70 resultados para Self Ordered Tasks


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The aim of this paper is to present an adaptation model for an Adaptive Educational Hypermedia System, PCMAT. The adaptation of the application is based on progressive self-assessment (exercises, tasks, and so on) and applies the constructivist learning theory and the learning styles theory. Our objective is the creation of a better, more adequate adaptation model that takes into account the complexities of different users.

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Cloud computing is increasingly being adopted in different scenarios, like social networking, business applications, scientific experiments, etc. Relying in virtualization technology, the construction of these computing environments targets improvements in the infrastructure, such as power-efficiency and fulfillment of users’ SLA specifications. The methodology usually applied is packing all the virtual machines on the proper physical servers. However, failure occurrences in these networked computing systems can induce substantial negative impact on system performance, deviating the system from ours initial objectives. In this work, we propose adapted algorithms to dynamically map virtual machines to physical hosts, in order to improve cloud infrastructure power-efficiency, with low impact on users’ required performance. Our decision making algorithms leverage proactive fault-tolerance techniques to deal with systems failures, allied with virtual machine technology to share nodes resources in an accurately and controlled manner. The results indicate that our algorithms perform better targeting power-efficiency and SLA fulfillment, in face of cloud infrastructure failures.

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Mestrado em Engenharia Electrotécnica e de Computadores

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A cada instante surgem novas soluções de aprendizagem, resultado da evolução tecnológica constante com que nos deparamos. Estas inovações potenciam uma transmissão do conhecimento entre o educador e o educando cada vez mais simplificada, rápida e eficiente. Alguns destes avanços têm em vista a centralização no aluno, através da delegação de tarefas e da disponibilização de conteúdos, investindo na autonomia e na auto-aprendizagem, de modo a que cada aluno crie o seu próprio método de estudo, e evolua gradualmente, com o acompanhamento de um professor ou sistema autónomo de aprendizagem. Com esta investigação, é pretendido fazer um estudo dos métodos de aprendizagem ao longo do tempo até à actualidade, enumerando algumas das ferramentas utilizadas no processo de aprendizagem, indicando os vários benefícios, bem como contrapartidas do uso das mesmas. Será também analisado um caso de estudo baseado numa destas ferramentas, descrevendo o seu funcionamento e modo de interacção entre as várias entidades participantes, apresentando os resultados obtidos. O caso de estudo consistirá na criação de um cenário específico de aprendizagem, na área da saúde, analisando-o em diferentes contextos, e evidenciando as características e benefícios de cada ambiente analisado, no processo aprendizagem. Será então demonstrado como é possível optimizar os processos de aprendizagem, utilizando ferramentas de informatização e automatização desses mesmos processos, de forma tornar o processo de ensino mais célere e eficaz, num ambiente controlável, e com as funcionalidades que a tecnologia actual permite.

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A constante evolução da tecnologia obriga a que o mundo empresarial tenha que alocar esforços para se manter actualizado. Os equipamentos tecnológicos que se encontram actualmente na vanguarda da tecnologia são os dispositivos móveis, que cada vez mais nos rodeiam e acompanham com o intuito de nos facilitar a execução de tarefas rotineiras. O ramo de construção e obras públicas em particular é um sector que obriga a que os seus trabalhadores estejam constantemente em movimento, e que muito têm a ganhar com a utilização de ferramentas de trabalho em equipamentos móveis. Neste projecto pretendeu-se identificar qual o sistema operativo para dispositivos móveis que melhor se enquadra com as necessidades empresariais, assim como quais os mecanismos de comunicação inter-máquinas que melhor se enquadram com o cenário em estudo. Foi então desenvolvida uma plataforma para dispositivos móveis que permite agilizar a execução de processos que normalmente são morosos ou que obrigam à utilização do computador em locais menos próprios, nomeadamente o ambiente de obra. A solução proposta e implementada envolve uma aplicação modular quer permita a fácil inserção e remoção de módulos. Foram também realizados os estudos e implementações de quatro módulos, designadamente: auto-afectação, conferência documental, fornecedores e presenças em obra. Concluído este projecto, ficam reunidas as condições para o fácil desenvolvimento de novos módulos, visando inovação e optimização dos processos de trabalho da empresa.

