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SkinCAVE
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Goals:
Prevention and Awareness of
the Causes of Skin Cancer
and other manifestations
through
a CAVE (Cave
Automatic Virtual Environment)
Projects:
Combines researches in
simulation and control, with
the areas: atmospheric
sciences, medicine,
mathematics, physics,
computer science,
prototypes, systems for
auto-stereoscopy,
interactive domes.
Integrating locative media
and mobile as collaborative
systems, multi-user virtual
worlds, interventions and
Installations, facilities
and virtual spaces.
Concept :
The more worrisome in terms
of UV-R in Brazil is the
large number of cancers of
non-melanoma skin (NMSC).
According to the National
Institute Cancer (INCA),
Brazil has high rates of
skin cancer-melanoma (NMSC),
with an estimated risk of 59
new cases per 100 000 men
and 61 women for every 100
thousand for 2008, beating
countries as the U.S. and
Australia, where levels of
ultraviolet radiation (UV-R)
in surface are sometimes
similar.
Motivation:
The idea is to interact with
students and citizens in
general, with issues related
to public health through the
art and science, more
specifically, atmospheric
sciences and dermatological
medicine, computational
mathematics and art, in a
systemic way, nice and
demystified |
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IMATICs
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IMA
proposes a study on the use of
ICT in classrooms and training
environments, presential and
virtual. The project will
investigate the possibilities of
establishing emerging technology
effectively in classrooms, with
projections in terms of three
years for fifteen years.
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ARTIFICIAL EMOTION
SERIOUS GAMES PROJECT
AUTO-STEREOSCOPIC PROJECT
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Computer
Simulation. Planning,
design and development
of auto-stereoscopy 3D
models for the
simulation of human body
parts in conjunction
with Biomedical
Engineering PUC-SP.
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GAMES WORKSHOPS -
PROJECT IN THE PUBLIC AND PRIVATE SCHOOLS
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The Games Workshop is aimed at
young people between 17 to 21
years, that requires the high
school education or, at least,
the last year of high school. It
is a workshop for the formation
of a repertoire of conceptual
and technical creative trends in
Games Development, to enchant
the teaching of mathematics,
physics, literature, among
others.
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The Games Workshop is offered in
laboratory where this experiment
develops creation, modeling and
animation using free software.
The workshop offers three
courses: Design and Development
of 3D characters,
Characterization of Characters (The
Literature in the development of
a Game. The Culture that the
Characters will live on) and the
discipline of computer language
for character animation;
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There are two objectives of this
workshop: the first is to show
how math and physics are
important in building these
worlds. The Literature
constructs through theory of
imagenary, the life of the
character. The second is to
introduce technical training of
skilled labor to the domestic
and international industry
games;
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Another point is the motivation
of participants to get closer to
the reading, history, geography,
and other disciplines that make
up the encyclopedic knowledge of
these professionals.
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WONDERLAND PROJECT
(IMA / PUC-SP/SunMicrosystem)
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The vision for this multi-user
virtual environment is to
provide an environment that is
robust enough in terms of
security, scalability,
reliability, and functionality
that organizations can rely on
it as a place to conduct real
education and business.
Organizations should be able to
use Wonderland to create a
virtual presence to better
communicate with students,
professionals, customers,
partners, and employees.
Individuals should be able to do
their real work within a virtual
world, eliminating the need for
a separate collaboration tool
when they wish to work together
with others. Individuals should
also be able to tailor portions
of the world to adapt to their
work needs and to express their
personal style. The types of
collaborations that can happen
within the space include audio
communication, live desktop
applications of all kinds, and
eventually collaborative
creation of world content (both
graphical and procedural).
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One important goal of the
project is for the environment
to be completely extensible.
Developers and graphic artists
can extend the functionality to
create entire new worlds, new
features in existing worlds, or
new behaviors for objects and
avatars. The art path for
Wonderland is also open. The
eventual goal is to support
content creation within the
world, but in the shorter term,
the goal is to support importing
art from open source 3D content
creation tools as well as
professional 3D modeling and
animation applications.
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THE MATHEMATICS BUILDING WORLDS
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A project that aims to seek a
different methodology in a time
that technology of games is so
present and participant in the
learning process. This project
shows how to develop games with
the mathematical and physical
tools in computer codes, which
bring to life characters from
science fiction. Not only brings
to light the stories in 3D as
well as prepares for the
modeling and animation of
characters and wonderful scenery.
And do not stop there, because
to the extent that the script of
this game sees possibilities in
visual effects and special, once
again the math is there. From
simple concepts of Euclidean
geometry, analytic, spacial,
until to applications of
quaternions and wavelets. There
are many contributions to this
science, the mathematics, that
in its purest form, delivers the
structure, the beauty in "n"
dimensions.
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SLACTIONS
2009 - EVENT - (PUC-SP) |
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The metaverse is emerging,
through the increasing use
of virtual world
technologies that act as
platforms for end-users to
create, develop, and
interact, expanding the
realm of human cooperation,
interaction, and creativity.
The conference focus is
scientific research on
applications and
developments of these
metaverse platforms: Second
Life, OpenSim, Open Croquet,
Activeworlds, Open Source
Metaverse, Project
Wonderland, and others,
providing a forum for the
research community to
present and discuss
innovative approaches,
techniques, processes, and
research results.
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DIGITAL MATHEMATICAL
PERFORMANCE - PROJECT -
(UWO-CA /UNESP-RC
/ IMA-SP) |
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DMP is funded
through a grant the
Social Sciences and
Humanities Research
Council of Canada .
Performance takes
place in the theatre,
at poetry readings
and on the screen.
What if as
mathematicians, as
math educators, or
as students of
mathematics we moved
outside of the
domain of assessment
(where performance
takes on a different
meaning) and used an
artistic lens to
look at how we
‘perform’
mathematics? If we
view mathematics (doing,
teaching, learning)
as embodied
performance, what do
we see differently?
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BRAZIL DIGITAL MEDIA LAB
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IMA / PUC-SP )
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