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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.
121

Context-aware gestural interaction in the smart environments of the ubiquitous computing era

Caon, Maurizio January 2014 (has links)
Technology is becoming pervasive and the current interfaces are not adequate for the interaction with the smart environments of the ubiquitous computing era. Recently, researchers have started to address this issue introducing the concept of natural user interface, which is mainly based on gestural interactions. Many issues are still open in this emerging domain and, in particular, there is a lack of common guidelines for coherent implementation of gestural interfaces. This research investigates gestural interactions between humans and smart environments. It proposes a novel framework for the high-level organization of the context information. The framework is conceived to provide the support for a novel approach using functional gestures to reduce the gesture ambiguity and the number of gestures in taxonomies and improve the usability. In order to validate this framework, a proof-of-concept has been developed. A prototype has been developed by implementing a novel method for the view-invariant recognition of deictic and dynamic gestures. Tests have been conducted to assess the gesture recognition accuracy and the usability of the interfaces developed following the proposed framework. The results show that the method provides optimal gesture recognition from very different view-points whilst the usability tests have yielded high scores. Further investigation on the context information has been performed tackling the problem of user status. It is intended as human activity and a technique based on an innovative application of electromyography is proposed. The tests show that the proposed technique has achieved good activity recognition accuracy. The context is treated also as system status. In ubiquitous computing, the system can adopt different paradigms: wearable, environmental and pervasive. A novel paradigm, called synergistic paradigm, is presented combining the advantages of the wearable and environmental paradigms. Moreover, it augments the interaction possibilities of the user and ensures better gesture recognition accuracy than with the other paradigms.
122

FACTS OF THE IMAGINATION (FROM THE INSIDE OUT)

Iglesias, Janelle Ann 01 January 2006 (has links)
Growing up in a bicultural household, navigating the F train as well as mountain creeks, studying culture and then participating in its production, these are some of the idiosyncrasies that I bring to my work. My investigations are rooted in combining a rediscovery of the sensuousness of the natural world and an investigation of the poetics of everyday life. Choosing materials and situations within the realm of the everyday, I'm interested in a transformation that suggests the infinite potential and worth in all things. The resulting objects have identities as complex as my own. They are ridiculous and serious, normal and magical, and confident in their awkwardness. This document was created in Microsoft Word X for mac.
123

Aplicação de wavelets na análise de gestos musicais em timbres de instrumentos acústicos tradicionais. / Wavelets application on the analysis of musical gestures in timbres of traditional acoustic instruments.

Faria, Regis Rossi Alves 11 September 1997 (has links)
A expressividade é um elemento chave para o transporte de emoções em música, e seu modelamento, vital para a concepção de sistemas de síntese mais realistas. Gestos musicais executados durante a interpretação usualmente portam a informação responsável pela expressividade percebida, e podem ser rastreados por meio de padrões sônicos a eles associados em diversas escalas de resolução. Um conjunto relevante de gestos musicais expressivos foi estudado através de uma análise em multiresolução utilizando-se a transformada wavelet. A escolha deve-se principalmente à capacidade natural desta ferramenta em realizar análises de tempo-escala/frequência, e suas semelhanças com o processamento dos estágios primários do sistema auditivo. Vinte e sete eventos musicais foram capturados em interpretações de violino e flauta, e analisados com o objetivo de avaliar a aplicabilidade desta ferramenta na identificação e segregação de padrões sônicos associados a gestos musicais expressivos. Os algoritmos wavelet foram implementados na plataforma MATLAB utilizando-se bancos de filtros organizados em esquema piramidal. Rotinas para análises gráfica e sônica e uma interface ao usuário foram também implementadas. Verificou-se que as wavelets permitem a identificação de padrões sônicos associados a gestos expressivos exibindo diferentes propriedades em níveis diferentes da análise. A técnica mostrou-se útil para isolar ruídos oriundos de fontes diversas, extrair transientes associados a gestos súbitos e/ou intensos, e para segregar a estrutura harmônica de tons musicais, entre outras potencialidades não menos importantes. Particularidades da técnica e efeitos secundários observados são discutidos, e os padrões sônicos observados nos níveis wavelets são correlacionados com os gestos musicais que lhes deram origem. São propostos trabalhos futuros objetivando a investigação de certos eventos musicais e fenômenos verificados, bem como o estudo de implementações alternativas. / Expressiveness is a key element for emotion transportation in music, and its modeling necessary to conceive more realistic synthesis systems. Musical gestures executed during a performance carry the information answering for expressiveness, and may be tracked by means of sonic patterns associated to them within several resolution scales. A relevant set of musical gestures was studied through a multiresolution analysis using the wavelet transform. The choice for this tool is mainly due to its natural ability to perform time-scale/frequency analysis, and for its similarities with early auditory processing stages. Twenty seven musical events were captured from violin and flute performances, and analyzed in order to evaluate the applicability of this tool for identification and segregation of sonic patterns associated with expressive musical gestures. The wavelet algorithms were implemented on the MATLAB platform, employing filter banks organized in a pyramidal scheme. Graphical and sonic analysis routines and a user interface were carried out over the same platform. It was verified that wavelets enable the identification of sonic patterns associated to musical gestures revealing different properties on different levels of the analysis. The technique showed up useful to isolate noise from different sources, extract transients associated to sudden and/or intense gestures, and segregate the tonal harmonic structure, among other important features. Particularities of the technique and secondary effects observed are discussed, and sonic patterns on wavelet levels are correlated with the musical gestures which produced them. Future works are proposed addressing further investigation of certain musical events and phenomena observed, as well as the study of alternative implementations.
124

