38 resultados para Community Integration


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4th International Conference, SIMPAR 2014, Bergamo, Italy, October 20-23, 2014

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Smart Cities are designed to be living systems and turn urban dwellers life more comfortable and interactive by keeping them aware of what surrounds them, while leaving a greener footprint. The Future Cities Project [1] aims to create infrastructures for research in smart cities including a vehicular network, the BusNet, and an environmental sensor platform, the Urban Sense. Vehicles within the BusNet are equipped with On Board Units (OBUs) that offer free Wi-Fi to passengers and devices near the street. The Urban Sense platform is composed by a set of Data Collection Units (DCUs) that include a set of sensors measuring environmental parameters such as air pollution, meteorology and noise. The Urban Sense platform is expanding and receptive to add new sensors to the platform. The parnership with companies like TNL were made and the need to monitor garbage street containers emerged as air pollution prevention. If refuse collection companies know prior to the refuse collection which route is the best to collect the maximum amount of garbage with the shortest path, they can reduce costs and pollution levels are lower, leaving behind a greener footprint. This dissertation work arises in the need to monitor the garbage street containers and integrate these sensors into an Urban Sense DCU. Due to the remote locations of the garbage street containers, a network extension to the vehicular network had to be created. This dissertation work also focus on the Multi-hop network designed to extend the vehicular network coverage area to the remote garbage street containers. In locations where garbage street containers have access to the vehicular network, Roadside Units (RSUs) or Access Points (APs), the Multi-hop network serves has a redundant path to send the data collected from DCUs to the Urban Sense cloud database. To plan this highly dynamic network, the Wi-Fi Planner Tool was developed. This tool allowed taking measurements on the field that led to an optimized location of the Multi-hop network nodes with the use of radio propagation models. This tool also allowed rendering a temperature-map style overlay for Google Earth [2] application. For the DCU for garbage street containers the parner company provided the access to a HUB (device that communicates with the sensor inside the garbage containers). The Future Cities use the Raspberry pi as a platform for the DCUs. To collect the data from the HUB a RS485 to RS232 converter was used at the physical level and the Modbus protocol at the application level. To determine the location and status of the vehicles whinin the vehicular network a TCP Server was developed. This application was developed for the OBUs providing the vehicle Global Positioning System (GPS) location as well as information of when the vehicle is stopped, moving, on idle or even its slope. To implement the Multi-hop network on the field some scripts were developed such as pingLED and “shark”. These scripts helped upon node deployment on the field as well as to perform all the tests on the network. Two setups were implemented on the field, an urban setup was implemented for a Multi-hop network coverage survey and a sub-urban setup was implemented to test the Multi-hop network routing protocols, Optimized Link State Routing Protocol (OLSR) and Babel.

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To assure enduring success, firms need to generate economic value with respect for the environment and social value. They also need to be aware of the needs and expectations of relevant stakeholders and incorporate them in their business strategies and programs. These challenges imply that engineers should take into consideration societal, health and safety,environmental and commercial issues in their professional activity. This investigation accesses the influence of firms’ environmental management programs and community involvement programs on their own employees and in the community, with a focus on small and medium companies. Based on a quantitative research, the findings suggest that firms that invest both in environmental management programs and in community involvement programs have a higher involvement of their own employees with the community, while at the same time receiving more feedback (positive, but also negative) from the community, stressing the need to pay special attention to their communication policies.

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These are the proceedings for the eighth national conference on XML, its Associated Technologies and its Applications (XATA'2010). The paper selection resulted in 33% of papers accepted as full papers, and 33% of papers accepted as short papers. While these two types of papers were distinguish during the conference, and they had different talk duration, they all had the same limit of 12 pages. We are happy that the selected papers focus both aspects of the conference: XML technologies, and XML applications. In the first group we can include the articles on parsing and transformation technologies, like “Processing XML: a rewriting system approach", “Visual Programming of XSLT from examples", “A Refactoring Model for XML Documents", “A Performance based Approach for Processing Large XML Files in Multicore Machines", “XML to paper publishing with manual intervention" and “Parsing XML Documents in Java using Annotations". XML-core related papers are also available, focusing XML tools testing on “Test::XML::Generator: Generating XML for Unit Testing" and “XML Archive for Testing: a benchmark for GuessXQ". XML as the base for application development is also present, being discussed on different areas, like “Web Service for Interactive Products and Orders Configuration", “XML Description for Automata Manipulations", “Integration of repositories in Moodle", “XML, Annotations and Database: a Comparative Study of Metadata Definition Strategies for Frameworks", “CardioML: Integrating Personal Cardiac Information for Ubiquous Diagnosis and Analysis", “A Semantic Representation of Users Emotions when Watching Videos" and “Integrating SVG and SMIL in DAISY DTB production to enhance the contents accessibility in the Open Library for Higher Education". The wide spread of subjects makes us believe that for the time being XML is here to stay what enhances the importance of gathering this community to discuss related science and technology. Small conferences are traversing a bad period. Authors look for impact and numbers and only submit their works to big conferences sponsored by the right institutions. However the group of people behind this conference still believes that spaces like this should be preserved and maintained. This 8th gathering marks the beginning of a new cycle. We know who we are, what is our identity and we will keep working to preserve that. We hope the publication containing the works of this year's edition will catch the same attention and interest of the previous editions and above all that this publication helps in some other's work. Finally, we would like to thank all authors for their work and interest in the conference, and to the scientific committee members for their review work.

