981 resultados para natural interface
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The movement of graphics and audio programming towards three dimensions is to better simulate the way we experience our world. In this project I looked to use methods for coming closer to such simulation via realistic graphics and sound combined with a natural interface. I did most of my work on a Dell OptiPlex with an 800 MHz Pentium III processor and an NVIDlA GeForce 256 AGP Plus graphics accelerator -high end products in the consumer market as of April 2000. For graphics, I used OpenGL [1], an open·source, multi-platform set of graphics libraries that is relatively easy to use, coded in C . The basic engine I first put together was a system to place objects in a scene and to navigate around the scene in real time. Once I accomplished this, I was able to investigate specific techniques for making parts of a scene more appealing.
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Hydrogels are considered promising for disc regeneration strategies. However, it is currently unknown whether the destruction of the natural interface between nucleus and surrounding structures caused by nucleotomy and an inadequate annulus closure diminishes the mechanical competence of the disc. This in vitro study aimed to clarify these mechanisms and to evaluate whether hydrogels are able to restore the biomechanical behaviour of the disc. Nucleus pressure in an ovine intervertebral disc was measured in vivo during day and night and adapted to an in vitro axial compressive diurnal (15min) and night (30min) load. Effects of different defects on disc height and nucleus pressure were subsequently measured in vitro using 30 ovine motion segments. Following cases were considered: intact; annulus incision repaired by suture and glue; annulus incision with removal and re-implantation of nucleus tissue; and two different hydrogels repaired by suture and glue. The intradiscal pressure in vivo was 0.75MPa during day and 0.5MPa during night corresponding to an in vitro axial compressive force of 130 and 58N, respectively. The compression test showed that neither the implantation of hydrogels nor the re-implantation of the natural nucleus, assumed as being the ideal implant, was able to restore the mechanical functionality of an intact disc. Results indicate the importance of the natural anchorage of the nucleus with its surrounding structures and the relevance of an appropriate annulus closure. Therefore, hydrogels that are able to mimic the mechanical behaviour of the native nucleus may fail in restoring the mechanical behaviour of the disc.
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La Realidad Aumentada forma parte de múltiples proyectos de investigación desde hace varios años. La unión de la información del mundo real y la información digital ofrece un sinfín de posibilidades. Las más conocidas van orientadas a los juegos pero, gracias a ello, también se pueden implementar Interfaces Naturales. En otras palabras, conseguir que el usuario maneje un dispositivo electrónico con sus propias acciones: movimiento corporal, expresiones faciales, etc. El presente proyecto muestra el desarrollo de la capa de sistema de una Interfaz Natural, Mokey, que permite la simulación de un teclado mediante movimientos corporales del usuario. Con esto, se consigue que cualquier aplicación de un ordenador que requiera el uso de un teclado, pueda ser usada con movimientos corporales, aunque en el momento de su creación no fuese diseñada para ello. La capa de usuario de Mokey es tratada en el proyecto realizado por Carlos Lázaro Basanta. El principal objetivo de Mokey es facilitar el acceso de una tecnología tan presente en la vida de las personas como es el ordenador a los sectores de la población que tienen alguna discapacidad motora o movilidad reducida. Ya que vivimos en una sociedad tan informatizada, es esencial que, si se quiere hablar de inclusión social, se permita el acceso de la actual tecnología a esta parte de la población y no crear nuevas herramientas exclusivas para ellos, que generarían una situación de discriminación, aunque esta no sea intencionada. Debido a esto, es esencial que el diseño de Mokey sea simple e intuitivo, y al mismo tiempo que esté dotado de la suficiente versatilidad, para que el mayor número de personas discapacitadas puedan encontrar una configuración óptima para ellos. En el presente documento, tras exponer las motivaciones de este proyecto, se va a hacer un análisis detallado del estado del arte, tanto de la tecnología directamente implicada, como de otros proyectos similares. Se va prestar especial atención a la cámara Microsoft Kinect, ya que es el hardware que permite a Mokey detectar la captación de movimiento. Tras esto, se va a proceder a una explicación detallada de la Interfaz Natural desarrollada. Se va a prestar especial atención a todos aquellos algoritmos que han sido implementados para la detección del movimiento, así como para la simulación del teclado. Finalmente, se va realizar un análisis exhaustivo del funcionamiento de Mokey con otras aplicaciones. Se va a someter a una batería de pruebas muy amplia que permita determinar su rendimiento en las situaciones más comunes. Del mismo modo, se someterá a otra batería de pruebas destinada a definir su compatibilidad con los diferentes tipos de programas existentes en el mercado. Para una mayor precisión a la hora de analizar los datos, se va a proceder a comparar Mokey con otra herramienta similar, FAAST, pudiendo observar de esta forma las ventajas que tiene una aplicación especialmente pensada para gente discapacitada sobre otra que no tenía este fin. ABSTRACT. During the last few years, Augmented Reality has been an important part of several research projects, as the combination of the real world and the digital information offers a whole new set of possibilities. Among them, one of the most