• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 26
  • 9
  • 7
  • 5
  • 4
  • 4
  • 2
  • 2
  • 2
  • 2
  • 1
  • 1
  • 1
  • 1
  • Tagged with
  • 71
  • 11
  • 9
  • 8
  • 8
  • 7
  • 6
  • 6
  • 6
  • 6
  • 5
  • 5
  • 5
  • 5
  • 5
  • 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.
41

O espectador de si mesmo: jogo de imagens e consciência de si em um personagem de Galdós / The beholder of herself: game of images and the self-consciousness in a Galdós\' character

Fiori, Alexandre 16 October 2006 (has links)
Depois do êxito de Cervantes, o romance na Espanha permaneceu quase dois séculos à margem de outras formas literárias até ser retomado por um de seus maiores representantes na história da literatura espanhola: Benito Pérez Galdós. Um aspecto que tem importância central no conjunto de sua obra é a construção do personagem. Fortunata y Jacinta, um de seus romances que melhor representa a escritura realista do século XIX, traz em sua estrutura a questão do processo de individualização de um personagem, Fortunata. A protagonista é apresentada na obra como um personagem-tipo representante do povo, ou mesmo de uma classe social em formação na Espanha do século XIX: o proletariado urbano. Durante grande parte de sua trajetória é um personagem espectador de si mesmo, na medida em que suas imagens são compostas por seu entorno constituído de personagens da alta e baixa burguesia, no geral protagonistas dos romances de Galdós que precederam Fortunata y Jacinta. A complexidade desse personagem se concretizará como resultado de sua assimilação das imagens objetivas de si, produzidas por distintos pontos de vista lançados pelas instâncias narrativas do romance. O ponto de apoio externo ao conhecimento objetivo de si do personagem central se constitui das diferentes perspectivas dos personagens que o rodeiam, do juízo e movimentações do narrador que se desdobra em ficcionalizador do relato, das marcas do autor na obra e da interpretação do leitor / After Cervantes\'s achievement, the novel in Spain lagged almost two centuries behind other literary forms, until its eventual retake by one of its foremost representatives in the Spanish literary history: Benito Pérez Galdós. A feature of crucial importance in the whole of his work is character construction. Fortunata y Jacinta, one of the most representative among his novels of nineteenth-century realistic writing, brings along in its structure the question about the individualisation process of a character (Fortunata). The protagonist is portrayed in this work as a type-character representative of the people, or rather of a social class which was emerging in nineteenth-century Spain: the urban working class. During a considerable portion of her course in life she is a beholder of herself, since her images are shaped by her surroundings, which comprise characters from both the high and the low bourgeoisie, generally protagonists of novels Galdós wrote before Fortunata y Jacinta. This character\'s complexity materialises as a result of her assimilating objective images of herself produced by different viewpoints cast by the novel\'s narrative instances. The outward support for the main character\'s objective self-knowledge is made up of the diverse perspectives of the characters around her, of the opinions and movements of the narrator (who ends up becoming a fictionalizer of the account), of marks left by the author in the work and of the reader\'s interpretation
42

A Formalized Approach to Multi-View Components for Embedded Systems : Applied to Tool Integration, Run-Time Adaptivity and Architecture Exploration

Persson, Magnus January 2013 (has links)
Development of embedded systems poses an increasing challenge fordevelopers largely due to increasing complexity. Several factors contribute tothe complexity challenge: • the number of extra-functional properties applying to embedded systems,such as resource usage, timing effects, safety. • the functionality of embedded systems, to a larger extent than for othersoftware, involves engineers from multiple different disciplines, such asmechanical, control, software, safety, systems and electrical engineers.Themulti-disciplinarity causes the development environments to consistof separate data, models and tools. Several engineering paradigms to handle this complexity increase havebeen suggested, including methodologies focused on architecture, models andcomponents. In systems engineering, a long-standing approach has been todescribe the system in several views, each according to a certain viewpoint.By doing so, a divide-and-conquer strategy is applied to system concerns.Unfortunately, it is hard to always find completely independent concerns:there is always some semantic overlap between the different views. Modelbaseddesign (MBD) deals with building sound abstractions that can representa system under design and be used for analysis. Component-based design(CBD) focuses on how to build reusable component models with well-definedcomposition models. In this thesis, a concept of formalized multi-viewed component models (MVCM) is proposed, which integrates the three above mentioned paradigms.Principles and guidelines for MV CMs are developed. One of the main challengesfor the proposition is to provide MV CMs that produce composabilityboth along component boundaries and viewpoint boundaries. To accomplishthis, the relations between viewpoints need to be explicitly taken into account.Further, the semantic relations between these viewpoints need to be explicitlymodeled in order to efficiently ensure that the views are kept consistent. Asa main contribution, this thesis presents the formalization of the conceptsneeded to build such component models. A proper formalization of multiviewedconcerns provides several opportunities. Given suitable tool support, itwill be feasible to automate architecture analysis and architecture exploration. The thesis includes a number of case studies that provide insight andfeedback to the problem formulation and validating the results. The casestudies include a resource-aware reconfigurable middleware, a design of anarchitecture exploration methodology, and a windshield wiper system. / <p>QC 20130527</p>
43

