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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.
111

A Mixed-Method Study of Mobile Devices and Student Self-Directed Learning and Achievement During a Middle School STEM Activity

Bartholomew, Scott 01 May 2016 (has links)
The increasingly ubiquitous nature of mobile devices among K-12 students has led many to argue for and against the inclusion of mobile devices in K-12 classrooms. Some have conjectured that access to mobile devices may enable student self-directed learning. This research used a mixed-method approach to explore the relationships between mobile devices and student achievement and self-directed learning during a Science, Technology, Engineering, & Mathematics (STEM) activity in a middle school Technology and Engineering Education classroom. In this study, 706 students from 18 classes worked in groups of 2-3 to complete an open-ended engineering design challenge. Students completed design portfolios and constructed prototypes. Classes were randomly divided with some receiving access to mobile devices during the study while others did not. Additionally, randomly assigned classes completed the design portfolio electronically while others completed the portfolio on paper. Final student portfolios and products were assessed using adaptive comparative judgment (ACJ). In ACJ, judges view two artifacts (portfolios or products) electronically and choose the better of the two. Repeating this process, a number of times produced a rank-order for the artifacts. The rank order for student portfolios and products represented student achievement. Statistical analyses of student access, portfolio type, student self-directed learning, and student achievement were conducted. Thirty student interviews and five teacher interviews were conducted and interviewees were asked questions regarding mobile devices, self-directed learning, and their experience during the study. Responses from the interviews were transcribed and coded using causation and thematic coding techniques. The resulting themes from the interviews helped clarify the quantitative findings. Findings from both the quantitative and qualitative analyses showed that student access to mobile devices was significantly correlated with higher scores on student design portfolios while student achievement on design products was independent of mobile device access. This suggests that mobile devices may improve student achievement in certain types of scenarios but not in others. Student self-directed learning was independent of mobile device access. Students and teachers both commented that mobile devices may be effective at increasing student self-directed learning or achievement but only through proper instruction and demonstration.
112

Referenzarchitektur eines Frameworks für die Entwicklung kompositer, ubiquitärer Anwendungen

Mroß, Oliver, Schlegel, Thomas 30 May 2014 (has links) (PDF)
Durch die zunehmende Anzahl mobiler Endgeräte wie Smartphones sowie der Digitalisierung des öffentlichen Raums stehen ubiquitäre Umgebungen verstärkt im Fokus der Forschung. Werden die Endgeräte und zugehörigen Dienste einer solchen Umgebung zu einer kompositen, ubiquitären Anwendung (kubi App) zusammengefasst, so kann der Anwender auf diese über eine komposite Benutzerschnittstelle zugreifen, z. B. von seinem persönlichen Smartphone aus. Aus der Übertragung des Mashup-Entwicklungsansatzes auf ubiquitäre Umgebungen ergeben sich Implikationen, die im vorliegenden Beitrag untersucht werden sollen. Anhand der Untersuchung verwandter Forschungsarbeiten lassen sich wichtige funktionale Anforderungen aus der Perspektive der ubiquitären Umgebung und der Endgeräte formulieren, die im Rahmen dieses Beitrages vorgestellt werden. Anhand der Anforderungen wird eine Referenzarchitektur zu einem Entwicklungsframework für kubi Apps vorgestellt, die als Grundlage zur Entwicklung zukünftiger Laufzeitumgebungen dienen soll.
113

DIAALE : Conception, implémentation et évaluation d’un dispositif en ligne d’aide à l’apprentissage de la lecture scientifique en anglais langue étrangère. / DIAALE : Design, implementation and evaluation of an online learning aid for scientific reading in English as a Foreign Language

