26 resultados para engaging with subject knowledge

em Universidad Politécnica de Madrid


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Knowledge modeling tools are software tools that follow a modeling approach to help developers in building a knowledge-based system. The purpose of this article is to show the advantages of using this type of tools in the development of complex knowledge-based decision support systems. In order to do so, the article describes the development of a system called SAIDA in the domain of hydrology with the help of the KSM modeling tool. SAIDA operates on real-time receiving data recorded by sensors (rainfall, water levels, flows, etc.). It follows a multi-agent architecture to interpret the data, predict the future behavior and recommend control actions. The system includes an advanced knowledge based architecture with multiple symbolic representation. KSM was especially useful to design and implement the complex knowledge based architecture in an efficient way.

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Doñana, a National Park since 1969, a UNESCO site since 1994 among other protected area designations of national and international character, is a coastal dune and marshland ecosystem of outstanding importance for biodiversity and conservation at the mouth of the Guadalaquivir River, Southwest Spain. However, the Doñana natural area is seriously threatened by global change factors such as humanly induced climate change, habitat loss, overexploitation of ecosystem services, and pollution. Not all stakeholders are convinced of the benefits of the national park, and management of Doñana, its environs and watershed are the subject of intense disagreement. This interplay between natural characteristics of great value with intense human pressure makes Doñana a fascinating workshop for the study of global human environment interactions. Here, we discuss the role of stakeholders in the application of a cellular automatabased model to Doñana and its environs and present the results of a series of exercises undertaken with stakeholders to parametrize the model, something often done by researchers without stakeholder engagement. By engaging with stakeholders early in the project, feedback generated from workshops contributes to model development. Stakeholders are therefore contributors of empirical data for the model as well as independent evaluators providing local and specialist knowledge.

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Enriching knowledge bases with multimedia information makes it possible to complement textual descriptions with visual and audio information. Such complementary information can help users to understand the meaning of assertions, and in general improve the user experience with the knowledge base. In this paper we address the problem of how to enrich ontology instances with candidate images retrieved from existing Web search engines. DBpedia has evolved into a major hub in the Linked Data cloud, interconnecting millions of entities organized under a consistent ontology. Our approach taps into the Wikipedia corpus to gather context information for DBpedia instances and takes advantage of image tagging information when this is available to calculate semantic relatedness between instances and candidate images. We performed experiments with focus on the particularly challenging problem of highly ambiguous names. Both methods presented in this work outperformed the baseline. Our best method leveraged context words from Wikipedia, tags from Flickr and type information from DBpedia to achieve an average precision of 80%.

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Purpose – The strategic management literature lacks a comprehensive explanation as to why seemingly similar business models in the same industry perform differently. This paper strives to explain this phenomenon. Design/methodology/approach – The model is conceptualized and accompanied by a case study on the airline industry to explain knowledge brokerage that creates value from the effective utilization of knowledge resources acquired from intra- and inter-firm environments. Findings – The model explains a cyclical view of business model flexibility in which the knowledge-based resource accumulation of the business model is spread across the intra- and inter-firm environments. Knowledge brokerage strategies from the inter- and intra-firm environments result in improved performance of the business model. The flexibility that the business model acquires is determined by how efficiently resource accumulation is aligned with its external environment. Originality/value – The paper effectively integrates the concepts of knowledge brokerage and business models from a resource accumulation-based view and simultaneously arrives at the performance heterogeneity of seemingly similar business models within the same industry. It has performance implications for firms that start out without any distinct resources of their own, or that use an imitated business model, to attain better performance through business model evolution aligned with successful knowledge brokerage strategies. It adds to the resource accumulation literature by explaining how resources can be effectively acquired to create value.