Real-time Arbitrary View Rendering From Stereo Video And Time-of-flight Camera

Ates, Tugrul Kagan 01 January 2011 (has links) (PDF)
Generating in-between images from multiple views of a scene is a crucial task for both computer vision and computer graphics fields. Photorealistic rendering, 3DTV and robot navigation are some of many applications which benefit from arbitrary view synthesis, if it is achieved in real-time. Most modern commodity computer architectures include programmable processing chips, called Graphics Processing Units (GPU), which are specialized in rendering computer generated images. These devices excel in achieving high computation power by processing arrays of data in parallel, which make them ideal for real-time computer vision applications. This thesis focuses on an arbitrary view rendering algorithm by using two high resolution color cameras along with a single low resolution time-of-flight depth camera and matching the programming paradigms of the GPUs to achieve real-time processing rates. Proposed method is divided into two stages. Depth estimation through fusion of stereo vision and time-of-flight measurements forms the data acquisition stage and second stage is intermediate view rendering from 3D representations of scenes. Ideas presented are examined in a common experimental framework and practical results attained are put forward. Based on the experimental results, it could be concluded that it is possible to realize content production and display stages of a free-viewpoint system in real-time by using only low cost commodity computing devices.
44

Breaking verbs : from event structure to syntactic categories in Basque / Décomposition verbale : de la structure événementielle aux catégories syntaxiques en basque

Berro Urrizelki, Ane 09 September 2015 (has links)
La présente thèse analyse la décomposition sous-événementielle et l'interprétation aspectuelle des événements, en se focalisant sur les prédicats dérivés du basque, tels que dantzatu “danser” du nom dantza 'danse', amets egin 'rêver' du nom amets “rêve”, etxeratu 'revenir à la maiso' de etxera “à la maison” ou amatu “devenir mère” de ama “mère”. La thèse est centrée sur la configuration syntaxique représentant la structure événementielle des prédicats et la lexicalisation de ces configurations par des mots réels. J'admets que les prédicats se décomposent en composants plus basiques (par exemple, Levin and Rappaport Hovav 1995), et que cette décomposition est syntaxiquement représentée (Hale and Keyser 1993). Dans cette vue, les événements exprimés par les prédicats sont formés de sous-événements, qui peuvent être aussi bien des processus que des états (Harley 1995 2005, Cuervo 2003, Folli & Harley 2005, Ramchand 2008) et de compléments rhématiques (Ramchand 2008). Les rhèmes sont des compléments qui mesurent et décrivent les sous-événements dont ils sont les compléments. Ils peuvent être de différents types: des PPs, des DPs quantifiés, et même des radicaux non catégorisés. Partant de Harley (2005), je propose une ontologie des radicaux qui les classifie selon qu'ils nomment un Evénement, une Chose ou une Propriété. Les radicaux qui dénomment des Evénements et des Choses sont les compléments de sous-événements de type processus; tandis que les radicaux qui dénomment des Propriétés sont les compléments des états. A l'intérieur de chaque classe, les propriétés des mesures associées aux radicaux comme [+/-croissant], [+/- limite minimale] et [+/- limite maximale] déterminent les propriétés aspectuelles de l'événement tout entier, à savoir, s'il est ponctuel ou duratif, s'il est télique ou atélique. La thèse examine également les interactions entre l'interprétation aspectuelle interne des prédicats (aktionsart), et l'aspect externe (Smith 1997 [1991]). Cette relation est analysée en tenant compte de la catégorie lexicale à la base du prédicat et des différentes configurations de réalisation des prédicats en basque. / This dissertation analyses the subeventive decomposition and aspectual interpretation of events, paying special attention to derived predicates in Basque, like dantzatu ‘to dance’ from dantza ‘dance’, amets egin ‘to dream’ from amets ‘dream’, etxeratu ‘to go home’ from etxe-ra ‘to home’ and amatu ‘to become a mother’ from ama ‘mother’. The discussion is mainly concerned with the syntactic configuration that represents the predicates’ event structure and the lexicalization of these configurations by means of actual words. In this dissertation, it is assumed that predicates can be decomposed into more basic components (e.g. Levin & Rappaport Hovav 1995) and that this decomposition is syntactically represented (Hale & Keyser 1993). To be more precise, in the analysis made in this dissertation, it is assumed that the events conveyed by predicates consist of smaller subevents (Harley 1995 2005, Cuervo 2003, Folli & Harley 2005, Ramchand 2008) (which can be either processes or states) and Rheme objects (Ramchand 2008a). Rhemes are complements which describe and measure the particular subevent they are complementing. They can be of different types: PPs, quanticized DPs and even a-categorial Roots. Building on Harley (2005), I propose an ontology of Roots which classifies different types of Roots depending on whether they name an Event, a Thing or a Property. Event and Thing naming Roots are the complements of the process subevent, whereas Property naming Roots are the complements of states. Within each class, properties of the measure associated to each Root like [±incremental], [±lower bound] and [±upper bound] are going to determine the aspectual properties of the entire event, i.e. whether it is durative or punctual, and telic or atelic. Additionally, this dissertation considers the interaction of the aspectual interpretation of the predicates (commented in the previous paragraph) with viewpoint aspect (Smith 1997 [1991]). This relation is going to be analyzed in combination with the lexical category and the different configurations in which a predicate can surface in Basque.
45

