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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.
371

Aplicando Sistemas Hápticos em Serious Games: um jogo para a educação em higiene bucal

Rodrigues, Herbet Ferreira 23 March 2011 (has links)
Made available in DSpace on 2015-05-14T12:36:58Z (GMT). No. of bitstreams: 1 parte1.pdf: 2157506 bytes, checksum: f860bc902af866c32087958813a3a8b9 (MD5) Previous issue date: 2011-03-23 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / Associate to Virtual Reality, the incorporation of haptic systems makes possible to extend the level of realism and provide a more efficient way of involvement, bringing better results in performing the activities of tactile nature embedded in applications and games. However, there are few incentives for implementing these devices in serious games. The development of serious games in immersive environments and the inclusion of non-conventional devices such as haptic devices, may contribute to the motivation and learning of the player. This work has as main objective the design, study, research, development and discussion of the incorporation of haptic systems in serious games, specifically in Odontology related to adult s oral hygiene. Though, the serious games development needs a multidisciplinary team. Thus, this work also proposes and tests a serious game development process which aims to achieve a good set of approach, content and technology for a correct planning and specification of the game. / Aliado à Realidade Virtual, a incorporação de sistemas hápticos possibilita ampliar o nível de realismo e oferecer uma forma mais eficiente de envolvimento, trazendo melhores resultados na realização das atividades de natureza tátil inseridas em aplicações e jogos. Entretanto, poucos são os incentivos da aplicação destes dispositivos em serious games. O desenvolvimento dos serious games em ambientes imersivos e a inclusão de dispositivos não convencionais, como dispositivos hápticos, podem contribuir para a motivação e aprendizado do jogador. Desta forma, este trabalho traz como principal objetivo a concepção, estudo, investigação, desenvolvimento e discussão da aplicação de sistemas hápticos em serious games, mais especificamente na construção de um jogo para a área Odontológica relacionada à higiene bucal de adultos, podendo este, ser utilizado para propiciar o entendimento melhor dos conceitos, como também, na fixação de técnicas de escovação e procedimentos envolvidos. Entretanto, o desenvolvimento de um serious game necessita de uma equipe multidisciplinar no qual profissionais da área que o conteúdo do jogo se relaciona precisa estar em constante comunicação com a equipe de design e desenvolvimento. Desta forma, também é proposto e testado neste trabalho, um modelo de processo para o desenvolvimento de serious games que visa alcançar um bom conjunto de abordagem, conteúdo e tecnologia para o correto planejamento e especificação do jogo.
372

Design do livro tátil ilustrado: processo de criação centrado no leitor com deficiência visual e nas técnicas de produção gráfica da imagem e do texto / Design tactile illustrated book: creation process focused the reader with visual impairment and the graphic production techniques image and text

