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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Estudo do olhar com intenção comunicativa e vocabulário receptivo de meninas com síndrome de Rett através do instrumento Eyegaze®

Amorosino, Cristiane 01 August 2006 (has links)
Made available in DSpace on 2016-03-15T19:40:41Z (GMT). No. of bitstreams: 1 CRISTIANE_AMOROSINO_DIST.pdf: 3413258 bytes, checksum: ca798f17b25ae97d4c59d537efcfb5b1 (MD5) Previous issue date: 2006-08-01 / Fundo Mackenzie de Pesquisa / The Syndrome of Rett (SR.) was described for the first time for Andreas Rett(1966). It is characterized for a neurobiologic clutter that affects the femile sex preferentially. Its cause is due to a genetic alteration to the chromosome X. Due to the complex scenario its verbal comunication and gestual are damaged in, many times when inexistent, it causes serious difficulties the social development, cognitive and emotional these girls. Even thought the high number of investigation in this area, the comunicative potential is still a doubt and is still a big challenge for education professionals relatives and health professional. The objective of this study is to prove the comunicative intensional look and evoluate receptive vocabulary. The were 14 patients studied that belong to the classic form of Rett Syndrome classified in III & IV stage of evolution of the syndrome and filedit at Associação Brasileira de Síndrome de Rett de São Paulo (ABRE-TE/SP). The equipament used on it was Eyegaze®, that evaluates and registers the visual scanning of an individual facing a visual stimulous at the screen projeited. The instruments of evolution where: Vocabulary Test per Peabody images TVIP computorized and its variation of a receptive vocabulary test with colorful pictures TVRF colorful. One Way ANOVAS reveled significant differences in the numbers of correct itens at TVIP (F]5,33]= 44,761; p<0,0000) and at TVRF (F]5,33]= 28,3131; p<0,0000) according to the age. Analyses post hoc Bonferroni has shown that there are no diference between girls with SR and the controls of 2 and 3 years old; even thougth the average age were significantly bigger than those normal children that have obtained close assertivy results in those two version of the vocabulary test. The Rett gerts who have obtaind the worst perforface at TVIP were exactly the youngest. Besides that the number of correct itens at TVRF were bigger than observed at TVIP. Such data to suggest the usage of pictures to those girls have better effect to evoluate the vocabulary of those simple drawing, such as from TVIP. The evidenced the glance with communicative intention and also demonstrated tha thouse girls receptive vocabulary can be evaluates twrough the instrument computerized TVIP and its variation of TVRF. / A Síndrome de Rett (SR) foi descrita pela primeira vez por Andreas Rett (1966). Caracteriza-se por uma desordem neurobiológica que afeta preferentemente o sexo feminino. Sua causa é decorrente de uma alteração genética ligada ao cromossomo X. Devido ao complexo quadro, sua comunicação verbal e gestual encontram-se prejudicadas e, muitas vezes, inexistentes, o que acarreta sérias dificuldades no desenvolvimento social, cognitivo e emocional dessas meninas. Apesar do crescente número de investigações nesta área, o potencial comunicativo ainda é uma incógnita e um grande desafio para educadores, familiares e profissionais da saúde. O objetivo desse estudo foi comprovar o olhar com intenção comunicativa e avaliar o vocabulário receptivo. Foram estudadas 14 pacientes pertencentes a forma clássica da Síndrome de Rett, classificadas nos estágio III e IV de evolução da síndrome e cadastradas na Associação Brasileira de Síndrome de Rett de São Paulo (ABRE-TE/SP). Foi utilizado o equipamento Eyegaze®, que avalia e registra a varredura visual de um sujeito frente a um estimulo visual projetado na tela. Os instrumentos de avaliação utilizados foram: o Teste de Vocabulário por Imagens Peabody - TVIP computadorizado e sua variação o Teste de Vocabulário Receptivo com fotos coloridas - TVRF colorido. Resultados: ANOVAS Unifatorial revelaram diferença significativa no número de ítens corretos no TVIP (F]5,33]= 44,761; p<0,000) e no TVRF( F]5,33] = 28,3131; p< 0,000) em função da idade . Análise post hoc Bonferroni mostrou não haver diferença entre meninas com SR e os controles de 2 e 3 anos de idade; embora a média de idade fosse significativamente maior do que aquelas crianças normais, elas obtiveram resultados semelhantes de acertos nas duas versões do teste de vocabulário. As meninas Rett que obtiveram pior desempenho no TVIP foram exatamente as mais novas. No entanto, o número de ítens corretos no TVRF foi maior do que o observado no TVIP. Tais dados parecem sugerir que o uso de fotos para estas meninas tem efeito melhor para a avaliação de vocabulário do que de desenhos simples, tal como o do TVIP. Os resultados da análise dos dados evidenciaram o olhar com intenção comunicativa e demonstraram que o vocabulário receptivo destas meninas pode ser avaliado através do instrumento TVIP computadorizado e sua variação, o TVRF.
2

