Examinando por Materia "Ingeniería multimedia"
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- PublicaciónAcceso abiertoDiseño de un recorrido virtual 360° sobre características técnicas de accesibilidad en personas con discapacidad motora que hacen uso de sillas de ruedas por el campus de la Universidad San Buenaventura Cali(Universidad de San Buenaventura - Cali, 2018) Gallego Rojas, Stephania; Apolinar Calvo, Carlos Andrés; Marín Velásquez, DeysiPhysical accessibility is a term used to describe the degree to which people can use an object, visit a place or access a service regardless of their physical, cognitive or technical abilities; the universal accessibility it´s a right that implies the real possibility for a person to enter, transit and stay in a place in a safe, comfortable and autonomous way; promulgating the total suppression of architectural barriers of the physical environment; this is why the main reason for this project was to facilitate the complete visualization of the San Buenaventura University campus in Cali, to demonstrate through a virtual tour, the accessibility zones for a population sector in condition of physical disability or mobility reduced that they are in wheelchairs and must use ramps. They which one were previously studied by analyzing their classification, if they complied with the correct dimensions proposed by the technical legislation of physical spaces in Colombia, then a web application was designed is reflected where the degree and compliance of accessibility of the university according the data obtained.
- PublicaciónAcceso abiertoEmotion experience: una herramienta para medir la experiencia de usuario en niños a través de las emociones(Universidad de San Buenaventura - Cali, 2017) Gutiérrez Beltrán, Erika Jissel; Duque Hoyos, Luis Andrés; Cano Mazuera, Sandra PatriciaIn this work we indentify the emotions that allow evaluate the children user experience, also we test the facial recognition techniques, with the purpose of set the most optimum algorithm to be implemented in the development of Emotion Experience system. As well, in the facial recognition proccess involves a data set that allows the training of the system through prior knowledge, therefore it is created a database of Children‘s face images where they are subjected to a pre-processing to meet the requirements and can be used by the recognition algorithms. The most optimal model for the recognition of emotions is designed and the prototype tests are carried out with the students of the Liceo San José educational institution. To evaluate facial recognition techniques, we have considered three variables that allow to measure the performance of each technique. These variables are defined by the time it takes the system to learn, the Euclidean distance and the error rate, which corresponds to the emotion recognition percentage, what will be discussed in the results and analysis chapter
- PublicaciónAcceso abiertoSherlock: plataforma web de apoyo a la investigación, información y gestión de anteproyectos, proyectos de grado y grupos de investigación(Universidad de San Buenaventura - Cali, 2017) Vargas Arenas, Sebastian; Bejarano de la Hoz, Pablo AnibalEn la Universidad de San Buenaventura Cali nace una idea con el objetivo enriquecer y mejorar los procesos de investigación de la carrera de Ingeniería Multimedia, asimismo con el propósito de incentivar la investigación a través de la construcción de proyectos de grado y semilleros de investigación de calidad: se formula, basado en la vasta aceptación y uso de la Internet como medio de soluciones, la construcción de una aplicación web de apoyo a la investigación, información y gestión de anteproyectos, proyectos de grado y grupos de investigación, fundada con el nombre de “Sherlock”. La implementación de la plataforma se llevó a cabo gracias a la planeación de los requerimientos solicitados por los directivos de la carrera de Ingeniería Multimedia, creando así un producto de calidad con posibilidades de seguir creciendo en manos de futuros desarrolladores que decidan ser parte de este proyecto, además de servir de referente para futuras investigaciones, ya sean proyectos de grado o semilleros de investigación, y finalmente destacando la capacidad de desarrollo de la Universidad de San Buenaventura Cali.
- PublicaciónAcceso abiertoSpark save - videojuego para aportar en la educación de tecnologías de producción de energías sostenibles(Universidad de San Buenaventura - Cali, 2014) Cano Upegüí, Ángela María; Rosillo Ricardo, David; Zúñiga García, Diego José; Astorquiza Jurado, Luis EdmundoThis research proposes the development of a multiplatform videogame by which it’s intended to contribute and teach about sustainable technologies to children and teens at the school stage in an entertaining and educational way.
- PublicaciónAcceso abiertoVideojuego como herramienta para ayudar en el afrontamiento del miedo a la oscuridad, baja tolerancia a la frustración y miedo a la mala toma de decisiones en niños de 9 y 10 años(Universidad de San Buenaventura - Cali, 2015) García Urdinola, Manuel Alejandro; Campo Rincón, Miguel Ángel; Peñeñory Beltrán, Victor ManuelIn order to contribute to the growth of multimedia tools in the use of different disciplines, this research, about the game unfolds as a momentous tool in coping with the fears in children, since it enables an approach to infants, who are increasingly immersed in the world of technological means. Based on the fact that records multimedia tools in the area of psychology are few, it took into account the need for the development of this project. Leaving also see the broad fields of action that this program offers, from engineering Multimedia is possible to intervene and bring to a psychological process in children through a zoom tool. The purpose of this research is to integrate the Engineer Multimedia with psychology, to build a tool that serves as support material in therapies coping fears in children 9 and 10 years, using the versatility of multimedia and the theory of psychology. Because the reinforcement at home is vital for the proper coping with fear of the dark, low frustration tolerance and fear of bad decision making. It manages to create a game that promises to meet the objectives outlined in the document, based on the methodology of development for DCJ (player-centered design) video games.