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En la actualidad se está viviendo el auge del Cloud Computing (Computación en la Nube) y cada vez son más las empresas importantes en el sector de las Tecnologías de la Información que apuestan con fuerza por estos servicios. Por un lado, algunas ofrecen servicios, como Amazon y su sistema IaaS (Infrastructure as a Service) Amazon Web Services (AWS); por otro, algunas los utilizan, como ocurre en el caso de este proyecto, en el que Telefonica I+D hace uso de los servicios proporcionados por AWS para sus proyectos. Debido a este crecimiento en el uso de las aplicaciones distribuidas es importante tener en cuenta el papel que desempeñan los desarrolladores y administradores de sistemas que han de trabajar y mantener todas las máquinas remotas de uno o varios proyectos desde una única máquina local. El ayudar a realizar estas tareas de la forma más cómoda y automática posible es el objetivo principal de este proyecto. En concreto, el objetivo de este proyecto es el diseño y la implementación de una solución software que ayude a la productividad en el desarrollo y despliegue de aplicaciones en un conjunto de máquinas remotas desde una única máquina local, teniendo como base una prueba de concepto realizada anteriormente que prueba las funcionalidades más básicas de las librerías utilizadas para el desarrollo de la herramienta. A lo largo de este proyecto se han estudiado las diferentes alternativas que se encuentran en el mercado que ofrecen al menos parte de la soluci6n a los problemas abordados, pese a que los requisitos de la empresa indicaban que la herramienta debía implementarse de forma completa. Se estudió a fondo después la prueba de concepto de la que se partía para, con los conocimientos adquiridos sobre el tema, mejorarla cumpliendo los objetivos marcados. Tras el desarrollo y la implementaci6n completa de la herramienta se proponen posibles caminos a seguir en el futuro. ---ABSTRACT---Nowadays we are experiencing the rise of Cloud Computing and every day more and more important IT companies are betting hard for this kind of services. On one hand, some of these companies offer services such as Amazon IaaS (Infrastructure as a Service) system Amazon Web Services (AWS); on the other hand, some of them use these services, as in the case of this project, in which Telefonica I+D uses the services provided by AWS in their projects. Due this growth in the use of distributed applications it is important to consider the developers and system administrators' roles, who have to work and do the maintenance of all the remote machines from one or several projects from a single local machine. The main goal of this project is to help with these tasks making them as comfortable and automatically as possible. Specifically, the goal of this project is the design and implementation of a software solution that helps to achieve a better productivity in the development of applications on a set of remote machines from a single local machine, based on a proof of concept developed before, in which the basic functionality of the libraries used in this tool were tested. Throughout this project the different alternatives on the market that offer at least part of the solution to the problem addressed have been studied, although according to the requirements of the company, the tool should be implemented from scratch. After that, the basic proof of concept was thoroughly studied and improved with the knowledge acquired on the subject, fulfilling the marked goals. Once the development and full implementation of the tool is done, some ways of improvement for the future are suggested.

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Inmersos en un mundo digital en el que participan cada vez más personas con diferentes niveles de experiencia en tecnología, ha aparecido la necesidad de diseñar las aplicaciones pensando en el usuario. El principal problema que un desarrollador se encuentra hoy en día es la falta de tiempo o agilidad para conceder al usuario una experiencia a medida. Muchas empresas han conseguido destacar en un mundo donde la competencia es muy grande gracias al aporte de valor añadido de una buena experiencia de usuario. Empezando por el análisis psicológico y las reacciones que tenemos cuando estamos interactuando con un sistema digital se intenta conseguir un método para diseñar la experiencia de usuario de un modo satisfactorio para ambas partes. Con el objetivo de probar el método diseñado, en el cual se incorporan muchas técnicas de otros métodos, se diseña parte de la experiencia de usuario de “ESEM 2014”, una de las conferencias informáticas más importantes del norte de Italia. Los resultados obtenidos en este trabajo son muy favorables, ya que mejoran substancialmente el resultado final y permiten al desarrollador seguir mejorando la aplicación hasta el momento y objetivo deseado. Resumen Español---ABSTRACT---In a world where more people with different level of expertise is engaging with technology, designing for the user has become one of the main concerns for the developers. Lack of time or agility are the main problems from the developers’ point of view in order to provide a good user experience. One of most important differentiators for companies is the provided experience as the technology and knowledge is highly available for everyone. The main goal of this project is to compose a method to include experience design in current agile development where short iterations is the main characteristic. In order to test the designed method, were many parts of other techniques have been included, part of the “ESEM 2014” conference has been designed. The results achieved with this guidelines has been very positive from both sides of the development, users and developers. Having short iterations allows improvement until the desired experience is achieved.