O engine MiTable para aplicações tabletop multi-touch e multi-usuários. / The MiTable engine for multi-touch and multi-user tabletop applications.

Cirelli, Mauricio 13 April 2015 (has links)
A definiçãoo e o reconhecimento de gestos multi-toque s~ao dois dos maiores desafios encontrados por desenvolvedores de aplicações para tabletops. Após a escolha dos gestos, geralmente após um longo e custoso estudo de usuário, os desenvolvedores precisam selecionar ou criar um algorítimo para reconhecê-los e integrá-lo à aplicação e ao hardware. Muitas bibliotecas e arcabouços para o reconhecimento de gestos multi-toque foram propostos nos últimos anos. Cada um deles buscou endereçar um dos diversos desafios encontrados pelos desenvolvedores quando desenvolvendo protótipos e implementando novas aplicações para tabletops, como a integração entre a camada de aplicação e a interface de hardware. Em uma das etapas de nossa pesquisa, foram identificados quatorze requisitos para tais arcabouços, variando desde o suporte ao multi-toque ao suporte a gestos colaborativo não conseguiram endereçar todos os requisitos identificados. Neste trabalho, nós apresentamos o MiTable Engine: um arcabouço flexível e configurável, criado com o objetivo de atender a todos os quatorze requisitos. Esta proposta pode ser utilizada tanto para suportar aplicações em mesas interativas para diversos usuários quanto aplicações para tablets e smartphones. O MiTable Engine foi construído a partir de uma arquitetura de quatro camadas com uma nova proposta de reconhecimento de gestos baseada em pipeline. Nossa proposta é capaz de processar diversas entradas de toque simultaneamente com grande desempenho e se torna muito flexível para personalizações. O MiTable também inclui alguns dos algorítmos do estado-da-arte para reconhecimento de gestos além de um conjunto de ferramentas para criação e inclusão de novos gestos nas aplicações. Neste trabalho, nós discutimos a engine proposta em detalhes, incluindo sua arquitetura, algorítmos e como cada requisito é endereçado. Para exercitar a engine e verificar seu funcionamento, nós apresentamos duas provas de conceito e desenvolvemos diversos testes unitários automatizados. / Gestures denition and recognition are two of the major challenges for tabletop developers. After choosing the gestures, usually after a costly user study, developers must select or create an algorithm to recognize them and integrate it to the main application layer and to the hardware interface layer. Several multi-touch gestures recognition systems and frameworks were proposed in the past years. Each of them tried to address one of several challenges developers have when prototyping and implementing new tabletop applications and to provide a seamless integration between the hardware interface and the main application. During our research, we identified fourteen requirements for multi-touch frameworks, ranging from supporting multi-touch to collaborative gestures. Although current state of art multi-touch gestures frameworks addresses several of them, there is no unique solution which addresses all the developers needs. In this work, we present the MiTable Engine: a flexible and configurable multi-touch gestures engine aimed to address all these requirements. The proposed engine is suitable for both large multi-user surfaces and for small single-user tabletops, such as tablets and smartphones. The MiTable Engine is built on top of a four layers architecture and introduces a novel multi-touch gestures recognition pipeline which can process several multi-touch inputs simultaneously with high performance and flexibility for customizations. The Engine also includes some of the state-of-art multi-touch gestures recognizers and a set of tools for creating and adding custom gestures to the application. In this work, we discuss the proposed engine in deep details, including its architecture, its algorithms and how it addresses each requirement. In order to exercise the engine and verify its functionality, we present two proof of concept applications and developed several automated unit tests.
125

