Página 1 dos resultados de 601 itens digitais encontrados em 0.005 segundos
- ASSOC COMPUTING MACHINERY
- Biblioteca Digitais de Teses e Dissertações da USP
- Universidade Federal do Rio Grande do Sul
- Eurosis-Eti / Hasselt University
- Bentham Open
- Oxford University Press
- Association for Computing Machinery
- Universidade Federal de Alagoas; BR; Modelagem Computacional de Conhecimento; Programa de Pós-Graduação em Modelagem Computacional de Conhecimento; UFAL
- Journal on Computing and Cultural Heritage
- Publications Office of the European Union
- Association Française de Réalité Virtuelle
- Association for Computing Machinery (ACM)
- Sociedade Brasileira de Pediatria
- Universidade Autônoma de Barcelona
- [Barcelona] : Universitat Autònoma de Barcelona,
- Rochester Instituto de Tecnologia
- Mais Publicadores...
Watch-and-Comment as a Paradigm toward Ubiquitous Interactive Video Editing
Fonte: ASSOC COMPUTING MACHINERY
Publicador: ASSOC COMPUTING MACHINERY
Tipo: Artigo de Revista Científica
ENG
Relevância na Pesquisa
36.25%
#Human Factors#Experimentation#Annotation#interactive digital video#P2P collaboration#Ginga-NCL#Computer Science, Information Systems#Computer Science, Software Engineering#Computer Science, Theory & Methods
The literature reports research efforts allowing the editing of interactive TV multimedia documents by end-users. In this article we propose complementary contributions relative to end-user generated interactive video, video tagging, and collaboration. In earlier work we proposed the watch-and-comment (WaC) paradigm as the seamless capture of an individual`s comments so that corresponding annotated interactive videos be automatically generated. As a proof of concept, we implemented a prototype application, the WACTOOL, that supports the capture of digital ink and voice comments over individual frames and segments of the video, producing a declarative document that specifies both: different media stream structure and synchronization. In this article, we extend the WaC paradigm in two ways. First, user-video interactions are associated with edit commands and digital ink operations. Second, focusing on collaboration and distribution issues, we employ annotations as simple containers for context information by using them as tags in order to organize, store and distribute information in a P2P-based multimedia capture platform. We highlight the design principles of the watch-and-comment paradigm, and demonstrate related results including the current version of the WACTOOL and its architecture. We also illustrate how an interactive video produced by the WACTOOL can be rendered in an interactive video environment...
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A consistência da interface com o usuário para a TV interativa.; User interface consistency for interactive TV.
Fonte: Biblioteca Digitais de Teses e Dissertações da USP
Publicador: Biblioteca Digitais de Teses e Dissertações da USP
Tipo: Dissertação de Mestrado
Formato: application/pdf
Publicado em 14/12/2006
PT
Relevância na Pesquisa
36.27%
#Design de interação#Design de interface#Human-computer interface#Interaction design#Interactive multimedia#Interactive television#Interface design#Interface homem-computador#Multimídia interativa#Televisão interativa
Nos últimos anos observa-se um intenso debate acerca da transição da TV analógica para a TV digital, acompanhada pela incorporação de inúmeras inovações, dentre as quais destacamos a interatividade, que abre uma nova modalidade para este meio de comunicação, a TV interativa. Os desafios de pesquisa e desenvolvimento em TV interativa são amplos e ainda não totalmente investigados. Em particular, a questão da consistência de interfaces com usuário se apresenta como um tópico relevante e pouco explorado na literatura. Esta dissertação investiga a questão da consistência da interface com o usuário para a TV interativa, considerando seus aspectos teóricos e de implementação. Para tanto investigamos na literatura de Interfaces Humano-Computador a questão da consistência e suas abordagens. Considerando que a consistência é uma característica relativa a um modelo, buscamos identificar modelos de interfaces de TV interativa que sejam exemplos de boas práticas a serem seguidas. A metodologia proposta e utilizada é composta por cinco etapas, a saber: modelagem do usuário, análise de tarefas, diretrizes gerais de interface, análise comparativa de plataformas e coordenação da interface. As três primeiras etapas geram recomendações enquanto que a etapa de análise comparativa gera referências. Utilizando estes dois subsídios a etapa de coordenação da interface objetiva elencar exemplos de interfaces que possam se tornar modelos...
