21 resultados para Making Links
em Instituto Politécnico do Porto, Portugal
Resumo:
Electricity markets are complex environments, involving a large number of different entities, playing in a dynamic scene to obtain the best advantages and profits. MASCEM is a multi-agent electricity market simulator to model market players and simulate their operation in the market. Market players are entities with specific characteristics and objectives, making their decisions and interacting with other players. MASCEM is integrated with ALBidS, a system that provides several dynamic strategies for agents’ behavior. This paper presents a method that aims at enhancing ALBidS competence in endowing market players with adequate strategic bidding capabilities, allowing them to obtain the higher possible gains out of the market. This method uses a reinforcement learning algorithm to learn from experience how to choose the best from a set of possible actions. These actions are defined accordingly to the most probable points of bidding success. With the purpose of accelerating the convergence process, a simulated annealing based algorithm is included.
Resumo:
Human Computer Interaction (HCl) is to interaction between computers and each person. And context-aware (CA) is very important one of HCI composition. In particular, if there are sequential or continuous tasks between users and devices, among users, and among devices etc, it is important to decide the next action using right CA. And to take perfect decision we have to get together all CA into a structure. We define that structure is Context-Aware Matrix (CAM) in this article. However to make exact decision is too hard for some problems like low accuracy, overhead and bad context by attacker etc. Many researcher has been studying to solve these problems. Moreover, still it has weak point HCI using in safety. In this Article, we propose CAM making include best selecting Server in each area. As a result, moving users could be taken the best way.
Resumo:
It is difficult to get the decision about an opinion after many users get the meeting in same place. It used to spend too much time in order to find solve some problem because of the various opinions of each other. TAmI (Group Decision Making Toolkit) is the System to Group Decision in Ambient Intelligence [1]. This program was composed with IGATA [2], WebMeeting and the related Database system. But, because it is sent without any encryption in IP / Password, it can be opened to attacker. They can use the IP / Password to the bad purpose. As the result, although they make the wrong result, the joined member can’t know them. Therefore, in this paper, we studied the applying method of user’s authentication into TAmI.
Resumo:
As the time goes on, it is a question of common sense to involve in the process of decision making people scattered around the globe. Groups are created in a formal or informal way, exchange ideas or engage in a process of argumentation and counterargumentation, negotiate, cooperate, collaborate or even discuss techniques and/or methodologies for problem solving. In this work it is proposed an agent-based architecture to support a ubiquitous group decision support system, i.e. based on the concept of agent, which is able to exhibit intelligent, and emotional-aware behaviour, and support argumentation, through interaction with individual persons or groups. It is enforced the paradigm of Mixed Initiative Systems, so the initiative is to be pushed by human users and/or intelligent agents.
Resumo:
In this paper is proposed the integration of personality, emotion and mood aspects for a group of participants in a decision-making negotiation process. The aim is to simulate the participant behavior in that scenario. The personality is modeled through the OCEAN five-factor model of personality (Openness, Conscientiousness, Extraversion, Agreeableness and Negative emotionality). The emotion model applied to the participants is the OCC (Ortony, Clore and Collins) that defines several criteria representing the human emotional structure. In order to integrate personality and emotion is used the pleasure-arousal-dominance (PAD) model of mood.
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:
Involving groups in important management processes such as decision making has several advantages. By discussing and combining ideas, counter ideas, critical opinions, identified constraints, and alternatives, a group of individuals can test potentially better solutions, sometimes in the form of new products, services, and plans. In the past few decades, operations research, AI, and computer science have had tremendous success creating software systems that can achieve optimal solutions, even for complex problems. The only drawback is that people don’t always agree with these solutions. Sometimes this dissatisfaction is due to an incorrect parameterization of the problem. Nevertheless, the reasons people don’t like a solution might not be quantifiable, because those reasons are often based on aspects such as emotion, mood, and personality. At the same time, monolithic individual decisionsupport systems centered on optimizing solutions are being replaced by collaborative systems and group decision-support systems (GDSSs) that focus more on establishing connections between people in organizations. These systems follow a kind of social paradigm. Combining both optimization- and socialcentered approaches is a topic of current research. However, even if such a hybrid approach can be developed, it will still miss an essential point: the emotional nature of group participants in decision-making tasks. We’ve developed a context-aware emotion based model to design intelligent agents for group decision-making processes. To evaluate this model, we’ve incorporated it in an agent-based simulator called ABS4GD (Agent-Based Simulation for Group Decision), which we developed. This multiagent simulator considers emotion- and argument based factors while supporting group decision-making processes. Experiments show that agents endowed with emotional awareness achieve agreements more quickly than those without such awareness. Hence, participant agents that integrate emotional factors in their judgments can be more successful because, in exchanging arguments with other agents, they consider the emotional nature of group decision making.
