63 resultados para Symbolism in architecture
Resumo:
Group decision making plays an important role in organizations, especially in the present-day economy that demands high-quality, yet quick decisions. Group decision-support systems (GDSSs) are interactive computer-based environments that support concerted, coordinated team efforts toward the completion of joint tasks. The need for collaborative work in organizations has led to the development of a set of general collaborative computer-supported technologies and specific GDSSs that support distributed groups (in time and space) in various domains. However, each person is unique and has different reactions to various arguments. Many times a disagreement arises because of the way we began arguing, not because of the content itself. Nevertheless, emotion, mood, and personality factors have not yet been addressed in GDSSs, despite how strongly they influence results. Our group’s previous work considered the roles that emotion and mood play in decision making. In this article, we reformulate these factors and include personality as well. Thus, this work incorporates personality, emotion, and mood in the negotiation process of an argumentbased group decision-making process. Our main goal in this work is to improve the negotiation process through argumentation using the affective characteristics of the involved participants. Each participant agent represents a group decision member. This representation lets us simulate people with different personalities. The discussion process between group members (agents) is made through the exchange of persuasive arguments. Although our multiagent architecture model4 includes two types of agents—the facilitator and the participant— this article focuses on the emotional, personality, and argumentation components of the participant agent.
Resumo:
This paper presents the proposal of an architecture for developing systems that interact with Ambient Intelligence (AmI) environments. This architecture has been proposed as a consequence of a methodology for the inclusion of Artificial Intelligence in AmI environments (ISyRAmI - Intelligent Systems Research for Ambient Intelligence). The ISyRAmI architecture considers several modules. The first is related with the acquisition of data, information and even knowledge. This data/information knowledge deals with our AmI environment and can be acquired in different ways (from raw sensors, from the web, from experts). The second module is related with the storage, conversion, and handling of the data/information knowledge. It is understood that incorrectness, incompleteness, and uncertainty are present in the data/information/knowledge. The third module is related with the intelligent operation on the data/information/knowledge of our AmI environment. Here we include knowledge discovery systems, expert systems, planning, multi-agent systems, simulation, optimization, etc. The last module is related with the actuation in the AmI environment, by means of automation, robots, intelligent agents and users.
Resumo:
Mestrado em Engenharia Informática
Resumo:
Book Subtitle International Conference, CENTERIS 2010, Viana do Castelo, Portugal, October 20-22, 2010, Proceedings, Part II
Resumo:
The premise of this paper is that a model for communicating the national value system must start from a strategy aimed at the identification, the cultivation and communication of values that give consistency to the value system. The analysis concentrates on the elements of such strategies and on the implications of applying a value communication program on the identity architecture of the community. The paper will also discuss the role of the national value system in the context of the emerging global culture, where the individual has the power to create his/her own hybrid cultural model.
Resumo:
The Robuter is a robotic mobile platform that is located in the “Hands-On” Laboratory of the IPP-Hurray! Research Group, at the School of Engineering of the Polytechnic Institute of Porto. Recently, the Robuter was subject of an upgrading process addressing two essential areas: the Hardware Architecture and the Software Architecture. This upgrade in process was triggered due to technical problems on-board of the robot and also to the fact that the hardware/software architecture has become obsolete. This Technical Report overviews the most important aspects of the new Hardware and Software Architectures of the Robuter. This document also presents a first approach on the first steps towards the use of the Robuter platform, and provides some hints on future work that may be carried out using this mobile platform.
Resumo:
Virtual Reality (VR) has grown to become state-of-theart technology in many business- and consumer oriented E-Commerce applications. One of the major design challenges of VR environments is the placement of the rendering process. The rendering process converts the abstract description of a scene as contained in an object database to an image. This process is usually done at the client side like in VRML [1] a technology that requires the client’s computational power for smooth rendering. The vision of VR is also strongly connected to the issue of Quality of Service (QoS) as the perceived realism is subject to an interactive frame rate ranging from 10 to 30 frames-per-second (fps), real-time feedback mechanisms and realistic image quality. These requirements overwhelm traditional home computers or even high sophisticated graphical workstations over their limits. Our work therefore introduces an approach for a distributed rendering architecture that gracefully balances the workload between the client and a clusterbased server. We believe that a distributed rendering approach as described in this paper has three major benefits: It reduces the clients workload, it decreases the network traffic and it allows to re-use already rendered scenes.
Resumo:
Virtual and augmented reality (VR/AR) are increasingly being used in various business scenarios and are important driving forces in technology development. However the usage of these technologies in the home environment is restricted due to several factors including lack of low-cost (from the client point of view) highperformance solutions. In this paper we present a general client/server rendering architecture based on Real-Time concepts, including support for a wide range of client platforms and applications. The idea of focusing on the real-time behaviour of all components involved in distributed IP-based VR scenarios is new and has not been addressed before, except for simple sub-solutions. This is considered as “the most significant problem with the IP environment” [1]. Thus, the most important contribution of this research will be the holistic approach, in which networking, end-systems and rendering aspects are integrated into a cost-effective infrastructure for building distributed real-time VR applications on IP-based networks.