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Interação usuário-TV digital interativa: contribuições via controle remoto; User-interactive digital TV interaction: contributions via remote control
Fonte: Biblioteca Digitais de Teses e Dissertações da USP
Publicador: Biblioteca Digitais de Teses e Dissertações da USP
Tipo: Dissertação de Mestrado
Formato: application/pdf
Publicado em 11/04/2011
PT
Relevância na Pesquisa
36.21%
#Computação ubíqua#Gesture-based interface#Ginga#Ginga#Interação multimodal#Interactive digital TV#Interface por gestos#Interface por toque#Interface por voz#Multimodal interaction#Smartphone
O sistema de TV digital interativa está em fase de implantação no Brasil. O middleware Ginga, responsável por permitir a apresentação de programas interativos, prevê que usuários possam interagir com aplicações apresentadas na TV ao pressionar de teclas em um controle remoto. Considerando que controles remotos tradicionais apresentam limitações de usabilidade, este trabalho teve o objetivo investigar a aplicação de conceitos de computação ubíqua, em particular interfaces naturais e multimodais, como alternativas para prover interatividade entre usuários e programas de TV digital. Como resultado, um dispositivo móvel alternativo ao controle remoto tradicional foi utilizado no projeto de novos mecanismos de interação que incluem interfaces baseadas em telas sensíveis ao toque, interfaces sensíveis a gestos capturados por dispositivos que contêm acelerômetros, e interfaces que contêm microfones que permitem entrada de dados por voz. A construção de protótipos correspondentes foi beneficiada pela (assim como beneficiou) implementação prévia de um componente que oferece funcionalidades para envio de dados multimodais para um receptor de TV digital contendo o middleware Ginga, e de um componente que, instalado no receptor...
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Qualidade de experiência de vídeo em aplicação interativa transmídia de televisão digital terrestre.; Quality of experience of video in transmedia interactive application of terrestrial digital television
Fonte: Biblioteca Digitais de Teses e Dissertações da USP
Publicador: Biblioteca Digitais de Teses e Dissertações da USP
Tipo: Dissertação de Mestrado
Formato: application/pdf
Publicado em 21/10/2014
PT
Relevância na Pesquisa
36.27%
#Computer network#Digital television#Interactive multimídia#ISDB-TB#ISDB-TB#Multimedia networks#Multimídia interativa#Processamento de sinais de vídeo#Qualidade de experiência#Quality of experience#Redes de computadores
Ao mesmo tempo em que produções transmídia se tornam cada vez mais comuns, estão ocorrendo mudanças no Brasil que favorecem o aumento do uso de interatividade no dia a dia. Uma das mudanças fundamentais foi a adoção de um sistema de televisão digital terrestre que, em comparação ao sistema analógico, proporciona mais do que recepção de sons e imagens de melhor qualidade em televisores fixos: torna possível receber os sinais de televisão também em dispositivos móveis e portáteis, além de possibilitar a interatividade. Dada a importância da televisão como plataforma de mídia no país (a televisão está presente em 96,9% dos domicílios brasileiros), foi feito um estudo da Qualidade de Experiência (QoE) percebida, com base na avaliação da qualidade do vídeo obtido ao utilizar uma aplicação interativa transmídia de televisão digital terrestre. Foi desenvolvida uma aplicação interativa em linguagem NCL, linguagem declarativa padrão do Sistema Brasileiro de TV Digital Terrestre (ISDB-TB), onde um vídeo secundário é carregado via Internet em banda larga (por streaming) ao mesmo tempo em que o vídeo principal é recebido via radiodifusão. Criou-se um cenário de teste onde foi introduzida, de forma controlada...
