19 resultados para theory to practice

em Instituto Politécnico do Porto, Portugal


Relevância:

100.00% 100.00%

Publicador:

Resumo:

Timeliness guarantee is an important feature of the recently standardized IEEE 802.15.4 protocol, turning it quite appealing for Wireless Sensor Network (WSN) applications under timing constraints. When operating in beacon-enabled mode, this protocol allows nodes with real-time requirements to allocate Guaranteed Time Slots (GTS) in the contention-free period. The protocol natively supports explicit GTS allocation, i.e. a node allocates a number of time slots in each superframe for exclusive use. The limitation of this explicit GTS allocation is that GTS resources may quickly disappear, since a maximum of seven GTSs can be allocated in each superframe, preventing other nodes to benefit from guaranteed service. Moreover, the GTS may be underutilized, resulting in wasted bandwidth. To overcome these limitations, this paper proposes i-GAME, an implicit GTS Allocation Mechanism in beacon-enabled IEEE 802.15.4 networks. The allocation is based on implicit GTS allocation requests, taking into account the traffic specifications and the delay requirements of the flows. The i-GAME approach enables the use of one GTS by multiple nodes, still guaranteeing that all their (delay, bandwidth) requirements are satisfied. For that purpose, we propose an admission control algorithm that enables to decide whether to accept a new GTS allocation request or not, based not only on the remaining time slots, but also on the traffic specifications of the flows, their delay requirements and the available bandwidth resources. We show that our approach improves the bandwidth utilization as compared to the native explicit allocation mechanism defined in the IEEE 802.15.4 standard. We also present some practical considerations for the implementation of i-GAME, ensuring backward compatibility with the IEEE 801.5.4 standard with only minor add-ons. Finally, an experimental evaluation on a real system that validates our theoretical analysis and demonstrates the implementation of i-GAME is also presented

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Currently, the teaching-learning process in domains, such as computer programming, is characterized by an extensive curricula and a high enrolment of students. This poses a great workload for faculty and teaching assistants responsible for the creation, delivery, and assessment of student exercises. The main goal of this chapter is to foster practice-based learning in complex domains. This objective is attained with an e-learning framework—called Ensemble—as a conceptual tool to organize and facilitate technical interoperability among services. The Ensemble framework is used on a specific domain: computer programming. Content issues are tacked with a standard format to describe programming exercises as learning objects. Communication is achieved with the extension of existing specifications for the interoperation with several systems typically found in an e-learning environment. In order to evaluate the acceptability of the proposed solution, an Ensemble instance was validated on a classroom experiment with encouraging results.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Mestrado em Engenharia Informática - Área de Especialização em Sistemas Gráficos e Multimédia

Relevância:

100.00% 100.00%

Publicador:

Resumo:

This article presents a framework to an Industrial Engineering and Management Science course from School of Management and Industrial Studies using Autonomous Ground Vehicles (AGV) to supply materials to a production line as an experimental setup for the students to acquire knowledge in the production robotics area. The students must be capable to understand and put into good use several concepts that will be of utmost importance in their professional life such as critical decisions regarding the study, development and implementation of a production line. The main focus is a production line using AGVs, where the students are required to address several topics such as: sensors actuators, controllers and an high level management and optimization software. The presented framework brings to the robotics teaching community methodologies that allow students from different backgrounds, that normally don’t experiment with the robotics concepts in practice due to the big gap between theory and practice, to go straight to ”making” robotics. Our aim was to suppress the minimum start point level thus allowing any student to fully experience robotics with little background knowledge.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

Relatório de estágio realizado por: Tiago André Nogueira da Cruz Trabalho orientado pela Mestre Célia Sousa

Relevância:

90.00% 90.00%

Publicador:

Resumo:

Short-term risk management is highly dependent on long-term contractual decisions previously established; risk aversion factor of the agent and short-term price forecast accuracy. Trying to give answers to that problem, this paper provides a different approach for short-term risk management on electricity markets. Based on long-term contractual decisions and making use of a price range forecast method developed by the authors, the short-term risk management tool presented here has as main concern to find the optimal spot market strategies that a producer should have for a specific day in function of his risk aversion factor, with the objective to maximize the profits and simultaneously to practice the hedge against price market volatility. Due to the complexity of the optimization problem, the authors make use of Particle Swarm Optimization (PSO) to find the optimal solution. Results from realistic data, namely from OMEL electricity market, are presented and discussed in detail.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

Mestrado em Engenharia Química. Ramo optimização energética na indústria química.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

