12 resultados para Cremaschi, Víctor Manuel

em Universidad Politécnica de Madrid


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This article describes a knowledge-based method for generating multimedia descriptions that summarize the behavior of dynamic systems. We designed this method for users who monitor the behavior of a dynamic system with the help of sensor networks and make decisions according to prefixed management goals. Our method generates presentations using different modes such as text in natural language, 2D graphics and 3D animations. The method uses a qualitative representation of the dynamic system based on hierarchies of components and causal influences. The method includes an abstraction generator that uses the system representation to find and aggregate relevant data at an appropriate level of abstraction. In addition, the method includes a hierarchical planner to generate a presentation using a model with dis- course patterns. Our method provides an efficient and flexible solution to generate concise and adapted multimedia presentations that summarize thousands of time series. It is general to be adapted to differ- ent dynamic systems with acceptable knowledge acquisition effort by reusing and adapting intuitive rep- resentations. We validated our method and evaluated its practical utility by developing several models for an application that worked in continuous real time operation for more than 1 year, summarizing sen- sor data of a national hydrologic information system in Spain.

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La acumulación de material sólido en embalses, cauces fluviales y en zonas marítimas hace que la extracción mecánica de estos materiales por medio de succión sea cada vez mas frecuente, por ello resulta importante estudiar el rendimiento de la succión de estos materiales analizando la forma de las boquillas y los parámetros del flujo incluyendo la bomba. Esta tesis estudia, mediante equipos experimentales, la eficacia de distintos dispositivos de extracción de sólidos (utilizando boquillas de diversas formas y bombas de velocidad variable). El dispositivo experimental ha sido desarrollado en el Laboratorio de Hidráulica de la E.T.S.I. de Caminos, C. y P. de la Universidad Politécnica de Madrid. Dicho dispositivo experimental incluye un lecho sumergido de distintos tipos de sedimentos, boquillas de extracción de sólidos y bomba de velocidad variable, así como un elemento de separación del agua y los sólidos extraídos. Los parámetros básicos analizados son el caudal líquido total bombeado, el caudal sólido extraído, diámetro de la tubería de succión, forma y sección de la boquilla extractora, así como los parámetros de velocidad y rendimiento en la bomba de velocidad variable. Los resultados de las medidas obtenidas en el dispositivo experimental han sido estudiados por medio del análisis dimensional y con métodos estadísticos. A partir de este estudio se ha desarrollado una nueva formulación, que relaciona el caudal sólido extraído con los diámetros de tubería y boquilla, caudal líquido bombeado y velocidad de giro de la bomba. Así mismo, desde el punto de vista práctico, se han analizado la influencia de la forma de la boquilla con la capacidad de extracción de sólidos a igualdad del resto de los parámetros, de forma que se puedan recomendar que forma de la boquilla es la más apropiada. The accumulation of solid material in reservoirs, river channels and sea areas causes the mechanical extraction of these materials by suction is becoming much more common, so it is important to study the performance of the suction of these materials analyzing the shape of the nozzles and flow parameters, including the pump. This thesis studies, using experimental equipment, the effectiveness of different solids removal devices (using nozzles of different shapes and variable speed pumps). The experimental device was developed at the Hydraulics Laboratory of the Civil University of the Polytechnic University of Madrid. The device included a submerged bed with different types of sediment solids, different removal nozzles and variable speed pump. It also includes a water separation element and the solids extracted. The key parameters analyzed are the total liquid volume pumped, the solid volume extracted, diameter of the suction pipe, a section of the nozzle and hood, and the parameters of speed and efficiency of the variable speed pump. The basic parameters analyzed are the total liquid volume pumped, the removed solid volume, the diameter of the suction pipe, the shape and cross-section of the nozzle, and the parameters of speed, efficiency and energy consumed by the variable speed pump. The measurements obtained on the experimental device have been studied with dimensional analysis and statistical methods. The outcome of this study is a new formulation, which relates the solid volume extracted with the pipe and nozzle diameters, the pumped liquid flow and the speed of the pump. Also, from a practical point of view, the influence of the shape of the nozzle was compared with the solid extraction capacity, keeping equal the rest of the parameters. So, a recommendation of the best shape of the nozzle can be given.