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Interactive measurements and tailored displays for optical aberrations of the human eye; Medidas interativas e telas ajustáveis para aberrações ópticas em olhos humanos
Fonte: Universidade Federal do Rio Grande do Sul
Publicador: Universidade Federal do Rio Grande do Sul
Tipo: Tese de Doutorado
Formato: application/pdf
ENG
Relevância na Pesquisa
36.17%
#Computacao grafica : Aplicacoes#Computational diagnostics#Informática médica#Computational ophthalmology#Processamento : Imagem#Subjective refraction#Ophthalmatics#Tailored displays#Hardware apps#Mobile mates#Light-field displays
This thesis proposes light-field pre-warping methods for measuring and compensating for optical aberrations in focal imaging systems. Interactive methods estimate refractive conditions (NETRA) and model lens opacities (CATRA) of interaction-aware eyes and cameras using cost-efficient hardware apps for high-resolution screens. Tailored displays use stereo-viewing hardware to compensate for the measured visual aberrations and display in-focus information that avoids the need of corrective eyeglasses. A light-field display, positioned very close to the eye, creates virtual objects in a wide range of predefined depths through different sectors of the eye’s aperture. This platform creates a new range of interactivity that is extremely sensitive to spatially-distributed optical aberrations. The ability to focus on virtual objects, interactively align displayed patterns, and detect variations in shape and brightness allows the estimation of the eye’s point spread function and its lens’ accommodation range. While conventional systems require specialized training, costly devices, strict security procedures, and are usually not mobile, this thesis simplifies the mechanism by putting the human subject in the loop. Captured data is transformed into refractive conditions in terms of spherical and cylindrical powers...
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InStory – The Making of na Interactive Digital Narrative
Fonte: Eurosis-Eti / Hasselt University
Publicador: Eurosis-Eti / Hasselt University
Tipo: Conferência ou Objeto de Conferência
Publicado em 15/04/2009
ENG
Relevância na Pesquisa
36.12%
#Multimedia storytelling#Interactive fiction#Mobile devices#Narratology#Cultural Heritage#Serious games
Em cooperação com Glorianna Davenport do M.I.T. Media Lab; This paper describes the problems that had to be faced during the elaboration of an interactive narrative for the Instory project (http://img.di.fct.unl.pt/InStory/) directed by Prof. Nuno Correia. The project had the goal of defining and implementing a platform for mobile and cinematic storytelling, information access, and gaming activities, in Quinta da Regaleira (World Heritage) in Sintra, Portugal. The system is driven and validated by a set of fictional threads that are centred on the exploration of physical spaces (the real world, in real time). The development of a narrative was naturally constrained by the environment which raised some practical and theoretical issues in what regards the literary strategies involved. InStory received the PMA Award (2006) for best Portuguese multimedia project web– mobile.
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DoctorEye: A Clinically Driven Multifunctional Platform, for Accurate Processing of Tumors in Medical Images
Fonte: Bentham Open
Publicador: Bentham Open
Tipo: Artigo de Revista Científica
Publicado em 27/07/2010
EN
Relevância na Pesquisa
36.14%
This paper presents a novel, open access interactive platform for 3D medical image analysis, simulation and visualization, focusing in oncology images. The platform was developed through constant interaction and feedback from expert clinicians integrating a thorough analysis of their requirements while having an ultimate goal of assisting in accurately delineating tumors. It allows clinicians not only to work with a large number of 3D tomographic datasets but also to efficiently annotate multiple regions of interest in the same session. Manual and semi-automatic segmentation techniques combined with integrated correction tools assist in the quick and refined delineation of tumors while different users can add different components related to oncology such as tumor growth and simulation algorithms for improving therapy planning. The platform has been tested by different users and over large number of heterogeneous tomographic datasets to ensure stability, usability, extensibility and robustness with promising results.
