23 resultados para Problem Solving
em Instituto Politécnico do Porto, Portugal
Resumo:
This paper presents a project consisting on the development of an Intelligent Tutoring System, for training and support concerning the development of electrical installation projects to be used by electrical engineers, technicians and students. One of the major goals of this project is to devise a teaching model based on Intelligent Tutoring techniques, considering not only academic knowledge but also other types of more empirical knowledge, able to achieve successfully the training of electrical installation design.
Resumo:
Swarm Intelligence generally refers to a problem-solving ability that emerges from the interaction of simple information-processing units. The concept of Swarm suggests multiplicity, distribution, stochasticity, randomness, and messiness. The concept of Intelligence suggests that problem-solving approach is successful considering learning, creativity, cognition capabilities. This paper introduces some of the theoretical foundations, the biological motivation and fundamental aspects of swarm intelligence based optimization techniques such Particle Swarm Optimization (PSO), Ant Colony Optimization (ACO) and Artificial Bees Colony (ABC) algorithms for scheduling optimization.
Resumo:
The main purpose of this paper is to propose a Multi-Agent Autonomic and Bio-Inspired based framework with selfmanaging capabilities to solve complex scheduling problems using cooperative negotiation. Scheduling resolution requires the intervention of highly skilled human problem-solvers. This is a very hard and challenging domain because current systems are becoming more and more complex, distributed, interconnected and subject to rapidly changing. A natural Autonomic Computing (AC) evolution in relation to Current Computing is to provide systems with Self-Managing ability with a minimum human interference.
Resumo:
In the last years there has been a considerable increase in the number of people in need of intensive care, especially among the elderly, a phenomenon that is related to population ageing (Brown 2003). However, this is not exclusive of the elderly, as diseases as obesity, diabetes, and blood pressure have been increasing among young adults (Ford and Capewell 2007). As a new fact, it has to be dealt with by the healthcare sector, and particularly by the public one. Thus, the importance of finding new and cost effective ways for healthcare delivery are of particular importance, especially when the patients are not to be detached from their environments (WHO 2004). Following this line of thinking, a VirtualECare Multiagent System is presented in section 2, being our efforts centered on its Group Decision modules (Costa, Neves et al. 2007) (Camarinha-Matos and Afsarmanesh 2001).On the other hand, there has been a growing interest in combining the technological advances in the information society - computing, telecommunications and knowledge in order to create new methodologies for problem solving, namely those that convey on Group Decision Support Systems (GDSS), based on agent perception. Indeed, the new economy, along with increased competition in todays complex business environments, takes the companies to seek complementarities, in order to increase competitiveness and reduce risks. Under these scenarios, planning takes a major role in a company life cycle. However, effective planning depends on the generation and analysis of ideas (innovative or not) and, as a result, the idea generation and management processes are crucial. Our objective is to apply the GDSS referred to above to a new area. We believe that the use of GDSS in the healthcare arena will allow professionals to achieve better results in the analysis of ones Electronically Clinical Profile (ECP). This attainment is vital, regarding the incoming to the market of new drugs and medical practices, which compete in the use of limited resources.
Resumo:
Group decision making plays an important role in todays organisations. The impact of decision making is so high and complex, that rarely the decision making process is made individually. In Group Decision Argumentation, there is a set of participants, with different profiles and expertise levels, that 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. In this paper, it is proposed a Multi-Agent simulator for the behaviour representation of group members in a decision making process. Agents behave depending on rational and emotional intelligence and use persuasive argumentation to convince and make alternative choices.