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We present the data structures and algorithms used in the approach for building domain ontologies from folksonomies and linked data. In this approach we extracts domain terms from folksonomies and enrich them with semantic information from the Linked Open Data cloud. As a result, we obtain a domain ontology that combines the emergent knowledge of social tagging systems with formal knowledge from Ontologies.

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El audio multicanal ha avanzado a pasos agigantados en los últimos años, y no solo en las técnicas de reproducción, sino que en las de capitación también. Por eso en este proyecto se encuentran ambas cosas: un array microfónico, EigenMike32 de MH Acoustics, y un sistema de reproducción con tecnología Wave Field Synthesis, instalado Iosono en la Jade Höchscule Oldenburg. Para enlazar estos dos puntos de la cadena de audio se proponen dos tipos distintos de codificación: la reproducción de la toma horizontal del EigenMike32; y el 3er orden de Ambisonics (High Order Ambisonics, HOA), una técnica de codificación basada en Armónicos Esféricos mediante la cual se simula el campo acústico en vez de simular las distintas fuentes. Ambas se desarrollaron en el entorno Matlab y apoyadas por la colección de scripts de Isophonics llamada Spatial Audio Matlab Toolbox. Para probar éstas se llevaron a cabo una serie de test en los que se las comparó con las grabaciones realizadas a la vez con un Dummy Head, a la que se supone el método más aproximado a nuestro modo de escucha. Estas pruebas incluían otras grabaciones hechas con un Doble MS de Schoeps que se explican en el proyecto “Sally”. La forma de realizar éstas fue, una batería de 4 audios repetida 4 veces para cada una de las situaciones garbadas (una conversación, una clase, una calle y un comedor universitario). Los resultados fueron inesperados, ya que la codificación del tercer orden de HOA quedo por debajo de la valoración Buena, posiblemente debido a la introducción de material hecho para un array tridimensional dentro de uno de 2 dimensiones. Por el otro lado, la codificación que consistía en extraer los micrófonos del plano horizontal se mantuvo en el nivel de Buena en todas las situaciones. Se concluye que HOA debe seguir siendo probado con mayores conocimientos sobre Armónicos Esféricos; mientras que el otro codificador, mucho más sencillo, puede ser usado para situaciones sin mucha complejidad en cuanto a espacialidad. In the last years the multichannel audio has increased in leaps and bounds and not only in the playback techniques, but also in the recording ones. That is the reason of both things being in this project: a microphone array, EigenMike32 from MH Acoustics; and a playback system with Wave Field Synthesis technology, installed by Iosono in Jade Höchscule Oldenburg. To link these two points of the audio chain, 2 different kinds of codification are proposed: the reproduction of the EigenMike32´s horizontal take, and the Ambisonics´ third order (High Order Ambisonics, HOA), a codification technique based in Spherical Harmonics through which the acoustic field is simulated instead of the different sound sources. Both have been developed inside Matlab´s environment and supported by the Isophonics´ scripts collection called Spatial Audio Matlab Toolbox. To test these, a serial of tests were made in which they were compared with recordings made at the time by a Dummy Head, which is supposed to be the closest method to our hearing way. These tests included other recording and codifications made by a Double MS (DMS) from Schoeps which are explained in the project named “3D audio rendering through Ambisonics techniques: from multi-microphone recordings (DMS Schoeps) to a WFS system, through Matlab”. The way to perform the tests was, a collection made of 4 audios repeated 4 times for each recorded situation (a chat, a class, a street and college canteen or Mensa). The results were unexpected, because the HOA´s third order stood under the Well valuation, possibly caused by introducing material made for a tridimensional array inside one made only by 2 dimensions. On the other hand, the codification that consisted of extracting the horizontal plane microphones kept the Well valuation in all the situations. It is concluded that HOA should keep being tested with larger knowledge about Spherical Harmonics; while the other coder, quite simpler, can be used for situations without a lot of complexity with regards to spatiality.

