33 resultados para Interactive computing.
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Com base no relatório de Projecto III para o Programa Doutoral em Avaliação de Tecnologia (2011-2012)
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Dissertação apresentada como requisito parcial para obtenção do grau de Mestre em Estatística e Gestão de Informação
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Dissertação para obtenção do Grau de Doutor em Química
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Dissertação apresentada para obtenção do Grau de Doutor em Química, perfil de Química Física, pela Universidade Nova de Lisboa, Faculdade de Ciências e Tecnologia
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A Work Project, presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA – School of Business and Economics
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Dissertação para obtenção do Grau de Mestre em Engenharia Informática
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Dissertação para obtenção do Grau de Mestre em Engenharia Informática
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Dissertação para obtenção do Grau de Doutor em Informática
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Em cooperação com Glorianna Davenport do M.I.T. Media Lab
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The Graphics Processing Unit (GPU) is present in almost every modern day personal computer. Despite its specific purpose design, they have been increasingly used for general computations with very good results. Hence, there is a growing effort from the community to seamlessly integrate this kind of devices in everyday computing. However, to fully exploit the potential of a system comprising GPUs and CPUs, these devices should be presented to the programmer as a single platform. The efficient combination of the power of CPU and GPU devices is highly dependent on each device’s characteristics, resulting in platform specific applications that cannot be ported to different systems. Also, the most efficient work balance among devices is highly dependable on the computations to be performed and respective data sizes. In this work, we propose a solution for heterogeneous environments based on the abstraction level provided by algorithmic skeletons. Our goal is to take full advantage of the power of all CPU and GPU devices present in a system, without the need for different kernel implementations nor explicit work-distribution.To that end, we extended Marrow, an algorithmic skeleton framework for multi-GPUs, to support CPU computations and efficiently balance the work-load between devices. Our approach is based on an offline training execution that identifies the ideal work balance and platform configurations for a given application and input data size. The evaluation of this work shows that the combination of CPU and GPU devices can significantly boost the performance of our benchmarks in the tested environments, when compared to GPU-only executions.
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Forest managers, stakeholders and investors want to be able to evaluate economic, environmental and social benefits in order to improve the outcomes of their decisions and enhance sustainable forest management. This research developed a spatial decision support system that provides: (1) an approach to identify the most beneficial locations for agroforestry projects based on the biophysical properties and evaluate its economic, social and environmental impact; (2) a tool to inform prospective investors and stakeholders of the potential and opportunities for integrated agroforestry management; (3) a simulation environment that enables evaluation via a dashboard with the opportunity to perform interactive sensitivity analysis for key parameters of the project; (4) a 3D interactive geographic visualization of the economic, environmental and social outcomes, which facilitate understanding and eases planning. Although the tool and methodology presented are generic, a case study was performed in East Kalimantan, Indonesia. For the whole study area, it was simulated the most suitable location for three different plantation schemes: monoculture of timber, a specific recipe (cassava, banana and sugar palm) and different recipes per geographic unit. The results indicate that a mixed cropping plantation scheme, with different recipes applied to the most suitable location returns higher economic, environmental and social benefits.
