80 resultados para Electronic support
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This paper describes a methodology that was developed for the classification of Medium Voltage (MV) electricity customers. Starting from a sample of data bases, resulting from a monitoring campaign, Data Mining (DM) techniques are used in order to discover a set of a MV consumer typical load profile and, therefore, to extract knowledge regarding to the electric energy consumption patterns. In first stage, it was applied several hierarchical clustering algorithms and compared the clustering performance among them using adequacy measures. In second stage, a classification model was developed in order to allow classifying new consumers in one of the obtained clusters that had resulted from the previously process. Finally, the interpretation of the discovered knowledge are presented and discussed.
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In recent years, Power Systems (PS) have experimented many changes in their operation. The introduction of new players managing Distributed Generation (DG) units, and the existence of new Demand Response (DR) programs make the control of the system a more complex problem and allow a more flexible management. An intelligent resource management in the context of smart grids is of huge important so that smart grids functions are assured. This paper proposes a new methodology to support system operators and/or Virtual Power Players (VPPs) to determine effective and efficient DR programs that can be put into practice. This method is based on the use of data mining techniques applied to a database which is obtained for a large set of operation scenarios. The paper includes a case study based on 27,000 scenarios considering a diversity of distributed resources in a 32 bus distribution network.
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The future scenarios for operation of smart grids are likely to include a large diversity of players, of different types and sizes. With control and decision making being decentralized over the network, intelligence should also be decentralized so that every player is able to play in the market environment. In the new context, aggregator players, enabling medium, small, and even micro size players to act in a competitive environment, will be very relevant. Virtual Power Players (VPP) and single players must optimize their energy resource management in order to accomplish their goals. This is relatively easy to larger players, with financial means to have access to adequate decision support tools, to support decision making concerning their optimal resource schedule. However, the smaller players have difficulties in accessing this kind of tools. So, it is required that these smaller players can be offered alternative methods to support their decisions. This paper presents a methodology, based on Artificial Neural Networks (ANN), intended to support smaller players’ resource scheduling. The used methodology uses a training set that is built using the energy resource scheduling solutions obtained with a reference optimization methodology, a mixed-integer non-linear programming (MINLP) in this case. The trained network is able to achieve good schedule results requiring modest computational means.
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This paper presents an agent-based simulator designed for analyzing agent market strategies based on a complete understanding of buyer and seller behaviours, preference models and pricing algorithms, considering user risk preferences. The system includes agents that are capable of improving their performance with their own experience, by adapting to the market conditions. In the simulated market agents interact in several different ways and may joint together to form coalitions. In this paper we address multi-agent coalitions to analyse Distributed Generation in Electricity Markets
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This paper presents MASCEM - a multi-agent based electricity market simulator. MASCEM uses game theory, machine learning techniques, scenario analysis and optimization techniques to model market agents and to provide them with decision-support. This paper mainly focus on the MASCEM ability to provide the means to model and simulate Virtual Power Players (VPP). VPPs are represented as a coalition of agents, with specific characteristics and goals. The paper details some of the most important aspects considered in VPP formation and in the aggregation of new producers and includes a case study based on real data.
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This paper presents an integrated system that helps both retail companies and electricity consumers on the definition of the best retail contracts and tariffs. This integrated system is composed by a Decision Support System (DSS) based on a Consumer Characterization Framework (CCF). The CCF is based on data mining techniques, applied to obtain useful knowledge about electricity consumers from large amounts of consumption data. This knowledge is acquired following an innovative and systematic approach able to identify different consumers’ classes, represented by a load profile, and its characterization using decision trees. The framework generates inputs to use in the knowledge base and in the database of the DSS. The rule sets derived from the decision trees are integrated in the knowledge base of the DSS. The load profiles together with the information about contracts and electricity prices form the database of the DSS. This DSS is able to perform the classification of different consumers, present its load profile and test different electricity tariffs and contracts. The final outputs of the DSS are a comparative economic analysis between different contracts and advice about the most economic contract to each consumer class. The presentation of the DSS is completed with an application example using a real data base of consumers from the Portuguese distribution company.