Elizabeth Romani 28 April 2016 (has links)
Esta pesquisa aborda o design do livro tátil ilustrado, uma obra que possibilita a inclusão do leitor com deficiência visual. A investigação está centrada no modo como a mensagem é expressa no texto e na imagem, a partir do entendimento da tipografia, da diagramação, da linguagem empregada na ilustração e da produção gráfica. O objetivo da pesquisa é discutir sob a ótica do design a produção atual desta categoria de livro, entendendo-se que o livro tátil ilustrado configura-se como um objeto multissensorial que explora, principalmente, a percepção tátil, sendo esta um recurso também utilizado no despertar da curiosidade do leitor em fase de alfabetização. Para o leitor, principalmente, o cego, é importante desenvolver a sensibilidade tátil ainda na infância, por isso o livro físico como uma fonte de informação é instrumento fundamental de formação perceptiva. Grande parte da produção do livro tátil ilustrado está vinculada a conhecimentos oriundos da pedagogia, desenvolvidos nos centros de assistência à pessoa com deficiência visual, muitas vezes, sem a participação integral do designer no projeto. Por esta razão, no Brasil, os livros oriundos de diferentes iniciativas assemelham- se e são caracterizados pela produção tradicional, seguindo a concepção de material didático para cegos. Recentemente, uma nova concepção de livros multissensoriais para crianças tem sido elaborada por um número restrito de editoras, fundamentalmente as europeias, que exploram diferentes técnicas de acabamento na obtenção da imagem tátil. Esta pesquisa parte da hipótese que grande parte das imagens presentes nos livros táteis ilustrados produzidos no Brasil não são interpretadas pelo cego. São apresentados os desdobramentos desta questão relacionados ao entendimento da imagem e do texto. Entre eles, indaga-se: a linguagem dos desenhos táteis estaria condizente com o leitor cego? A técnica de obtenção do relevo interfere no processo de leitura? O texto auxilia no entendimento da imagem? A composição rígida das páginas favorece a leitura? A ausência de estudos específicos sobre o livro tátil ilustrado no campo do design e as restritas publicações bibliográficas no âmbito da leitura háptica conduziram para o levantamento de campo: visita às escolas especializadas, visita aos museus acessíveis e leitura mediada junto ao público de interesse. Além disso, realiza-se a análise de seis obras com diferentes concepções de ilustrações táteis, sendo três nacionais: O Chapeuzinho vermelho, de Bia Villela, Abraço de urso, de Cláudia Cotes, Adélia sonhadora, de Lia Zatz; e três importadas: Ruvidino in piscina, do Istituto dei Ciechi di Milano, Des vers de travers, de Anette Diesen, e Petit souffle de vent, de Elisa Lodolo. As leituras têm o propósito de discutir a compreensão da imagem, do texto e a composição do livro. Esses livros são analisados a partir de referências do design gráfico e da percepção visual, com maior ênfase nas obras de Bruno Munari e Rudolf Arnhein. Por fim, produz-se uma série de trabalhos práticos de caráter experimental a partir de narrativas que suscitam ampliar a discussão do processo de projetar um livro tátil ilustrado. Os resultados mostram que grande parte das imagens táteis presentes nas publicações brasileiras não são compreendidas pelos leitores cegos, sendo que um conjunto de fatores associados corrobora para este resultado, entre eles, identifica-se a linguagem das ilustrações, a técnica de produção e ausência do concreto na relação do texto com a imagem. / This research addresses the tactile illustrated book design, a work that enables the inclusion of the reader with visual impairments. The research is centered on how the message is expressed in the text and the image, from the understanding of typography, the layout, the language used in the illustration and mass production. The aim of the research is to discuss from the viewpoint of design the current production of this book category, on the understanding that the illustrated tactile book figure as a multi-sensory object that explores mainly the tactile perception, this being a feature also used to arouse the reader\'s curiosity in the literacy phase.For the reader, especially the blind, it is important to develop a tactile sensitivity in its childhood, therefore the physical book as a source of information is a fundamental tool of perceptual training. A great part of the production of illustrated tactile book is tied to knowledge originating from pedagogy, developed at the assistance centre for visually impaired and very often without the full involvement of the designer in the project. For this reason, in Brazil, books from different initiatives are similar and are characterized by traditional production, in accordance with didactic material for the blind. Recently, a new concept of multi-sensory books for children have been developed by a limited number of publishers, primarily European, exploring different finishing techniques in obtaining the tactile image. This research starts from the assumption that most of the images presented in the illustrated tactile books produced in Brazil are not interpreted by the blind. Will be presented the developments on this issue related to the understanding of image and text. Amongst them: the language of tactile drawings would be consonant with that of the blind reader? The embossing technique interferes in the reading process? The text assists in the understanding of the image? The rigid composition of the pages stimulate the reading? The absence of specific studies regarding the tactile illustrated book in the field of design and the strict bibliographic publications within the haptic reading led to the field survey: visits to specialized schools, visits to acessible museums and reading mediated by the target public. In addition, the analysis of six books, each one with different conceptions of tactile illustrations, was carried out, being three of them national: O Chapeuzinho vermelho, by Bia Villela, Abraço de urso, by Cláudia Cotes, Adélia sonhadora, by Lia Zatz; and three from abroad: Ruvidino in piscina, by Istituto dei Ciechi di Milano, Des vers de travers, by Anette Diesen and Petit souffle de vent, by Elisa Lodolo. The readings are meant to discuss the understanding of image, text and the book\'s composition. These books are analyzed based on references brought from graphic design and visual perception, with greater emphasis on the works of Bruno Munari and Rudolf Arnhein. Finally, it was produced a series of practical work of an experiential nature from narratives which intend to broaden the discussion about the process of designing a tactile illustrated book. The results demonstrated that the majority of tactile images present at Brazilian publications are not understood by blind readers - a set of associated factors corroborates to this result: the illustration language, the reproduction technique and absence of concrete in the relation between text and image.
373

