152 resultados para LEAP


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O projeto “À Descoberta das Ilhas” surge das lacunas de atenção e motivação por parte das crianças na realização de exercícios na terapia ocupacional, aliadas a uma subjetividade na análise do seu progresso. Direcionado para crianças com dificuldades de integração bilateral motora, com idades compreendidas entre os cinco e nove anos, este projeto tem como base um jogo 3D para as plataformas Windows, Mac OS X e Linux, controlado com os movimentos dos membros superiores através do dispositivo Leap Motion. Através do controlo de um avião, a criança descobre várias ilhas e desbloqueia componentes do mesmo, alcançando os diversos bónus e checkpoints ao longo de cada percurso. Ao terapeuta são apresentados gráficos com dados obtidos pelo dispositivo aquando do momento lúdico da criança que permitem acompanhar a sua evolução a cada nível. O sucesso no cumprimento dos objetivos do projeto permitiu confirmar a utilidade da aplicação na intervenção e avaliação do público-alvo.

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Antología de poemas. Cuenta con la mejor obra de tres poetas: Ian Souter, Eric Finney y Dave Calder.

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This paper proposes an efficient pattern extraction algorithm that can be applied on melodic sequences that are represented as strings of abstract intervallic symbols; the melodic representation introduces special “binary don’t care” symbols for intervals that may belong to two partially overlapping intervallic categories. As a special case the well established “step–leap” representation is examined. In the step–leap representation, each melodic diatonic interval is classified as a step (±s), a leap (±l) or a unison (u). Binary don’t care symbols are used to represent the possible overlapping between the various abstract categories e.g. *=s, *=l and #=-s, #=-l. We propose an O(n+d(n-d)+z)-time algorithm for computing all maximal-pairs in a given sequence x=x[1..n], where x contains d occurrences of binary don’t cares and z is the number of reported maximal-pairs.

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This paper proposes an efficient pattern extraction algorithm that can be applied on melodic sequences that are represented as strings of abstract intervallic symbols; the melodic representation introduces special “binary don’t care” symbols for intervals that may belong to two partially overlapping intervallic categories. As a special case the well established “step–leap” representation is examined. In the step–leap representation, each melodic diatonic interval is classified as a step (±s), a leap (±l) or a unison (u). Binary don’t care symbols are used to represent the possible overlapping between the various abstract categories e.g. *=s, *=l and #=-s, #=-l. We propose an O(n+d(n-d)+z)-time algorithm for computing all maximal-pairs in a given sequence x=x[1..n], where x contains d occurrences of binary don’t cares and z is the number of reported maximal-pairs.

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The questions of cause and manner of death are the most pressing ones in any forensic investigation. Traditionally, autopsy is the means to provide answers to these questions and despite the increasing use of CT and MR in the post-mortem setting, imaging has usually been an adjunct to forensic autopsy. Here we describe a case where post-mortem CT and MR were performed instead of autopsy, at the request of the responsible public prosecutor. The forensic conclusions derived from imaging, including cause and manner of death were accepted by the legal authorities, thereby setting precedence for future cases. This case represents a landmark in forensic medicine and is another step toward the full realization of minimally invasive forensic autopsy.

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Leap Motion [1] es un pequeño dispositivo que se coloca frente al monitor, conectado mediante un cable USB al ordenador, capaz de capturar los movimientos de nuestras manos y dedos con alta precisión, además de algunos objetos como pinceles o bolígrafos. El objetivo principal de este trabajo es evaluar las capacidades de este dispositivo y crear un prototipo que sea capaz de grabar y reconocer gestos para que pueda ser fácilmente integrado a cualquier aplicación. Para ello, el prototipo consta de 2 funciones principales: Grabar un movimiento: en el que recojo los datos que nos ofrece el Leap Motion, los proceso y los guardo en un formato específico. Reconocer un gesto: en el que comparo en cada momento el gesto que se está realizando con los gestos grabados mediante un algoritmo que detectara si son similares o no. Este es un resumen básico del prototipo, sin embargo debemos tener en cuenta una serie de requisitos y parámetros para hacerlo más eficiente y personalizable dependiendo de las necesidades del usuario. ---ABSTRACT---Leap Motion [1] is a small device we place in front of the display unit, connected to a USB cable to the computer. It is able to capture the motion of our hands and fingers with high accuracy, as well as some objects such as pens and brushes. This project's main goal is to evaluate the proficiency of the device, and create a prototype that is able to record and recognize gestures in order for it to be easily integrated into any application. For that, the prototype has 2 main functions: Recording a motion: in which I collect the data offered by the Leap Motion, process it and keep it in a specific format. Recognizing a gesture: in which I compare each time the gesture being made with the gestures recorded using an algorithm to detect whether they are similar or not. This is a basic summary of the prototype, but we need to take into consideration a number of requirements and parameters to make it more efficient and customizable depending on the user's needs.