É considerado um dos problemas na educação o facto de a aprendizagem poder ser muito baseada no uso da teoria. Sendo as experiências do ser humano uma grande parte da forma como vemos e vivemos o mundo, torna-se imprescindível o hábito da prática na formação do nosso conhecimento. Embora a teoria seja sempre necessária na construção de conceitos, deve ser complementada com a experiência de forma a consolidar a aprendizagem para melhor noção da realidade. Esta dissertação descreve uma didáctica para a integração de dispositivos hápticos aplicados à educação, concebendo assim um novo e inovador método de ensino aliado à prática. Dependendo da aceitação por parte dos alunos, este método de uso de tecnologia na educação para fins práticos pode revelar-se revolucionário. Experiências que seriam difíceis de realizar tornam-se possíveis de simular de uma forma real com a ajuda dos sistemas hápticos, em que a variedade de matérias que as aplicações podem simular é vasta. Especificamente, este trabalho fundamenta-se no estudo da aerodinâmica no voo com recurso a uma aplicação desenvolvida para o efeito e à potencialidade do aparelho háptico Novint Falcon, um interface sensorial táctil entre uma pessoa e um computador, de custo relativamente baixo em relação à generalidade dos preços deste tipo de dispositivos. Os testes que estudantes realizaram à aplicação revelaram grande interesse e curiosidade pela novidade da tecnologia háptica e apreciação no conceito do seu uso prático na educação. De forma geral, todos os alunos que participaram no ensaio do programa transmitiram feedback positivo, expressando maior ganho de motivação e desejo em ver este sistema aplicado a outras disciplinas.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

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.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

Mestrado em Educação Pré-Escolar

Relevância:

90.00% 90.00%

Publicador:

Resumo:

Trabalho de Projeto apresentado ao Instituto de Contabilidade e Administração do Porto para a obtenção do grau de Mestre em Contabilidade e Finanças, sob orientação de Paulino Manuel Leite da Silva

Relevância:

90.00% 90.00%

Publicador:

Resumo:

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.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

Dissertação de Mestrado apresentado ao Instituto de Contabilidade e Administração do Porto para a obtenção do grau de Mestre em Contabilidade e Finanças, sob orientação da Professora Doutora Alcina Augusta de Sena Portugal Dias

Relevância:

90.00% 90.00%

Publicador:

Resumo:

No âmbito do Mestrado em Educação Pré-Escolar e Ensino do 1º Ciclo do Ensino Básico e da Prática Pedagógica Supervisionada, realizada em contexto de Creche, foi desenvolvido o presente relatório de estágio de qualificação profissional na Educação Pré-Escolar. A prática educativa sustentou-se num quadro teórico-concetual de referência, com vista à construção de saberes para a Educação de Infância, pelo compromisso e responsabilização progressiva da ação docente, tendo sido encarado como um momento de singular importância. Desta forma, este documento procura ilustrar o processo de desenvolvimento de competências profissionais pela estudante para este nível de educação. Nesta linha de pensamento, importa referenciar a metodologia de investigação-ação, que fundamentou a prática pedagógica da estudante ao longo das várias etapas do processo educativo: Observação, Planificação, Ação, Avaliação, Comunicação e Articulação. Assim, apoiada em estratégias e atitudes investigativas e reflexivas, esta metodologia potenciou a transformação, melhoria e adequação das suas práticas. O contexto de formação assumiu-se, portanto, como um lugar privilegiado de articulação entre teoria e prática, onde o processo de ensino e aprendizagem ficou pautado por intencionalidades educativas com vista ao desenvolvimento integral de cada criança, bem como pela construção de saberes e competências profissionais pela estagiária, elencadas nos Decretos-Lei n.º 240 e 241 de 2001. Tomando em consideração o processo desenvolvido, importa realçar a importância de uma formação profissional ao longo da vida, de modo a potenciar o desenvolvimento de uma atitude perante a Educação cada vez mais crítica, problematizadora, indagadora, reflexiva e investigativa, em prol do desenvolvimento holístico de cada criança.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

This paper presents a framework for a robotic production line simulation learning environment using Autonomous Ground Vehicles (AGV). An eLearning platform is used as interface with the simulator. The objective is to introduce students to the production robotics area using a familiar tool, an eLearning platform, and a framework that simulates a production line using AGVs. This framework allows students to learn about robotics but also about several areas of industrial management engineering without requiring an extensive prior knowledge on the robotics area. The robotic production line simulation learning environment simulates a production environment using AGVs to transport materials to and from the production line. The simulator allows students to validate the AGV dynamics and provides information about the whole materials supplying system which includes: supply times, route optimization and inventory management. The students are required to address several topics such as: sensors, actuators, controllers and an high level management and optimization software. This simulator was developed with a known open source tool from robotics community: Player/Stage. This tool was extended with several add-ons so that students can be able to interact with a complex simulation environment. These add-ons include an abstraction communication layer that performs events provided by the database server which is programmed by the students. An eLearning platform is used as interface between the students and the simulator. The students can visualize the effects of their instructions/programming in the simulator that they can access via the eLearning platform. The proposed framework aims to allow students from different backgrounds to fully experience robotics in practice by suppressing the huge gap between theory and practice that exists in robotics. Using an eLearning platform eliminates installation problems that can occur from different computers software distribution and makes the simulator accessible by all students at school and at home.