Resumo:
Decision Making is one of the most important activities of the human being. Nowadays decisions imply to consider many different points of view, so decisions are commonly taken by formal or informal groups of persons. Groups exchange ideas or engage in a process of argumentation and counter-argumentation, negotiate, cooperate, collaborate or even discuss techniques and/or methodologies for problem solving. Group Decision Making is a social activity in which the discussion and results consider a combination of rational and emotional aspects. In this paper we will present a Smart Decision Room, LAID (Laboratory of Ambient Intelligence for Decision Making). In LAID environment it is provided the support to meeting room participants in the argumentation and decision making processes, combining rational and emotional aspects.
Resumo:
There is an undeniable positive effect of innovation for both firms and the economy, with particular regards to the financial performance of firms. However, there is an important role of the decision making process for the allocation of resources to finance the innovation process. The aim of this paper is to understand what factors explain the decision making process in innovation activities of Portuguese firms. This is an empirical study, based on the modern theoretical approaches, which has relied on five key aspects for innovation: barriers, sources, cooperation, funding; and the decision making process. Primary data was collected through surveys to firms that have applied for innovation programmes within the Portuguese innovation agency. Univariate and multivariate statistical techniques were used. Our results suggest that the factors that mostly influence the Portuguese firms’ innovation decision-making processes are economical and financial (namely those related to profit increase and labour costs reduction).
Resumo:
Knowledge is central to the modern economy and society. Indeed, the knowledge society has transformed the concept of knowledge and is more and more aware of the need to overcome the lack of knowledge when has to make options or address its problems and dilemmas. One’s knowledge is less based on exact facts and more on hypotheses, perceptions or indications. Even when we use new computational artefacts and novel methodologies for problem solving, like the use of Group Decision Support Systems (GDSSs), the question of incomplete information is in most of the situations marginalized. On the other hand, common sense tells us that when a decision is made it is impossible to have a perception of all the information involved and the nature of its intrinsic quality. Therefore, something has to be made in terms of the information available and the process of its evaluation. It is under this framework that a Multi-valued Extended Logic Programming language will be used for knowledge representation and reasoning, leading to a model that embodies the Quality-of-Information (QoI) and its quantification, along the several stages of the decision-making process. In this way, it is possible to provide a measure of the value of the QoI that supports the decision itself. This model will be here presented in the context of a GDSS for VirtualECare, a system aimed at sustaining online healthcare services.
Resumo:
Ainda antes da invenção da escrita, o desenho foi utilizado para descrever a realidade, tendo evoluído ao longo dos tempos, ganhando mais qualidade e pormenor e recorrendo a suportes cada vez mais evoluídos que permitissem a perpetuação dessa imagem: dessa informação. Desde as pinturas rupestres, nas paredes de grutas paleolíticas, passando pelos hieróglifos, nos templos egípcios, nas gravuras das escrituras antigas e nos quadros sobre tela, a intenção sempre foi a de transmitir a informação da forma mais directa e perceptível por qualquer indivíduo. Nos dias de hoje as novas tecnologias permitem aceder à informação com uma facilidade nunca antes vista ou imaginada, estando certamente ainda por descobrir outras formas de registar e perpetuar a informação para as gerações vindouras. A fotografia está na origem das grandes evoluções da imagem, permitindo capturar o momento, tornando-o “eterno”. Hoje em dia, na era da imagem digital, além de se mostrar a realidade, é possível incorporar na imagem informação adicional, de modo a enriquecer a experiência de visualização e a maximizar a aquisição do conhecimento. As possibilidades da visualização em três dimensões (3D) vieram dar o realismo que faltava ao formato de fotografia original. O 3D permite a imersão do espectador no ambiente que, a própria imagem retrata, à qual se pode ainda adicionar informação escrita ou até sensorial como, por exemplo, o som. Esta imersão num ambiente tridimensional permite ao utilizador interagir com a própria imagem através da navegação e exploração de detalhes, usando ferramentas como o zoom ou ligações incorporados na imagem. A internet é o local onde, hoje em dia, já se disponibilizam estes ambientes imersivos, tornando esta experiência muita mais acessível a qualquer pessoa. Há poucos anos ainda, esta