Colina, Zulimar 19 June 2017 (has links)
La thèse se propose de documenter les domaines du développement de la compréhension écrite en L2 chez des publics de non-spécialistes et de l’intégration des technologies de l’information et de la communication pour l’enseignement en contexte vénézuélien. Pour ce faire, la recherche s’appuie sur la conception, la mise en œuvre et l’analyse de deux dispositifs d’apprentissage de l’anglais comme langue étrangère, distanciels, intégrant des outils collaboratifs dans le contexte de la faculté d’ingénierie de l’université de Carabobo au Vénézuéla. Ces deux dispositifs permettent le recueil de données de recherche et de données écologiques, qui sont structurées en corpus puis traitées. A partir de ces données hétérogènes, sont étudiés particulièrement les processus de collaboration entre élèves-ingénieurs dans des tâches de lecture en anglais L2, le développement des compétences en compréhension écrite et l’utilisation des dispositifs électroniques mobiles pendant ces tâches collaboratives. / This thesis proposes to document the fields of the development of the writing comprehension in L2 among non-specialist publics and the integration of the information and communication technologies for the teaching in Venezuelan context. In order to do this, this research is based on the design, implementation and analysis of two devices of learning English as a foreign language, distant, integrating collaborative tools in the context of the faculty of engineering of the University of Carabobo in Venezuela. These two devices allow the collection of researching data and ecological data, which are structured in corpus and then processed. From these heterogeneous data, the collaborative processes between student-engineers in L2 reading tasks, the development of written comprehension skills and the use of mobile electronic devices during these collaborative tasks
114

Towards a unified fraud management and digital forensic framework for mobile applications

Bopape, Rudy Katlego 06 1900 (has links)
Historically, progress in technology development has continually created new opportunities for criminal activities which, in turn, have triggered the need for the development of new security-sensitive systems. Organisations are now adopting mobile technologies for numerous applications to capitalise on the mobile revolution. They are now able to increase their operational efficiency as well as responsiveness and competitiveness and, most importantly, can now meet new, growing customers’ demands. However, although mobile technologies and applications present many new opportunities, they also present challenges. Threats to mobile phone applications are always on the rise and, therefore, compel organisations to invest money and time, among other technical controls, in an attempt to protect them from incurring losses. The computerisation of core activities (such as mobile banking in the banking industry, for example) has effectively exposed organisations to a host of complex fraud challenges that they have to deal with in addition to their core business of providing services to their end consumers. Fraudsters are able to use mobile devices to remotely access enterprise applications and subsequently perform fraudulent transactions. When this occurs, it is important to effectively investigate and manage the cause and findings, as well as to prevent any future similar attacks. Unfortunately, clients and consumers of these organisations are often ignorant of the risks to their assets and the consequences of the compromises that might occur. Organisations are therefore obliged, at least, to put in place measures that will not only minimise fraud but also be capable of detecting and preventing further similar incidents. The goal of this research was to develop a unified fraud management and digital forensic framework to improve the security of Information Technology (IT) processes and operations in organisations that make available mobile phone applications to their clients for business purposes. The research was motivated not only by the increasing reliance of organisations on mobile applications to service their customers but also by the fact that digital forensics and fraud management are often considered to be separate entities at an organisational level. This study proposes a unified approach to fraud management and digital forensic analysis to simultaneously manage and investigate fraud that occurs through the use of mobile phone applications. The unified Fraud Management and Digital Forensic (FMDF) framework is designed to (a) determine the suspicious degree of fraudulent transactions and (b) at the same time, to feed into a process that facilitates the investigation of incidents. A survey was conducted with subject matter experts in the banking environment. Data was generated through a participatory self-administered online questionnaire. Collected data was then presented, analysed and interpreted quantitatively and qualitatively. The study found that there was a general understanding of the common fraud management methodologies and approaches throughout the banking industry and the use thereof. However, while many of the respondents indicated that fraud detection was an integral part of their processes, they take a rather reactive approach when it comes to fraud management and digital forensics. Part of the reason for the reactive approach is that many investigations are conducted in silos, with no central knowledge repository where previous cases can be retrieved for comparative purposes. Therefore, confidentiality, integrity and availability of data are critical for continued business operations. To mitigate the pending risks, the study proposed a new way of thinking that combines both components of fraud management and digital forensics for an optimised approach to managing security in mobile applications. The research concluded that the unified FMDF approach was considered to be helpful and valuable to professionals who participated in the survey. Although the case study focused on the banking industry, the study appears to be instrumental in informing other types of organisations that make available the use of mobile applications for their clients in fraud risk awareness and risk management in general. / Computing / M. Sc. (Computing)
115

Couplage de techniques d'interaction avancées avec des environnements virtuels 3D interactifs / Coupling advance interaction techniques with interactive 3D virtual environments