Recognition and emotional valence of isolated gestures in autism spectrum disorder.

Pagmert, Sylvester January 2013 (has links)
Earlier research has repeatedly shown that individuals with autism spectrum disorders are significantly impaired in emotional recognition of biological motion. This study adopted an approach where the typically developed and the autistic participants rated emotional valence and recognition of isolated gestures in Point-light display. Results revealed that participant groups did not differ in their emotional valence of the gestures but differed in recognition of the gestures. The method of using isolated gestures in Point-light display has not been used in autism emotional research earlier and this paper functions as a pilot of this technique. The results are discussed from a perspective that individuals with autism perceive the world differently and hence understand and interact differently with the world.
126

Modélisation biomécanique du visage : étude du contrôle des gestes orofaciaux en production de la parole / Biomechanical face modelling : Control of orofacial gestures for speech production

Nazari, Mohammad 30 September 2011 (has links)
Un modèle tridimensionnel du visage a été élaboré, dans la perspective de contribuer à l'étude de questions importantes sur le contrôle moteur de la production de la parole. Ce modèle est construit sur un maillage constitué d'éléments hexahédraux et de clavettes, qui comporte 3 couches distinctes et est symétrique par rapport au plan medio-sagittal. Les muscles faciaux sont représentés dans le maillage par un sous-ensemble d'éléments contigus. Les propriétés élastiques des éléments du maillage sont décrites par une loi de comportement de type isotrope quasi incompressible et hyperélastique. Dans une première phase de ce travail, pour étudier les conséquences globales de l'activation des muscles oro-faciaux sur les mimiques faciales et les gestes labiaux, et plus particulièrement sur les gestes labiaux en parole, un modèle linéaire de muscle a été élaboré. L'influence des variations de la raideur des tissus mous sur les gestes faciaux a été étudiée. En effet, l'activation des muscles entraîne un raidissement des tissus mous musculaires concernés. Cet effet est pris en compte dans le modèle de muscle par un changement de la loi de comportement hyperélastique avec l'activation musculaire. Une attention particulière a été portée dans cette étude à la production du geste de protrusion/arrondissement des lèvres qui est un geste fondamental dans la production des voyelles arrondies, en particulier en Français. Nous montrons que le raidissement des tissus mous musculaires facilite la production précise de ce geste grâce à l'existence d'un effet de saturation dans la relation entre les activations musculaires et les paramètres géométriques des lèvres qui sont pertinents acoustiquement. Ce résultat souligne l'importance des propriétés dynamiques des articulateurs dans la production des gestes de la parole, et il nous a incités à améliorer encore la modélisation de la source principale de force en production de la parole, c'est-à-dire les muscles. C'est pourquoi, un modèle de muscles plus réaliste a été élaboré qui se fonde sur une loi de comportement transversalement isotrope quasi incompressible et hyperélastique et sur un modèle de muscle de type Hill. Ce modèle a été implémenté dans le logiciel éléments finis ANSYS® grâce à sa fonction de programmation USERMAT. La prise en compte supplémentaire d'une loi caractéristique force-vitesse a permis la modélisation complète d'un modèle de muscle de type Hill. Ceci a été fait sous ANSYS® grâce à sa fonction de programmation USERELEM. Cette loi caractéristique force-vitesse introduit un effet d'amortissement dans le mouvement du muscle du fait d'une atténuation croissante de la force musculaire lorsque la vitesse de compression du muscle augmente. Ce nouvel élément de type muscle a été conçu de manière telle qu'il est possible d'implémenter d'autres modèles de muscles que le modèle de type Hill. C'est pourquoi nous avons aussi implémenté le modèle de Feldman, qui a été utilisé de manière importante à Gipsa-lab dans les dernières années. L'intégration du modèle de Feldman dans une structure à éléments finis a nécessité une