38 resultados para Destination Loyalty, Repeat Visitation, CRM

em Instituto Politécnico do Porto, Portugal


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Dissertação de Mestrado apresentada ao Instituto de Contabilidade e Administração do Porto para a obtenção do grau de Mestre em Marketing Digital, sob orientação de Mestre António da Silva Vieira.

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Introduction Myocardial Perfusion Imaging (MPI) is a very important tool in the assessment of Coronary Artery Disease ( CAD ) patient s and worldwide data demonstrate an increasingly wider use and clinical acceptance. Nevertheless, it is a complex process and it is quite vulnerable concerning the amount and type of possible artefacts, some of them affecting seriously the overall quality and the clinical utility of the obtained data. One of the most in convenient artefacts , but relatively frequent ( 20% of the cases ) , is relate d with patient motion during image acquisition . Mostly, in those situations, specific data is evaluated and a decisi on is made between A) accept the results as they are , consider ing that t he “noise” so introduced does not affect too seriously the final clinical information, or B) to repeat the acquisition process . Another possib ility could be to use the “ Motion Correcti on Software” provided within the software package included in any actual gamma camera. The aim of this study is to compare the quality of the final images , obtained after the application of motion correction software and after the repetition of image acqui sition. Material and Methods Thirty cases of MPI affected by Motion Artefacts and repeated , were used. A group of three, independent (blinded for the differences of origin) expert Nuclear Medicine Clinicians had been invited to evaluate the 30 sets of thre e images - one set for each patient - being ( A) original image , motion uncorrected , (B) original image, motion corrected, and (C) second acquisition image, without motion . The results so obtained were statistically analysed . Results and Conclusion Results obtained demonstrate that the use of the Motion Correction Software is useful essentiall y if the amplitude of movement is not too important (with this specific quantification found hard to define precisely , due to discrepancies between clinicians and other factors , namely between one to another brand); when that is not the case and the amplitude of movement is too important , the n the percentage of agreement between clinicians is much higher and the repetition of the examination is unanimously considered ind ispensable.

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Mestrado em Engenharia Informática. Sistemas Gráficos e Multimédia

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A família de proteínas Shank é o principal conjunto de proteinas de suporte e está localizada na densidade pós-sináptica das sinapses excitatórias. Existem 3 genes na família Shank, Shank1, Shank2 e Shank3 e são caracterizados por múltiplos domínios repetidos de anquirina próximo ao N-terminal seguido pelos domínios Src homologo 3 e PDZ, uma região longa rica em prolina e um domínio de motivo α estéril próximo ao C-terminal. Shank proteínas conectam duas subunidades de receptors glutamatérgicos, recetores NMDA e recetores metabotrópicos de glutamato do tipo-I (mGluRs). O domínio PDZ da Shank conecta-se ao C-terminal do GKAP e este, liga-se, ao complexo recetor PSD-95-NMDA. Por outro lado, a proteína Homer interage com o domínio rico em prolina para confirmar a associação entre a proteína Shank com o mGluR tipo-I. A proteína específica em estudo, Shank3, é haploinsuficiente em pacientes com sindrome Phelan-McDermid devido à deleções no braço comprido do cromossoma 22 levando à danos intelectuais, ausência ou atraso no discurso, comportamentos semelhantes ao autismo, hipotonia e características dismórficas. Neste trabalho, investigamos o papel da Shank3 na função sináptica para compreender a relação entre alterações nesta proteína e as características neurológicas presente em Pacientes com síndrome Phelan-McDermid. Foram utilizados dois modelos diferentes, ratinhos knockout Shank3 e hiPSC de pacientes com PMS. Ratinhos geneticamente modificados são ferramentas uteis no estudo de genes e na compreensão dos mecanismos que experiências in vitro não são capazes de reproduzir, mas de maneira a compreender melhor as patologias humanas, decidimos trabalhar também com células humanas. Os fibroblastos dos pacientes com síndrome Phelan-McDermid fora reprogramados em hiPS cells, diferenciados em neurónios e comparados com os neurónios obtidos a partir de doadores saudavéis e da mesma idade. A reprogramação em iPSC foi realizada por infecção de lentivirus com quatro genes de reprogramação OCT4, c-MYC, SOX2 e KFL4 para posteriormente serem diferenciados em neurónios, com cada passo sendo positivamente confirmado através de marcadores neuronais. Através dos neurónios diferenciados, analisamos a expressão de proteínas sinápticas. Pacientes com haploinsuficiencia na proteína Shank3 apresentam níveis elevados de proteína mGluR5 e decrescidos de proteína Homer sugerindo que a haploinsuficiencia leva a desregulação do complexo mGluR5-Homer-Shank3 conduzindo também, a defeitos na maturação sináptica. Assim, a expressão da proteína mGluR5 está alterada nos pacientes com PMS podendo estar relacionada com defeitos encontrados na diferenciação neuronal e maturação sináptica observados nos neurónios de pacientes. Conclusivamente, iPS cells representam um modelo fundamental no estudo da proteína Shank3 e a sua influência no sindrome de Phelan-McDermid.