Bergé, Louis-Pierre 08 October 2015 (has links)
Les travaux de cette thèse s'inscrivent à la frontière entre deux domaines de recherche complémentaires : le domaine des Environnements Virtuels 3D (EV3D) issus de l'Informatique Graphique (IG) et de la Réalité Virtuelle (RV) et le domaine de l'Interaction Homme-Machine (IHM). Ils s'appuient sur trois constats. D'une part, on observe une place grandissante des EV3D dans notre quotidien (jeux vidéo, jeux sérieux, e-commerce, dans les musées, à travers le web et sur les dispositifs mobiles). D'autre part, les IHM se complexifient notamment avec l'apparition de formes avancées d'interaction comme l'informatique ambiante, l'interaction tangible, ou encore l'interaction spatiale et gestuelle, et s'accompagne d'une diversification des dispositifs d'interaction (souris 3D, la Wiimote, la Kinect, le Leap Motion). Enfin, la conception de techniques d'interaction avancées avec des EV3D fait apparaitre des considérations différentes prises en compte par les communautés des domaines EV3D et IHM. Par conséquent, tirer profit des considérations les plus récentes des communautés EV3D (métaphores, qualité de l'interaction 3D) et IHM (formes avancées de technique d'interaction) se traduit par un besoin de développer le couplage entre formes avancées de technique d'interaction et EV3D. Dans ce contexte, l'objectif de ces travaux de thèse est de contribuer à l'essor des environnements 3D interactifs dans de multiples situations, et notamment des situations grand public, en adoptant une approche visant à faire converger les approches 3D et IHM pour mieux établir le couplage de Techniques d'Interaction Avancées avec des Environnements Virtuels 3D Interactifs. Après une analyse des méthodes de conception de techniques d'interaction pour les EV3D, une première contribution de nos travaux consiste en un cadre de conception de l'interaction 3D. En y agrégeant les problématiques issues de la 3D et de l'IHM, ce cadre de conception permet d'identifier les différents éléments de couplages impliqués lors d'une interaction avec un EV3D. Il se base sur l'analyse des liens entre les tâches utilisateurs et les éléments de l'EV3D impactés par ces tâches. Afin de caractériser finement chaque lien, nous avons introduit la notation 3DIM (3D Interaction Modality) qui décrit les caractéristiques des différents éléments constituant une " modalité d'interaction 3D " permettant la réalisation d'une tâche d'interaction de l'utilisateur dans un EV3D. Nous avons regroupé ces éléments en 6 blocs : l'utilisateur, les actions physiques, les objets physiques manipulés, les dispositifs utilisés, les comportements 3D et les éléments 3D. Nous complétons ce cadre conceptuel par des propriétés analytiques qui permettent de guider le concepteur et procurent ainsi un caractère descriptif, évaluatif et génératif à notre modèle conceptuel de techniques d'interaction avancées pour des EV3D. Dans la cadre d'une collaboration avec le musée de l'observatoire du Pic du Midi, une mise en œuvre de ce cadre nous a conduit à concevoir et développer des techniques d'interaction tangibles et basées smartphone. Ces techniques sont utilisées par les visiteurs du musée dans un EV3D représentatif du Télescope Bernard Lyot pour l'explorer et comprendre son fonctionnement. Nous avons mené trois évaluations utilisateur afin d'explorer l'usage d'un smartphone utilisé de trois manière différentes : comme dispositif tactile, comme un objet tangible ou comme support pour une interaction gestuelle autour du dispositif pour naviguer, sélectionner ou manipuler un objet 3D dans un EV3D affiché sur un grand écran distant. / The work of this thesis fit on the boundary between two complementary research areas: the field of 3D Virtual Environment (3DVE) from Computer Graphics (CG) and Virtual Reality (RV) and the field of Human-Computer Interaction (HCI). They rely on three assessments. Firstly, we observe that 3DVE takes more importance in our daily life (video games, serious games, e-commerce, museums, through the web and on mobile devices). Secondly, HCI becomes more complex with the emergence of advance forms of interaction like ambient computing, tangible interaction or spatial and gestural interactions. This evolution goes along with a diversification of devices (3D mouse, the Wiimote, the Kinect or the Leap Motion). Thirdly, the design of interaction techniques with 3DVE brings up some different considerations taken into account by the communities in the field of 3DVE and HCI. Therefore, take advantage of the latest considerations of EV3D communities (metaphors, quality of 3D interaction) and HCI (advance forms of interaction) results in the need to develop the coupling between advance forms of interaction techniques and EV3D. In this context, the objective of this thesis work is to contribute to the development of interactive 3D environments in multiple situations, including large audience situations. The approach we developed aimed to create a bridge between 3D and HCI design considerations. We intend to improve the coupling of advance interaction techniques with interactive 3D virtual environment. After analyzing methods for the design of interaction techniques for 3DVE, a first contribution consists in a design framework of 3D interaction. This framework aggregates design issues stem from 3D and HCI and help the designer to identify several elements involve in the coupling of interaction with a 3DVE. This design framework is based on the analysis of the links between user tasks and elements of the 3DVE impacted by these tasks. In order to precisely characterize each link, we have introduced the 3DIM (3D Interaction Modality) notation that describes the characteristics of the different elements constituting a "3D Interaction Modality" for the accomplishment of a user's interaction task in a 3DVE. We have grouped these elements into six blocks: the user, the physical actions, the physical objects, the input devices, the 3D behaviors and the 3D interactive objects. We complete our framework with analytical properties for guiding the designer and provide descriptive, evaluative and generative power at our conceptual model of advanced interaction techniques for 3DVE. Collaborating with the Museum of "Le Pic du Midi" observatory in France, we used our framework to design and implement tangible interaction and technique based on smartphone usage. Museum visitors can use these techniques in a 3DVE of the "Telescope Bernard Lyot" to explore and understand its functioning. We have conducted three users' studies in order to explore the design space of using a smartphone to interact with 3DVE. We used the smartphone in different ways to navigate, select and manipulate a 3D object displayed on a large remote screen. We explored several design solutions with a smartphone as a touch device, as a tangible object or mid-air interaction around the device.
116