reformulation de façon à le rendre compatible avec une modélisation distribuée. Les modèles de Hill et de Feldman ont ensuite été incorporés dans le modèle de visage pour remplacer le modèle linéaire initial. Dans ces conditions les premières simulations du geste de protrusion/arrondissement labial ont donné des résultats réalistes. Finalement une comparaison des résultats obtenus avec le modèle de Hill avec ceux qui génère le modèle de Feldman montrent que les formes labiales finales sont très similaires pour les deux modèles. / Un modèle tridimensionnel du visage a été élaboré, dans la perspective de contribuer à l'étude de questions importantes sur le contrôle moteur de la production de la parole. Ce modèle est construit sur un maillage constitué d'éléments hexahédraux et de clavettes, qui comporte 3 couches distinctes et est symétrique par rapport au plan medio-sagittal. Les muscles faciaux sont représentés dans le maillage par un sous-ensemble d'éléments contigus. Les propriétés élastiques des éléments du maillage sont décrites par une loi de comportement de type isotrope quasi incompressible et hyperélastique. Dans une première phase de ce travail, pour étudier les conséquences globales de l'activation des muscles oro-faciaux sur les mimiques faciales et les gestes labiaux, et plus particulièrement sur les gestes labiaux en parole, un modèle linéaire de muscle a été élaboré. L'influence des variations de la raideur des tissus mous sur les gestes faciaux a été étudiée. En effet, l'activation des muscles entraîne un raidissement des tissus mous musculaires concernés. Cet effet est pris en compte dans le modèle de muscle par un changement de la loi de comportement hyperélastique avec l'activation musculaire. Une attention particulière a été portée dans cette étude à la production du geste de protrusion/arrondissement des lèvres qui est un geste fondamental dans la production des voyelles arrondies, en particulier en Français. Nous montrons que le raidissement des tissus mous musculaires facilite la production précise de ce geste grâce à l'existence d'un effet de saturation dans la relation entre les activations musculaires et les paramètres géométriques des lèvres qui sont pertinents acoustiquement. Ce résultat souligne l'importance des propriétés dynamiques des articulateurs dans la production des gestes de la parole, et il nous a incités à améliorer encore la modélisation de la source principale de force en production de la parole, c'est-à-dire les muscles. C'est pourquoi, un modèle de muscles plus réaliste a été élaboré qui se fonde sur une loi de comportement transversalement isotrope quasi incompressible et hyperélastique et sur un modèle de muscle de type Hill. Ce modèle a été implémenté dans le logiciel éléments finis ANSYS® grâce à sa fonction de programmation USERMAT. La prise en compte supplémentaire d'une loi caractéristique force-vitesse a permis la modélisation complète d'un modèle de muscle de type Hill. Ceci a été fait sous ANSYS® grâce à sa fonction de programmation USERELEM. Cette loi caractéristique force-vitesse introduit un effet d'amortissement dans le mouvement du muscle du fait d'une atténuation croissante de la force musculaire lorsque la vitesse de compression du muscle augmente. Ce nouvel élément de type muscle a été conçu de manière telle qu'il est possible d'implémenter d'autres modèles de muscles que le modèle de type Hill. C'est pourquoi nous avons aussi implémenté le modèle de Feldman, qui a été utilisé de manière importante à Gipsa-lab dans les dernières années. L'intégration du modèle de Feldman dans une structure à éléments finis a nécessité une reformulation de façon à le rendre compatible avec une modélisation distribuée. Les modèles de Hill et de Feldman ont ensuite été incorporés dans le modèle de visage pour remplacer le modèle linéaire initial. Dans ces conditions les premières simulations du geste de protrusion/arrondissement labial ont donné des résultats réalistes. Finalement une comparaison des résultats obtenus avec le modèle de Hill avec ceux qui génère le modèle de Feldman montrent que les formes labiales finales sont très similaires pour les deux modèles.
127

Detecção de gestos manuais utilizando câmeras de profundidade / Detection of hand gestures using depth cameras