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A crowdsourcing innovation intermediary performs mediation activities between companies that have a problem to solve or that seek a business opportunity, and a group of people motivated to present ideas based on their knowledge, experience and wisdom, taking advantage of technology sharing and collaboration emerging from Web2.0. As far as we know, most of the present intermediaries don´t have, yet, an integrated vision that combines the creation of value through community development, brokering and technology transfer. In this paper we present a proposal of a knowledge repository framework for crowdsourcing innovation that enables effective support and integration of the activities developed in the process of value creation (community building, brokering and technology transfer), modeled using ontology engineering methods.

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Este relatório de estágio, inserido no âmbito da unidade curricular de Integração Curricular: Prática Educativa e Relatório de Estágio, apresenta-se neste momento como o culminar de um processo académico que se iniciou num primeiro ciclo de estudos, na Licenciatura em Educação Básica, e se complementou com o segundo ciclo de estudos, o Mestrado em Ensino do 1.º e 2.º Ciclo do Ensino Básico. Pretende-se com este documento analisar reflexivamente o percurso de desenvolvimento profissional da mestranda, no âmbito da sua intervenção educativa em contexto do 1.º e 2.º CEB. Evidencia-se, num primeiro momento, o quadro referencial académico e profissional que sustenta e norteia a intencionalidade educativa inerente a toda a ação pedagógica da professora estagiária. Destaca-se, a nível académico, os pressupostos legais que orientam a formação profissional dos docentes e a prática educativa supervisionada. Salienta-se, a nível profissional, alguns princípios teóricos e práticos que guiam o professor para a sua ação, dando especial destaque à importância da reflexão, da investigação e da supervisão nos diferentes momentos da ação pedagógica. O segundo momento é dedicado à descrição das experiências educativas vivenciadas nos contextos educativos do 1.º e 2.º CEB, em cooperação com o par pedagógico. Procede-se, primeiramente, à descrição dos contextos educativos com objetivo de contextualizar as práticas educativas propostas e realizadas pela professora estagiária. A análise crítica e fundamentada acontece seguidamente e recai sobre a intervenção educativa dentro da sala de aula e a dinamização de projetos educativos contextualizados não só para as turmas, como para a escola e para toda a comunidade educativa. A realização deste documento conclui um momento da formação inicial de professores, mas fica a certeza de que a construção de aprendizagens não termina aqui, sendo este apenas o início de um longo caminho envolvido por um conjunto de desafios que culminarão sempre em aprendizagens.

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A manutenção é uma área extremamente importante, principalmente na indústria. Devidamente organizada, permitirá um fluxo produtivo devidamente planeado e executado, que permitirá a qualquer empresa manter o nível de facturação desejado e o prazo de entrega acordado com os clientes. De outra forma, poderá originar o caos. No entanto, os desafios de gestão da produção mais correntes, nomeadamente através do Lean Manufacturing, passam a exigir um pouco mais do que uma simples manutenção. Torna-se obrigatório fazer análises económicas que permitam averiguar quando cada equipamento passa a exigir custos de manutenção excessivos, os quais poderão obrigar a um recondicionamento mais acentuado do equipamento, o qual pode passar inclusivamente por uma melhoria da sua performance. Nestes casos, terá que existir uma “cumplicidade” entre a Direcção de Produção e a Manutenção, no sentido de averiguar o melhor momento para proceder a uma melhoria do equipamento, numa perspectiva de funcionamento global em linha de produção, adaptando-o à performance que será exigida ao conjunto. Neste domínio, o Projecto passa a prestar um serviço valiosíssimo à empresa, integrando-se no conjunto Produção + Manutenção, criando valor na intervenção, através do desenvolvimento de um trabalho que permite não só repor o estado natural da produção, mas sim promover uma melhoria sustentada da mesma. Este trabalho pretende reflectir e avaliar a relevância do Projecto neste tipo de operações, contribuindo de uma forma sistemática e sustentada para a melhoria contínua dos processos de fabrico. É apresentado um caso de estudo que pretende validar todo o desenvolvimento anteriormente realizado na matéria.

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The ever increasing popularity of social media makes it a promising source for the personalization of gameplay experiences. Furthermore, involving social network friends in a game can greatly enrich the satisfaction of the player and also attract potential novel players to a game. This master thesis describes a social overlay designed for desktop games, called GameNshare. It allows players to easily capture and share with multiple social networks game-related screenshots, videos and stories. Additionally, it also provides asynchronous multiplayer game mechanics to directly integrate social network friends in the game. GameNshare was designed to interact with the users in a non-intrusive way allowing them to be in complete control of what is shared. It prevents unsolicited sharing of messages, a key problem in social media integration tools, by the use of built-in message monitoring and anti-spam measures. GameNshare was specially designed for players aged from 18 to 25 years that are regular users of Twitter and Facebook. It was tested by a group of 10 individuals from the target age range that were surveyed to capture their insights on the use of the social overlay. The implemented GameNshare features were well accepted by the testers that were also useful in highlighting features for future development. GameNshare ultimate goal is to make players look and ask for social integration and allow them to take full advantage of their social communities to improve gaming experiences.