy of our pre-computation-based technique and compare to a reference BRDF construction technique.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Le flou de mouvement de haute qualité est un effet de plus en plus important en rendu interactif. Avec l'augmentation constante en qualité des ressources et en fidélité des scènes vient un désir semblable pour des effets lenticulaires plus détaillés et réalistes. Cependant, même dans le contexte du rendu hors-ligne, le flou de mouvement est souvent approximé à l'aide d'un post-traitement. Les algorithmes de post-traitement pour le flou de mouvement ont fait des pas de géant au niveau de la qualité visuelle, générant des résultats plausibles tout en conservant un niveau de performance interactif. Néanmoins, des artefacts persistent en présence, par exemple, de mouvements superposés ou de motifs de mouvement à très large ou très fine échelle, ainsi qu'en présence de mouvement à la fois linéaire et rotationnel. De plus, des mouvements d'amplitude importante ont tendance à causer des artefacts évidents aux bordures d'objets ou d'image. Ce mémoire présente une technique qui résout ces artefacts avec un échantillonnage plus robuste et un système de filtrage qui échantillonne selon deux directions qui sont dynamiquement et automatiquement sélectionnées pour donner l'image la plus précise possible. Ces modifications entraînent un coût en performance somme toute mineur comparativement aux implantations existantes: nous pouvons générer un flou de mouvement plausible et temporellement cohérent pour plusieurs séquences d'animation complexes, le tout en moins de 2ms à une résolution de 1280 x 720. De plus, notre filtre est conçu pour s'intégrer facilement avec des filtres post-traitement d'anticrénelage.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Este trabajo pretende lograr una interpretación de Odisea a partir del Canto 11, su centro arquitectónico y frontera formal, considerando especialmente la categoría «espacio ¼. A través del análisis de la estructura que despliega el Canto, de relato dentro del relato, intentaremos demostrar que el Canto 11 resulta un espacio épico ineludible que reformula el código ético-heroico mediante una performance interactiva.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Este trabajo pretende lograr una interpretación de Odisea a partir del Canto 11, su centro arquitectónico y frontera formal, considerando especialmente la categoría «espacio ¼. A través del análisis de la estructura que despliega el Canto, de relato dentro del relato, intentaremos demostrar que el Canto 11 resulta un espacio épico ineludible que reformula el código ético-heroico mediante una performance interactiva.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

Este trabajo pretende lograr una interpretación de Odisea a partir del Canto 11, su centro arquitectónico y frontera formal, considerando especialmente la categoría «espacio ¼. A través del análisis de la estructura que despliega el Canto, de relato dentro del relato, intentaremos demostrar que el Canto 11 resulta un espacio épico ineludible que reformula el código ético-heroico mediante una performance interactiva.

Relevância:

60.00% 60.00%

Publicador:

Resumo:

O presente projeto de intervenção artística com o nome “Era Uma Vez” tem como objetivo transformar Contos Tradicionais numa Performance interativa, recorrendo à tecnologia multimédia, no sentido de proporcionar ao público visitante uma viagem pelo mundo da fantasia, num ambiente multissensorial. Neste sentido, pretendeu-se implementar um espaço de lazer, de relaxamento e um convite ao mundo da fantasia, fazendo sonhar e maravilhando todos os públicos envolvidos. O local de realização da Performance foi um espaço não convencional, um prédio antigo, atualmente desabituado, na cidade de Viseu. Quanto à Performance pretendeu-se que os intérpretes e todo o espaço envolvente provocasse no público múltiplas sensações. Estas provocações poderiam libertar memórias, não fossem as histórias ou os contos muitas vezes responsáveis por incutir determinados sentimentos, valores morais e princípios ideológicos. O uso das tecnologias multimédia nas artes tem tido um crescimento exponencial. Atualmente são muitas as formas de arte que adotam a multimédia no seu processo criativo, este fator provém da necessidade de criar novas ideias, procurar ser original, tornar o produto mais atrativo. A afirmação de espaços multissensoriais ou MSE (Multi Sensory Environment - ambiente multissensorial) tem sido notável. A exploração desta metodologia de trabalho destina-se para além do desenvolvimento e aprendizagem, o querer proporcionar, bem-estar, prazer, exploração, relaxamento e encontrar equilíbrio. A metodologia aplicada para a criação deste projeto é a Metodologia Projetual de Bruno Munari. Tratando-se de um projeto artístico tem uma organização simples e minimalista que resulta de um esquema cujo a ordem é definida pelo autor do projeto mediante as suas necessidades. A Estreia teve como resultado um balanço muito positivo por parte dos participantes, a adesão e a participação do público interagindo com todo o ambiente criado superou as expectativas.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

The article shows a range of contemporary phenomena linked with urban space and the increasing citizens? interactivity in the network. The sources for theory and reflection are related to the ongoing research project ?Interactive Atlas of urban habitability" which is based on citizen participation in the sensitive description of the urban environment. It addresses a classification of variables related to the desires of urban habitability.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

Originally presented as the author's thesis (M.A.), University of Illinois at Urbana-Champaign.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

Bibliography: p. 52.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Image segmentation is an ubiquitous task in medical image analysis, which is required to estimate morphological or functional properties of given anatomical targets. While automatic processing is highly desirable, image segmentation remains to date a supervised process in daily clinical practice. Indeed, challenging data often requires user interaction to capture the required level of anatomical detail. To optimize the analysis of 3D images, the user should be able to efficiently interact with the result of any segmentation algorithm to correct any possible disagreement. Building on a previously developed real-time 3D segmentation algorithm, we propose in the present work an extension towards an interactive application where user information can be used online to steer the segmentation result. This enables a synergistic collaboration between the operator and the underlying segmentation algorithm, thus contributing to higher segmentation accuracy, while keeping total analysis time competitive. To this end, we formalize the user interaction paradigm using a geometrical approach, where the user input is mapped to a non-cartesian space while this information is used to drive the boundary towards the position provided by the user. Additionally, we propose a shape regularization term which improves the interaction with the segmented surface, thereby making the interactive segmentation process less cumbersome. The resulting algorithm offers competitive performance both in terms of segmentation accuracy, as well as in terms of total analysis time. This contributes to a more efficient use of the existing segmentation tools in daily clinical practice. Furthermore, it compares favorably to state-of-the-art interactive segmentation software based on a 3D livewire-based algorithm.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

This work extends a recent comparative study covering four different courses lectured at the Polytechnic of Porto - School of Engineering, in respect to the usage of a particular Learning Management System, i.e. Moodle, and its impact on students' results. A fifth course, which includes a number of resources especially supporting laboratory classes, is now added to the analysis. This particular course includes a number of remote experiments, made available through VISIR (Virtual Instrument Systems in Reality) and directly accessible through links included in the Moodle course page. We have analyzed the students' behavior in following these links and in effectively running experiments in VISIR (and also using other lab related resources, in Moodle). This data have been correlated with students' classifications in the lab component and in the exam, each one weighting 50% of their final marks. We aimed to compare students' performance in a richly Moodle-supported environment (with lab component) and in a poorly Moodle-supported environment (with only theoretical component). This question followed from conclusions drawn in the above referred comparative study, where it was shown that even though a positive correlation factor existed between the number of Moodle accesses and the final exam grade obtained by each student, its explanation behind was not straightforward, as the quality of the resources was preponderant over its quantity.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Mestrado em Contabilidade, Fiscalidade e Finanças Empresariais