Prado Neto, Elias Ximenes do 28 May 2014 (has links)
É descrito o projeto de um sistema baseado em visão computacional, para o reconhecimento de poses manuais distintas, além da discriminação e rastreamento de seus membros. Entre os requisitos prioritários deste software estão a eficácia e a eficiência para essas tarefas, de forma a possibilitar o controle em tempo real de sistemas computacionais, por meio de gestos de mãos. Além desses fatores, a portabilidade para outros dispositivos e plataformas computacionais, e a possibilidade de extensão da quantidade de poses iniciais, também consiste em condições importantes para a sua funcionalidade. Essas características tendem a promover a popularização da interface proposta, possibilitando a sua aplicação para diversas finalidades e situações; contribuindo dessa forma para a difusão deste tipo de tecnologia e o desenvolvimento das áreas de interfaces gestuais e visão computacional. Vários métodos foram desenvolvidos e pesquisados com base na metodologia de extração de características, utilizando algoritmos de processamento de imagens, análise de vídeo, e visão computacional, além de softwares de aprendizado de máquina para classificação de imagens. Como dispositivo de captura, foi selecionada uma câmera de profundidade, visando obter informações auxiliares aos vários processos associados, reduzindo assim os custos computacionais inerentes e possibilitando a manipulação de sistemas eletrônicos em espaços virtuais tridimensionais. Por meio desse dispositivo, foram filmados alguns voluntários, realizando as poses manuais propostas, de forma a validar os algoritmos desenvolvidos e possibilitar o treinamento dos classificadores utilizados. Esse registro foi necessário, já que não foram encontradas bases de dados disponíveis contendo imagens com informações adequadas para os métodos pesquisados. Por fim, foi desenvolvido um conjunto de métodos capaz de atingir esses objetivos, através de sua combinação para adequação a diferentes dispositivos e tarefas, abrangendo assim todos os requisitos identificados inicialmente. Além do sistema implementado, a publicação da base de imagens de poses de mãos produzida também consiste em uma contribuição para as áreas do conhecimento associadas a este trabalho. Uma vez que as pesquisas realizadas indicam que esta base corresponde ao primeiro conjunto de dados disponibilizado, compatíveis com vários métodos de detecção de gestos manuais por visão computacional, acredita-se que esta venha a auxiliar ao desenvolvimento de softwares com finalidades semelhantes, além possibilitar uma comparação adequada entre o desempenho desses, por meio de sua utilização. / A project of a computer vision based system is described here, for the recognition of different kinds of hand poses, in addition to the discrimination and tracking of its members. Among the software requirements priority, were the efficiency and effectiveness in these tasks, in order to enable the real time control of computer systems by hand gestures. Besides these features, the portability to various devices and computational platforms, and the extension possibility of initial pose number, are also importants conditions for its functionality. Several methods have been developed and researched, based on the methodology of feature extraction, using image processing, video analysis, and computer vision algorithms; in addition to machine learning software for image classification. As capture device, was selected a depth camera, in order to obtain helper information to several associated processes, so reducing the computational costs involved, and enabling handling electronic systems in three-dimensional virtual spaces. Through this device, some volunteers were recorded, performing the proposed hand poses, in order to validate the developed algorithms and to allow the used classifiers training. This record was required, since available databases containing images with relevant information for researched methods was not found. Finally, were developed a set of methods able to achieve these goals, through its combination for adaptation to different devices and tasks, thus covering all requirements initially identified. Besides the developed system, the publication of the hand poses image database produced, is also an contribution to the field of knowledge related with this work. Since the researches carried out indicated that this database is the first set of available data, compatible with different computer vision detection methods for hand gestures, it\'s believed that this will assist in developing software with similar purposes, besides permit a proper comparison of the performances, by means of its use.
128

