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Ambientes de comunicação alternativos com base na realidade aumentada para crianças com paralisia cerebral: uma proposta de currículo em açãoGarbin, Tania Rossi 04 June 2008 (has links)
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Previous issue date: 2008-06-04 / Children with cerebral palsy may be unable to perform oral or written
communication and manipulate traditional computer data input devices
(mouse and keyboard) due to motor problems. People with special
needs must have an alternative environment with a simple autonomous
interface. Augmented Reality environments can offer interactivity and
multimedia information with real and virtual images, and promote
alternative situations for real-time communication and cooperation.
Thus, Augmented Reality becomes a kind of sensorial transductor which
transforms ideas and concepts into visual and audio sensations which
can be noticed and processed. The objective of this study is to propose
an alternative form of communication for children with cerebral palsy
using Augmented Reality systems, with basis on the complexity theory.
Augmented Reality systems and assisted-communication software were
used in this study in order to elaborate interaction and communication
environments for five first-graders with cerebral palsy from a public
elementary school. Our experiments show that the environments
provided offered children the chance to perform academic activities both
individually and collectively, interact with his/her teacher and peers in an
alternative communication environment, making the perception of
physical and chemical phenomena, sensations and mental construction
easier. We found that the relationships established in alternative
communication environments with augmented reality allow for the
interaction and construction of action networks, resulting in dynamic and
cooperative processes / Crianças com paralisia cerebral podem estar impossibilitadas de
realizar a comunicação verbal, escrita e manipular os dispositivos
tradicionais de entrada de dados em computador (teclado e mouse), por
problemas motores. O portador de necessidades especiais precisa de
um ambiente alternativo com interface simples para promover a
comunicação e auxiliar o processo de aprendizagem autônoma. Os
ambientes de Realidade Aumentada podem oferecer interatividade,
informações multimídia com imagens reais e virtuais, promover
situações alternativas para a comunicação, colaboração, com
intervenções em tempo real. A Realidade Aumentada torna-se, então,
uma espécie de transdutor sensorial que traduz idéias e conceitos para
sensações visuais e auditivas que podem ser percebidas e
processadas. Este estudo teve como objetivo propor uma forma
alternativa de comunicação para crianças com paralisia cerebral
utilizando sistemas de realidade aumentada e com base na teoria da
complexidade. Para realização do estudo foram utilizados sistemas de
Realidade Aumentada e software de comunicação assistida para
elaboração de ambientes de interação e comunicação destinados a
cinco crianças com paralisia cerebral da primeira série do ensino
fundamental de escolas públicas. As experiências realizadas mostraram
que os ambientes propostos ofereceram às crianças a possibilidade de
realizar atividades escolares de forma individual e coletiva, interagir
com o professor e colegas de classe funcionando como um ambiente
de comunicação alternativo, facilitando a percepção o entendimento de
fenômenos físicos, químicos, sensações e construções mentais.
Verificamos que as relações estabelecidas nos ambientes de
comunicação alternativos com realidade aumentada permitem a
interação e a construção de redes de ações resultando em processos
dinâmicos e colaborativos
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Automated and adaptive geometry preparation for ar/vr-applicationsDammann, Maximilian Peter, Steger, Wolfgang, Stelzer, Ralph 25 January 2023 (has links)
Product visualization in AR/VR applications requires a largely manual process of data preparation. Previous publications focus on error-free triangulation or transformation of product structure data and display attributes for AR/VR applications. This paper focuses on the preparation of the required geometry data. In this context, a significant reduction in effort can be achieved through automation. The steps of geometry preparation are identified and examined concerning their automation potential. In addition, possible couplings of sub-steps are discussed. Based on these explanations, a structure for the geometry preparation process is proposed. With this structured preparation process, it becomes possible to consider the available computing power of the target platform during the geometry preparation. The number of objects to be rendered, the tessellation quality, and the level of detail (LOD) can be controlled by the automated choice of transformation parameters. Through this approach, tedious preparation tasks and iterative performance optimization can be avoided in the future, which also simplifies the integration of AR/VR applications into product development and use. A software tool is presented in which partial steps of the automatic preparation are already implemented. After an analysis of the product structure of a CAD file, the transformation is executed for each component. Functions implemented so far allow, for example, the selection of assemblies and parts based on filter options, the transformation of geometries in batch mode, the removal of certain details, and the creation of UV maps. Flexibility, transformation quality, and timesavings are described and discussed.
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