Utilisation de la modalité auditive dans un dispositif embarqué de biofeedback utilisé dans le contexte de la marche pathologique / Using the auditory mode in an embedded biofeedback device used in the context of pathological gait

Gutierrez, Olivier 17 June 2016 (has links)
Les systèmes de biofeedback sont encore développés de façon ad 'hoc de nos jours. Aucun modèle ou cadre conceptuel n'existe qui regroupe et synthétise l'ensemble des découvertes réalisées, cela rendant difficile, voire impossible la comparaison d'un système à un autre pas plus que la réutilisation d'une ou plusieurs parties. Peu de dispositifs impliquent l'utilisateur dès les premières étapes de la conception. Il est pourtant partie prenante, dans ses attentes envers le système et dans la prise en compte de ses capacités physiologiques ou cognitives. L'information qui lui est restituée aura un impact certain, tant sur son engagement personnel dans le processus de rééducation que dans sa motivation à le mener jusqu'à son terme. Dans ce contexte, l'objectif de ces travaux de thèse est de faire un apport dans la conception et le développement des dispositifs de biofeedback, en adoptant une approche qui considère le patient avant tout comme l'utilisateur d'un système et en le plaçant au centre la boucle de biofeedback. Après deux revues de littérature sur les systèmes de biofeedback et sur l'utilisation de la modalité audio, nous présentons notre première contribution : le cadre de conception de systèmes de biofeedback centré utilisateur qui synthétise les meilleures pratiques de la littérature à travers une terminologie commune. Il met en évidence les principaux composants qui interviennent dans la boucle de biofeedback : les capteurs, les données, les traitements de bas niveau, la fusion multi capteurs, l'exploitation de haut niveau et enfin le rendu. Nous complétons ce cadre conceptuel par ce que nous considérons comme un point fondamental : la chaîne d'influence. Elle permet de définir ce qui a trait à l'étude des systèmes de biofeedback, mais aide aussi à préciser clairement les buts des parties prenantes que sont le praticien et l'utilisateur, les capacités de ce dernier et enfin le contexte d'utilisation. Les contributions suivantes mettent l'accent sur l'information présentée en retour à l'utilisateur : le rendu. Une première expérimentation évalue les niveaux sonores discriminables par les utilisateurs sans apprentissage. La seconde compare différentes techniques décrivant l'évolution des pressions plantaires dans le cadre de la marche afin d'évaluer la technique la plus à même de permettre aux utilisateurs de discriminer une marche pathologique d'une marche saine. Nous présentons enfin les outils d'exploration sonore que nous avons conçus et développés, complétés par un émulateur de dispositif de pressions plantaires. / Biofeedback devices are still ad 'hoc developing nowadays. No model or conceptual framework exists which gathers and summarizes all the discoveries, making it difficult or impossible to compare one system to another nor reuse of one or more element. Few devices involve the user in the early stages of design. However, he is involved in its expectations of the system and in consideration of its physiological and cognitive abilities. The information that is returned to him will have an impact on both his personal commitment to the rehabilitation process in its motivation to carry on to completion. In this context, the purpose of this thesis work is to make a contribution in the design and development of biofeedback devices, adopting an approach that considers the patient foremost as the system's user and placing him in the centre of the biofeedback loop. Following two literature reviews on biofeedback systems and the use of the auditory modality, we present our first contribution: a user centered biofeedback system design framework that synthesizes the best practices of literature through a common terminology. It highlights the main components involved in the biofeedback loop: sensors, data, low-level processing, multi-sensor fusion, high-level operation and finally rendering. We complete this framework by what we see as a fundamental point: the chain of influence. It relates to the study of biofeedback systems, but also helps to clearly define the goals of the stakeholders that are the practitioner and the user. It cares for the capabilities of the latter and finally the context of use. The following contributions focus on the information presented back to the user: the rendering. A first experiment evaluates discriminable sound levels by users without learning. The second compares different techniques describing the evolution of plantar pressure within walking to assess the most likely way to allow users to distinguish a pathological walking of healthy walking. Finally, we present the sound exploration tools we have designed and developed, complemented by a plantar pressure device emulator.
117