3D Image Processing and Communication in Camera Sensor Networks: Free Viewpoint Television Networking

Teratani, Mehrdad 09 1900 (has links) (PDF)
info:eu-repo/semantics/nonPublished
46

Mentoring: What Organizations Need to Know to Improve Performance in the 21st Century Workplace

Kahle-Piasecki, Lisa M. January 2011 (has links)
No description available.
47

CHANGE DETECTION OF A SCENE FOLLOWING A VIEWPOINT CHANGE: MECHANISMS FOR THE REDUCED PERFORMANCE COST WHEN THE VIEWPOINT CHANGE IS CAUSED BY VIEWER LOCOMOTION

Comishen, Michael A. 10 1900 (has links)
<p>When an observer detects changes in a scene from a viewpoint that is different from the learned viewpoint, viewpoint change caused by observer’s locomotion would lead to better recognition performance compared to a situation where the viewpoint change is caused by equivalent movement of the scene. While such benefit of observer locomotion could be caused by spatial updating through body-based information (Simons and Wang 1998), or knowledge of change of reference direction gained through locomotion (Mou et al, 2009). The effect of such reference direction information have been demonstrated through the effect of a visual cue (e.g., a chopstick) presented during the testing phase indicating the original learning viewpoint (Mou et al, 2009).</p> <p>In the current study, we re-examined the mechanisms of such benefit of observer locomotion. Six experiments were performed using a similar change detection paradigm. Experiment 1 & 2 adopted the design as that in Mou et al. (2009). The results were inconsistent with the results from Mou et al (2009) in that even with the visual indicator, the performance (accuracy and response time) in the table rotation condition was still significantly worse than that in the observer locomotion condition. In Experiments 3-5, we compared performance in the normal walking condition with conditions where the body-based information may not be reliable (disorientation or walking over a long path). The results again showed a lack of benefit with the visual indicator. Experiment 6 introduced a more salient and intrinsic reference direction: coherent object orientations. Unlike the previous experiments, performance in the scene rotation condition was similar to that in the observer locomotion condition.</p> <p>Overall we showed that the body-based information in observer locomotion may be the most prominent information. The knowledge of the reference direction could be useful but might only be effective in limited scenarios such as a scene with a dominant orientation.</p> / Master of Science (MSc)
48