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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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A useful strategy for improving disaster risk management is sharing spatial data across different technical organizations using shared information systems. However, the implementation of this type of system requires a large effort, so it is difficult to find fully implemented and sustainable information systems that facilitate sharing multinational spatial data about disasters, especially in developing countries. In this paper, we describe a pioneer system for sharing spatial information that we developed for the Andean Community. This system, called SIAPAD (Andean Information System for Disaster Prevention and Relief), integrates spatial information from 37 technical organizations in the Andean countries (Bolivia, Colombia, Ecuador, and Peru). SIAPAD was based on the concept of a thematic Spatial Data Infrastructure (SDI) and includes a web application, called GEORiesgo, which helps users to find relevant information with a knowledge-based system. In the paper, we describe the design and implementation of SIAPAD together with general conclusions and future directions which we learned as a result of this work.

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This paper analyses how the internal resources of small- and medium-sized enterprises determine access (learning processes) to technology centres (TCs) or industrial research institutes (innovation infrastructure) in traditional low-tech clusters. These interactions basically represent traded (market-based) transactions, which constitute important sources of knowledge in clusters. The paper addresses the role of TCs in low-tech clusters, and uses semi-structured interviews with 80 firms in a manufacturing cluster. The results point out that producer–user interactions are the most frequent; thus, the higher the sector knowledge-intensive base, the more likely the utilization of the available research infrastructure becomes. Conversely, the sectors with less knowledge-intensive structures, i.e. less absorptive capacity (AC), present weak linkages to TCs, as they frequently prefer to interact with suppliers, who act as transceivers of knowledge. Therefore, not all the firms in a cluster can fully exploit the available research infrastructure, and their AC moderates this engagement. In addition, the existence of TCs is not sufficient since the active role of a firm's search strategies to undertake interactions and conduct openness to available sources of knowledge is also needed. The study has implications for policymakers and academia.