Konsten att sammanfläta varumärkesidentitet och omnikanaler : En kvaltativ studie applicerat på modevarumärken / The art of intertwining the Brand and Omni Channels : A Qualitative study Applied to fashion Brands

Andersson, Mindy, Herman, Ella, Lundgren, Emma January 2018 (has links)
No description available.
118

Análise de algoritmos paralelos de ECC em dispositivos móveis multicore / Analysis of ECC parallel algorithms in multicore devices

Arruda, Tiago Vanderlei de 15 December 2014 (has links)
Made available in DSpace on 2016-06-02T19:07:09Z (GMT). No. of bitstreams: 1 ARRUDA_Tiago_2014.pdf: 1705313 bytes, checksum: d85ede1a4ed22df35254baa0fd095df5 (MD5) Previous issue date: 2014-12-15 / Financiadora de Estudos e Projetos / Multicore processors adoption is due to the need of expansion on the computational capacity, what have been done in mobile devices, due to the high availability of online applications in such devices. Elliptic curve cryptography (ECC) can be used in these applications, to ensure the confidentiality in the communication performed by the mobile device. This algorithm has its security on the hardness to solve the elliptic curve discrete logarithm problem (ECDLP), what is harder to solve than RSA s problem, owning equivalent security at the cost of much smaller keys, hence reducing the computational cost of the solutions which implement it. Scalar multiplication is the main and most costly operation in ECC and is composed by the computation of many modular operations. Parallel modular multiplication algorithms where evaluated in this work, which timings were compared with timings of some sequential algorithms. Experiments were performed on a SabreLite IMX6Quad development board, with an architecture similar to a mobile device. On this platform, it was evaluated the transition from the low to the high frequency of CPU, which occurs in ondemand CPU mode during the execution of the algorithms. The relation of proportion among the timings of the algorithms evaluated on performance mode was similar to the powersave CPU mode. Some parallel algorithms were faster than the sequentials in operations among operands with at least 768 bits. Evaluating the behavior of each algorithm when integrated in the computation of scalar multiplication, it was observed that the parallels were faster in operations with a 1536-bit supersingular curve. / A adoção de processadores multi-core se deve à necessidade de expandir a capacidade computacional, o que vem sendo feito em dispositivos móveis, devido à alta disponibilidade de aplicações online em tais dispositivos. A criptografia de curvas elípticas (ECC) pode ser utilizada em tais aplicações, a fim de garantir o sigilo na comunicação realizada pelo dispositivo. Este algoritmo possui sua segurança baseada no problema do logaritmo discreto em curvas elípticas (ECDLP), que é mais difícil de solucionar que o problema do RSA, possuindo segurança equivalente ao custo de chaves muito menores, reduzindo portanto o custo computacional das soluções que o utilizam. A multiplicação escalar é a operação principal e mais custosa do ECC e envolve o cálculo de diversas operações modulares. Algoritmos de multiplicação modular paralelos foram avaliados neste trabalho, cujos tempos de execução foram comparados com os de alguns sequenciais. Foram realizados experimentos em uma placa de desenvolvimento SabreLite IMX6Quad, com arquitetura similar a de um dispositivo móvel. Nesta plataforma, foi avaliada a transição do modo de baixa para o de alta frequência, realizada pela CPU no modo ondemand durante a execução dos algoritmos. A relação de proporção entre os tempos dos algoritmos avaliados no modo performance foi similar à obtida no modo powersave. Alguns algoritmos paralelos foram mais rápidos que os sequenciais nas operações com operandos a partir de 768 bits. Ao avaliar o comportamento de cada algoritmo, quando incorporado no cálculo da multiplicação escalar, observou-se que os paralelos foram mais rápidos nas operações com uma curva supersingular de 1536 bits.
119