Gestos pornográficos: desejo, estética e erotismo

Bortolanza, Elaine C. 06 December 2006 (has links)
Made available in DSpace on 2016-04-28T20:39:23Z (GMT). No. of bitstreams: 1 Elaine Cristina Bortolanza.pdf: 1185794 bytes, checksum: 4f77c34618d01421f793af18c1fc7b77 (MD5) Previous issue date: 2006-12-06 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / The field of experimentation of this work is the movement of prostitute s bodies, that are convoked from bodies eroticism and bodies in the cinema: the transition of attitudes to gestures. This text is established in the limit of the experience of bodies eroticism: immoderate proliferation of life, multiplicity of movements of the bodies, difficulty of the presence of the body evoked through its physical vulnerability and the indetermination of their movements meaning. The gestures are lines of escape, imperceptible becomings, chainings, small cracks and chinks, the opening to the movement of the bodies, movement of the self and among bodies. This work concerns about a two years experience of everyday life with prostitutes who work in Corumbá, a city in the border between Brazil and Bolivia. A perverse order, blurred in lips outlines and in pornographic gestures and, a divine order of integrity, established and convoked by the structures of the social and political body of modernity. These orders slightly touch the movements of this text. In the text, pornographic and cinematographic bodies operate as a kind of reverse. Bodies afflicted by the passions of meanings, hesitating bodies that blur the contours of subjectivity in the attempt to liberate another kind of power, which is the obscene power of language. A cinema of the bodies, a strip-tease of acrobatic, plastic, vulnerable, leaked and penetrated bodies. A great pornography. Prostitution of affections, penetrability of concepts, experimental enjoyment. Will to power that changes the movement s aesthetics into pure intensity. From this meetingconflict, to open the void of language in the attempt to liberate another kind of power, that is the body s power in the limit of the language. Letting speak the nudity of desire, to announce the naked experience of the language / O campo de experimentação deste trabalho é o movimento dos corpos das prostitutas. Estes movimentos são convocados a partir do erotismo dos corpos e dos corpos no cinema: a passagem das atitudes ou posturas aos gestos. O texto constitui-se no limite da experiência do erotismo dos corpos: a proliferação da vida sem medida, a multiplicidade dos movimentos dos corpos, a dificuldade da presença do corpo evocada através da sua vulnerabilidade física e da indeterminação do sentido dos seus movimentos. Os gestos são linhas de fuga, devires imperceptíveis, encadeamentos, pequenas fissuras, fendas, abertura para o movimento dos corpos, movimento de si e entre os corpos. Este trabalho revela a experiência de dois anos de convivência com as prostitutas que trabalham em Corumbá, fronteira entre Brasil e Bolívia. Uma ordem perversa borrada no contorno das bocas e nos gestos pornográficos e uma ordem divina da integridade, instaurada e convocada nas estruturas do corpo social e político da modernidade tangenciam os movimentos deste texto. O corpo cinematográfico e o corpo pornográfico funcionam no texto como uma espécie de avesso, corpos atormentados pelas paixões dos sentidos, corpos hesitantes que borram ininterruptamente os contornos da subjetividade na tentativa de liberar uma potência outra, qual seja, a potência obscena da linguagem. Um cinema dos corpos, um strip-tease de corpos acrobáticos, plásticos, vulneráveis, penetráveis, vazados. Uma grande pornografia. Prostituição dos afectos, penetrabilidade do conceito, gozo experimental. Vontade de potência que transforma a estética do movimento em pura intensidade. A partir desse encontro-confronto abrir o vazio da linguagem na tentativa de liberar uma potência outra, qual seja, a potência do corpo no limite da linguagem. Deixar falar a nudez do desejo. Enunciar a experiência nua da linguagem
129

Le silence dans le théâtre de Samuel Beckett / The silence in the theater of Samuel Beckett

Dali, Jihane 19 December 2017 (has links)
La place du silence est fondamentale dans le théâtre de Samuel Beckett. Touché par les horreurs d’Auschwitz, le dramaturge ne cesse de présenter des personnages au seuil de la mort et qui ont le sentiment que la communication est difficile, parfois vaine, et que pourtant il leur faut continuer à parler. Malgré son invisibilité, son caractère fluctuant et fuyant, le silence reste signifiant, ouvrant un espace vierge qui se remplit alors de sens. Protéiforme, le silence est ambivalent. La faillite du langage verbal entraîne le recours à d’autres langages. La présence des objets scéniques, le spectacle des gestes et de la danse, le jeu de l’ombre et de la lumière ont le rôle de pallier l’absence d’action et la désarticulation de la parole. Se taire chez Beckett devient un jeu scénique purement visuel. Le dramaturge dépasse toutes les limites pour mettre en scène un silence qui est à la fois le matériau et l’objet du jeu théâtral. / The place of silence is fundamental in the theater of Samuel Beckett. Touched by the horrors of Auschwitz, the playwright continues to present characters on the threshold of death and they have the feeling that communication is difficult, sometimes vain, and yet they must keep talking. Despite its invisibility, its fluctuating and fleeing character, the silence remains meaningful, opening a virgin space which then fills with meaning. Protean, the silence is ambivalent. The use of verbal language bankruptcy to other languages. The presence of scenic objects, the show of gestures and dance, the play of shadow and light have the role to compensate for the lack of action and the disarticulation of the word. Shut up at Beckett becomes a purely visual stage play. The playwright exceeds all limits for staging a silence as both the material and the object of the theatrical game.
130