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Esta Tesis trata sobre el diseño y desarrollo de un material constructivo de fachada (tras ventilada), empleando plástico reciclado (granza de caucho, de neumáticos fuera de uso) para su elaboración. El uso de materiales reciclados para la elaboración de nuevos materiales constructivos, es a día de hoy, un valor agregado que contribuye tanto a la disminución de desechos tóxicos, como a la fabricación de productos de alta calidad. La investigación partió de la necesidad de comprender qué es un plástico, cómo son producidos, cuáles son los factores que permitían su reciclaje y qué propiedades podrían ser aprovechadas para desarrollar un nuevo material constructivo. En el estado del arte, fueron analizados los aspectos del plástico relacionados a su composición, propiedades, tipologías, producción, consumo, legislación europea y española, reciclaje y valorización energética. Para analizar más profundamente los materiales desarrollados a partir de plásticos reciclados, desde textiles hasta elementos constructivos. Con el conocimiento adquirido mediante este análisis previo, se diseñó una metodología de experimentación, utilizando caucho reciclado y derivados del yeso como agregados, en una matriz de resinas poliméricas reforzada con fibras naturales y sintéticas. Los resultados obtenidos en los ensayos físicos y térmicos, con los elementos producidos, demostraron que el material tiene una excelente resistencia a tensión así como una baja conductividad térmica. Esta investigación, servirá como precedente para el desarrollo de nuevos materiales y sistemas constructivos, utilizando agregados de plástico reciclado, en los procesos de fabricación. Ya que ha comprobado el enorme potencial que ofrecen, creando nuevos materiales, y contribuyendo a reducir la contaminación medio ambiental. "La mayor recompensa de nuestro trabajo no es lo que nos pagan por él, sino aquello en lo que nos convierte". John Ruskin Material compuesto (Composite) de caucho reciclado, fibras y resinas poliméricas. ABSTRACT This thesis deals with the design and development of a new facade construction material using recycled plastic (rubber pellets from used tires) for processing. The use of recycled materials for the development of new building materials, today is an added value which contributes both to the reduction of toxic waste, as well as the processing of products of good quality. The research derives from the need to understand what a plastic is, how they are produced, what the factors that allowed recycling are and what properties can be exploited to develop a new building material. In the prior art, were analyzed plastic aspects related to its composition, properties, typologies, production, consumption, European and Spanish legislation, recycling and energy recovery. To further analyze the materials developed from recycled plastics, from textiles to construction elements. With the knowledge gained from this previous analysis, we designed an experimental approach using recycled rubber and plaster derivatives as aggregates in a polymeric resin matrix reinforced with natural and synthetic fibers. The results obtained in physical and thermal testing, with the elements produced, showed that the material has excellent tensile strength and a low thermal conductivity. This research will serve as a precedent for the development of new materials and building systems, using recycled plastic aggregates in the manufacturing processes. Since it was found the enormous potential, creating new materials, and helping reduce environmental pollution. "The greatest reward of our work is not what we get paid for it, but what they make us."

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How easy is it to reproduce the results found in a typical computational biology paper? Either through experience or intuition the reader will already know that the answer is with difficulty or not at all. In this paper we attempt to quantify this difficulty by reproducing a previously published paper for different classes of users (ranging from users with little expertise to domain experts) and suggest ways in which the situation might be improved. Quantification is achieved by estimating the time required to reproduce each of the steps in the method described in the original paper and make them part of an explicit workflow that reproduces the original results. Reproducing the method took several months of effort, and required using new versions and new software that posed challenges to reconstructing and validating the results. The quantification leads to “reproducibility maps” that reveal that novice researchers would only be able to reproduce a few of the steps in the method, and that only expert researchers with advance knowledge of the domain would be able to reproduce the method in its entirety. The workflow itself is published as an online resource together with supporting software and data. The paper concludes with a brief discussion of the complexities of requiring reproducibility in terms of cost versus benefit, and a desiderata with our observations and guidelines for improving reproducibility. This has implications not only in reproducing the work of others from published papers, but reproducing work from one’s own laboratory.