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:
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:
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. Ones 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:
O empreendedorismo social tem vindo, nas ltimas dcadas, a ser denominado como um novo paradigma determinante para o funcionamento da economia, em grande parte, porque a economia social tornou-se basilar na sociedade, por um lado, pelo crescimento exponencial da excluso social, elevado desemprego e envelhecimento da populao e, por outro, devido s dificuldades oramentais dos governos. O empreendedorismo social, utilizado por Instituies Particulares de Solidariedade Social sem fins lucrativos, procura resolver problemas sociais de forma inovadora e sustentvel, com a finalidade de dar resposta aos grandes desafios sociais da atualidade, atravs da ao social na preveno e no apoio nas diversas situaes de fragilidade, excluso ou carncia humana, promovendo a incluso, a integrao social e o desenvolvimento local. O objetivo fundamental do presente trabalho, pretende verificar at que ponto as IPSS podem ser definidas como empreendedores sociais, atravs da prestao de servios, nas variadas reas populao local, de forma a alcanar o valor social. Neste estudo enveredou-se pela metodologia qualitativa, utilizando o mtodo do estudo de caso nico, recorrendo ao questionrio como instrumento de recolha de dados numa instituio particular de solidariedade social do concelho da Maia. Deste estudo foi possvel concluir a IPSS tem uma proximidade s populaes, atravs das diversas valncias vocacionadas para a resoluo de problemas sociais emergentes, promovendo a incluso a integrao social, e alcanar o valor social. Assim, consideramos a IPSS estudada como sendo parte integrante e promotora do empreendedorismo social.
Resumo:
Introduo: O movimento do membro superior est de forma inequvoca direccionado para a resoluo de problemas neuromotores. O gesto de alcance constitui o exemplo mais evidente da capacidade deste segmento se organizar no espao com objetivos especficos e relacionados com a concretizao de um propsito motor. A diminuio da necessidade de recorrer a estratgias compensatrias podem ser melhoradas atravs da implementao de uma interveno baseada num processo de raciocnio clnico, assente na comprenso dos componentes especficos do movimento e do controle motor, o conceito de Bobath (CB). Objetivo: Pretendeu-se analisar as alteraes nas variveis: deslocamento do tronco, tempo de execuo do movimento, unidades de movimento e velocidade mxima da mo no gesto de alcanar em 4 indivduos com alteraes neuromotoras decorrentes de um AVE, face aplicao de um programa de interveno baseado no CB. Metodologia: O estudo apresenta quatro casos de indivduos com AVE, que realizaram interveno em fisioterapia baseada no CB, durante 12 semanas. Antes e aps a interveno, analisadas as variveis: deslocamento do tronco, tempo de execuo do movimento, unidades de movimento e velocidade mxima da mo no gesto de alcanar recorrendo ao Qualisys Track Manager. Avaliou-se os movimentos compensatrios durante o gesto de alcance, atravs da Reach Performance Test e a Fugl-Meyer Assessment of Motor Recovery after Stroke para avaliar o comprometimento motor do MS. Resultados: Aps a interveno, os indivduos em estudo apresentaram, na sua maioria, uma diminuio dos movimentos compensatrios no movimento de alcance. Apresentando diminuio deslocamento do troco, tempo de execuo do movimento, unidades de movimento e um aumento na velocidade da mo. Concluso: A interveno baseada no CB teve efeitos positivos do ponto de vista do CP do tronco e MS, nos quatro indivduos com AVE.
Resumo:
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 students 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.