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Decision Making is one of the most important activities of the human being. Nowadays decisions imply to consider many different points of view, so decisions are commonly taken by formal or informal groups of persons. Groups exchange ideas or engage in a process of argumentation and counter-argumentation, negotiate, cooperate, collaborate or even discuss techniques and/or methodologies for problem solving. Group Decision Making is a social activity in which the discussion and results consider a combination of rational and emotional aspects. In this paper we will present a Smart Decision Room, LAID (Laboratory of Ambient Intelligence for Decision Making). In LAID environment it is provided the support to meeting room participants in the argumentation and decision making processes, combining rational and emotional aspects.
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With the increasing importance of large commerce across the Internet it is becoming increasingly evident that in a few years the Iternet will host a large number of interacting software agents. a vast number of them will be economically motivated, and will negociate a variety of goods and services. It is therefore important to consider the economic incentives and behaviours of economic software agents, and to use all available means to anticipate their collective interactions. This papers addresses this concern by presenting a multi-agent market simulator designed for analysing agent market strategies based on a complete understanding of buyer and seller behaviours, preference models and pricing algorithms, consideting risk preferences. The system includes agents that are capable of increasing their performance with their own experience, by adapting to the market conditions. The results of the negotiations between agents are analysed by data minig algorithms in order to extract rules that give agents feedback to imprive their strategies.
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Collaborative Work plays an important role in today’s organizations, especially in areas where decisions must be made. However, any decision that involves a collective or group of decision makers is, by itself complex, but is becoming recurrent in recent years. In this work we present the VirtualECare project, an intelligent multi-agent system able to monitor, interact and serve its customers, which are, normally, in need of care services. In last year’s there has been a substantially increase on the number of people needed of intensive care, especially among the elderly, a phenomenon that is related to population ageing. However, this is becoming not exclusive of the elderly, as diseases like obesity, diabetes and blood pressure have been increasing among young adults. This is a new reality that needs to be dealt by the health sector, particularly by the public one. Given this scenarios, the importance of finding new and cost effective ways for health care delivery are of particular importance, especially when we believe they should not to be removed from their natural “habitat”. Following this line of thinking, the VirtualECare project will be presented, like similar ones that preceded it. Recently we have also assisted to a growing interest in combining the advances in information society - computing, telecommunications and presentation – in order to create Group Decision Support Systems (GDSS). Indeed, the new economy, along with increased competition in today’s complex business environments, takes the companies to seek complementarities in order to increase competitiveness and reduce risks. Under these scenarios, planning takes a major role in a company life. However, effective planning depends on the generation and analysis of ideas (innovative or not) and, as a result, the idea generation and management processes are crucial. Our objective is to apply the above presented GDSS to a new area. We believe that the use of GDSS in the healthcare arena will allow professionals to achieve better results in the analysis of one’s Electronically Clinical Profile (ECP). This achievement is vital, regarding the explosion of knowledge and skills, together with the need to use limited resources and get better results.
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Mestrado em Engenharia Informática
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Abstract Introduction: Exhaustive and/or unaccustomed exercise, mainly those involving eccentric muscle actions, induces temporary muscle damage, evidenced by Delayed Onset Muscle Soreness. Different strategies to recover the signs and symptoms of this myogenic condition have been studied by researchers, as a result a significant number of articles on this issue have been published. Purpose: A systematic review was conducted to assess the evidence of the physiotherapeutic interventions of exercise-induced muscle damage. Methods: The electronic data bases were searched, including MEDLINE (1996-2011), CINHAL (1982- 2011), EMBASE (1988-2011), PEDro (1950-2011), and SPORTDiscus (1985-2011). Systematic review was limited to randomized control trials (RCTs) studies, written in English or Portuguese, which included physiotherapeutic interventions, namely massage, cryotherapy, stretching and low-intensity exercise, on adult human subjects (18-60 years old) of either gender. Studies were excluded when the intervention could not be assessed independently. The methodological quality of RCTs was independently assessed with the PEDro Scale by three reviewers. Results: Thirty-three studies were included in the systematic review; eight analyzed the effects of the massage, ten analyzed the effects of the cryotherapy, eight the effect of stretching and seventeen focused low-intensity exercise intervention. The results suggest that massage is the most effective intervention and that there is inconclusive evidence to support the use of cryotherapy; whereas the other conventional, namely stretching and low-intensity exercise, there is no evidence to prove their efficacy. Conclusion: The results allow the conclusion that massage is the physiotherapeutic intervention that demonstrated to be the most effective in the relief of symptoms and signs of exercise-induced muscle damage, as a result, massage should still be used in the muscular recovery after sports activities.
