240 resultados para Espanya-Real Patronat


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This analysis was stimulated by the real data analysis problem of householdexpenditure data. The full dataset contains expenditure data for a sample of 1224 households. The expenditure is broken down at 2 hierarchical levels: 9 major levels (e.g. housing, food, utilities etc.) and 92 minor levels. There are also 5 factors and 5 covariates at the household level. Not surprisingly, there are a small number of zeros at the major level, but many zeros at the minor level. The question is how best to model the zeros. Clearly, models that tryto add a small amount to the zero terms are not appropriate in general as at least some of the zeros are clearly structural, e.g. alcohol/tobacco for households that are teetotal. The key question then is how to build suitable conditional models. For example, is the sub-composition of spendingexcluding alcohol/tobacco similar for teetotal and non-teetotal households?In other words, we are looking for sub-compositional independence. Also, what determines whether a household is teetotal? Can we assume that it is independent of the composition? In general, whether teetotal will clearly depend on the household level variables, so we need to be able to model this dependence. The other tricky question is that with zeros on more than onecomponent, we need to be able to model dependence and independence of zeros on the different components. Lastly, while some zeros are structural, others may not be, for example, for expenditure on durables, it may be chance as to whether a particular household spends money on durableswithin the sample period. This would clearly be distinguishable if we had longitudinal data, but may still be distinguishable by looking at the distribution, on the assumption that random zeros will usually be for situations where any non-zero expenditure is not small.While this analysis is based on around economic data, the ideas carry over tomany other situations, including geological data, where minerals may be missing for structural reasons (similar to alcohol), or missing because they occur only in random regions which may be missed in a sample (similar to the durables)

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Kriging is an interpolation technique whose optimality criteria are based on normality assumptions either for observed or for transformed data. This is the case of normal, lognormal and multigaussian kriging.When kriging is applied to transformed scores, optimality of obtained estimators becomes a cumbersome concept: back-transformed optimal interpolations in transformed scores are not optimal in the original sample space, and vice-versa. This lack of compatible criteria of optimality induces a variety of problems in both point and block estimates. For instance, lognormal kriging, widely used to interpolate positivevariables, has no straightforward way to build consistent and optimal confidence intervals for estimates.These problems are ultimately linked to the assumed space structure of the data support: for instance, positive values, when modelled with lognormal distributions, are assumed to be embedded in the whole real space, with the usual real space structure and Lebesgue measure

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The statistical analysis of compositional data is commonly used in geological studies.As is well-known, compositions should be treated using logratios of parts, which aredifficult to use correctly in standard statistical packages. In this paper we describe thenew features of our freeware package, named CoDaPack, which implements most of thebasic statistical methods suitable for compositional data. An example using real data ispresented to illustrate the use of the package

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Reinforcement learning (RL) is a very suitable technique for robot learning, as it can learn in unknown environments and in real-time computation. The main difficulties in adapting classic RL algorithms to robotic systems are the generalization problem and the correct observation of the Markovian state. This paper attempts to solve the generalization problem by proposing the semi-online neural-Q_learning algorithm (SONQL). The algorithm uses the classic Q_learning technique with two modifications. First, a neural network (NN) approximates the Q_function allowing the use of continuous states and actions. Second, a database of the most representative learning samples accelerates and stabilizes the convergence. The term semi-online is referred to the fact that the algorithm uses the current but also past learning samples. However, the algorithm is able to learn in real-time while the robot is interacting with the environment. The paper shows simulated results with the "mountain-car" benchmark and, also, real results with an underwater robot in a target following behavior

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This paper proposes a field application of a high-level reinforcement learning (RL) control system for solving the action selection problem of an autonomous robot in cable tracking task. The learning system is characterized by using a direct policy search method for learning the internal state/action mapping. Policy only algorithms may suffer from long convergence times when dealing with real robotics. In order to speed up the process, the learning phase has been carried out in a simulated environment and, in a second step, the policy has been transferred and tested successfully on a real robot. Future steps plan to continue the learning process on-line while on the real robot while performing the mentioned task. We demonstrate its feasibility with real experiments on the underwater robot ICTINEU AUV

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This paper deals with the problem of navigation for an unmanned underwater vehicle (UUV) through image mosaicking. It represents a first step towards a real-time vision-based navigation system for a small-class low-cost UUV. We propose a navigation system composed by: (i) an image mosaicking module which provides velocity estimates; and (ii) an extended Kalman filter based on the hydrodynamic equation of motion, previously identified for this particular UUV. The obtained system is able to estimate the position and velocity of the robot. Moreover, it is able to deal with visual occlusions that usually appear when the sea bottom does not have enough visual features to solve the correspondence problem in a certain area of the trajectory