Application for Customisable Interaction with Physical Objects : A Tool for Speech and Language Therapists

Herault, Romain Christian January 2015 (has links)
Physical objects with digital properties are being used more and more by the public. One such term for these artefacts include "the Internet of Things''. Most of these objects are often impossible to further modify or customise, and thus serve just the single purpose intended by their creators. This thesis explores the possibility of customising physical objects in order to provide an affordable and flexible way of interacting with them. A prototype, involving a mobile phone application (Android) and wireless sensor technology (NFC tags), was developed for the medical domain of speech and language therapy. The system, developed in close association with two therapists, allows the customisation of current speech and language exercise and associated material. It is designed to also assist with logging the patient interactions during the conduction of such exercises. The proposed solution has been tested and validated by medical experts, and its user interface evaluated by non-patient users.
374

Design and control of a teleoperated palpation device for minimally invasive thoracic surgery

Buttafuoco, Angelo 25 February 2013 (has links)
Minimally invasive surgery (MIS) consists in operating through small incisions in which a camera and adapted instruments are inserted. It allows to perform many interventions with reduced trauma for the patient. One of these is the ablation of peripheral pulmonary nodules.<p><p>Nevertheless, the means for detecting nodules during MIS are limited. In fact, because of the lack of direct contact, the surgeon cannot palpate the lung to find invisible lesions, as he would do in classical open surgery. As a result, only clearly visible nodules can be treated by MIS presently.<p><p>This work aims at designing, building and controlling a teleoperated palpation instrument, in order to extend the possibilities of MIS in the thoracic field. Such an instrument is made of a master device, manipulated by an operator, and a slave device which is in contact with the patient and reproduces the task imposed by the master. Adequate control laws between these two parts allow to restore the operator's haptic sensation. The goal is not to build a marketable prototype, but to establish a proof of concept.<p><p>The palpation device has been designed in collaboration with thoracic surgeons on the basis of the study of the medical gesture. The specifications have been deduced through experiments with experiencied surgeons from the Erasmus Hospital and the Charleroi Civil Hospital.<p><p>A pantograph has been built to be used as the master of the palpation tool. The slave is made of a 2 degrees of freedom (dof) clamp, which can be actuated in compression and shear. The compression corresponds to vertical moves of the pantograph, and the shear to horizontal ones. Force sensors have been designed within this project to measure the efforts along these directions, both at the master and the slave side, in order to implement advanced force-feedback control laws and for validation purposes.<p><p>Teleoperation control laws providing a suitable kinesthetic force feedback for lung palpation have been designed and validated through simulations. These simulations have been realized using a realistic model of lung, validated by experienced surgeons. Among the implemented control schemes, the 3-Channel scheme, including a local force control loop at the master side, is the most efficient for lung palpation. Moreover, the increased efficiency of a 2 dof device with respect to a 1 dof tool has been confirmed. Indeed, a characteristic force profile due to the motion in 2 directions appeared in the compression force tracking, making the lesion easier to locate. / Doctorat en Sciences de l'ingénieur / info:eu-repo/semantics/nonPublished
375

Vnímání vertikality u pacientů s vývojovou dyspraxií / Perception of verticality in patients with developmental coordination disorder

Žídek, Radim January 2017 (has links)
Bibliographic identification Author's first name and surname: Bc. Radim Žídek Title of the master thesis: Perception of verticality in patiens with developmental coordination disorder Department: Department of Rehabilitation and Sports Medicine, 2nd faculty of medicine, Charles University and FN Motol Supervisor: PhDr. Ondřej Čakrt, Ph.D. The year of presentation: 2017 Annotation: Developmental coordination disorder is typical for poor motor learning and motor coordination that cannot be related to any neurological or mental disease. The exact reason of it stays still unknown. There are theories that say that dysfunctional collaboration of afferent systems causes developmental coordination disorder. Thanks to afferent systems a human organism is able to perceive different modalities. One of the modalities is a perception of verticality. In theoretical part of this thesis we summarized information about developmental coordination disorder and postural and balance control. In experimental part we tested 35 pupils of primary school (age 13-15). Using MABC-2 we classified the pupils into children with and without predispositions for developmental coordination disorder. Then we tested their ability of perceiving subjective visual and subjective haptic verticality. According to statistical evaluation there is no...
376