Gameplay (3D Game Engine + Ray Tracing = Visual Attention through Eye Tracking)

Sennersten, Charlotte January 2008 (has links)
Research into gameplay can contribute to more self-conscious approaches to design, allowing designers to create effective gameplay with less testing, or to target specific cognitive and emotional affects of gameplay for serious games applications. Self-conscious design includes theoretically motivated design of game systems to facilitate gameplay motivated by cognitive, scientific and/or rhetorical theories of game affect and functionality. Deepening the understanding of gameplay requires a consideration of basic epistemological questions about the nature of understanding. Understanding gameplay is a matter of generating mappings to explanatory frameworks in alternative interpretation paradigms. All games are cognitive skill learning environments, and an especially useful approach that may aid in the creation of more self-conscious game design practices is to conduct research into gameplay using theories and methods of cognitive science and cognitive psychology. On this basis, a framework is proposed based upon the integration of schema theory with attention theory. Cognitive task analysis provides a foundation for developing schema descriptions, which can then be elaborated according to more detailed models of cognitive and attentional processes. This approach provides a rich explanatory framework for the cognitive processes underlying gameplay. Playing a commercial PC or consol game is a highly visual activity regardless of whether the purpose is entertainment or situated learning. Information about the visual attention of the player is an important foundation for detailed schema modelling. A range of different eyetracking equipment has been used in many studies of visual cognition. However, very few studies describe dynamic stimuli involving the visual interaction of a user/ player with a moving 3D scene displayed on a computer screen. In order to address this, a software interface has been developed linking a Tobii™ eyetracking system with the HiFi game engine for use in automated logging of dynamic 3D objects of gaze attention. The system has been verified in a detailed study, confirming correct operation of the system as well as providing a characterisation of its spatial and temporal accuracy. The integrated Tobii/HiFi system has been validated in a study to test three hypotheses concerning visual attention in a first-person shooter (FPS) computer game. Firstly, the cuing effect of the passive gun graphic on visual attention was tested, with no evidence being found to support this hypothesis. A second hypothesis, that a player directs their gaze at a target opponent while shooting at them, was found to be supported in most cases, while in a small percentage of cases targeting is achieved in peripheral vision. Finally, in most cases, a player targets the nearest opponent. These results provide a baseline for further investigations in which the stimulus game design may be modified to provide more detailed models of the visual cognitive processes involved in gameplay and how they are involved in player decision-making.
3

Rankos ir žiūros taško judesių koordinacija panaudojant labirinto testą / Coordination of eye-hand movements using labyrinth path

Kulvelis, Saulius 04 August 2011 (has links)
Žmogaus natūralus elgesys puikiai parodo sinchronizuotus akių ir rankos judesius. Akių-rankos koordinacija naudinga tiriant alternatyvius kompensacinius įtaisus, kurie gelbsti žmogaus ir kompiuterio sąveikai, kai reabilituojami žmonės su negale. Tiriamieji buvo paprašyti pravesti ranka kursorių labirinto trajektorija (pakankamai dideliu greičiu). Eksperimento metu akių judesiai buvo fiksuojami "EyeGaze" sistema sukurta "LC technologies LTd.". Rezultatuose nustatytos akių-rankos judesių koordinacijos strategijos: GJ - šuolinė ir GMS - sekimo strategija. / Human behavior in manual control coordinated by vision illustrates perfect synchronization between the gaze and position of the target, which is controlled by hand. Investigation of eye-hand coordination is useful for alternative control of computer cursor and for an assessment and rehabilitation of a sensorimotor system of patients. Subjects were asked to move the target along the labyrinth’s path quickly enough. During all experiments, movements of both eyes were recorded with eye tracker “EyeGaze System” produced by “LC Technologies Ltd.” Gaze tracking instrumentation was setup so, that to 1 deg eye angle corresponds to 46 pixels on computer screen. The results showed two eye-hand coordination strategies Gaze Jumps (GJ) and Gaze Moves Smoothly (GMS) during guiding self-moved target along Labyrinth path can be defined. During GJ strategy gaze elicit eye jumps in the direction of the future path. Average amplitude of the jumps is around 1.5 deg and frequency is in the 2-3 Hz range. During GMS strategy gaze is concentrated on the self-moved target and leads it only by small average distance (0.1-0.2 deg).

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