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The automatic interpretation of conventional traffic signs is very complex and time consuming. The paper concerns an automatic warning system for driving assistance. It does not interpret the standard traffic signs on the roadside; the proposal is to incorporate into the existing signs another type of traffic sign whose information will be more easily interpreted by a processor. The type of information to be added is profuse and therefore the most important object is the robustness of the system. The basic proposal of this new philosophy is that the co-pilot system for automatic warning and driving assistance can interpret with greater ease the information contained in the new sign, whilst the human driver only has to interpret the "classic" sign. One of the codings that has been tested with good results and which seems to us easy to implement is that which has a rectangular shape and 4 vertical bars of different colours. The size of these signs is equivalent to the size of the conventional signs (approximately 0.4 m2). The colour information from the sign can be easily interpreted by the proposed processor and the interpretation is much easier and quicker than the information shown by the pictographs of the classic signs

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El projecte desenvolupat ha tractat l’estudi i disseny d’un motor 3D interactiu a la consolaGame Boy Advance (GBA). La GBA disposa d’un processador ARM7TDMI a 16’78Mhz i no disposa de operacions 3D per-hardware, és una consola lenta en comparació lesque podem trobar al mercat d’avui en dia. Aquest treball, va partir de la construcció d’un prototipus ray-casting per-columna. Després,vàrem adaptar-lo a una estructura de portals i sectors. Més tard,es va introduir el mapeig de sostre/terra i de paisatges. Per últim,vàrem introduir efectes a la renderització per donar més realismeal recorregut del món, com il·luminació, objectes, etc.Tot i que es va estudiar l’arquitectura d’un motor eficient, no estenia prou per arribar a tenir un motor interactiu. Una de lestasques més difícils va ser la part de optimització. Peraconseguir-ho s’ha hagut de substituir operacions a temps realcostoses a temps de execució, replantejar parts de l’algorisme per fer-lo més eficient, entre altres

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Avui en dia, hi ha moltes pel.lícules o videojocs on apareixen grans quantitats de persones. Sovint és molt costós aconseguir grans quantitats de persones per realitzar les escenes, amb els problemes que això comporta (ja siguin econòmics o d’infraestructura) i la majoria de les vegades resulta inviable. Amb l’arribada de les noves targes gràfiques, és possible calcular aquesta visualització en temps real, donades una sèrie de simplificacions respecte de l’estructuració dels models a visualitzar.El que es pretén amb el GdM no és oferir una visualització molt realista de multituds (com ho faria el Massive Software, per exemple), sinó que el que es vol és la simulació de multituds usant molt menys temps per obtenir uns resultats prou bons per a simular el comportament i el moviment d' una multitud humana.Aquest projecte consta de dues parts: la primera, és la creació del model de persones que formaran la multitud. La segona, és la creació del GdM i la integració d’aquest model per la generació de la multitud

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Espanya és un dels països europeus que més immigrants ha acollit, especialment del 2007 al 2009; aquesta és una de les raons principals per fixar la mirada en el cinema que es fa en aquest país i posar en estreta relació el món real amb el ficcional, mostrant que aquest últim és un recurs important per a l'estudi dels canvis que es produeixen en la realitat social en temes que són de permanent anàlisi com és la immigració, en aquest cas la llatinoamericana.

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Ponència presentada a la Jornada plans d'autoprotecció

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Nowadays, there are several services and applications that allow users to locate and move to different tourist areas using a mobile device. These systems can be used either by internet or downloading an application in concrete places like a visitors centre. Although such applications are able to facilitate the location and the search for points of interest, in most cases, these services and applications do not meet the needs of each user. This paper aims to provide a solution by studying the main projects, services and applications, their routing algorithms and their treatment of the real geographical data in Android mobile devices, focusing on the data acquisition and treatment to improve the routing searches in off-line environments.

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A blind speech watermarking scheme that meets hard real-time deadlines is presented and implemented. In addition, one of the key issues in these block-oriented watermarking techniques is to preserve the synchronization. Namely, to recover the exact position of each block in the mark extract process. In fact, the presented scheme can be split up into two distinguished parts, the synchronization and the information mark methods. The former is embedded into the time domain and it is fast enough to be run meeting real-time requirements. The latter contains the authentication information and it is embedded into the wavelet domain. The synchronization and information mark techniques are both tunable in order to allow a con gurable method. Thus, capacity, transparency and robustness can be con gured depending on the needs. It makes the scheme useful for professional applications, such telephony authentication or even sending information throw radio applications.

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Tractament de la malaltia i la mort a través del budisme tibetà i de l'experiència d'una practicant budista malalta de càncer. Anàlisis del relat de vida amb l'ajut del mètode biogràfic.