Resumo:
Orientadora: Doutora Anabela Mesquita Teixeira Sarmento
Resumo:
O presente trabalho foi elaborado no mbito da Dissertao Final de Mestrado do curso de Engenharia Mecnica Gesto Industrial do Instituto Superior de Engenharia do Porto. Este foi realizado numa empresa da indstria de pneus, a Continental Mabor S.A.. Nos dias atuais, a indstria esta cada vez mais competitiva, os custos e os prazos da entrega so cada vez mais reduzidos e a qualidade cada vez mais exigente, assim sendo, imprescindvel uma constante melhoria do sistema produtivo. Este fato fez com que o presente trabalho tivesse como principal objetivo determinar o estado atual e delinear um plano de melhoria para um equipamento (Extrusora de pisos n6), recentemente instalado na fbrica mas oriundo de outra fbrica do grupo, recorrendo para tal ao Lean Manufacturing e a ferramentas que lhe esto associadas. Inicialmente realizou-se uma anlise e diagnstico ao processo de extruso de pisos na Extrusora n6, com o intuito de avaliar todas as suas ineficincias e ainda formular um plano de melhorias para a ineficincia de maior impacto no sistema produtivo. Esta anlise foi realizada em diferentes turnos e diferentes equipas de trabalho de forma a se obter uma amostra mais representativa da realidade global. Aps esta anlise verificou-se que as principais ineficincias eram Setup, conformidade do material, dimenses e encravamentos, entre outros. Sendo que os Setup provocam um tempo de paragem de 101 minutos por turno, escolheu-se esta perturbao como o foco do plano de melhorias a realizar posteriormente. De forma a reduzir os tempos de mudana (Setup), o autor no presente trabalho utilizou ferramentas Lean Manufacturing, principalmente o SMED. Conjuntamente com o SMED ainda foram utilizadas outras ferramentas Lean Manufacturing tais como: 5S, Gesto Visual, Problem Solving e Normalizao do Mtodo de Trabalho. Aps a implementao de todas estas ferramentas obteve-se uma reduo de tempos de mudana de 43% com 1 operador e 71% com 2 operadores, ou seja, reduziu-se de 40,5 minutos gastos por turno para a mudana de fieira para 23,13 min e 11,79 min respetivamente, o que corresponde a um ganho monetrio anual de 63.621 ou 105.045, respetivamente. Com este trabalho conclui-se que a utilizao de ferramentas Lean Manufacturing contribuem para a reduo dos desperdcios do processo produtivo. Por isso, espera-se que este estudo seja aplicado na Extrusora n6 e nas restantes Extrusoras de pisos existentes na fbrica, e num futuro prximo que se realize estudos semelhantes em mquinas com diferentes funes.
Resumo:
Mestrado em Engenharia Eletrotcnica e de Computadores - rea de Especializao de Telecomunicaes
Resumo:
A satisfao do utente na comunicao com profissionais de sade um indicador de qualidade dos servios ou instituies. Na literatura no encontramos instrumentos padronizados e validados, que avaliem a satisfao do utente na comunicao com os profissionais de sade. O presente estudo tem como objetivo construir e validar um instrumento para avaliar a satisfao do utente na comunicao com os profissionais de sade. Desenvolvemos este estudo em trs ciclos. Um primeiro, reviso da literatura, para identificar dimenses e itens da comunicao interpessoal na sade. No segundo ciclo, conduzimos um mtodo de Delphi modificado em trs rondas, com recurso plataforma informtica de questionrios Survey Monkey, no qual participou um painel de 25 peritos; estabelecemos como critrio mnimo de reteno para a ronda seguinte os itens que recebessem 70% do consenso por parte do painel. Aps as trs rondas, obtivemos um instrumento com seis dimenses comunicacionais (comunicao verbal, comunicao no verbal, empatia, respeito, resoluo de problemas e material de apoio), vinte e cinco itens especficos, e mais seis dimenses genricas, que avaliam cada uma das dimenses. No terceiro ciclo avaliamos as caractersticas psicomtricas, em termos de sensibilidade, validade do construto e fidelidade, numa amostra de 348 participantes. Os resultados mostram que todas as categorias de resposta estavam representadas em todos os itens. Validade do construto- a anlise fatorial identificou uma soluo de seis componentes que explicam 71% da varincia total. Fiabilidade - os valores da correlao item-total variam entre 0,387 e 0,722, existindo uma correlao positiva moderada a forte. O valor de alfa de Cronbach (=0,928) indica que a consistncia interna excelente. O instrumento construdo apresenta boas propriedades psicomtricas. Fica assim disponvel uma nova ferramenta para auxiliar na gesto e no processo de planeamento necessrios ao incremento da qualidade nos servios e instituies de sade.