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The process of immobilization of biological molecules is one of the most important steps in the construction of a biosensor. In the case of DNA, the way it exposes its bases can result in electrochemical signals to acceptable levels. The use of self-assembled monolayer that allows a connection to the gold thiol group and DNA binding to an aldehydic ligand resulted in the possibility of determining DNA hybridization. Immobilized single strand of DNA (ssDNA) from calf thymus pre-formed from alkanethiol film was formed by incubating a solution of 2-aminoethanothiol (Cys) followed by glutaraldehyde (Glu). Cyclic voltammetry (CV) was used to characterize the self-assembled monolayer on the gold electrode and, also, to study the immobilization of ssDNA probe and hybridization with the complementary sequence (target ssDNA). The ssDNA probe presents a well-defined oxidation peak at +0.158 V. When the hybridization occurs, this peak disappears which confirms the efficacy of the annealing and the DNA double helix performing without the presence of electroactive indicators. The use of SAM resulted in a stable immobilization of the ssDNA probe, enabling the hybridization detection without labels. This study represents a promising approach for molecular biosensor with sensible and reproducible results.

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Serious games are starting to attain a higher role as tools for learning in various contexts, but in particular in areas such as education and training. Due to its characteristics, such as rules, behavior simulation and feedback to the player's actions, serious games provide a favorable learning environment where errors can occur without real life penalty and students get instant feedback from challenges. These challenges are in accordance with the intended objectives and will self-adapt and repeat according to the student’s difficulty level. Through motivating and engaging environments, which serve as base for problem solving and simulation of different situations and contexts, serious games have a great potential to aid players developing professional skills. But, how do we certify the acquired knowledge and skills? With this work we intend to propose a methodology to establish a relationship between the game mechanics of serious games and an array of competences for certification, evaluating the applicability of various aspects in the design and development of games such as the user interfaces and the gameplay, obtaining learning outcomes within the game itself. Through the definition of game mechanics combined with the necessary pedagogical elements, the game will ensure the certification. This paper will present a matrix of generic skills, based on the European Framework of Qualifications, and the definition of the game mechanics necessary for certification on tour guide training context. The certification matrix has as reference axes: skills, knowledge and competencies, which describe what the students should learn, understand and be able to do after they complete the learning process. The guides-interpreters welcome and accompany tourists on trips and visits to places of tourist interest and cultural heritage such as museums, palaces and national monuments, where they provide various information. Tour guide certification requirements include skills and specific knowledge about foreign languages and in the areas of History, Ethnology, Politics, Religion, Geography and Art of the territory where it is inserted. These skills are communication, interpersonal relationships, motivation, organization and management. This certification process aims to validate the skills to plan and conduct guided tours on the territory, demonstrate knowledge appropriate to the context and finally match a good group leader. After defining which competences are to be certified, the next step is to delineate the expected learning outcomes, as well as identify the game mechanics associated with it. The game mechanics, as methods invoked by agents for interaction with the game world, in combination with game elements/objects allows multiple paths through which to explore the game environment and its educational process. Mechanics as achievements, appointments, progression, reward schedules or status, describe how game can be designed to affect players in unprecedented ways. In order for the game to be able to certify tour guides, the design of the training game will incorporate a set of theoretical and practical tasks to acquire skills and knowledge of various transversal themes. For this end, patterns of skills and abilities in acquiring different knowledge will be identified.

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The tribological response of multilayer micro/nanocrystalline diamond coatings grown by the hot filament CVD technique is investigated. These multigrade systems were tailored to comprise a starting microcrystalline diamond (MCD) layer with high adhesion to a silicon nitride (Si3N4) ceramic substrate, and a top nanocrystalline diamond (NCD) layer with reduced surface roughness. Tribological tests were carried out with a reciprocating sliding configuration without lubrication. Such composite coatings exhibit a superior critical load before delamination (130–200 N), when compared to the mono- (60–100 N) and bilayer coatings (110 N), considering ∼10 µm thick films. Regarding the friction behaviour, a short-lived initial high friction coefficient was followed by low friction regimes (friction coefficients between 0.02 and 0.09) as a result of the polished surfaces tailored by the tribological solicitation. Very mild to mild wear regimes (wear coefficient values between 4.1×10−8 and 7.7×10−7 mm3 N−1 m−1) governed the wear performance of the self-mated multilayer coatings when subjected to high-load short-term tests (60–200 N; 2 h; 86 m) and medium-load endurance tests (60 N; 16 h; 691 m).

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A preliminary version of this paper appeared in Proceedings of the 31st IEEE Real-Time Systems Symposium, 2010, pp. 239–248.

