49 resultados para Game Engine Technology


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INTED2010, the 4th International Technology, Education and Development Conference was held in Valencia (Spain), on March 8, 9 and 10, 2010.

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The need to increase agricultural yield led, among others, to an increase in the consumption of nitrogen based fertilizers. As a consequence, there are excessive concentrations of nitrates, the most abundant of the reactive nitrogen (Nr) species, in several areas of the world. The demographic changes and projected population growth for the next decades, and the economic shifts which are already shaping the near future are powerful drivers for a further intensification in the use of fertilizers, with a predicted increase of the nitrogen loads in soils. Nitrate easily diffuses in the subsurface environments, portraying high mobility in soils. Moreover, the presence of high nitrate loads in water has the potential to cause an array of health dysfunctions, such as methemoglobinemia and several cancers. Permeable Reactive Barriers (PRB) placed strategically relatively to the nitrate source constitute an effective technology to tackle nitrate pollution. Ergo, PRB avoid various adverse impacts resulting from the displacement of reactive nitrogen downstream along water bodies. A four stages literature review was carried out in 34 databases. Initially, a set of pertinent key words were identified to perform the initial databases searches. Then, the synonyms of those initial key words were used to carry out a second set of databases searches. The third stage comprised the identification of other additional relevant terms from the research papers identified in the previous two stages. Again, databases searches were performed with this third set of key words. The final step consisted of the identification of relevant papers from the bibliography of the relevant papers identified in the previous three stages of the literature review process. The set of papers identified as relevant for in-depth analysis were assessed considering a set of relevant characterization variables.

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O projeto idealizado para a realização da presente tese de mestrado tem como finalidade o desenvolvimento de uma aplicação móvel para o sistema Android. Esta aplicação permitirá que, através da passagem do dispositivo móvel por um leitor NFC, seja possível realizar apostas no jogo Euromilhões da Santa Casa, onde os dados ficam gravados numa conta associada a cada jogador. Esta aplicação terá ainda muitas outras funcionalidades que permitirão criar chaves de jogo, gerir o cartão individual de cada jogador, consultar os prémios e outras informações do jogo. A realização deste projeto está dividida em três fases. A primeira fase consistiu na aquisição de todo o material necessário e estabelecimento da comunicação entre o dispositivo móvel e o desktop, por intermédio da tecnologia NFC. A segunda fase centrou-se no desenvolvimento da aplicação móvel e do servidor web, onde foram integradas as várias funcionalidades. Estabeleceu-se também a comunicação entre estes dois sistemas. Na terceira e última fase, foi realizada a criação da aplicação desktop, capaz de interagir por intermédio da tecnologia NFC, com a aplicação móvel, possibilitando a comunicação entre os dois sistemas.

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A interação humano-computador passou a desempenhar um papel fundamental no mundo atual. Esta forma de comunicar continua a evoluir, introduzindo novas formas de interação, como por exemplo, a interação natural. Este estilo de interação começou por estar presente na área de jogos. No entanto, atualmente está a ser explorada noutras áreas. Esta dissertação tem como propósito investigar a utilidade das interfaces naturais encontradas em consolas de jogos e conjugar com a área educativa, nomeadamente, o ensino e a aprendizagem dos fundamentos de Matemática. O desenvolvimento deste projeto baseou-se no estudo dos conteúdos programáticos de Matemática referentes ao 1º ciclo do ensino básico, de várias aplicações já existentes que estão relacionadas com o tema abordado e de alguns dispositivos de interação natural. De forma a avaliar a ideia proposta, foi desenvolvido um protótipo, designado Matemática Interativa, no sentido de permitir ao utilizador enriquecer a aprendizagem e também o interesse pela disciplina. São descritas, de uma forma mais aprofundada, as funcionalidades do dispositivo escolhido, o Kinect, de modo a tirar proveito das suas potencialidades e desenvolver um motor de reconhecimento de gestos e respetiva avaliação. Por fim, é feita uma discussão dos resultados de uma avaliação de usabilidade com o objetivo de validar a aplicação Matemática Interativa. Os resultados desta avaliação sugerem que a aplicação foi bem-sucedida e revelam ainda capacidades de melhoria.