[en] INTERCULTURAL METACOMMUNICATION EVALUATION IN HUMAN-COMPUTER INTERACTION: A VOCABULARY TO ACCESS USERS CULTURAL PERSPECTIVES / [pt] AVALIAÇÃO DA METACOMUNICAÇÃO INTERCULTURAL NA INTERAÇÃO HUMANO-COMPUTADOR: UM VOCABULÁRIO PARA ACESSAR AS PERSPECTIVAS CULTURAIS DOS USUÁRIOS

CATIA MARIA DIAS FERREIRA 03 February 2015 (has links)
[pt] É fato que a diversidade cultural tornou-se um novo desafio na Interação Humano-Computador. Atualmente, os usuários podem navegar por quase todos os lugares da Web, sem fronteiras nacionais e/ou culturais, fazendo contato intencional ou não com elementos de culturas estrangeiras (idiomas, práticas e etc.). A Web tornou-se, portanto, um local privilegiado para encontros interculturais, i.e., um lugar onde os usuários têm a oportunidade de entrar em contato com a diversidade cultural diretamente (ao interagir com outros usuários através de redes sociais, por exemplo) ou indiretamente (quando interagem com aplicações que carregam traços culturais estrangeiros). Este cenário indica a necessidade de uma investigação sobre como a metacomunicação (comunicação sobre a comunicação) intercultural dos designers para os usuários é percebida pelos usuários. Com isto objetivamos entender como os usuários percebem as oportunidades de estabelecer contato com a diversidade cultural ao interagirem com aplicações multiculturais e como essas percepções podem contribuir em atividades de Avaliação de IHC de tais sistemas. Então, a fim de investigar se e como os usuários expressam as suas percepções e reações sobre as oportunidades promovidas pelos encontros interculturais indiretos, realizamos estudos empíricos onde oferecemos um vocabulário específico (Metáforas de Perspectivas Culturais). Realizamos também outros estudos sem oferecer nenhum vocabulário, i.e., deixamos os usuários falarem livremente sobre as oportunidades de fazer contato com a diversidade cultural na Interação Humano-Computador. Esses estudos foram realizados no contexto de duas aplicações multiculturais (uma do domínio linguístico e outra de um domínio não linguístico). Entre os resultados obtidos, destaca-se o potencial do vocabulário específico no ciclo de design de interação de sistemas multiculturais, revelando que as Metáforas de Perspectivas Culturais são uma ferramenta de apoio promissora para as práticas de design participativo, i.e., um meio de expressão e comunicação para os usuários qualificarem suas experiências de interação reais ou potenciais. / [en] It is fact that cultural diversity has become a new challenge in Human-Computer Interaction. Today users can navigate almost anywhere on the Web, with no cultural and/or national boundaries, having intentional or unintentional contact with foreign cultural elements (languages, practices etc.). Therefore, the Web became a privileged place for intercultural encounters, i.e., a place where users have the opportunity to be in contact with cultural diversity directly (when interacting with other users using social networks, for example) or indirectly (when interacting with applications, which have foreign cultural features). This scenario indicates the need for an investigation about how the intercultural metacommunication (communication about communication) of designers to users is noticed by users. Hereupon, we intend to understand how users perceive the opportunities to make contact with cultural diversity when interacting with cross-cultural applications and how these perceptions can contribute in the HCI Evaluation activities of these systems. Thus, in order to investigate whether and how users express their perceptions and reactions over opportunities promoted by indirect intercultural encounters, we conducted empirical studies in which we offered a specific vocabulary (Cultural Viewpoint Metaphors). We also conducted other studies without offering any vocabulary, that is, we let users speak freely about the opportunities to make contact with cultural diversity in Human-Computer Interaction. These studies were conducted in the context of two cross-cultural applications (one in a linguistic domain and one in a non-linguistic domain). Among the results obtained, it was highlighted the potential of the specific vocabulary in the interaction design cycle of cross-cultural systems, revealing that Cultural Viewpoint Metaphors are a promising supporting tool for participatory design practices, i.e., a medium of expression and communication for users to qualify their real or potential interaction experiences.
49

Renderização interativa de câmeras virtuais a partir da integração de múltiplas câmeras esparsas por meio de homografias e decomposições planares da cena / Interactive virtual camera rendering from multiple sparse cameras using homographies and planar scene decompositions