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Datos de publicación tomados de la obra a la que pertenece

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En este proyecto, se presenta un informe técnico sobre la cámara Leap Motion y el Software Development Kit correspondiente, el cual es un dispositivo con una cámara de profundidad orientada a interfaces hombre-máquina. Esto es realizado con el propósito de desarrollar una interfaz hombre-máquina basada en un sistema de reconocimiento de gestos de manos. Después de un exhaustivo estudio de la cámara Leap Motion, se han realizado diversos programas de ejemplo con la intención de verificar las capacidades descritas en el informe técnico, poniendo a prueba la Application Programming Interface y evaluando la precisión de las diferentes medidas obtenidas sobre los datos de la cámara. Finalmente, se desarrolla un prototipo de un sistema de reconocimiento de gestos. Los datos sobre la posición y orientación de la punta de los dedos obtenidos de la Leap Motion son usados para describir un gesto mediante un vector descriptor, el cual es enviado a una Máquina Vectores Soporte, utilizada como clasificador multi-clase.

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Este Trabajo de Fin de Grado (TFG) tiene el objetivo incorporar el dispositivo Leap Motion [1] en un juego educativo para niños con necesidades educativas especiales para permitirles aprender de una forma divertida mientras disfrutan con los mini juegos que ofrece nuestra aplicación. Está destinado al apoyo del sistema educativo para los niños con necesidades educativas especiales. Debido al público que tenemos como objetivo debemos de tener en cuenta que hay distintos tipos de usuarios según el tipo de discapacidad que tienen. Entre ellas tenemos discapacidad visual, auditiva, cognitiva y motriz. Tenemos distintos mini juegos para facilitar el aprendizaje de las letras y nuevas palabras, los nombres de colores y diferenciarlos y la asociación de conceptos mediante ejemplos sencillos como son ropa, juguetes y comida. Para hacer que la interacción sea más divertida tenemos distintos tipos de dispositivos de interacción: unos comunes como son el teclado y la pantalla táctil y otros más novedosos como son Kinect [2] y Leap Motion que es el que se introducirá en el desarrollo de este Trabajo de Fin de Grado. El otro objetivo de este proyecto es el estudio de los distintos dispositivos de interacción. Se quiere descubrir qué tipo de sistemas de interacción son más sencillos de aprender, cuáles son más intuitivos para los niños, los que les resultan más interesantes permitiendo captar mejor su atención y sus opuestos, es decir, los que son más difíciles de entender, los más monótonos y los más aburridos para ellos.---ABSTRACT---This Final Degree Project (TFG) aims to incorporate the Leap Motion device [1] in an educational game for children with special educational needs to enable them to learn in a funny way while enjoying the mini games that our application offered. It is intended to support the education system for children with special educational needs. Because the public that we have as objective we must take into account that there are different types of users depending on the type of disability they have. Among them we have visual, auditory, cognitive and motor disabilities. We have different mini games to make easier learning of letters and new words, names and distinguish colors and the association of concepts through simple examples such as clothing, toys and food. To make the interaction more fun we have different interaction devices: common such as the keyboard and the touch screen and other more innovative such as Kinect [2] and Leap Motion which is to be introduced in the development of this Final Degree Work. The other objective of this project is to study the various interaction devices. You want to find out what type of interaction systems are easier to learn, which are more intuitive for children, who are more interesting allowing better capture their attention and their opposites, that is, those that are more difficult to understand, the most monotonous and most boring for them.

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Since the AKP took power in 2002, Turkey has seen a replacement of the state’s elites, a real change of the political system and a redefinition of the state identity. All this has been accompanied by economic development and rapid social transformation. The pro-democratic reforms and improved prosperity in the first decade of the AKP’s rule created the opportunity for Turkey to become part of the West in terms of legal and political standards, while maintaining its cultural distinctness. However, from the point of view of Recep Tayyip Erdogan, the leader of a new Turkey, the political reforms turned out not to be a goal per se but a means to the end of achieving a monopoly on power. Once this goal was achieved, Erdogan began leading Turkey towards the status of an autocratic state focused on the Middle East and resentful towards the West. This trend is unlikely to be reversed under Erdogan’s rule. However, even if the government were to change, there would be no return to the Turkey from before the AKP era. In turn, the Turkish public will have to answer the questions regarding its civilisational identity and the vision of the political and social order.

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This paper examines the outcome of the negotiations for a new settlement concerning the United Kingdom’s relationship with the European Union. It reviews the nature and possible consequences of the “substantial changes” that were demanded in the areas of economic governance, competitiveness, sovereignty, and immigration. We argue that the proposed arrangements do not amount to much and can prove harmful to the future of the EU. The paper is a follow-up to our analysis of the initial proposals, available under Bruges European Economic Policy Briefings, 38/2016.