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Fieldbus communication networks aim to interconnect sensors, actuators and controllers within distributed computer-controlled systems. Therefore they constitute the foundation upon which real-time applications are to be implemented. A potential leap towards the use of fieldbus in such time-critical applications lies in the evaluation of its temporal behaviour. In the past few years several research works have been performed on a number of fieldbuses. However, these have mostly focused on the message passing mechanisms, without taking into account the communicating application tasks running in those distributed systems. The main contribution of this paper is to provide an approach for engineering real-time fieldbus systems where the schedulability analysis of the distributed system integrates both the characteristics of the application tasks and the characteristics of the message transactions performed by these tasks. In particular, we address the case of system where the Process-Pascal multitasking language is used to develop P-NET based distributed applications

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Consider the problem of determining a task-toprocessor assignment for a given collection of implicit-deadline sporadic tasks upon a multiprocessor platform in which there are two distinct kinds of processors. We propose a polynomialtime approximation scheme (PTAS) for this problem. It offers the following guarantee: for a given task set and a given platform, if there exists a feasible task-to-processor assignment, then given an input parameter, ϵ, our PTAS succeeds, in polynomial time, in finding such a feasible task-to-processor assignment on a platform in which each processor is 1+3ϵ times faster. In the simulations, our PTAS outperforms the state-of-the-art PTAS [1] and also for the vast majority of task sets, it requires significantly smaller processor speedup than (its upper bound of) 1+3ϵ for successfully determining a feasible task-to-processor assignment.

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Modern multicore processors for the embedded market are often heterogeneous in nature. One feature often available are multiple sleep states with varying transition cost for entering and leaving said sleep states. This research effort explores the energy efficient task-mapping on such a heterogeneous multicore platform to reduce overall energy consumption of the system. This is performed in the context of a partitioned scheduling approach and a very realistic power model, which improves over some of the simplifying assumptions often made in the state-of-the-art. The developed heuristic consists of two phases, in the first phase, tasks are allocated to minimise their active energy consumption, while the second phase trades off a higher active energy consumption for an increased ability to exploit savings through more efficient sleep states. Extensive simulations demonstrate the effectiveness of the approach.

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Moving towards autonomous operation and management of increasingly complex open distributed real-time systems poses very significant challenges. This is particularly true when reaction to events must be done in a timely and predictable manner while guaranteeing Quality of Service (QoS) constraints imposed by users, the environment, or applications. In these scenarios, the system should be able to maintain a global feasible QoS level while allowing individual nodes to autonomously adapt under different constraints of resource availability and input quality. This paper shows how decentralised coordination of a group of autonomous interdependent nodes can emerge with little communication, based on the robust self-organising principles of feedback. Positive feedback is used to reinforce the selection of the new desired global service solution, while negative feedback discourages nodes to act in a greedy fashion as this adversely impacts on the provided service levels at neighbouring nodes. The proposed protocol is general enough to be used in a wide range of scenarios characterised by a high degree of openness and dynamism where coordination tasks need to be time dependent. As the reported results demonstrate, it requires less messages to be exchanged and it is faster to achieve a globally acceptable near-optimal solution than other available approaches.

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This paper proposes a global multiprocessor scheduling algorithm for the Linux kernel that combines the global EDF scheduler with a priority-aware work-stealing load balancing scheme, enabling parallel real-time tasks to be executed on more than one processor at a given time instant. We state that some priority inversion may actually be acceptable, provided it helps reduce contention, communication, synchronisation and coordination between parallel threads, while still guaranteeing the expected system’s predictability. Experimental results demonstrate the low scheduling overhead of the proposed approach comparatively to an existing real-time deadline-oriented scheduling class for the Linux kernel.

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Dynamic parallel scheduling using work-stealing has gained popularity in academia and industry for its good performance, ease of implementation and theoretical bounds on space and time. Cores treat their own double-ended queues (deques) as a stack, pushing and popping threads from the bottom, but treat the deque of another randomly selected busy core as a queue, stealing threads only from the top, whenever they are idle. However, this standard approach cannot be directly applied to real-time systems, where the importance of parallelising tasks is increasing due to the limitations of multiprocessor scheduling theory regarding parallelism. Using one deque per core is obviously a source of priority inversion since high priority tasks may eventually be enqueued after lower priority tasks, possibly leading to deadline misses as in this case the lower priority tasks are the candidates when a stealing operation occurs. Our proposal is to replace the single non-priority deque of work-stealing with ordered per-processor priority deques of ready threads. The scheduling algorithm starts with a single deque per-core, but unlike traditional work-stealing, the total number of deques in the system may now exceed the number of processors. Instead of stealing randomly, cores steal from the highest priority deque.