well-known possibilities are related to games by implementing Natural Interfaces, which main objective is to enable the user to handle an electronic device with their own actions, such as corporal movements, facial expressions… The present project shows the development of Mokey, a Natural Interface that simulates a keyboard by user’s corporal movements. Hence, any application that requires the use of a keyboard can be handled with this Natural Interface, even if the application was not designed in that way at the beginning. The main objective of Mokey is to simplify the use of the computer for those people that are handicapped or have some kind of reduced mobility. As our society has been almost completely digitalized, this kind of interfaces are essential to avoid social exclusion and discrimination, even when it is not intentional. Thus, some of the most important requirements of Mokey are its simplicity to use, as well as its versatility. In that way, the number of people that can find an optimal configuration for their particular condition will grow exponentially. After stating the motivations of this project, the present document will provide a detailed state of the art of both the technologies applied and other similar projects, highlighting the Microsoft Kinect camera, as this hardware allows Mokey to detect movements. After that, the document will describe the Natural Interface that has been developed, paying special attention to the algorithms that have been implemented to detect movements and synchronize the keyboard. Finally, the document will provide an exhaustive analysis of Mokey’s functioning with other applications by checking its behavior with a wide set of tests, so as to determine its performance in the most common situations. Likewise, the interface will be checked against another set of tests that will define its compatibility with different softwares that already exist on the market. In order to have better accuracy while analyzing the data, Mokey’s interface will be compared with a similar tool, FAAST, so as to highlight the advantages of designing an application that is specially thought for disabled people.
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We propose the design of a real-time system to recognize and interprethand gestures. The acquisition devices are low cost 3D sensors. 3D hand pose will be segmented, characterized and track using growing neural gas (GNG) structure. The capacity of the system to obtain information with a high degree of freedom allows the encoding of many gestures and a very accurate motion capture. The use of hand pose models combined with motion information provide with GNG permits to deal with the problem of the hand motion representation. A natural interface applied to a virtual mirrorwriting system and to a system to estimate hand pose will be designed to demonstrate the validity of the system.
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Descrizione delle Natural User Interface e del framework OpenNI 2.0 compreso di caso applicativo.
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Natural Language Interfaces to Query Databases (NLIDBs) have been an active research field since the 1960s. However, they have not been widely adopted. This article explores some of the biggest challenges and approaches for building NLIDBs and proposes techniques to reduce implementation and adoption costs. The article describes {AskMe*}, a new system that leverages some of these approaches and adds an innovative feature: query-authoring services, which lower the entry barrier for end users. Advantages of these approaches are proven with experimentation. Results confirm that, even when {AskMe*} is automatically reconfigurable against multiple domains, its accuracy is comparable to domain-specific NLIDBs.
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An implementation of a Lexical Functional Grammar (LFG) natural language front-end to a database is presented, and its capabilities demonstrated by reference to a set of queries used in the Chat-80 system. The potential of LFG for such applications is explored. Other grammars previously used for this purpose are briefly reviewed and contrasted with LFG. The basic LFG formalism is fully described, both as to its syntax and semantics, and the deficiencies of the latter for database access application shown. Other current LFG implementations are reviewed and contrasted with the LFG implementation developed here specifically for database access. The implementation described here allows a natural language interface to a specific Prolog database to be produced from a set of grammar rule and lexical specifications in an LFG-like notation. In addition to this the interface system uses a simple database description to compile metadata about the database for later use in planning the execution of queries. Extensions to LFG's semantic component are shown to be necessary to produce a satisfactory functional analysis and semantic output for querying a database. A diverse set of natural language constructs are analysed using LFG and the derivation of Prolog queries from the F-structure output of LFG is illustrated. The functional description produced from LFG is proposed as sufficient for resolving many problems of quantification and attachment.
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Dissertação de Mestrado, Engenharia Elétrica e Eletrónica, Especialização em Sistemas de Energia e Controlo, Instituto Superior de Engenharia, Universidade do Algarve, 2015
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EPR study of both blue and green sapphire samples confirms the presence of Cr(III) in four different octahedral sites. The g (1.98) value is the same but D values differ for the two the samples. The EPR spectra suggest that the blue sapphire contains more chromium than the green sapphire. No Fe(III) impurity was noted in the EPR spectrum.