A estética da montagem em vídeos produzidos por celular: análise de sete vidas (2008) e 5#calls (2010)

Silva, Aline Lisboa da 03 June 2015 (has links)
Submitted by Clebson Anjos (clebson.leandro54@gmail.com) on 2016-02-17T18:41:30Z No. of bitstreams: 1 arquivototal.pdf: 3143918 bytes, checksum: bd7b01a164bd64c69c7974f844f1b3fc (MD5) / Made available in DSpace on 2016-02-17T18:41:30Z (GMT). No. of bitstreams: 1 arquivototal.pdf: 3143918 bytes, checksum: bd7b01a164bd64c69c7974f844f1b3fc (MD5) Previous issue date: 2015-06-03 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / This research aims to examine the principles of the aesthetics of editing in films produced by mobile phone. The paper analyses two short films awarded in festivals, #5calls (2010) directed by Giuliano Chiaradia and Seven Lives (2008), by Gabriel Bortolini. The proposal is to observe how these latest productions are being reconfigured in face of the audiovisual scene, from the technical and aesthetical point of view, also relating these aspects to the fragmentation of contemporary life and its cybrid context. Since it is a modern and multifaceted language, which provides experimental art tendencies, the research aims to look into the mounting of this type of production, not only as a technical operation, but mainly analysing the aesthetic implications presented. At first, under the technological perspective, the language of handheld devices and new art-media poetics, some discussions will be fomented by authors such as Lucia Santaella (2007), observing new hybrid audiovisual formats; Giselle Beiguelman (2011), discussing the artistic practices arising from the use of mobile technologies and Arlindo Machado (2007), with the expansion of the concept of cinema. In a second moment, we propose to observe the types of mounting, according to the approach of Vincent Amiel (2007) - narrative, discursive and by correspondence - as well as some of its peculiarities, among which the articulations and relations between the plans; the principles of merging and transmission; the representation of the world and the dominant aesthetic procedures, using authors like Jacques Aumont (2011), Ismail Xavier (2011) Sergei Eisenstein (2002) and André Bazin (2014) to point relevant issues in mounting theories. As a method, we used the analysis of the image, as of Martine Joly (2010), highlighting three crucial steps towards aesthetic comprehension: decomposing the videos into parts to be analyzed; establishing relationships between the decomposed elements and, finally, interpreting them according to aesthetic theory of the assembly, based on Vincent Amiel (2007). The analysis, which is the last chapter, brings up relevant discussions of current videographic practices through the selection of eight short films – all produced using mobile phones, and more specifically the assembly of these productions, in an aesthetic perspective. The focus, however, are the short films of Bortolini and Chiaradia, which are examined in more detail, dialoguing directly with the issues raised in chapters one and two of this research. / A pesquisa trata de examinar princípios da estética da montagem em filmes produzidos por celular. O trabalho analisa, inicialmente, oito curtas, selecionados a partir de critérios específicos: resultados realizados em sua totalidade com celular e que estão inseridos na rede, desde plataformas como Youtube/Vimeo ou sites dos próprios Festivais, como Cel.U.Cine. em seguida passamos à análise dos dois vídeos, foco da pesquisa, 5#calls (2010), do diretor Giuliano Chiaradia e Sete vidas (2008), de Gabriel Bortolini. A proposta é observar como essas produções vêm se reconfigurando diante do cenário audiovisual, sob o ponto de vista técnico e estético, relacionando ainda esses aspectos à fragmentação da vida contemporânea e ao seu contexto cíbrido. Por se tratar de uma linguagem atual e multifacetada, que propicia tendências a uma arte experimental, a pesquisa tem como objetivo observar a montagem desse tipo de produção, não apenas como operação técnica, mas, sobretudo, analisando as implicações estéticas apresentadas. Em um primeiro momento, sob o prisma tecnológico, da linguagem dos dispositivos portáteis e novas poéticas da arte-mídia, algumas discussões serão fomentadas por autores como Lúcia Santaella (2007), observando novos formatos audiovisuais híbridos; Giselle Beiguelman (2011), que discute as práticas artísticas em decorrência do uso das tecnologias móveis e Arlindo Machado (2007), com a expansão do conceito de cinema. Em um segundo momento, examinamos tipologias da montagem, de acordo com Vincent Amiel (2007) – narrativa, discursiva e por correspondências –, como também algumas de suas especificidades, dentre elas, as articulações e relações entre os planos; os princípios de junção e de transmissão; a representação do mundo e os procedimentos estéticos dominantes, utilizando autores como Jacques Aumont (2011), Ismail Xavier (2012), Sergei Einsenstein (2002) e André Bazin (2014) para pontuar questões relevantes das teorias da montagem. Como método, utilizamos a análise da imagem, a partir de Martine Joly (2010), destacando três etapas cruciais no sentido de compreensão estética: decompondo os vídeos em partes a serem analisadas; estabelecendo relações entre os elementos decompostos e, por fim, interpretando-os de acordo com a teoria estética da montagem, embasada por Vicent Amiel (2007). A análise, que constitui o último capítulo, traz à tona discussões pertinentes acerca das práticas videográficas atuais, através da seleção de oito curtas – todos produzidos com celular, e mais especificamente da montagem dessas produções, numa perspectiva estética. O foco da análise, no entanto, são os curtas de Bortolini e Chiaradia, os quais são examinados de forma mais detalhada, dialogando com os temas levantados nos capítulos um e dois desta pesquisa.
120