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Con este estudio se pretende cuantificar la cantidad de martensita que precipita durante la laminación en frío de los aceros inoxidables austeníticos tipo X5CrNi18-10 (AISI 304), X2CrNiN18-7 (AISI 301 LN) y X2CrNiMo17-12-2 (AISI 316L) con distintos grados de endurecimiento por deformación en frío. Los tres aceros elegidos para el estudio, aunque pertenecen a la familia de los aceros austeníticos, presentan diferentes cromo y níquel equivalentes, lo que se traduce según Schaeffer-Delong en diferentes microestructuras. El tipo X2CrNiMo17-12-2 tiene el mayor níquel equivalente y presenta una microestructura formada por austenita y ferrita delta, mientras que los X5CrNi18-10 y X2CrNiN18-7, de menor níquel equivalente, tienen una austenita más metaestable que conduce a una mayor formación de martensita durante la deformación [48] [49]. Una vez deformados en frío, con distintos grados de reducción de la sección, se cuantificará la martensita mediante métodos metalográficos cuantitativos, mediante estudios de difracción de rayos X [26] [28] [108], y, por último, por variación de permeabilidad magnética relativa por técnicas ferritoscópicas. Por último, se estudiará la correlación entre la precipitación de martensita [47] [60] y la variación de propiedades mecánicas mediante ensayos de tracción [31] y compresión a diferentes temperaturas [39], dada la gran influencia de aquélla en la transformación austenita→martensita [82] [83]. Las curvas límite de conformación (FLC), obtenidas con diferentes geometrías de probeta, permiten simular diferentes procesos de conformado (embutición y estirado) [84], y el análisis metalográfico cuantitativo, a diferentes distancias de la sección de rotura, proporciona la influencia de la precipitación de martensita en aquélla [85]. Estos estudios experimentales proporcionarán información sobre la influencia de la martensita de deformación en la conformabilidad de las chapas de estos aceros inoxidables austeníticos, y contribuirán a un mejor conocimiento de los fenómenos de recuperación elástica durante los procesos de conformado en frío insuficientemente conocidos en la actualidad.

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INFOBIOMED is an European Network of Excellence (NoE) funded by the Information Society Directorate-General of the European Commission (EC). A consortium of European organizations from ten different countries is involved within the network. Four pilots, all related to linking clinical and genomic information, are being carried out. From an informatics perspective, various challenges, related to data integration and mining, are included.

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One of the main outputs of the project is a collaborative platform which integrates a myriad of research and learning resources. This article presents the first prototype of this platform: the AFRICA BUILD Portal (ABP 1.0). The ABP is a Web 2.0 platform which facilitates the access, in a collaborative manner, to these resources. Through a usable web interface, the ABP has been designed to avoid, as much as possible, the connectivity problems of African institutions. In this paper, we suggest that the access to complex systems does not imply slow response rates, and that their development model guides the project to a natural technological transfer, adaptation and user acceptance. Finally, this platform aims to motivate research attitudes during the learning process and stimulate user?s collaborations.

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Friedman’s article ‘What informatics is and isn’t’, presents a necessary and timely analysis of the field of informatics.

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Effective automatic summarization usually requires simulating human reasoning such as abstraction or relevance reasoning. In this paper we describe a solution for this type of reasoning in the particular case of surveillance of the behavior of a dynamic system using sensor data. The paper first presents the approach describing the required type of knowledge with a possible representation. This includes knowledge about the system structure, behavior, interpretation and saliency. Then, the paper shows the inference algorithm to produce a summarization tree based on the exploitation of the physical characteristics of the system. The paper illustrates how the method is used in the context of automatic generation of summaries of behavior in an application for basin surveillance in the presence of river floods.