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The kallikreins and kallikrein-related peptidases are serine proteases that control a plethora of developmental and homeostatic phenomena, ranging from semen liquefaction to skin desquamation and blood pressure. The diversity of roles played by kallikreins has stimulated considerable interest in these enzymes from the perspective of diagnostics and drug design. Kallikreins already have well-established credentials as targets for therapeutic intervention and there is increasing appreciation of their potential both as biomarkers and as targets for inhibitor design. Here, we explore the current status of naturally occurring kallikrein protease-inhibitor complexes and illustrate how this knowledge can interface with strategies for rational re-engineering of bioscaffolds and design of small-molecule inhibitors.
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Diatomite, a porous non-metal mineral, was used as support to prepare TiO2/diatomite composites by a modified sol–gel method. The as-prepared composites were calcined at temperatures ranging from 450 to 950 _C. The characterization tests included X-ray powder diffraction (XRD), scanning electron microscopy (SEM) with an energy-dispersive X-ray spectrometer (EDS), high-resolution transmission electron microscopy (HRTEM), X-ray photoelectron spectroscopy (XPS), and nitrogen adsorption/desorption measurements. The XRD analysis indicated that the binary mixtures of anatase and rutile exist in the composites. The morphology analysis confirmed the TiO2 particles were uniformly immobilized on the surface of diatom with a strong interfacial anchoring strength, which leads to few drain of photocatalytic components during practical applications. In further XPS studies of hybrid catalyst, we found the evidence of the presence of Ti–O–Si bond and increased percentage of surface hydroxyl. In addition, the adsorption capacity and photocatalytic activity of synthesized TiO2/diatomite composites were evaluated by studying the degradation kinetics of aqueous Rhodamine B under UV-light irradiation. The photocatalytic degradation was found to follow pseudo-first order kinetics according to the Langmuir–Hinshelwood model. The preferable removal efficiency was observed in composites by 750 _C calcination, which is attributed to a relatively appropriate anatase/rutile mixing ratio of 90/10.
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Videogame control interfaces continue to evolve beyond their traditional roots, with devices encouraging more natural forms of interaction growing in number and pervasiveness. Yet little is known about their true potential for intuitive use. This paper proposes methods to leverage existing intuitive interaction theory for games research, specifically by examining different types of naturally mapped control interfaces for videogames using new measures for previous player experience. Three commercial control devices for a racing game were categorised using an existing typology, according to how the interface maps physical control inputs with the virtual gameplay actions. The devices were then used in a within-groups (n=64) experimental design aimed at measuring differences in intuitive use outcomes. Results from mixed design ANOVA are discussed, along with implications for the field.
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Conjugate natural convection in a vertical annulus with a centrally located vertical heat generating rod is studied numerically. The governing equations are discretized on a staggered mesh and are solved using a pressure-correction algorithm. A parametric study is performed by varying the Grashof number, aspect ratio, and the solid-to-fluid thermal conductivity ratio over wide ranges with the Prandtl number fixed at 0.7. Results are presented for the variation of several quantities of interest such as the local Nusselt numbers on the inner and outer boundaries, the axial variation of the centerline and interface temperatures, maximum solid, average solid and average interface temperature variations with Grashof number, and the average Nusselt number variation for the inner and outer boundaries with Grashof number. The average Nusselt number from the conjugate analysis is found to be between the Nusselt numbers of the isothermal and the isoflux cases. The average Nusselt numbers on the inner and outer boundaries show an increasing trend with the Grashof number. Correlations are presented for the Nusselt number and the dimensionless temperatures of interest in terms of the parameters of the problem.
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There is limited understanding about how insect movement patterns are influenced by landscape features, and how landscapes can be managed to suppress pest phytophage populations in crops. Theory suggests that the relative timing of pest and natural enemy arrival in crops may influence pest suppression. However, there is a lack of data to substantiate this claim. We investigate the movement patterns of insects from native vegetation (NV) and discuss the implications of these patterns for pest control services. Using bi-directional interception traps we quantified the number of insects crossing an NV/crop ecotone relative to a control crop/crop interface in two agricultural regions early in the growing season. We used these data to infer patterns of movement and net flux. At the community-level, insect movement patterns were influenced by ecotone in two out of three years by region combinations. At the functional-group level, pests and parasitoids showed similar movement patterns from NV very soon after crop emergence. However, movement across the control interface increased towards the end of the early-season sampling period. Predators consistently moved more often from NV into crops than vice versa, even after crop emergence. Not all species showed a significant response to ecotone, however when a response was detected, these species showed similar patterns between the two regions. Our results highlight the importance of NV for the recruitment of natural enemies for early season crop immigration that may be potentially important for pest suppression. However, NV was also associated with crop immigration by some pest species. Hence, NV offers both opportunities and risks for pest management. The development of targeted NV management may reduce the risk of crop immigration by pests, but not of natural enemies.