ProjeCts

 

SkinCAVE

 

 

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

 

IMATICs

  • 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.

ARTIFICIAL EMOTION

  • CARACOLOMOBILIS - Modeling and Simulation of Complex Systems applied to Visual Poetics. Design developed for the Itaú Cultural Foundation with Tania Fraga

SERIOUS GAMES PROJECT

  • Computer Simulation in Experiential Education. PUC-SP/IMA

AUTO-STEREOSCOPIC PROJECT

  • 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.

GAMES WORKSHOPS - PROJECT IN THE PUBLIC AND PRIVATE SCHOOLS

  • 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.

  • 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;

  • 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;

  • 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.

WONDERLAND PROJECT (IMA / PUC-SP/SunMicrosystem)

  • 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).

  • 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.

  • THE MATHEMATICS BUILDING WORLDS

  • 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.

SLACTIONS 2009 - EVENT - (PUC-SP)

 
  • 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.

DIGITAL MATHEMATICAL PERFORMANCE - PROJECT - (UWO-CA /UNESP-RC / IMA-SP)

 

  • 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?

BRAZIL DIGITAL MEDIA LAB - ( IMA / PUC-SP )

  • A user study to investigate how students and human resource deal with the flow of information in their class-spaces and training. The expertise includes direct manipulation techniques and support for browsing; goes beyond physical world functionality by immersive virtual education providing system assistance for automatic learning and entertainments. Preliminary user tests indicate that the design is promising and raises issues that will be addressed in future education.

 
 
 

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