Silva, Jeferson Rodrigues da 10 February 2010 (has links)
As técnicas de renderização baseadas em imagens permitem que novas visualizações de uma cena sejam geradas a partir de um conjunto de imagens, obtidas a partir de pontos de vista distintos. Pela extensão dessas técnicas para o tratamento de vídeos, podemos permitir a navegação no tempo e no espaço de uma cena obtida a partir de múltiplas câmeras. Nesse trabalho, abordamos o problema de gerar novas visualizações fotorealistas de cenas dinâmicas, com objetos móveis independentes, a partir de vídeos obtidos de múltiplas câmeras com pontos de vista distintos. Os desafios para a solução do problema envolvem a fusão das imagens das múltiplas câmeras minimizando as diferenças de brilho e cor entre elas, a detecção e extração dos objetos móveis da cena e a renderização de novas visualizações combinando um modelo estático da cena com os modelos aproximados dos objetos móveis. Além disso, é importante que novas visualizações possam ser geradas em taxas de quadro interativas de maneira a permitir que um usuário navegue com naturalidade pela cena renderizada. As aplicações dessas técnicas são diversas e incluem aplicações na área de entretenimento, como nas televisões digitais interativas que permitem que o usuário escolha o ponto de vista de filmes ou eventos esportivos, e em simulações para treinamento usando realidade virtual, onde é importante que se haja cenas realistas e reconstruídas a partir de cenas reais. Apresentamos um algoritmo para a calibração das cores capaz de minimizar a diferença de cor e brilho entre as imagens obtidas a partir de câmeras que não tiveram as cores calibradas. Além disso, descrevemos um método para a renderização interativa de novas visualizações de cenas dinâmicas capaz de gerar visualizações com qualidade semelhante à dos vídeos da cena. / Image-based rendering techniques allow the synthesis of novel scene views from a set of images of the scene, acquired from different viewpoints. By extending these techniques to make use of videos, we can allow the navigation in time and space of a scene acquired by multiple cameras. In this work, we tackle the problem of generating novel photorealistic views of dynamic scenes, containing independent moving objects, from videos acquired by multiple cameras with different viewpoints. The challenges presented by the problem include the fusion of images from multiple cameras while minimizing the brightness and color differences between them, the detection and extraction of the moving objects and the rendering of novel views combining a static scene model with approximate models for the moving objects. It is also important to be able to generate novel views in interactive frame rates allowing a user to navigate and interact with the rendered scene. The applications of these techniques are diverse and include applications in the entertainment field, with interactive digital televisions that allow the user to choose the viewpoint while watching movies or sports events, and in virtual-reality training simulations, where it is important to have realistic scenes reconstructed from real scenes. We present a color calibration algorithm for minimizing the color and brightness differences between images acquired from cameras that didn\'t have their colors calibrated. We also describe a method for interactive novel view rendering of dynamic scenes that provides novel views with similar quality to the scene videos.
50

A emoção e a crise identitária na trajetória das personagens femininas nos contos de Clarice Lispector

Mendes, Luciana de Ávila 04 August 2011 (has links)
Made available in DSpace on 2016-03-15T19:45:17Z (GMT). No. of bitstreams: 1 Luciana de Avila Mendes.pdf: 367961 bytes, checksum: b4e43d47c102eed0ecbbafb47441b5c1 (MD5) Previous issue date: 2011-08-04 / This essay investigates the relevance of emotional manifestation in the course of female characters from two short stories by Clarice Lispector. Furthermore, it surveys the unfolding of experiences permeated by emotions in the way each character conceives her surrounding reality and how she deals with this new viewpoint. It concludes that emotion may be an unleashing factor not only of a process of alienation when not challenged, but also of emancipation when it is not repressed but accepted. It also states in regard to the relevance of anxiety in juxtaposition with all other feelings. / Este trabalho analisa a relevância da manifestação emocional na trajetória de personagens femininas de dois contos de Clarice Lispector. Além disso, observa os desdobramentos das experiências permeadas pelas emoções no modo de cada personagem conceber a realidade circundante e como ela lida com esse novo olhar. Conclui que a emoção pode ser um fator desencadeante tanto de um processo de alienação quando não questionado, quanto de emancipação quando não reprimido, mas aceito. Também se pronuncia quanto à relevância da angústia em relação aos demais sentimentos.

Page generated in 0.0294 seconds