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Ambiente virtual utilizando o sensor kinect combinado com avaliação biomecânica para reabilitação dos membros superiores de pacientes acometidos de acidente vascular encefálico / Virtual environment using the kinect sensor combined with a biomechanical evaluation for rehabilitation of the upper limbs of patients suffering from strokeCarvalhaes, Millys Fabrielle Araujo 23 June 2015 (has links)
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Previous issue date: 2015-06-23 / Fundação de Amparo à Pesquisa do Estado de Goiás - FAPEG / This study proposes a computational tool to support motor rehabilitation of the upper limbs in post stroke patients. This tool was designed to be used in combination with Virtual Environment, which is also being developed at Bioengineering and Biomechanics Laboratory. Thereby, while the virtual environment focus is the patient interaction and immersion through Kinect Xbox 360 sensor, the main goal of this study is a biomechanical analysis of the movements performed by the patients via the data generated by the Kinect during the patient’s interaction with the virtual environment. Furthermore, since Kinect Xbox 360 is not designed for clinical analysis, tests were performed to compare the precision with respect to a standard motion capture system, the Vicon system, considered the gold standard, widely used in laboratories of biomechanics for kinematic analysis of movements. In this respect, statistical tests were used to compare the results of both systems. In addition, vector analysis using the Statistical Parametric Mapping method allowed provided about information about which coordinates had greater influence at the results. / A proposta deste trabalho foi a elaboração e desenvolvimento de uma ferramenta computacional para avaliar o processo de reabilitação motora dos membros superiores de pacientes acometidos de acidente vascular encefálico (AVE) ao utilizar o ambiente virtual (AV) para Reabilitação de Membros Superiores também desenvolvido no Laboratório de Bioengenharia e Biomecânica. Neste sentido, enquanto o foco do AV desenvolvido é centrado na interação e imersão do paciente com o jogo por meio do sensor Kinect, o objetivo deste trabalho é a análise biomecânica dos movimentos executados pelo paciente por meio dos dados gerados pelo Kinect durante a sua interação com o AV. Desta forma, o foco da ferramenta é o feedback fornecido ao profissional responsável pelo acompanhamento da reabilitação. Além disso, uma vez que o Kinect Xbox 360 não foi projetado para análises clínicas, foram executados testes para comparar a sua precisão em relação a um sistema de captura de movimento, o sistema Vicon, tido como padrão ouro, sendo amplamente utilizado em laboratórios de biomecânica para análise cinemática dos movimentos. Neste sentido, foi utilizado testes estatísticos para comparação dos resultados de ambos os sistemas. Em adição, a análise vetorial utilizando o método Statistical Parametric Mapping permitiu fornecer informações acerca de qual coordenada teve maior influência nas diferenças encontradas.
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Výuková hra na platformě XNA / Educational Game on XNA PlatformVlková, Lenka January 2010 (has links)
This work deals with design and implementation of a game based on the XNA platform. It describes the platform and its possibilities of game development for both the PC and the Xbox 360 console. The implemented game is called NanoHeal and it is about the treatment of various health problems. The work also investigates graphic techniques such as non-photorealistic rendering, the depth of field effect and particle systems. These techniques are used to achieve the distinguished look of the game. Key features of the game were evaluated in the online questionnaire.
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Vývoj aplikací pro Xbox 360 / Application Development for Xbox 360Kajan, Rudolf January 2009 (has links)
This thesis deals with game development on the Xbox 360 platform and implementation of a starter kit for this platform. After introduction of the Xbox 360 as a modern and very powerful gaming console, the XNA technology that makes development of games for console possible for the first time in history not only for professionals but also for amateurs, is introduced. The next part mentions existing starter kits for 3D XNA games, existing tools widely used to analyze implemented solution with focus on performance and tools commonly used for game content creation. The main part of thesis is dedicated to design, implementation and testing of a real time strategy starter kit prototype, with emphasis on efficiency, understandability and usability by XNA community members in mind.