Resumo:
Building reliable real-time applications on top of commercial off-the-shelf (COTS) components is not a straightforward task. Thus, it is essential to provide a simple and transparent programming model, in order to abstract programmers from the low-level implementation details of distribution and replication. However, the recent trend for incorporating pre-emptive multitasking applications in reliable real-time systems inherently increases its complexity. It is therefore important to provide a transparent programming model, enabling pre-emptive multitasking applications to be implemented without resorting to simultaneously dealing with both system requirements and distribution and replication issues. The distributed embedded architecture using COTS components (DEAR-COTS) architecture has been previously proposed as an architecture to support real-time and reliable distributed computer-controlled systems (DCCS) using COTS components. Within the DEAR-COTS architecture, the hard real-time subsystem provides a framework for the development of reliable real-time applications, which are the core of DCCS applications. This paper presents the proposed framework, and demonstrates how it can be used to support the transparent replication of software components.
Resumo:
In this paper we survey the most relevant results for the prioritybased schedulability analysis of real-time tasks, both for the fixed and dynamic priority assignment schemes. We give emphasis to the worst-case response time analysis in non-preemptive contexts, which is fundamental for the communication schedulability analysis. We define an architecture to support priority-based scheduling of messages at the application process level of a specific fieldbus communication network, the PROFIBUS. The proposed architecture improves the worst-case messages’ response time, overcoming the limitation of the first-come-first-served (FCFS) PROFIBUS queue implementations.
Resumo:
Although power-line communication (PLC) is not a new technology, its use to support data communication with timing requirements is still the focus of ongoing research. A new infrastructure intended for communication using power lines from a central location to dispersed nodes using inexpensive devices was presented recently. This new infrastructure uses a two-level hierarchical power-line system, together with an IP-based network. Due to the master-slave behaviour of the PLC medium access, together with the inherent dynamic topology of power-line networks, a mechanism to provide end-to-end communication through the two levels of the power-line system must be provided. In this paper we introduce the architecture of the PLC protocol layer that is being implemented for this end.
Resumo:
The marriage of emerging information technologies with control technologies is a major driving force that, in the context of the factory-floor, is creating an enormous eagerness for extending the capabilities of currently available fieldbus networks to cover functionalities not considered up to a recent past. Providing wireless capabilities to such type of communication networks is a big share of that effort. The RFieldbus European project is just one example, where PROFIBUS was provided with suitable extensions for implementing hybrid wired/wireless communication systems. In RFieldbus, interoperability between wired and wireless components is achieved by the use specific intermediate networking systems operating as repeaters, thus creating a single logical ring (SLR) network. The main advantage of the SLR approach is that the effort for protocol extensions is not significant. However, a multiple logical ring (MLR) approach provides traffic and error isolation between different network segments. This concept was introduced in, where an approach for a bridge-based architecture was briefly outlined. This paper will focus on the details of the inter-Domain Protocol (IDP), which is responsible for handling transactions between different network domains (wired or wireless) running the PROFIBUS protocol.
Resumo:
Future industrial control/multimedia applications will increasingly impose or benefit from wireless and mobile communications. Therefore, there is an enormous eagerness for extending currently available industrial communications networks with wireless and mobility capabilities. The RFieldbus European project is just one example, where a PROFIBUS-based hybrid (wired/wireless) architecture was specified and implemented. In the RFieldbus architecture, interoperability between wired and wireless components is achieved by the use specific intermediate networking systems operating at the physical layer level, i.e. operating as repeaters. Instead, in this paper we will focus on a bridge-based approach, which presents several advantages. This concept was introduced in (Ferreira, et al., 2002), where a bridge-based approach was briefly outlined. Then, a specific Inter-Domain Protocol (IDP) was proposed to handle the Inter-Domain transactions in such a bridge-based approach (Ferreira, et al., 2003a). The major contribution of this paper is in extending these previous works by describing the protocol extensions to support inter-cell mobility in such a bridge-based hybrid wired/wireless PROFIBUS networks.
Resumo:
In Distributed Computer-Controlled Systems (DCCS), both real-time and reliability requirements are of major concern. Architectures for DCCS must be designed considering the integration of processing nodes and the underlying communication infrastructure. Such integration must be provided by appropriate software support services. In this paper, an architecture for DCCS is presented, its structure is outlined, and the services provided by the support software are presented. These are considered in order to guarantee the real-time and reliability requirements placed by current and future systems.
Resumo:
In this paper, we present some of the fault tolerance management mechanisms being implemented in the Multi-μ architecture, namely its support for replica non-determinism. In this architecture, fault tolerance is achieved by node active replication, with software based replica management and fault tolerance transparent algorithms. A software layer implemented between the application and the real-time kernel, the Fault Tolerance Manager (FTManager), is the responsible for the transparent incorporation of the fault tolerance mechanisms The active replication model can be implemented either imposing replica determinism or keeping replica consistency at critical points, by means of interactive agreement mechanisms. One of the Multi-μ architecture goals is to identify such critical points, relieving the underlying system from performing the interactive agreement in every Ada dispatching point.