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BACKGROUND: Clinical Trials (CTs) are essential for bridging the gap between experimental research on new drugs and their clinical application. Just like CTs for traditional drugs and biologics have helped accelerate the translation of biomedical findings into medical practice, CTs for nanodrugs and nanodevices could advance novel nanomaterials as agents for diagnosis and therapy. Although there is publicly available information about nanomedicine-related CTs, the online archiving of this information is carried out without adhering to criteria that discriminate between studies involving nanomaterials or nanotechnology-based processes (nano), and CTs that do not involve nanotechnology (non-nano). Finding out whether nanodrugs and nanodevices were involved in a study from CT summaries alone is a challenging task. At the time of writing, CTs archived in the well-known online registry ClinicalTrials.gov are not easily told apart as to whether they are nano or non-nano CTs-even when performed by domain experts, due to the lack of both a common definition for nanotechnology and of standards for reporting nanomedical experiments and results. METHODS: We propose a supervised learning approach for classifying CT summaries from ClinicalTrials.gov according to whether they fall into the nano or the non-nano categories. Our method involves several stages: i) extraction and manual annotation of CTs as nano vs. non-nano, ii) pre-processing and automatic classification, and iii) performance evaluation using several state-of-the-art classifiers under different transformations of the original dataset. RESULTS AND CONCLUSIONS: The performance of the best automated classifier closely matches that of experts (AUC over 0.95), suggesting that it is feasible to automatically detect the presence of nanotechnology products in CT summaries with a high degree of accuracy. This can significantly speed up the process of finding whether reports on ClinicalTrials.gov might be relevant to a particular nanoparticle or nanodevice, which is essential to discover any precedents for nanotoxicity events or advantages for targeted drug therapy.

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El Proyecto Fin de Carrera, con título, "Interacción desde dispositivos Android vía Bluetooth, con juguete teledirigido, para su uso por personas con discapacidad" pretende completar la primera versión de la aplicación sobre dispositivo Android para manejar un juguete teledirigido añadiendo nuevas formas de interactuar con el dispositivo Android. Para este caso, el juguete teledirigido es el mismo: el robot esférico llamado Sphero. Dicho robot posee una interfaz a través de la cual puede recibir instrucciones, y mediante las cuales, se puede poner en movimiento o iluminarse con diferentes colores. Esta ampliación facilitará la interacción del usuario con el dispositivo Android, además de ampliar la funcionalidad hacia la inversa: recibir los movimientos del robot Sphero en el dispositivo Android cuando es manejado con la mano. Completando la primera versión, como cumplimiento de este Proyecto Fin de Carrera, se han realizado una serie de mandos nuevos, los cuales abarcan desde el manejo del robot por instrucciones de voz, movimientos del dispositivo Android desde el que se ejecuta, describir una trayectoria dibujada previamente en el dispositivo Android, o, realizar una serie de movimientos corregidos mediante la aplicación gracias a los límites de movimientos para un usuario concreto que pueden introducirse. Además, completando lo anteriormente escrito, se ha desarrollado una aplicación web que registrará todos los datos de uso del juguete, la cual, explota una base de datos que almacena toda interacción con el juguete. Estos datos estarán asociados a un usuario, debido a que la aplicación Android debe perfilarse para el uso de un usuario concreto. El perfilado de usuario se ha completado añadiendo una serie de información que puede ser útil para la persona que analice el comportamiento de una persona con discapacidad que utilice la aplicación. Por último, se ha realizado un estudio de elementos externos que puedan facilitar la interacción con los dispositivos Android a personas que sufran alguna discapacidad. ABSTRACT. The Thesis, titled "Interaction from Android devices via Bluetooth, with remote control toy, for use by people with disabilities" project aims to complete the first version of the application on Android device to manage a remote control toy adding new ways of interacting to Android device. For this case, the remote control toy is the same: the spherical robot called Sphero. This robot has an interface through which it can receive instructions, and by means of which can be set in motion or illuminated with different colors. This expansion will facilitate user interaction with the Android device, and extend the functionality to reverse: receiving Sphero robot movements in the Android device when handled by hand. Completing the first version, in fulfillment of this Thesis, there have been a number of new controls, which range from control of robot by voice instructions, movements Android device from which it runs, describe a path drawn previously on your Android device, or perform a series of movements corrected by applying through limits of movement for a particular user can be made. Besides completing the above written, has developed a web application that will record all data on use of the toy, which exploits a database that stores all interaction with the toy. These data will be associated with a user, because the Android application should be outlined for the use of a particular user. The user profile is completed by adding a range of information that can be useful for the person to analyze the behavior of a disabled person to use the application. Finally, a study was made of external elements that can facilitate interaction with Android devices to people who suffer from a disability.