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Mestrado em Engenharia Electrotécnica e de Computadores. Área de Especialização de Telecomunicações.
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O objectivo do projecto descrito nesta dissertação é o desenvolvimento da interface entre as empresas e a plataforma Business-to-Business (B2B) de negociação automática de anúncios em construção. A plataforma, no seu todo, deve garantir que os intervalos da programação são preenchidos com um alinhamento de anúncios compatível com os interesses expressos e o perfil construído dos espectadores. A plataforma funciona como um mercado electrónico de negociação automática destinado a agências de publicidade (empresas produtoras) e empresas provedoras de conteúdos e serviços multimédia aos consumidores finais (empresas distribuidoras). As empresas, uma vez registadas na plataforma, passam a ser representadas por agentes que negoceiam automaticamente os itens submetidos com o comportamento especificado. Do ponto de vista da arquitectura, a plataforma consiste num sistema multiagente organizado em três camadas compostas por: (i) agentes de interface com as empresas; (ii) agentes de modelação das empresas; e (iii) agentes delegados, de duração efémera, exclusivamente criados para participar em negociações específicas de conteúdos multimédia. Cada empresa representada na plataforma possui, para além de um número indeterminado de delegados envolvidos em negociações específicas, dois agentes: (i) o agente de interface com a empresa, que expõe um conjunto de operações de interface ao exterior através de um serviço Web, localizado na primeira camada; e (ii) o agente que modela a empresa na plataforma, que expõe através de um serviço Web um conjunto de operações aos agentes das restantes camadas da plataforma, residente na camada intermédia. Este projecto focou-se no desenvolvimento da camada superior de interface da plataforma com as empresas e no enriquecimento da camada intermédia. A realização da camada superior incluiu a especificação da parte da ontologia da plataforma que dá suporte às operações de interface com o exterior, à sua exposição como serviços Web e à criação e controlo dos agentes de interface. Esta camada superior deve permitir às empresas carregar e descarregar toda informação relevante de e para a plataforma, através de uma interface gráfica ou de forma automática, e apresentar de forma gráfica e intuitiva os resultados alcançados, nomeadamente, através da apresentação da evolução das transacções. Em relação à camada intermédia, adicionou-se à ontologia da plataforma a representação do conhecimento de suporte às operações de interface com a camada superior, adoptaram-se taxonomias de classificação de espectadores, anúncios e programas, desenvolveu-se um algoritmo de emparelhamento entre os espectadores, programas e anúncios disponíveis e, por fim, procedeu-se ao armazenamento persistente dos resultados das negociações. Do ponto de vista da plataforma, testou-se o seu funcionamento numa única plataforma física e assegurou-se a segurança e privacidade da comunicação entre empresa e plataforma e entre agentes que representam uma mesma empresa.