Right Brain Study

Griffin, Velda L 01 January 1985 (has links)
The purpose of this study is to show that instructional methods designed for right-brained students will make a significant difference in the reading achievement scores of the students when compared with the scores of right-brained sixth grade students not receiving these instructional methods.The subjects were sixth grade students who use the right hemisphere of the brain to a greater degree than the left hemisphere. The subjects' cerebral preference was determined by a test known as the Cerebral Preference Index (CPI). Ten students each were chosen from two sixth grade classes. The study consisted of a Control Group and Experimental Group. During the study the Control Group received eight weeks of the regular school's program while the Experimental Group received eight weeks of instructional strategies that take hemispheric specialization into consideration. The results indicated that there was no significant difference in the reading achievement scores of those students who received the instructional methods designed for right brained students. The analysis of data did suggest that those scoring high on the pre-test scored high on the post test. The results indicated the same outcome for low scorers.
377

Imaginer l’intime à l’ère du néolibéralisme : analyse d’Une affaire de famille (2018) de Hirokazu Kore-eda et de Naissance et maternité (2006) de Naomi Kawase

Delorme, Katherine 05 1900 (has links)
Ce mémoire s’applique à analyser la mise en forme de l’intime dans Une affaire de famille (2018) d’Hirokazu Kore-eda et dans Naissance et maternité (2006) de Naomi Kawase, deux cinéastes japonais œuvrant dans une période alliant crise économique, adoption de politiques néolibérales et regain en popularité du nationalisme. À l’aide d’une approche principalement esthétique, l’objectif sera d’examiner les moyens disposés par ces films à représenter et à imaginer deux types de relations intimes pouvant être mobilisées par le cinéma, soit respectivement la relation entre les personnages de la diégèse et la relation entre le cinéaste et le spectateur. Bien que leurs films semblent apolitiques en étant centrés sur les relations humaines, il sera question d’observer comment une approche centrée sur l’intime permet d’en révéler les ramifications d’ordre politique et social. / This thesis aims to analyse the formatting and the representation of the intimate in Hirokazu Kore-eda's Une affaire de famille (2018) and in Naomi Kawase's Naissance et maternité (2006), two Japanese filmmakers creating during a period marked by economic crisis, the adoption of neoliberal politics, and nationalism regaining popularity. From a mainly aesthetic point of view, the goal will be to examine the ways in which these two films represent and imagine two types of intimate relationships mobilized by cinema, which are respectively the relationship between the diegesis' characters and the relationship between filmmaker and spectator. Although their films seem apolitical, as they are centred around human relationships, the question is to observe how an approach focused on the intimate brings to light political and social ramifications.
378

Haptic Technology y Volumetric Display: Taxonomías de Técnicas de Desarrollo y Propuesta de Roadmap de Proyectos para el avance de estas tecnologías en el Perú / Taxonomy of development techniques of Haptic Technologies and Volumetric Displays

Figueroa Salhuana, Manuel Antonio, Salazar Zegarra, Erick Daniel 16 October 2020 (has links)
Las tecnologías conocidas como Haptic Technology y Volumetric Display permiten que el usuario pueda percibir objetos virtuales, por medio de la vista o el tacto, en el mundo real. Estas tecnologías buscan que la interacción entre el mundo virtual y el ser humano deje de tener como intermediario algún computador y que la interacción entre estos sea de forma más directa. Para utilizar estas tecnologías es necesario el uso de ciertos dispositivos, los cuales permiten que el usuario se percate de estos objetos virtuales en su entorno físico. Seria provechoso que el Perú se enfocara en la investigación de estas tecnologías debido a la revolución que tendrán en el rubro de medicina, rubro industrial, mundo de los juegos, entre otros. El presente trabajo de investigación tiene como objetivo presentar un Roadmap de Proyectos basado en las técnicas de desarrollo de estas tecnologías para su implementación en futuros proyectos generados en el Perú. / Technologies known as Haptic Technology and Volumetric Display allow the user to perceive virtual objects, through sight or touch, in the real world. These technologies seek that the interaction between the virtual world and the human being ceases to have a computer as an intermediary and that the interaction between them be more direct. To use these technologies, it is necessary certain devices, which allow the user to be aware of these virtual objects in their physical environment. It would be beneficial for Peru to focus on the investigation of these technologies due to the revolution that they will have in the field of medicine, the industrial sector, the world of games, among others. The objective of this research work is to present a Project Roadmap based on the development techniques of these technologies for their implementation in future projects generated in Peru. / Trabajo de investigación
379