O engine MiTable para aplicações tabletop multi-touch e multi-usuários. / The MiTable engine for multi-touch and multi-user tabletop applications.

Mauricio Cirelli 13 April 2015 (has links)
A definiçãoo e o reconhecimento de gestos multi-toque s~ao dois dos maiores desafios encontrados por desenvolvedores de aplicações para tabletops. Após a escolha dos gestos, geralmente após um longo e custoso estudo de usuário, os desenvolvedores precisam selecionar ou criar um algorítimo para reconhecê-los e integrá-lo à aplicação e ao hardware. Muitas bibliotecas e arcabouços para o reconhecimento de gestos multi-toque foram propostos nos últimos anos. Cada um deles buscou endereçar um dos diversos desafios encontrados pelos desenvolvedores quando desenvolvendo protótipos e implementando novas aplicações para tabletops, como a integração entre a camada de aplicação e a interface de hardware. Em uma das etapas de nossa pesquisa, foram identificados quatorze requisitos para tais arcabouços, variando desde o suporte ao multi-toque ao suporte a gestos colaborativo não conseguiram endereçar todos os requisitos identificados. Neste trabalho, nós apresentamos o MiTable Engine: um arcabouço flexível e configurável, criado com o objetivo de atender a todos os quatorze requisitos. Esta proposta pode ser utilizada tanto para suportar aplicações em mesas interativas para diversos usuários quanto aplicações para tablets e smartphones. O MiTable Engine foi construído a partir de uma arquitetura de quatro camadas com uma nova proposta de reconhecimento de gestos baseada em pipeline. Nossa proposta é capaz de processar diversas entradas de toque simultaneamente com grande desempenho e se torna muito flexível para personalizações. O MiTable também inclui alguns dos algorítmos do estado-da-arte para reconhecimento de gestos além de um conjunto de ferramentas para criação e inclusão de novos gestos nas aplicações. Neste trabalho, nós discutimos a engine proposta em detalhes, incluindo sua arquitetura, algorítmos e como cada requisito é endereçado. Para exercitar a engine e verificar seu funcionamento, nós apresentamos duas provas de conceito e desenvolvemos diversos testes unitários automatizados. / Gestures denition and recognition are two of the major challenges for tabletop developers. After choosing the gestures, usually after a costly user study, developers must select or create an algorithm to recognize them and integrate it to the main application layer and to the hardware interface layer. Several multi-touch gestures recognition systems and frameworks were proposed in the past years. Each of them tried to address one of several challenges developers have when prototyping and implementing new tabletop applications and to provide a seamless integration between the hardware interface and the main application. During our research, we identified fourteen requirements for multi-touch frameworks, ranging from supporting multi-touch to collaborative gestures. Although current state of art multi-touch gestures frameworks addresses several of them, there is no unique solution which addresses all the developers needs. In this work, we present the MiTable Engine: a flexible and configurable multi-touch gestures engine aimed to address all these requirements. The proposed engine is suitable for both large multi-user surfaces and for small single-user tabletops, such as tablets and smartphones. The MiTable Engine is built on top of a four layers architecture and introduces a novel multi-touch gestures recognition pipeline which can process several multi-touch inputs simultaneously with high performance and flexibility for customizations. The Engine also includes some of the state-of-art multi-touch gestures recognizers and a set of tools for creating and adding custom gestures to the application. In this work, we discuss the proposed engine in deep details, including its architecture, its algorithms and how it addresses each requirement. In order to exercise the engine and verify its functionality, we present two proof of concept applications and developed several automated unit tests.

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