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StemCellNet: an interactive platform for network-oriented investigations in stem cell biology
Fonte: Oxford University Press
Publicador: Oxford University Press
Tipo: Artigo de Revista Científica
EN
Relevância na Pesquisa
36.03%
Stem cells are characterized by their potential for self-renewal and their
capacity to differentiate into mature cells. These two key features emerge
through the interplay of various factors within complex molecular networks. To
provide researchers with a dedicated tool to investigate these networks, we have
developed StemCellNet, a versatile web server for interactive network analysis
and visualization. It rapidly generates focused networks based on a large
collection of physical and regulatory interactions identified in human and
murine stem cells. The StemCellNet web-interface has various easy-to-use tools
for selection and prioritization of network components, as well as for
integration of expression data provided by the user. As a unique feature, the
networks generated can be screened against a compendium of stemness-associated
genes. StemCellNet can also indicate novel candidate genes by evaluating their
connectivity patterns. Finally, an optional dataset of generic interactions,
which provides large coverage of the human and mouse proteome...
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Effective Interactive Proofs for Higher-Order Imperative Programs
Fonte: Association for Computing Machinery
Publicador: Association for Computing Machinery
Tipo: Conference Paper
EN_US
Relevância na Pesquisa
36.03%
We present a new approach for constructing and verifying higher-order, imperative programs using the Coq proof assistant. We build on the past work on the Ynot system, which is based on Hoare Type Theory. That original system was a proof of concept, where every program verification was accomplished via laborious manual proofs, with much code devoted to uninteresting low-level details. In this paper, we present a re-implementation of Ynot which makes it possible to implement fully-verified, higher-order imperative programs with reasonable proof burden. At the same time, our new system is implemented entirely in Coq source files, showcasing the versatility of that proof assistant as a platform for research on language design and verification. Both versions of the system have been evaluated with case studies in the verification of imperative data structures, such as hash tables with higher-order iterators. The verification burden in our new system is reduced by at least an order of magnitude compared to the old system, by replacing manual proof with automation. The core of the automation is a simplification procedure for implications in higher-order separation logic, with hooks that allow programmers to add domain-specific simplification rules.
We argue for the effectiveness of our infrastructure by verifying a number of data structures and a packrat parser...
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Plataforma para construção de ambientes interativos de aprendizagem baseados em agentes.; Plataform for building agem-based interactive learning environments.
Fonte: Universidade Federal de Alagoas; BR; Modelagem Computacional de Conhecimento; Programa de Pós-Graduação em Modelagem Computacional de Conhecimento; UFAL
Publicador: Universidade Federal de Alagoas; BR; Modelagem Computacional de Conhecimento; Programa de Pós-Graduação em Modelagem Computacional de Conhecimento; UFAL
Tipo: Dissertação
Formato: application/pdf
POR
Relevância na Pesquisa
36.4%
#Ambientes interativos de aprendizagem#Agentes de software#Ontologia#Framework#Interactive learning environments#Artificial intelligence#Software agents#Framework#CNPQ::CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAO
This dissertation presents the design and development of an agent-based interactive learning
environment based on the Mathema Model. Such model adopts a problem-based learning
approach as a pedagogical method that is achieved in an interaction environment that is
populated by software and human agents (students and teachers), working together in favour
of the human learners. This interaction occurs aiming at helping human learners to solve
problems into given knowledge domain. This model aims to help learners during several
phases involved in the build solution process, including the problem analysis. With this
sense, the interaction between three agent categories was modeled: human learner agent,
teacher and artificial tutoring agent. This work proposes a platform for building agent-based
interactive learning environments, supporting as framework to developers/software engineers
as authoring to non developers users like teachers and knowledge engineers. In addition, the
platform has collaborative tools, an ontology-based infrastructure and an agent society that
help at the domain modeling and problem solving process (through artificial intelligence
techniques). It was conducted two case studies (at legal domain and health domain) and
an initial investment at mathematical domain that demonstrate that the proposed platform is
feasible.; Coordenação de Aperfeiçoamento de Pessoal de Nível Superior; O presente trabalho aborda a concepção e desenvolvimento de ambientes interativos de
aprendizagem (AIAs) baseados em agentes...