Digitale Landwirtschaft und das User-Interface: eine Herstellersicht

Jendis, Michael 06 September 2021 (has links)
Aufgrund der stetig wachsenden Weltbevölkerung bei gleichzeitig sinkenden Agrarressourcen ist die Automatisierung auf dem Feld notwendig. Die dafür erforderlichen Maschinen, Technologien und Datenströme sind im entstehen und z. T. verfügbar. Jedoch ist die Automatisierung auf dem Feld im Vergleich zur Fabrikautomation zusätzlichen Störgrößen ausgesetzt, die eine permanent verfügbare Eingriffsressource notwendig machen. Der Autor postuliert die Entstehung von Maschinen Teams, die von einem besetzten Schlepper geführt werden. Durch die Führung der zusätzlichen Automaten, in deren Programmablauf eingegriffen werden muss, wird die Komplexität der Mensch-Maschine Schnittstelle zunehmen. Hier ist aber schon eine Grenze erreicht, sodaß zusätzliche Bedienelemente oder weitere Displays keine Lösung darstellen. Als Lösung werden hier Elemente aufgezeigt, die Flexibilität in der Bedienung und in der Darstellung optimieren und so zu einem permanenten Wechsel in puncto Maschinenbedienung fähig sind. An einem realisierten Prototyp werden Technologien und Funktionsumfänge deutlich gemacht.
380

A QoE Model for Digital Twin Systems in the Era of the Tactile Internet

Alja'Afreh, Mohammad 25 October 2021 (has links)
The idiom by Thomas Fuller fantasizes the fact that seeing is believing, but the feeling is the truth. This ideology has fired the vision and innovation of the Mulsemedia, multiple-sensorial media, and Internet of Skills (IoS) which enable the exchange of control, skills, and expertise anytime/everywhere across the Internet. With the emergence of the new generation of mobile network (5G), Tactile Internet, as well as the deployment of Industry 4.0 and Health 4.0, multimedia systems are moving towards immersed haptic enabled human-machine interaction systems such as the Digital Twin (DT). Specifically, Industry 4.0 will be using DT and robots on a large scale. This will increase human-machine and interaction to a great extent. There will be multimodal communications used to interact with digital twins and robots, specially haptics. Hence, tactile internet will replace the conventional internet today. In fact, a DT system can also be extended in Health 4.0 domain to act as a COVID-19 early warning system. Tracking a person’s temperature and other symptom data in real-time can signal if as well as when it’s time to see a doctor or take a COVID test. Link to a COVID tracing app, the digital twin might help get more information about the virus relative to the person itself. Since there are currently no well-recognized models to evaluate the performance of these systems, to address this research lacuna, we proposed a Quality-of-Experience (QoE) model for DT systems containing multi-levels of subjective, objective, and physiopsychological influencing factors. The model is itemized through a fully detailed taxonomy that deduces the perceived user’s emotional and physical states during and after consuming spatial, temporal, proximal, and abstracted multi-modality media between humans and machines. Further, the taxonomy was modelled using the best practice of machine learning methods to show how QoE for digital twin applications can be inferred and predicted from interactions and biosignals in this class of applications. Furthermore, the taxonomy was applied to two use cases. The first one addresses the objective quality optimization for transmission in a large scale immersed haptic virtual reality over the Internet while the second one aims to objectively infer an important DT QoE physiological aspect i.e, fatigue.

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