37 resultados para Mobile telelavoro Tecnologia device BYOD
em Universidade do Minho
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This paper presents the outcomes of a research work consisting in the development of an Electric Vehicle Assistant (EVA), which creates and stores a driver profile where are contained the driving behaviours related with the EV energy consumption, the EV battery charging information, and the performed routes. This is an application for mobile devices that is able to passively track the driver behaviour and to access several information related with the EV in real time. It is also proposed a range prediction approach based on probability to take into account unpredictable effects of personal driving style, traffic or weather.
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Forming suitable learning groups is one of the factors that determine the efficiency of collaborative learning activities. However, only a few studies were carried out to address this problem in the mobile learning environments. In this paper, we propose a new approach for an automatic, customized, and dynamic group formation in Mobile Computer Supported Collaborative Learning (MCSCL) contexts. The proposed solution is based on the combination of three types of grouping criteria: learner’s personal characteristics, learner’s behaviours, and context information. The instructors can freely select the type, the number, and the weight of grouping criteria, together with other settings such as the number, the size, and the type of learning groups (homogeneous or heterogeneous). Apart from a grouping mechanism, the proposed approach represents a flexible tool to control each learner, and to manage the learning processes from the beginning to the end of collaborative learning activities. In order to evaluate the quality of the implemented group formation algorithm, we compare its Average Intra-cluster Distance (AID) with the one of a random group formation method. The results show a higher effectiveness of the proposed algorithm in forming homogenous and heterogeneous groups compared to the random method.
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This paper deals with the problem of estimation maintenance costs for the case of the pitch controls system of wind farms turbines. Previous investigations have estimated these costs as (traditional) “crisp” values, simply ignoring the uncertainty nature of data and information available. This paper purposes an extended version of the estimation model by making use of the Fuzzy Set Theory. The results alert decision-makers to consequent uncertainty of the estimations along with their overall level, thus improving the information given to the mainte-nance support system.
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Dissertação de mestrado integrado em Engenharia Eletrónica Industrial e Computadores
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Blood typing is a crucial step before any blood transfusion. However, sometimes in emergency situations there is no time to determine the blood of the patient beforehand. In this cases, O negative blood type is administered, which has a lesser incompatibility risk to the patient. Nowadays, the “gold standard” blood typing devices cannot be used in emergency situations due to their high response time (about 30 minutes). This paper reports a blood typing device that determines the ABO and Rh human phenotypes. This device is fast (response time – 5 min), low-cost, and portable. Characteristics that make it suitable to be used in emergency situations, contributing to a higher efficiency and quality in healthcare.
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The authors acknowledge to Sofia Neves from ICVS for her help in the antibodies selection.
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Doctoral Dissertation for PhD degree in Chemical and Biological Engineering
Simultaneous detection of cyclopiazonic acid and aflatoxin B1 by HPLC in methanol/water mobile phase
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A simple procedure for the simultaneous detection of cyclopiazonic acid (CPA) and aflatoxin B1 from fungal extracts is presented, using a methanol and water mobile phase and fluorescence detection. This methodology has been tested with standard solutions of both mycotoxins CPA and Aflatoxin B1 and with methanolic extracts of Aspergillus section Flavi strains, previously characterized for their mycotoxin production profile. Previously available methodology required the use of two different chromatographic runs for these mycotoxins, with distinct columns and detectors (fluorescence detection with a post-column photochemical derivatization (PHRED) for aflatoxin B1 and UV detection for CPA). The proposed method detects both mycotoxins in a single run. Data from these assays will be presented and discussed.
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This paper presents a mobile information system denominated as Vehicle-to-Anything Application (V2Anything App), and explains its conceptual aspects. This application is aimed at giving relevant information to Full Electric Vehicle (FEV) drivers, by supporting the integration of several sources of data in a mobile application, thus contributing to the deployment of the electric mobility process. The V2Anything App provides recommendations to the drivers about the FEV range autonomy, location of battery charging stations, information of the electricity market, and also a route planner taking into account public transportations and car or bike sharing systems. The main contributions of this application are related with the creation of an Information and Communication Technology (ICT) platform, recommender systems, data integration systems, driver profile, and personalized range prediction. Thus, it is possible to deliver relevant information to the FEV drivers related with the electric mobility process, electricity market, public transportation, and the FEV performance.
