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Meshless methods to simulate fluid flows have been increasingly evolving through the years since they are a great alternative to deal with large deformations, which is where mesh-based methods fail to perform efficiently. A well known meshless method is the Moving Particle Semi-implicit (MPS) method, which was designed to simulate free-surface truly incompressible fluid flows. Many variations and...
Virtual Reality (VR) has as goal the creation of digital three dimensional environments to run in real time interactive and realistic experiences. The experiences can be augmented by the use of haptic systems, able to provide sense of touch in virtual objects. The anesthesia procedure is present in all surgeries to keep stable the patient physiology. The use of VR based simulators for anesthesia training...
Considering the high failure rate in the procedure of applying dental anesthesia, this paper presents the process of gamification of a simulator of this procedure. The objective of this serious game is to promote a more attractive learning strategy that encourages and at the same time evaluates training, reducing risks to patients. For this, it was conducted a literature review about serious games...
Leap Motion is a device that turns hands and fingers into input devices, it is possible to control the computer by replacing the mouse and / or keyboard. The Laboratory of Educational, Auxiliary and Multimedia Technologies of the Federal University of Rio Grande do Norte develops prototype gloves and virtual games, that are used in rehabilitation sessions for people who have suffered a stroke. The...
The maintenance of complex systems is the most expensive and difficult phase of the software development process life cycle due to the significant amount of time spent by developers trying to comprehend the structure and mainly the system behavior. Therefore, this paper aims to present an approach to support the understanding of the dynamic behavior of complex software systems through Virtual Reality...
Visual programming languages (VPL) simplifies the process of writing a program by letting users create programs through manipulation of graphical elements. Many VPLs focuses on a single domain, simplifying some complicated concepts of a General Purpose Language (GPL), being called Domain Specific Language (DSL). In Digital Art, PureData and EyesWeb are examples of VPLs that allow artists to do advanced...
Augmented Reality (AR) applications running on mobile devices have become more popular in recent years. As with digital games, many developers have begun to direct their applications to mobile platforms, although the processing power of these devices is usually smaller when compared to the computing power of laptops and desktops. Applications developed for computing devices, including mobile devices,...
Augmented Reality (AR) has become a popular technology for both the public and industries. Serious Games (SG) incorporating pedagogical elements for learning, training, or inform. The creation of SG can use AR techniques for their development, with the prospect of new possibilities due to this integration. A Systematic Literature Mapping (SLM) allows a synthesized view of research carried out in the...
The use of smartphones for activities like watching movies and playing games has become commonplace because of the flexibility that devices offer citizens in their increasingly overloaded daily routines. As a consequence, the market has explored the creation of accessories to enhance the user experience in performing these tasks. The present work selected as context the practice of watching movies...
Human motion capture systems are being increasingly studied in the area of computer vision and also by major entertainment industries. These systems are able to track the position and orientation of joints of the body and its trajectory in space over a period of time. They are used in various applications such as digital games, animation of virtual characters for film and television, gesture recognition,...
Virtual Reality (VR) is increasingly being used as a therapeutic solution for different phobias. In this paper we describe a system that applies VR in Exposure Therapy to treat Acrophobia. Users are exposed to two Virtual Environments, which have features to reproduce different levels of anxiety. In these environments, users can navigate and interact with avatars and objects, while being monitored...
Analytics is a well-known form of capturing information about the user behavior of an application. Augmented reality applications deal with specific data such as the camera pose, not being supported by popular analytics frameworks. To fill such gap, this work proposes an analytics framework solution for augmented reality applications. It supports both marker-based and markerless augmented reality...
Despite the definition of immersion still being a source of controversy, it is generally accepted as a quality that turns experiences more appealing. Modern electronic games stand out as a notably immersive media, especially when the recent advances in consumer-level virtual reality hardware are taken into account. Development of immersive games requires not only a theoretical background usually found...
The aim of this article is to execute systematic review of the literature in order to analyze and specific usability guidelines to develop gesture-based serious games for health. In this context, we considered 1155 studies from ACM, ScienceDirect, IEEE databases, and only four approaches fit the eligibility criteria. Results showed that is a lack of studies on the subject mentioned above, and there...
In this work, we present a network architecture to solve a supervised learning problem, the classification of a handwritten dataset, and a reinforcement learning problem, a complex First-Person Shooter 3D game environment. We used a Deep Neural Network model to solve both problems. For classification, we used a Softmax regression and cross entropy loss to train the network. To play the game, we used...
The hardware evolution had promoted amazing possibilities of interaction in virtual environments, attracting a lot of research in the most diverse fields, especially in games. In this work, we explore the animation data captured by Microsoft Kinect in real-time for developing user interaction in a virtual simulated environment. We use physically based characters with balance treatment and proportional-derivative...
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