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A TEMPORAL STABLE DISTANCE TO EDGE ANTI-ALIASING TECHNIQUE FOR GCN ARCHITECTUREGöransson, Jonas Alexander January 2015 (has links)
Context. Aliasing artifacts are a present problem in both the game industryand the movie industry. With the GCN (Graphics Core Next) architectureused on both new generation of consoles; Xbox One and Playstation 4, aunified Anti-Aliasing solution can be constructed with high performance,temporal stable edges and satisfying visual fidelity. Objective. This thesis aims to implement several prototypes which willbe utilizing GCN architecture to solve aliasing artifacts such as temporalstability. Method. By doing performance measurements, a survey and an experimenton the constructed prototypes and current state of the art solutionsthis thesis will create both a benchmark between given state of the art solutionsfor the industry and at the same time evaluate the new solutions givenin this thesis. Result. With having potential of being the fastest Anti-Aliasing solutionin the field it does not only bring high performance, but also very temporalstable edges and satisfying visual quality. Conclusion. If not used as a standalone solution, the prototype can be decoupledfrom GCN specific features and be a very suitable complement forMulti Sample Anti-Aliasing which can not handle alpha clipped edges.
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Analýza business modelů v oblasti herního průmyslu / Analysis of business models in the gaming industryHejcman, Marek January 2012 (has links)
The topic of this thesis is to analyze the business models currently used in the gaming industry. The aim is to provide a comprehensive overview of the current economic situation of the industry, distribution channels, used technologies and business practices from the perspective of all market participants. The theoretical part is due to less frequent topic devoted to the description of all entities of gaming industry. It analyzes not only all the actors involved in the development of video games and their subsequent sale but also the technical tools used to play games and also the players themselves. Video games are divided into two main streams (hardcore and casual) which also determine the structure and analysis. The analytical part focuses on capturing the most widely used business models and their combination for the sale of the video games. Models are then categorized into two groups (goods and services) and represent two different approaches to pricing scenarios. For each business model describes the basic principle, its pros and cons, the factors influencing the successful implementation and an example of the use of the model in practice. The analysis also includes the socio-economic profiles of two major market segments. In conclusion, based on the current developments and current trends in the field across the gambling industry the work tries to predict the future development of business models and for video games respectively. the whole industry.
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Millennial Students Relationship with 2008 Top 10 Social Media Brands via Social Media ToolsAgozzino, Alisa L. 20 April 2010 (has links)
No description available.
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Z Excursion : Spel-bidrag till Swedish Game Awards / Z Excursion : Game Entry for Swedish Game AwardsNylin, Tobias January 2012 (has links)
This report describes my degree project. For my degree project I made a demo for a game idea that I've developed, and implemented for use with Xbox 360. The idea was about converting the feeling and gameplay of old 2D side-scrolling platform games into 3D, viewed from a first-person perspective. The Xbox 360 version of the demo was also submitted for the game competition Swedish Game Awards. In the report, I explain this idea more extensive, what software I used to implement it, and how I implemented it. Finally, at the end I clarify the results and discuss fulfilled tasks and future improvements. I'm very pleased with my progress so far and I will continue to work on this on my own until it feels like a finished product that can be distributed. / Den här rapporten beskriver mitt examensarbete. För mitt examensarbete så gjorde jag en demoversion av en spelidé som jag utvecklat, och som implementerades för användning på Xbox 360. Idén bestod av att överföra känslan och spelmekaniken från gamla tvådimensionella sidoskrollande plattformsspel till 3D, sett ur ett förstapersonsperspektiv. Demoversionen för Xbox 360 skickades också in som ett bidrag till speltävlingen Swedish Game Awards. I rapporten så förklarar jag idén mer utförligt, vad för mjukvara jag använde för att implementera den, och hur jag implementerade den. I slutet av rapporten så klargör jag resultaten och diskuterar mål som har uppfyllts samt idéer för att vidareutveckla spelet. Jag är nöjd med det jag åstadkommit hitintills och jag kommer att fortsätta arbeta på spelet själv tills det känns som en färdig produkt som kan distribueras.
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