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Electricity markets are complex environments, involving a large number of different entities, with specific characteristics and objectives, making their decisions and interacting in a dynamic scene. Game-theory has been widely used to support decisions in competitive environments; therefore its application in electricity markets can prove to be a high potential tool. This paper proposes a new scenario analysis algorithm, which includes the application of game-theory, to evaluate and preview different scenarios and provide players with the ability to strategically react in order to exhibit the behavior that better fits their objectives. This model includes forecasts of competitor players’ actions, to build models of their behavior, in order to define the most probable expected scenarios. Once the scenarios are defined, game theory is applied to support the choice of the action to be performed. Our use of game theory is intended for supporting one specific agent and not for achieving the equilibrium in the market. MASCEM (Multi-Agent System for Competitive Electricity Markets) is a multi-agent electricity market simulator that models market players and simulates their operation in the market. The scenario analysis algorithm has been tested within MASCEM and our experimental findings with a case study based on real data from the Iberian Electricity Market are presented and discussed.

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In this paper, we consider a Stackelberg duopoly competition with differentiated goods and with unknown costs. The firms' aim is to choose the output levels of their products according to the well-known concept of perfect Bayesian equilibrium. There is a firm ( F1 ) that chooses first the quantity 1 q of its good; the other firm ( F2 ) observes 1 q and then chooses the quantity 2 q of its good. We suppose that each firm has two different technologies, and uses one of them following a probability distribution. The use of either one or the other technology affects the unitary production cost. We show that there is exactly one perfect Bayesian equilibrium for this game. We analyse the advantages, for firms and for consumers, of using the technology with the highest production cost versus the one with the cheapest cost.

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Ecological Water Quality - Water Treatment and Reuse

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Currently the world around us "reboots" every minute and “staying at the forefront” seems to be a very arduous task. The continuous and “speeded” progress of society requires, from all the actors, a dynamic and efficient attitude both in terms progress monitoring and moving adaptation. With regard to education, no matter how updated we are in relation to the contents, the didactic strategies and technological resources, we are inevitably compelled to adapt to new paradigms and rethink the traditional teaching methods. It is in this context that the contribution of e-learning platforms arises. Here teachers and students have at their disposal new ways to enhance the teaching and learning process, and these platforms are seen, at the present time, as significant virtual teaching and learning supporting environments. This paper presents a Project and attempts to illustrate the potential that new technologies present as a “backing” tool in different stages of teaching and learning at different levels and areas of knowledge, particularly in Mathematics. We intend to promote a constructive discussion moment, exposing our actual perception - that the use of the Learning Management System Moodle, by Higher Education teachers, as supplementary teaching-learning environment for virtual classroom sessions can contribute for greater efficiency and effectiveness of teaching practice and to improve student achievement. Regarding the Learning analytics experience we will present a few results obtained with some assessment Learning Analytics tools, where we profoundly felt that the assessment of students’ performance in online learning environments is a challenging and demanding task.

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The conclusions of the Bertrand model of competition are substantially altered by the presence of either differentiated goods or asymmetric information about rival’s production costs. In this paper, we consider a Bertrand competition, with differentiated goods. Furthermore, we suppose that each firm has two different technologies, and uses one of them according to a certain probability distribution. The use of either one or the other technology affects the unitary production cost. We show that this game has exactly one Bayesian Nash equilibrium. We do ex-ante and ex-post analyses of firms’ profits and market prices. We prove that the expected profit of each firm increases with the variance of its production costs. We also show that the expected price of each good increases with both expected production costs, being the effect of the expected production costs of the rival dominated by the effect of the own expected production costs.

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In this paper, we consider a Stackelberg duopoly competition with differentiated goods, linear and symmetric demand and with unknown costs. In our model, the two firms play a non-cooperative game with two stages: in a first stage, firm F 1 chooses the quantity, q 1, that is going to produce; in the second stage, firm F 2 observes the quantity q 1 produced by firm F 1 and chooses its own quantity q 2. Firms choose their output levels in order to maximise their profits. We suppose that each firm has two different technologies, and uses one of them following a certain probability distribution. The use of either one or the other technology affects the unitary production cost. We show that there is exactly one perfect Bayesian equilibrium for this game. We analyse the variations of the expected profits with the parameters of the model, namely with the parameters of the probability distributions, and with the parameters of the demand and differentiation.