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Este Proyecto Fin de Carrera (PFC) tiene como objetivo el análisis, diseño e implementación de un videojuego móvil multijugador, con un enfoque educativo, para la sensibilización sobre el Índice de Desarrollo Humano (IDH). El sistema resultante se ha desarrollado para la Plataforma Android, utilizando el Framework AndEngine, que utiliza aceleración hardware de la GPU para garantizar un buen rendimiento en terminales de gama baja, de modo que pueda utilizarse en un amplio número de terminales móviles disponibles en el mercado. La aplicación se presenta como un juego de cartas con los diferentes países y sus datos humanitarios, los jugadores deben conocer el peso de los índices de desarrollo (esperanza de vida, renta, educación) de los países en comparación con los países de los otros jugadores. El sistema de juego premia a los jugadores con mayores conocimientos sobre los datos humanos de los diferentes países del mundo, de ese modo los mejores jugadores serán los que tengan más conocimientos de estos datos. El juego permite jugar partidas en solitario utilizando jugadores manejados por la CPU, o multijugador mediante WIFI o 3G. La actualización de la información y de los datos de las partidas se realiza a través de la comunicación con un servidor web ya implementado de forma complementaria a la realización de este proyecto. El sistema ha sido integrado y validado satisfactoriamente con diferentes terminales móviles y usuarios de diferente perfil de edad y uso. El videojuego se puede descargar de la página web creada en un proyecto complementario a éste (pendiente de publicación web), y ya se encuentra también disponible en Google Play. https://play.google.com/store/apps/details?id=xnetcom.pro.cartas&hl=es_419 ABSTRACT. This Project End of Career (PFC) takes as an aim the analysis, design and implementation of a multiplayer mobile videogame, with an educational approach, for the awareness on the Human Development Index (HDI). The resultant system has been developed for the Platform Android, using the AndEngine Framework, which uses hardware acceleration of the GPU to ensure a good performance on low-end terminals, so that it can be used in a wide range of mobile handsets available in the market. The application is presented as a card game with the different countries and his humanitarian information, the players must know the weight of the indexes of development (life expectancy, revenue, education) of the countries in comparison with the countries of other players. The game system rewards players with more knowledge on human information of different countries, thus the best players will be those with more knowledge of these information. The game allows to play items in solitarily using players handled by the CPU, or multiplayer by means of WIFI or 3G. The update of the information and data of the online games is done through communication with a web server implemented as a complement to the realization of this project. The system has been built and successfully validated with different mobile terminals and users of different age and usage profile. The game can be downloaded from the website created in a complementary project to this (web publication pending), and is now also available on Google Play https://play.google.com/store/apps/details?id=xnetcom.pro.cartas&hl=es_419

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Este proyecto está realizado bajo el punto de vista del director de estrategia de la compañía, y tomando como punto de partida la situación de la marca a fecha de la adquisición por parte del grupo Alhokair, Enero del 2014. El objetivo es presentar al nuevo propietario de Blanco la estrategia a seguir, para no perder la esencia de la marca y a su vez generar valor, tanto económico como corporativo. Para su desarrollo es necesario disponer de información del sector veraz y contrastable. Por ello el estudio se realizará en base a la documentación obtenida de entidades fiables (cifras de negocio, situación de los mercados correspondientes al sector de la moda, entre otros datos mostrados); como son ACOTEX (Asociación Empresarial del Comercio Textil y Complementos, representativa de los empresarios y autónomos del sector y fundada en 1977), el ICEX (entidad pública empresarial de ámbito nacional encargada de promover la internacionalización de las empresas españolas), el INE (Instituto Nacional de Estadística) y el BORME (Boletín Oficial del Registro Mercantil). También en base a potenciales publicaciones web del sector como Modaes.es2, y prensa económica; Expansión3, Cinco días4 y el Economista5. Además de estas publicaciones y organismos, existen una gran cantidad de especialistas del sector que escriben artículos en prensa y en blogs, y que realizan charlas en importantes escuelas de moda y eventos, que han sido de gran ayuda para poder posicionarme con ‘comodidad’ en el rol que he asumido. Toda esta información; cuantitativa y cualitativa, basada en cifras, datos, estadísticas, conocimientos, experiencia y opiniones, junto con los conocimientos adquiridos en el Máster de Consultoría de Gestión de Empresas, principalmente en el módulo de estrategia, pero apoyándome e hilando con en el resto de módulos, he realizado este análisis y plan de acción con el fin de hacer renacer a Blanco. ---ABSTRACT---This project is conducted by the view of the director of company strategy, and taking as starting point the status of the brand as of the acquisition by the Alhokair group in January 2014. Aims to present the new owner Blanco's strategy to continue to keep the essence of the brand and in turn create economic and corporate value. For its development is necessary to have accurate and verifiable information of the sector. Therefore, the study will be based on documentation obtained from reliable entities. All quantitative and qualitative information based on facts, figures, statistics, knowledge, experience and views, along with the knowledge acquired in the Máster de Consultoría de Gestión de Empresas, mainly in the form of strategy, but leaning and spinning with the other modules, I have performed this analysis and action plan in order to be reborn Blanco.