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No atual contexto da inovação, um grande número de estudos tem analisado o potencial do modelo de Inovação Aberta. Neste sentido, o autor Henry Chesbrough (2003) considerado o pai da Inovação Aberta, afirma que as empresas estão vivenciando uma “mudança de paradigma” na maneira como desenvolvem os seus processos de inovação e na comercialização de tecnologia e conhecimento. Desta forma, o modelo de Inovação Aberta defende que as empresas podem e devem utilizar os recursos disponíveis fora das suas fronteiras sendo esta combinação de ideias e tecnologias internas e externas crucial para atingir uma posição de liderança no mercado. Já afirmava Chesbrough (2003) que não se faz inovação isoladamente e o próprio dinamismo do cenário atual reforça esta ideia. Assim, os riscos inerentes ao processo de inovação podem ser atenuados através da realização de parcerias entre empresas e instituições. A adoção do modelo de Inovação Aberta é percebida com base na abundância de conhecimento disponível, que poderá proporcionar valor também à empresa que o criou, como é o caso do licenciamento de patentes. O presente estudo teve como objetivo identificar as práticas de Inovação Aberta entre as parcerias mencionadas pelas empresas prestadoras de Cloud Computing. Através da Análise de Redes Sociais foram construídas matrizes referentes às parcerias mencionadas pelas empresas e informações obtidas em fontes secundárias (Sousa, 2012). Essas matrizes de relacionamento (redes) foram analisadas e representadas através de diagramas. Desta forma, foi possível traçar um panorama das parcerias consideradas estratégicas pelas empresas entrevistadas e identificar quais delas constituem, de fato, práticas de Inovação Aberta. Do total de 26 parcerias estratégicas mencionadas nas entrevistas, apenas 11 foram caracterizadas como práticas do modelo aberto. A análise das práticas conduzidas pelas empresas entrevistadas permite verificar algumas limitações no aproveitamento do modelo de Inovação Aberta. Por fim, são feitas algumas recomendações sobre a implementação deste modelo pelas pequenas e médias empresas baseadas em tecnologias emergentes, como é o caso do conceito de cloud computing.
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This study discusses some fundamental issues so that the development and diffusion of services based in cloud computing happen positively in several countries. For exposure of this subject is discusses public initiatives by the most advanced countries in terms of cloud computing application and the brazilin position in this context. Based on presented evidences here it appears that the essential elements for the development and diffusion of cloud computing in Brazil made important steps and show evidence of maturity, as the cybercrime legislation. However, other elements still require analysis and specifically adaptations for the cloud computing case, such as the Intellectual Property Rights. Despite showing broadband services still lacking, one cannot disregard the government effort to facilitate access for all society. In contrast, the large volume of the Brazilian IT market is an interest factor for companies seeking to invest in the country.
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This research addresses the problem of creating interactive experiences to encourage people to explore spaces. Besides the obvious spaces to visit, such as museums or art galleries, spaces that people visit can be, for example, a supermarket or a restaurant. As technology evolves, people become more demanding in the way they use it and expect better forms of interaction with the space that surrounds them. Interaction with the space allows information to be transmitted to the visitors in a friendly way, leading visitors to explore it and gain knowledge. Systems to provide better experiences while exploring spaces demand hardware and software that is not in the reach of every space owner either because of the cost or inconvenience of the installation, that can damage artefacts or the space environment. We propose a system adaptable to the spaces, that uses a video camera network and a wi-fi network present at the space (or that can be installed) to provide means to support interactive experiences using the visitor’s mobile device. The system is composed of an infrastructure (called vuSpot), a language grammar used to describe interactions at a space (called XploreDescription), a visual tool used to design interactive experiences (called XploreBuilder) and a tool used to create interactive experiences (called urSpace). By using XploreBuilder, a tool built of top of vuSpot, a user with little or no experience in programming can define a space and design interactive experiences. This tool generates a description of the space and of the interactions at that space (that complies with the XploreDescription grammar). These descriptions can be given to urSpace, another tool built of top of vuSpot, that creates the interactive experience application. With this system we explore new forms of interaction and use mobile devices and pico projectors to deliver additional information to the users leading to the creation of interactive experiences. The several components are presented as well as the results of the respective user tests, which were positive. The design and implementation becomes cheaper, faster, more flexible and, since it does not depend on the knowledge of a programming language, accessible for the general public.
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In the following text I will develop three major aspects. The first is to draw attention to those who seem to have been the disciplinary fields where, despite everything, the Digital Humanities (in the broad perspective as will be regarded here) have asserted themselves in a more comprehensive manner. I think it is here that I run into greater risks, not only for what I have mentioned above, but certainly because a significant part, perhaps, of the achievements and of the researchers might have escaped the look that I sought to cast upon the past few decades, always influenced by my own experience and the work carried out in the field of History. But this can be considered as a work in progress and it is open to criticism and suggestions. A second point to note is that emphasis will be given to the main lines of development in the relationship between historical research and digital methodologies, resources and tools. Finally, I will try to make a brief analysis of what has been the Digital Humanities discourse appropriation in recent years, with very debatable data and methods for sure, because studies are still scarce and little systematic information is available that would allow to go beyond an introductory reflection.