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A Web Platform for the Consultation of Spatialized and Semantically-Enriched Iconographic Sources on Cultural Heritage Buildings
Fonte: Journal on Computing and Cultural Heritage
Publicador: Journal on Computing and Cultural Heritage
Relevância na Pesquisa
36.14%
#3D digital artefact capture, representation and manipulation, Metadata, classification schema, ontologies and semantic processing for CH multimedia repositories, ICT technologies in support of creating new cultural experiences or digital artefacts , spatio-temporal modeling#3D-2D semantic annotation#oriented images#architectural heritage#information system#Informatique: Ingénierie assistée par ordinateur#Informatique: Modélisation et simulation#Informatique: Web
This paper describes an interactive platform for the semantic annotation of oriented iconographic sources based on an accurate 3D model structured
according to spatial and temporal features. This platform, called LOCUS IMAGINIS, provides access to cultural information about monuments by
collecting personal snapshots taken by visitors. In particular, the platform enables to perform two actions. Firstly, pictures are added into the
database: visitors manually align images to the digital model of the monument and than, by means of automatic procedures, images are enriched
with 2D semantic annotations that are projected from the 3D model. Secondly, the collection of semantically-enriched data can be queried: when
visitors select 2D images of the database, these are oriented in the 3D scene and superimposed onto the 3D model. In this way, this tool provides
access to textual and graphic information describing the photographed site (semantic, spatial, temporal features, etc.). Moreover, visitors can
interact both with images and the 3D-model to highlight building parts by color. Accessible on-site and on-line, this tool can create awareness
about conservation and is adapted to all kinds of audience: students involved in educational workshops...
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The Switchboard Platform for Interactive Image Information Mining
Fonte: Publications Office of the European Union
Publicador: Publications Office of the European Union
Tipo: Contributions to Conferences
Formato: Printed
ENG
Relevância na Pesquisa
36.18%
This paper presents an interactive platform for image information mining referred to as the switchboard. The switchboard
is a dynamic object that interfaces with a hierarchical image representation structure. The latter is often a tree
structure that is used as an intermediate between the image space and a multi-dimensional feature space inferred from it.
The switchboard hosts the feature space and facilitates its bidirectional interactivity with the image space through the underlying
tree. Its design ensures operability independent of the type of tree it interfaces with. Its functionality is demonstrated using the Alpha-Tree structure for mining building footprints from remote sensing imagery.; JRC.G.2-Global security and crisis management
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Joint Platform for the Real-Scale 3D Visualization of Conceptual Design Incorporating Semantic
Fonte: Association Française de Réalité Virtuelle
Publicador: Association Française de Réalité Virtuelle
EN_US
Relevância na Pesquisa
36.01%
#Multi-touch table#Real-scale visualization#Joint-platform#Conceptual design and semantic#Informatique: Interface homme-machine#Informatique: Synthèse d'image et réalité virtuelle
The need for a collaborative approach that can easily manifest the basic ideas into a semantic enriched Virtual Environment is felt. To realize the same, a clear combination of two individual processes is applied. Beginning with the manipulation and semantic addition to 2-Dimensional geometric shapes, a concise 3D model is generated. The latter serves as an input to a much interactive system, e.g., a CAVE, for better visualization and interaction with the model. The idea became completed by joining table-touch and real-scale 3D visualization system. However, on question remained unknown ``what is the effect of this kind of visualization on an end-user?'' This paper tries to find out an appropriate answer to the question only in terms of gender difference. The results show significant difference between female and male populations.