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As emoções dos indivíduos e o contexto social do grupo onde estes estão inseridos têm influência no seu desempenho no que se refere ao desenvolvimento de várias tarefas, incluindo as que são realizadas via electrónica. O processo de geração de ideias em grupo mediado por computador tem vantagens consideráveis em relação ao processo de geração de ideias em grupo tradicional, nomeadamente no que se refere ao aumento da sinergia entre os elementos do grupo, à existência da memória de grupo e à possibilidade dos elementos estarem dispersos no espaço e no tempo. Com isto em mente, o presente trabalho pretende analisar a importância do estado de espírito do participante e a influência que os vários aspectos sociais têm no participante, para assim ser possível tomar determinadas acções com o objectivo de potenciar o desempenho dos utilizadores ao longo da reunião de geração de ideias. Neste trabalho é analisada a influência que o estado de espírito dos participantes e o contexto social das reuniões podem ter no sucesso de uma reunião de geração de ideias electrónica. Considerando a influência de estes factores, é proposto um modelo que inclui essas variáveis no processo de geração de ideias em grupo mediado por computador. Com isto pretende-se demonstrar que a inclusão do modelo proposto numa ferramenta de apoio à geração de ideias em grupo permite melhorar o desempenho individual e consequentemente o desempenho do grupo, bem como a interacção entre todos os elementos. Assim, este trabalho pretende gerar sugestões com o objectivo de manter os participantes atentos e motivados para as tarefas que têm de realizar, nomeadamente a tarefa de geração de ideias. Com o objectivo de aplicar o modelo proposto é também apresentado neste trabalho uma nova ferramenta de geração de ideias em computador que considera o contexto emocional e social da reunião, o S-IGTAI (Social Idea Generation Tool for Ambient Intelligence). Através das interacções entre os participantes e a ferramenta S-IGTAI, é recolhida informação que será o input do modelo proposto, sendo que o output serão as sugestões enviadas para o facilitador. Estas sugestões têm o propósito que o facilitador realize recomendações aos participantes no sentido de manter os seus estados de espírito num nível positivo e eliminar a influência negativa dos vários aspectos sociais, potenciando dessa forma o desempenho de todos os participantes. Com a finalidade de validar o modelo proposto e a nova ferramenta (S-IGTAI) é apresentado um caso de estudo neste documento que permite realizar a avaliação do trabalho desenvolvido.
Oxidative Leaching of metals from electronic waste with solutions based on quaternary ammonium salts
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The treatment of electric and electronic waste (WEEE) is a problem which receives ever more attention. An inadequate treatment results in harmful products ending up in the environment. This project intends to investigate the possibilities of an alternative route for recycling of metals from printed circuit boards (PCBs) obtained from rejected computers. The process is based on aqueous solutions composed of an etchant, either 0.2 M CuCl2.2H2O or 0.2 M FeCl3.6H2O, and a quaternary ammonium salt (quat) such as choline chloride or chlormequat. These solutions are reminiscent of deep eutectic solvents (DES) based on quats. DES are quite similar to ionic liquids (ILs) and are used as well as alternative solvents with a great diversity of physical properties, making them attractive for replacement of hazardous, volatile solvents (e.g. VOCs). A remarkable difference between genuine DES and ILs with the solutions used in this project is the addition of rather large quantities of water. It is shown the presence of water has a lot of advantages on the leaching of metals, while the properties typical for DES still remain. The oxidizing capacities of Cu(II) stem from the existence of a stable Cu(I) component in quat based DES and thus the leaching stems from the activity of the Cu(II)/Cu(I) redox couple. The advantage of Fe(III) in combination with DES is the fact that the Fe(III)/Fe(II) redox couple becomes reversible, which is not true in pure water. This opens perspectives for regeneration of the etching solution. In this project the leaching of copper was studied as a function of gradual increasing water content from 0 - 100w% with the same concentration of copper chloride or iron(III) chloride at room temperature and 80ºC. The solutions were also tested on real PCBs. At room temperature a maximum leaching effect for copper was obtained with 30w% choline chloride with 0.2 M CuCl2.2H2O. The leaching effect is still stronger at 80°C, b ut of course these solutions are more energy consuming. For aluminium, tin, zinc and lead, the leaching was faster at 80ºC. Iron and nickel dissolved easily at room temperature. The solutions were not able to dissolve gold, silver, rhodium and platinum.