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The Institute of Tropical Medicine in Antwerp hereby presents the results of two pilot distance learning training programmes, developed under the umbrella of the AFRICA BUILD project (FP7). The two courses focused on evidence-based medicine (EBM): with the aim of enhancing research and education, via novel approaches and to identify research needs emanating from the field. These pilot experiences, which were run both in English-speaking (Ghana), and French-speaking (Mali and Cameroon) partner institutions, produced targeted courses for the strengthening of research methodology and policy. The courses and related study materials are in the public domain and available through the AFRICA BUILD Portal (http://www.africabuild.eu/taxonomy/term/37); the training modules were delivered live via Dudal webcasts. This paper assesses the success and difficulties of transferring EBM skills with these two specific training programmes, offered through three different approaches: fully online facultative courses, fully online tutor supported courses or through a blended approach with both online and face-to-face sessions. Key factors affecting the selection of participants, the accessibility of the courses, how the learning resources are offered, and how interactive online communities are formed, are evaluated and discussed.

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AFRICA BUILD (AB) is a Coordination Action project under the 7th European Framework Programme having the aim of improving the capacities for health research and education in Africa through Information and Communication Technologies (ICT). This project, started in 2012, has promoted health research, education and evidence-based practice in Africa through the creation of centers of excellence, by using ICT,?know-how?, eLearning and knowledge sharing, through Web-enabled virtual communities.

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Desde su aparición en los años 50, los videojuegos han estado muy presentes en la vida de los jóvenes. Un mercado que nunca se ha mantenido estático, donde la revolución científica vivida en el siglo XX ha colaborado en su gran evolución. Empezando por un juego implementado en una máquina de rayos catódicos, pasando por las recreativas, hasta meterse en los hogares de cualquier familia con los PC y videoconsolas. Contando además con una calidad gráfica que hace difícil diferenciar hoy en día entre realidad y mundo virtual. Pero no sólo los videojuegos están concebidos para el ocio y desconectar de la realidad. Existe un concepto llamado “gamification”, una técnica que busca el transmitir conocimientos, ayudar a personas con discapacidades, facilitar las rehabilitaciones, etc… transformando actividades que puedan parecer aburridas, en algo divertido. Aquí es donde entran los juegos serios, juegos que buscan tales objetivos. Dado que los videojuegos hoy en día están muy metidos en la sociedad, y cada vez llegan a más público de distintas edades y género. Hemos elegido este proyecto para fomentar la creación de videojuegos serios, a través de un tutorial completo con el motor gráfico Unity, intentando usar el mayor número de herramientas posible. ABSTRACT. From the beginning in the 1950s, video games have played an important role in young people’s life. A market that has never been static, where scientific revolution lived in the twentieth century has contributed to a great evolution. Starting from a game implemented on a cathode ray machine, reaching arcade rooms and then getting into families with PCs and consoles. Nowadays the graphic quality makes difficult to differentiate between reality and the virtual world. Not only video games are designed for leisure and to disconnect from the real world for a while. There is a concept called “gamification”, a technique which tends to transmit knowledge, give help to people with disabilities, facilitate rehab, etc. Transforming activities, which might seem boring into fun ones. This is where serious games take place, games looking for the goals mentioned. Since nowadays video games are completely set in our society, and increasing a wider public with different ages and gender, this project has been chosen to promote the creation of serious video games, through a complete tutorial with the game engine - Unity - attempting to use as many tools as it can be possible.