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Understanding students' mobility habits towards the implementation of an adaptive ubiquitous platform
Fonte: Association for Computing Machinery (ACM)
Publicador: Association for Computing Machinery (ACM)
Tipo: Conferência ou Objeto de Conferência
Publicado em 16/05/2014
ENG
Relevância na Pesquisa
36.03%
#Adaptive business intelligence#Ubiquitous environments#Interactive public displays#Prediction techniques#CRISP-DM
Adapting technological environments to users is a concern since Mark Weiser launched the concept of ubiquitous computing and, in order to do that, is necessary to understand users’ characteristics. In this context, the purpose of this paper is to present a study about students’ mobility habits within a university campus, having the intention of getting insights towards the best place to set an interactive public display and of predicting the main characteristics of the audience that will be present on that spot in forthcoming periods. Thus, the envisioned results of this work will allow the adaptation of the contents exhibited on the device to the audience. To perform the study, a set of logs of accesses to the university’s Wi-Fi was used, data mining techniques were implemented and forecasting models were built, using the line of work suggested by the CRISP-DM methodology. As result, students profile were built based on past wireless accesses and on their scholar schedules, and three time series models were used (Holt-Winters, Seasonal Naive and Simple Exponential Smoothing) to predict the presence of students on the envisioned spot in future periods.
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Usability of an internet-based platform (Next.Step) for adolescent weight management
Fonte: Sociedade Brasileira de Pediatria
Publicador: Sociedade Brasileira de Pediatria
Tipo: Artigo de Revista Científica
Formato: text/html
Publicado em 01/02/2015
EN
Relevância na Pesquisa
36.25%
OBJECTIVE: The current study evaluates the usability perception of an e-therapeutic platform (supported by electronic processes and communication), aiming to promote the behavior change and to improve the adolescent health status through increased and interactive contact between the adolescent and the clinical staff. METHODS: This was a correlational study with a sample of 48 adolescents (12-18 years) who attended a Pediatric Obesity Clinic between January and August of 2012. Participants were invited to access, during 24 weeks, the e-therapeutic multidisciplinary platform (Next.Step) in addition to the standard treatment program. A usability questionnaire was administered and the platform performance and utilization indicators were analyzed. RESULTS: The users' perception of satisfaction, efficiency, and effectiveness regarding the Next.Step platform was clearly positive. However, only 54.17% of the enrolled adolescents accessed the platform, with a mean task-completion rate of 14.55% (SD = 18.853). The higher the number of the platform consulted resources, the greater the tendency to enjoy the platform, to consider it exciting and quick, to consider that the time spent in it was useful, to consider the access to information easy...
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Um conjunto de classes para simulacao interativa visual de processadores no ambiente simoo; A class set for visual interactive simulation at SIMOO environment
Fonte: Universidade Federal do Rio Grande do Sul
Publicador: Universidade Federal do Rio Grande do Sul
Tipo: Dissertação
Formato: application/pdf
POR
Relevância na Pesquisa
36.12%
#Sistemas digitais#Visual interactive simulation#Simulacao orientada : Objetos#Object oriented simulation SIMOO environment#Processors architecture#Modelagem : Hardware
O Projeto T&D-Bench (Teaching and Design Workbench) tern como objetivo fornecer um ambiente didático para fins de avaliação de desempenho de processadores utilizando modelagem e simulação interativas visuais. A aplicação dos conceitos de orientação a objetos (abstração, encapsulamento, herança e polimorfismo) em modelagem de hardware vem sendo amplamente discutida na literatura. Entre os benefícios que este paradigma traz para os modelos de hardware pode-se citar: maior responsabilidade dos modelos, melhor documentação e facilidade de manutenção. O ambiente SIMOO é composto por uma biblioteca de classes e por uma ferramenta gráfica (MET - Model Edition Tool). Este ambiente, utilizado como plataforma para o desenvolvimento deste trabalho, é um ambiente genérico para modelagem e simulação de sistema discretos no qual os modelos sAo construídos de maneira hierárquica e utilizam os conceitos de orientação a objetos como metodologia de projeto e implementação. Este trabalho é a primeira etapa de desenvolvimento do projeto T&D-Bench e iniciou com a modelagem dos processadores Intel 8051 e DLX. Com isso foi possível identificar componentes de arquitetura de processadores que pudessem ser generalizados. As classes genéricas...