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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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Dissertação apresentada ao Instituto Superior de Contabilidade e Administração do Porto para a obtenção do grau de Mestre em Empreendedorismo e Internacionalização. Orientada pela Professora Doutora Maria Clara Dias Pinto Ribeiro

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Radio interference drastically affects the performance of sensor-net communications, leading to packet loss and reduced energy-efficiency. As an increasing number of wireless devices operates on the same ISM frequencies, there is a strong need for understanding and debugging the performance of existing sensornet protocols under interference. Doing so requires a low-cost flexible testbed infrastructure that allows the repeatable generation of a wide range of interference patterns. Unfortunately, to date, existing sensornet testbeds lack such capabilities, and do not permit to study easily the coexistence problems between devices sharing the same frequencies. This paper addresses the current lack of such an infrastructure by using off-the-shelf sensor motes to record and playback interference patterns as well as to generate customizable and repeat-able interference in real-time. We propose and develop JamLab: a low-cost infrastructure to augment existing sensornet testbeds with accurate interference generation while limiting the overhead to a simple upload of the appropriate software. We explain how we tackle the hardware limitations and get an accurate measurement and regeneration of interference, and we experimentally evaluate the accuracy of JamLab with respect to time, space, and intensity. We further use JamLab to characterize the impact of interference on sensornet MAC protocols.

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Modeling the fundamental performance limits of Wireless Sensor Networks (WSNs) is of paramount importance to understand their behavior under the worst-case conditions and to make the appropriate design choices. This is particular relevant for time-sensitive WSN applications, where the timing behavior of the network protocols (message transmission must respect deadlines) impacts on the correct operation of these applications. In that direction this paper contributes with a methodology based on Network Calculus, which enables quick and efficient worst-case dimensioning of static or even dynamically changing cluster-tree WSNs where the data sink can either be static or mobile. We propose closed-form recurrent expressions for computing the worst-case end-to-end delays, buffering and bandwidth requirements across any source-destination path in a cluster-tree WSN. We show how to apply our methodology to the case of IEEE 802.15.4/ZigBee cluster-tree WSNs. Finally, we demonstrate the validity and analyze the accuracy of our methodology through a comprehensive experimental study using commercially available technology, namely TelosB motes running TinyOS.

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Consider a multihop network comprising Ethernet switches. The traffic is described with flows and each flow is characterized by its source node, its destination node, its route and parameters in the generalized multiframe model. Output queues on Ethernet switches are scheduled by static-priority scheduling and tasks executing on the processor in an Ethernet switch are scheduled by stride scheduling. We present schedulability analysis for this setting.

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Modelling the fundamental performance limits of wireless sensor networks (WSNs) is of paramount importance to understand the behaviour of WSN under worst case conditions and to make the appropriate design choices. In that direction, this paper contributes with a methodology for modelling cluster tree WSNs with a mobile sink. We propose closed form recurrent expressions for computing the worst case end to end delays, buffering and bandwidth requirements across any source-destination path in the cluster tree assuming error free channel. We show how to apply our theoretical results to the specific case of IEEE 802.15.4/ZigBee WSNs. Finally, we demonstrate the validity and analyze the accuracy of our methodology through a comprehensive experimental study, therefore validating the theoretical results through experimentation.

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In the last twenty years genetic algorithms (GAs) were applied in a plethora of fields such as: control, system identification, robotics, planning and scheduling, image processing, and pattern and speech recognition (Bäck et al., 1997). In robotics the problems of trajectory planning, collision avoidance and manipulator structure design considering a single criteria has been solved using several techniques (Alander, 2003). Most engineering applications require the optimization of several criteria simultaneously. Often the problems are complex, include discrete and continuous variables and there is no prior knowledge about the search space. These kind of problems are very more complex, since they consider multiple design criteria simultaneously within the optimization procedure. This is known as a multi-criteria (or multiobjective) optimization, that has been addressed successfully through GAs (Deb, 2001). The overall aim of multi-criteria evolutionary algorithms is to achieve a set of non-dominated optimal solutions known as Pareto front. At the end of the optimization procedure, instead of a single optimal (or near optimal) solution, the decision maker can select a solution from the Pareto front. Some of the key issues in multi-criteria GAs are: i) the number of objectives, ii) to obtain a Pareto front as wide as possible and iii) to achieve a Pareto front uniformly spread. Indeed, multi-objective techniques using GAs have been increasing in relevance as a research area. In 1989, Goldberg suggested the use of a GA to solve multi-objective problems and since then other researchers have been developing new methods, such as the multi-objective genetic algorithm (MOGA) (Fonseca & Fleming, 1995), the non-dominated sorted genetic algorithm (NSGA) (Deb, 2001), and the niched Pareto genetic algorithm (NPGA) (Horn et al., 1994), among several other variants (Coello, 1998). In this work the trajectory planning problem considers: i) robots with 2 and 3 degrees of freedom (dof ), ii) the inclusion of obstacles in the workspace and iii) up to five criteria that are used to qualify the evolving trajectory, namely the: joint traveling distance, joint velocity, end effector / Cartesian distance, end effector / Cartesian velocity and energy involved. These criteria are used to minimize the joint and end effector traveled distance, trajectory ripple and energy required by the manipulator to reach at destination point. Bearing this ideas in mind, the paper addresses the planning of robot trajectories, meaning the development of an algorithm to find a continuous motion that takes the manipulator from a given starting configuration up to a desired end position without colliding with any obstacle in the workspace. The chapter is organized as follows. Section 2 describes the trajectory planning and several approaches proposed in the literature. Section 3 formulates the problem, namely the representation adopted to solve the trajectory planning and the objectives considered in the optimization. Section 4 studies the algorithm convergence. Section 5 studies a 2R manipulator (i.e., a robot with two rotational joints/links) when the optimization trajectory considers two and five objectives. Sections 6 and 7 show the results for the 3R redundant manipulator with five goals and for other complementary experiments are described, respectively. Finally, section 8 draws the main conclusions.