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Smart Grids (SGs) have emerged as the new paradigm for power system operation and management, being designed to include large amounts of distributed energy resources. This new paradigm requires new Energy Resource Management (ERM) methodologies considering different operation strategies and the existence of new management players such as several types of aggregators. This paper proposes a methodology to facilitate the coalition between distributed generation units originating Virtual Power Players (VPP) considering a game theory approach. The proposed approach consists in the analysis of the classifications that were attributed by each VPP to the distributed generation units, as well as in the analysis of the previous established contracts by each player. The proposed classification model is based in fourteen parameters including technical, economical and behavioural ones. Depending of the VPP strategies, size and goals, each parameter has different importance. VPP can also manage other type of energy resources, like storage units, electric vehicles, demand response programs or even parts of the MV and LV distribution network. A case study with twelve VPPs with different characteristics and one hundred and fifty real distributed generation units is included in the paper.

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This paper presents a decision support methodology for electricity market players’ bilateral contract negotiations. The proposed model is based on the application of game theory, using artificial intelligence to enhance decision support method’s adaptive features. This model is integrated in AiD-EM (Adaptive Decision Support for Electricity Markets Negotiations), a multi-agent system that provides electricity market players with strategic behavior capabilities to improve their outcomes from energy contracts’ negotiations. Although a diversity of tools that enable the study and simulation of electricity markets has emerged during the past few years, these are mostly directed to the analysis of market models and power systems’ technical constraints, making them suitable tools to support decisions of market operators and regulators. However, the equally important support of market negotiating players’ decisions is being highly neglected. The proposed model contributes to overcome the existing gap concerning effective and realistic decision support for electricity market negotiating entities. The proposed method is validated by realistic electricity market simulations using real data from the Iberian market operator—MIBEL. Results show that the proposed adaptive decision support features enable electricity market players to improve their outcomes from bilateral contracts’ negotiations.

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This study aims to analyze and compare micro-firms’ organizational culture related to organizational performance. A case study methodology was used based on four firms, competitors among themselves in the Information Technology business, focusing on the years between 2008-2013. Findings pointed out many similarities to larger firms, but some specificities of micro-firms were found and propositions were defined: clan culture predominance is related to best performing micro-firms; the configuration of several culture types seemed to be the most suitable for obtaining good organizational results, provided that they do not focus only on hierarchy and market types of culture; the market culture predominance perception by employees is associated with low job satisfaction; and, after a certain time in business, micro-firms, as do larger companies, seek to standardize and control processes. Recognizing that organizational culture is considered important to firms’ results, this study sheds some light on that important factor for micro-firms.

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Speech interfaces for Assistive Technologies are not common and are usually replaced by others. The market they are targeting is not considered attractive and speech technologies are still not well spread. Industry still thinks they present some performance risks, especially Speech Recognition systems. As speech is the most elemental and natural way for communication, it has strong potential for enhancing inclusion and quality of life for broader groups of users with special needs, such as people with cerebral palsy and elderly staying at their homes. This work is a position paper in which the authors argue for the need to make speech become the basic interface in assistive technologies. Among the main arguments, we can state: speech is the easiest way to interact with machines; there is a growing market for embedded speech in assistive technologies, since the number of disabled and elderly people is expanding; speech technology is already mature to be used but needs adaptation to people with special needs; there is still a lot of R&D to be done in this area, especially when thinking about the Portuguese market. The main challenges are presented and future directions are proposed.

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The developments of the internet, the proliferation of the use of Web 2.0 tools, and of the technology in general, are leveraging new ways of people to communicate, collaborate, and interact. This new world and new markets, in a daily change, are enabling the emergence of new innovative enterprises and services, taking advantage of the new technologies and of the global network. Cardmobili is a Portuguese start-up company working in the area of mobile services. This company provides a mobile service to manage rewards and membership cards, enabling users to store them in the cloud, while using mobile applications to present them in store, collecting and using the rewards, sharing cards and information with other users and friends in social networks. Cardmobili is linked to merchants’ loyalty management systems, enabling users to access exclusive offers, delivered to their mobile application and web account. The company provides complete services to make any loyalty or membership program mobile: branding, new customer registration, integration of customer account balance, mobile vouchers, coupons and offers, and mobile communication.