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Interactive television : a reality in construction : report to the Consell Audiovisual de Catalunya
Fonte: Universidade Autônoma de Barcelona
Publicador: Universidade Autônoma de Barcelona
Tipo: info:eu-repo/semantics/conferenceObject; info:eu-repo/semantics/publishedVersion
Formato: application/pdf
Publicado em //2006
ENG
Relevância na Pesquisa
36.25%
This article presents a summary of a reserach report into the state of interactive television and the different systems for interaction with television developed by the regulating authority in Catalonia (Spain). The context of the study is the European continent and it covers theoretical, tecnological and programming issues. The autors propose an operayive definition of interactive television as a tool for developing their field of study and an original typological proposal than can classify and analyse the whole range of the present offer of interactive programs and services. Also presented throughout the article is an analysis of the different interactive services in the European continent. To end, the authors propose a whole series of recommendations for the regulating authority as measures for promoting theses types of services and applications, with particular emphasis on the role that Digital Terrestrial Television could play as a universalizing platform for access to the new services of the Information Society. Mention is made of the specific case of Catalonia as an example of the measures that should be observed for the full and integrated development of the services that are generically known as interactive television.
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Cross-Platform multimedia contents through model transformations the digital TV case /
Fonte: [Barcelona] : Universitat Autònoma de Barcelona,
Publicador: [Barcelona] : Universitat Autònoma de Barcelona,
Tipo: Tesis i dissertacions electròniques; info:eu-repo/semantics/doctoralThesis
Formato: application/pdf
Publicado em //2013
ENG; ENG
Relevância na Pesquisa
26.57%
L'actual diversitat de dispositius de consum amb accés a Internet fa possible una gran varietat de plataformes multimèdia per accedir a contingut audiovisual, serveis interactius, jocs i tot tipus d'aplicacions d'usuari. El concepte de televisió digital està evolucionant des de ser considerada una tecnologia unidireccional i relativament aïllada a formar part de l'ecosistema de serveis que l'usuari te disponible des de qualsevol entorn multimèdia, com la pròpia llar. En aquest context, la convergència entre televisió, Internet i aplicacions és una realitat gràcies a extensa família de dispositius intel·ligents que hi ha al mercat. Las Smart TVs, smartphones, tablets i consoles permeten als usuaris accedir a continguts de televisió i aplicacions interactives a través múltiples xarxes. El nombre I varietat de format d'aplicacions i entorns d'execució que actualment permeten accedir a algun tipus de televisió interactiva (iTV) dificulten la portabilitat de les aplicacions desenvolupades entre diferents entorns. La manca d'un estàndard unificat i acceptat a nivell mundial per al desplegament de continguts interactius en plataformes de televisió requereix de tècniques especials per adaptar els continguts d'una plataforma a una altra. Així...
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Interactive WiiArt
Fonte: Rochester Instituto de Tecnologia
Publicador: Rochester Instituto de Tecnologia
Tipo: Tese de Doutorado
EN_US
Relevância na Pesquisa
36.23%
#Interactive#Wii#T385 .Y8 2010#Computer graphics--Interactive multimedia--Design#Ink painting, Chinese--Interactive multimedia--Design#Digital art--Interactive multimedia--Design
This interactive project allows users to explore modern graphics and traditional Chinese ink painting by using a Nintendo WiiRemote control. The purpose of this project is to provide an effortless platform for users to create an artwork with simple control. Moreover, the default patterns let users have multiple choices to paint the scene, and even though users do not have any art, design background, or experience, they can still create their own masterpiece easily.
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Multiple choice parameterized exercises in Logic
Fonte: IRISA
Publicador: IRISA
Tipo: Conferência ou Objeto de Conferência
ENG
Relevância na Pesquisa
46.35%
The first contact of students with logic is not straightforward since they are not familiar with its
notation and with logical thinking. For this discipline to become more attractive and in order to
avoid this intimidating first contact, interactive didactic tools can be useful. In the University of
Aveiro there exists a group of teachers developing an interactive platform that provides students
some guidance in their independent study in several courses. We propose and describe the use of
this platform as a complement for teaching the logic course of Mathematics Department in this
University.
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