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Remote Labs are an emergent educational resource in Engineering, which addresses the remote delivery of practical contents, i. e. remote experiments, through the web. This resource may either be used as a support for e-learning courses in Engineering or Science, in the cases where on-campus lab work is not possible, or as a complement to face-to-face lab classes, allowing the students to repeat a given experiment on a remote fashion, without time restrictions.

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A utilização de energia renovável é hoje tema abordado em todo o mundo, devido à preocupação com a preservação do meio ambiente. Entre as energias renováveis, a biomassa destaca-se pela excelente disponibilidade que possui. Os dejetos bovinos são uma das mais abundantes, o qual tem grande potencial energético, se fermentado corretamente em biodigestores, obtendo como um dos produtos finais, o biogás. Esse gás é constituído na sua maior parte por gás metano (CH4) que é altamente inflamável. Neste trabalho pretende-se fazer a avaliação do potencial energético das propriedades de produção de leite na região do concelho de BRAGA aplicando uma tecnologia de queima de biogás e de produção de eletricidade utilizando um sistema de cogeração convencional e uma tecnologia mais recente, o Organic Rankine Cycle (ORC) e explicitando a respetiva análise económica. As opções por um sistema ORC na central em análise foram justificadas ponderando as vantagens e desvantagens deste ciclo em relação ao ciclo de vapor de água. O objetivo é a obtenção de energia elétrica e térmica e o aumento do rendimento global da instalação com o aproveitamento de todas as energias disponíveis, assim como a eliminação da toxidade dos dejetos para aproveitamento como biomassa. Partindo do levantamento bibliográfico e caraterização das diversas propriedades existentes no concelho, utilizando a tecnologia mais indicada e atual para este tipo de instalação. A biomassa utilizada foi uma mistura de dejetos bovinos com água. O biogás produzido foi convertido em energia elétrica e térmica, através da sua queima. Tem-se assim uma central que além de dar destino adequado aos dejetos animais, diminui a contaminação ambiental, evita a emissão de gás metano para a atmosfera e produz biogás. Efetua-se os cálculos económicos para dois cenários distintos, implementação de uma central de valorização de biogás em cada um dos oito maiores produtores de leite do núcleo de Penso e o aproveitamento dos dejetos produzidos pelos mesmos para implementação de uma central global de recolha dos mesmos, onde é feito o tratamento dos mesmos e a consequente produção de biogás. Na análise económica foram utilizados os seguintes critérios: o VAL (valor atual líquido), a TIR (taxa interna de rendibilidade) e o Período de Retorno Financeiro do Projeto.

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As novas tecnologias, e a Internet em particular, criaram novas formas de transmissão de informação para o público e alteraram a forma como as pessoas comunicam. Isto abriu portas a novas formas de publicidade e ao aparecimento de um novo género de jogos, os advergames, aproveitando o facto dos jogos online contarem já com milhões de jogadores a nível mundial, um número que continua em constante crescimento. O conceito é relativamente recente mas apresenta resultados bastante positivos, com muitos especialistas a defender que os advergames são o futuro da publicidade, em grande parte devido aos custos inferiores e ao tempo de exposição do produto, quando comparado com os métodos mais tradicionais de publicidade. Os Jogos Sérios e, em especial, os advergames são o tema principal desta tese, com uma análise detalhada das suas vantagens e desvantagens, origens e oportunidade de desenvolvimento no futuro. São também analisados alguns casos de advergames de sucesso. A componente prática da tese tem como objetivo a criação de um advergame com o propósito principal de auxiliar os novos alunos do ISEP no seu processo de integração. O jogo consiste num formato de labirinto em duas dimensões, com objetivos que consistem na captura de certos objetos e entrega dos mesmos em pontos de destino pré-definidos, sempre dentro de um tempo limite e evitando outros perigos e obstáculos. Os resultados obtidos com a aplicação deste jogo demonstram que a transmissão de informação é bastante eficaz junto do seu público-alvo, devido em parte à abordagem mais dinâmica e interativa que um advergame tem com os seus utilizadores. A simplicidade da interface e facilidade de utilização proporcionada pelo jogo permitem uma exposição alargada da mensagem a passar, aumentando a motivação do jogador para se manter em contacto com o mesmo. Isto apresenta perspetivas bastante otimistas para o futuro da utilização de advergames no meio Universitário.