Sistema de realidade aumentada em dispositivos móveis para auxiliar no tratamento da doença de Alzheimer

Kanno, Keynes Masayoshi 22 August 2011 (has links)
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / This work presents a system for mobile devices using the technology of Augmented Reality (AR) and the Android operating system resources to aid in the treatment of patients with Alzheimer's disease (AD). AR can increase the amount of information available to existing environments, where the information carried by virtual objects help the user to perform real-world tasks. Thus, the system aims to contribute to the pharmacological treatment of AD, allowing the patient to have precision in time to take medication. For this, the system is based on information about drugs, about the time in which drugs must be taken, that trigger alarms at the time that a drug should be taken and information about the time remaining before the drug is taken. This information is trigged from the mobile device when the patient places the phone on the boxes of medicine through the camera of the device. These drugs are previously registered in the system and are associated with AR s markers that are fixed in the drug boxes. Then, when recognizing the marker, the system presents information about the drug. Therefore, it is expected that the system contributes to the daily lives of patients by stimulating the slowing of the disease through drug treatment and the correct memory stimulus through reading and understanding the medicine statement. / Este trabalho apresenta um sistema para dispositivos móveis utilizando a tecnologia de Realidade Aumentada (RA) e os recursos do sistema operacional Android para auxiliar no tratamento de pacientes com a Doença de Alzheimer (DA). A RA permite aumentar a quantidade de informações disponíveis aos ambientes existentes, onde as informações carregadas pelos objetos virtuais ajudam o usuário a executar tarefas do mundo real. Sendo assim, o sistema pretende contribuir no tratamento farmacológico da Doença de Alzheimer, permitindo que o paciente tenha precisão nos horários para ministrar os medicamentos. Desta forma, o sistema é baseado em informações sobre os medicamentos, sobre os horários nos quais os medicamentos devem ser tomados, alarmes que disparam na hora que um medicamento deve ser ingerido e informações acerca do tempo que falta para o medicamento ser tomado. Essas informações são disparadas a partir do dispositivo móvel quando o paciente posiciona o celular sobre as caixas de remédio através da câmera do aparelho. Estes medicamentos são previamente cadastrados no sistema e são associados a marcadores de RA que são fixados nas caixas de remédio. Em seguida, ao reconhecer o marcador, o sistema apresenta dados do medicamento. Assim, espera-se que o sistema contribua para o dia a dia do paciente, promovendo o retardamento da doença através do tratamento farmacológico correto e do estimulo da memória através da leitura e do entendimento dos medicamentos. / Mestre em Ciências

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