prática só era possível mediante o recurso a dispositivos especificamente construídos para o efeito e que, por isso, apenas estavam disponíveis a grupos restritos de utilizadores. Esta dissertação visa identificar as características de um ambiente 3D imersivo e as técnicas existentes e possíveis de serem usadas para maximizar a experiência de visualização. Apresentar-se-ão algumas aplicações destes ambientes e sua utilidade no nosso dia-a-dia, antevendo as tendências futuras de evolução nesta área. Serão apresentados exemplos de ferramentas para a composição e produção destes ambientes e serão construídos alguns modelos ilustrativos destas técnicas, como forma de avaliar o esforço de desenvolvimento e o resultado obtido, comparativamente com formas mais convencionais de transmitir e armazenar a informação. Para uma avaliação mais objectiva, submeteram-se os modelos produzidos à apreciação de diversos utilizadores, a partir da qual foram elaboradas as conclusões finais deste trabalho relativamente às potencialidades de utilização de ambientes 3D imersivos e suas mais diversas aplicações.
Resumo:
This thesis presents the Fuzzy Monte Carlo Model for Transmission Power Systems Reliability based studies (FMC-TRel) methodology, which is based on statistical failure and repair data of the transmission power system components and uses fuzzyprobabilistic modeling for system component outage parameters. Using statistical records allows developing the fuzzy membership functions of system component outage parameters. The proposed hybrid method of fuzzy set and Monte Carlo simulation based on the fuzzy-probabilistic models allows catching both randomness and fuzziness of component outage parameters. A network contingency analysis to identify any overloading or voltage violation in the network is performed once obtained the system states. This is followed by a remedial action algorithm, based on Optimal Power Flow, to reschedule generations and alleviate constraint violations and, at the same time, to avoid any load curtailment, if possible, or, otherwise, to minimize the total load curtailment, for the states identified by the contingency analysis. For the system states that cause load curtailment, an optimization approach is applied to reduce the probability of occurrence of these states while minimizing the costs to achieve that reduction. This methodology is of most importance for supporting the transmission system operator decision making, namely in the identification of critical components and in the planning of future investments in the transmission power system. A case study based on Reliability Test System (RTS) 1996 IEEE 24 Bus is presented to illustrate with detail the application of the proposed methodology.
Resumo:
Mestrado em Engenharia Química - Ramo optimização energética na indústria química
Resumo:
Consider a wireless network where links may be unidirectional, that is, a computer node A can broadcast a message and computer node B will receive this message but if B broadcasts then A will not receive it. Assume that messages have deadlines. We propose a medium access control (MAC) protocol which replicates a message in time with carefully selected pauses between replicas, and in this way it guarantees that for every message at least one replica of that message is transmitted without collision. The protocol ensures this with no knowledge of the network topology and it requires neither synchronized clocks nor carrier sensing capabilities. We believe this result is significant because it is the only MAC protocol that offers an upper bound on the message queuing delay for unidirectional links without relying on synchronized clocks.
Resumo:
Several standards have appeared in recent years to formalize the metadata of learning objects, but they are still insufficient to fully describe a specialized domain. In particular, the programming exercise domain requires interdependent resources (e.g. test cases, solution programs, exercise description) usually processed by different services in the programming exercise lifecycle. Moreover, the manual creation of these resources is time-consuming and error-prone, leading to an obstacle to the fast development of programming exercises of good quality. This chapter focuses on the definition of an XML dialect called PExIL (Programming Exercises Interoperability Language). The aim of PExIL is to consolidate all the data required in the programming exercise lifecycle from when it is created to when it is graded, covering also the resolution, the evaluation, and the feedback. The authors introduce the XML Schema used to formalize the relevant data of the programming exercise lifecycle. The validation of this approach is made through the evaluation of the usefulness and expressiveness of the PExIL definition. In the former, the authors present the tools that consume the PExIL definition to automatically generate the specialized resources. In the latter, they use the PExIL definition to capture all the constraints of a set of programming exercises stored in a learning objects repository.