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This paper presents the design and the prototype implementation of a three-phase power inverter developed to drive a motor-in-wheel. The control system is implemented in a FPGA (Field Programmable Gate Array) device. The paper describes the Field Oriented Control (FOC) algorithm and the Space Vector Modulation (SVM) technique that were implemented. The control platform uses a Spartan-3E FPGA board, programmed with Verilog language. Simulation and experimental results are presented to validate the developed system operation under different load conditions. Finally are presented conclusions based on the experimental results.
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Tese de Doutoramento em Ciências da Educação (área de especialização em Tecnologia Educativa)
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Cultural heritage has arousing the interest of the general public (e.g. tourists), resulting in the increasing number of visitations to archaeological sites. However, many buildings and monuments are severely damaged or completely destroyed, which doesn’t allow to get a full experience of “travelling in time”. Over the years, several Augmented Reality (AR) approaches were proposed to overcome these issues by providing three-dimensional visualization of reconstructed ancient structures in situ. However, most of these systems were made available through heavy and expensive technological bundles. Alternatively, MixAR intends to be a lightweight and cost-effective Mixed Reality system which aims to provide the visualization of virtual ancient buildings reconstructions in situ, properly superimposed and aligned with real-world ruins. This paper proposes and compares different AR mobile units setups to be used in the MixAR system, with low-cost and lightweight requirements in mind, providing different levels of immersion. It was propounded four different mobile units, based on: a laptop computer, a single-board computer (SBC), a tablet and a smartphone, which underwent a set of tests to evaluate their performances. The results show that mobile units based on laptop computer and SBC reached a good overall performance while mobile units based on tablet and smartphone did not meet such a satisfactory result even though they are acceptable for the intended use.
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Archeology and related areas have a special interest on cultural heritage sites since they provide valuable information about past civilizations. However, the ancient buildings present in these sites are commonly found in an advanced state of degradation which difficult the professional/expert analysis. Virtual reconstructions of such buildings aim to provide a digital insight of how these historical places could have been in ancient times. Moreover, the visualization of such models has been explored by some Augmented Reality (AR) systems capable of providing support to experts. Their compelling and appealing environments have also been applied to promote the social and cultural participation of general public. The existing AR solutions regarding this thematic rarely explore the potential of realism, due to the following lacks: the exploration of mixed environments is usually only supported for indoors or outdoors, not both in the same system; the adaptation of the illumination conditions to the reconstructed structures is rarely addressed causing a decrease of credibility. MixAR [1] is a system concerned with those challenges, aiming to provide the visualization of virtual buildings augmented upon real ruins, allowing soft transitions among its interiors and exteriors and using relighting techniques for a faithful interior illumination, while the user freely moves in a given cultural heritage site, carrying a mobile unit. Regarding the focus of this paper, we intend to report the current state of MixAR mobile unit prototype, which allows visualizing virtual buildings – properly aligned with real-world structures – based on user's location, during outdoor navigation. In order to evaluate the prototype performance, a set of tests were made using virtual models with different complexities.
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Dissertação de mestrado em redes e serviços telemáticos
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This study presents the results of preliminary test on the interaction between fingertip and touch screen. The objective of this study is to identify the fingertip posture when interacting with touch screen devices. Ten participants, 7 males and 3 females, participated in this study. The participants were asked to touch targets on the mobile devices screen by tapping them sequentially and connecting them. The participants performed the tasks in a sitting posture. A tablet with 10 inches screen and a mobile phone with 4 inches screen were used in the study. The results showed that all participants dominantly used their thumb to interact with the mobile phone in single and two hands postures. The common thumb posture adopted by the participants is the combination of the 60° pitch and 0° roll angles. While for interaction with tablet in various postures observed in the study, the participants commonly used their index fingers in the combination of 60° pitch and 0° roll angles. This study also observed the participant with long finger nails touched targets on the mobile devices screen by using her index or middle fingers very low pitch.