137 resultados para Computação em Grade (Sistemas de computador)

em Universidade Federal do Rio Grande do Norte(UFRN)


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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior

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In the two last decades of the past century, following the consolidation of the Internet as the world-wide computer network, applications generating more robust data flows started to appear. The increasing use of videoconferencing stimulated the creation of a new form of point-to-multipoint transmission called IP Multicast. All companies working in the area of software and the hardware development for network videoconferencing have adjusted their products as well as developed new solutionsfor the use of multicast. However the configuration of such different solutions is not easy done, moreover when changes in the operational system are also requirede. Besides, the existing free tools have limited functions, and the current comercial solutions are heavily dependent on specific platforms. Along with the maturity of IP Multicast technology and with its inclusion in all the current operational systems, the object-oriented programming languages had developed classes able to handle multicast traflic. So, with the help of Java APIs for network, data bases and hipertext, it became possible to the develop an Integrated Environment able to handle multicast traffic, which is the major objective of this work. This document describes the implementation of the above mentioned environment, which provides many functions to use and manage multicast traffic, functions which existed only in a limited way and just in few tools, normally the comercial ones. This environment is useful to different kinds of users, so that it can be used by common users, who want to join multimedia Internet sessions, as well as more advenced users such engineers and network administrators who may need to monitor and handle multicast traffic

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Pervasive applications use context provision middleware support as infrastructures to provide context information. Typically, those applications use communication publish/subscribe to eliminate the direct coupling between components and to allow the selective information dissemination based in the interests of the communicating elements. The use of composite events mechanisms together with such middlewares to aggregate individual low level events, originating from of heterogeneous sources, in high level context information relevant for the application. CES (Composite Event System) is a composite events mechanism that works simultaneously in cooperation with several context provision middlewares. With that integration, applications use CES to subscribe to composite events and CES, in turn, subscribes to the primitive events in the appropriate underlying middlewares and notifies the applications when the composed events happen. Furthermore, CES offers a language with a group of operators for the definition of composite events that also allows context information sharing

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It is increasingly common use of a single computer system using different devices - personal computers, telephones cellular and others - and software platforms - systems graphical user interfaces, Web and other systems. Depending on the technologies involved, different software architectures may be employed. For example, in Web systems, it utilizes architecture client-server - usually extended in three layers. In systems with graphical interfaces, it is common architecture with the style MVC. The use of architectures with different styles hinders the interoperability of systems with multiple platforms. Another aggravating is that often the user interface in each of the devices have structure, appearance and behaviour different on each device, which leads to a low usability. Finally, the user interfaces specific to each of the devices involved, with distinct features and technologies is a job that needs to be done individually and not allow scalability. This study sought to address some of these problems by presenting a reference architecture platform-independent and that allows the user interface can be built from an abstract specification described in the language in the specification of the user interface, the MML. This solution is designed to offer greater interoperability between different platforms, greater consistency between the user interfaces and greater flexibility and scalability for the incorporation of new devices

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Distributed multimedia systems have highly variable characteristics, resulting in new requirements while new technologies become available or in the need for adequacy in accordance with the amount of available resources. So, these systems should provide support for dynamic adaptations in order to adjust their structures and behaviors at runtime. This paper presents an approach to adaptation model-based and proposes a reflective and component-based framework for construction and support of self-adaptive distributed multimedia systems, providing many facilities for the development and evolution of such systems, such as dynamic adaptation. The propose is to keep one or more models to represent the system at runtime, so some external entity can perform an analysis of these models by identifying problems and trying to solve them. These models integrate the reflective meta-level, acting as a system self-representation. The framework defines a meta-model for description of self-adaptive distributed multimedia applications, which can represent components and their relationships, policies for QoS specification and adaptation actions. Additionally, this paper proposes an ADL and architecture for model-based adaptation. As a case study, this paper presents some scenarios to demonstrate the application of the framework in practice, with and without the use of ADL, as well as check some characteristics related to dynamic adaptation

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O domínio alvo deste trabalho são os sistemas colaborativos distribuídos onde o foco está na troca dê mensagens entre usuários remotamente distribuídos. Nestes sistemas, há a necessidade das mensagens possuírem conteúdo multimídia e poderem ser entregues tanto a um usuário específico quanto a um grupo ou grupos de usuários. O objetivo deste trabalho é desenvolver um framework que facilite: a construção desse tipo de sistymas e diminua o tempo gasto com desenvolvimento através da técnica de reuso. Este trabalho apresenta o N2N Framework - Uma plataforma para desenvolvimento de Sistemas Colaborativos Distribuídos. O Framework foi concebido através da análise do comportamento de aplicações com características de multimídias colaborativas, como ambientes virtuais multi-usuários, chats, enquetes, e torcidas virtuais. O Framework foi implementado usando-se a plataforma Java. O N2N Framework facilita o design e implementação de sistemas colaborativos distribuídos, implementando a entrega das mensagens, e direcionando o desenvolvedor de aplicações para a preocupação com implementação de suas mensagens específicas e o processamento que delas decorre

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior

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Control and automation of residential environments domotics is emerging area of computing application. The development of computational systems for domotics is complex, due to the diversity of potential users, and because it is immerse in a context of emotional relationships and familiar construction. Currently, the focus of the development of this kind of system is directed, mainly, to physical and technological aspects. Due to the fact, gestural interaction in the present research is investigated under the view of Human-Computer Interaction (HCI). First, we approach the subject through the construction of a conceptual framework for discussion of challenges from the area, integrated to the dimensions: people, interaction mode and domotics. A further analysis of the domain is accomplished using the theoretical-methodological referential of Organizational Semiotics. After, we define recommendations to the diversity that base/inspire the inclusive design, guided by physical, perceptual and cognitive abilities, which aim to better represent the concerned diversity. Although developers have the support of gestural recognition technologies that help a faster development, these professionals face another difficulty by not restricting the gestural commands of the application to the standard gestures provided by development frameworks. Therefore, an abstraction of the gestural interaction was idealized through a formalization, described syntactically by construction blocks that originates a grammar of the gestural interaction and, semantically, approached under the view of the residential system. So, we define a set of metrics grounded in the recommendations that are described with information from the preestablished grammar, and still, we conceive and implement in Java, under the foundation of this grammar, a residential system based on gestural interaction for usage with Microsoft Kinect. Lastly, we accomplish an experiment with potential end users of the system, aiming to better analyze the research results

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Nowadays, there are many aspect-oriented middleware implementations that take advantage of the modularity provided by the aspect oriented paradigm. Although the works always present an assessment of the middleware according to some quality attribute, there is not a specific set of metrics to assess them in a comprehensive way, following various quality attributes. This work aims to propose a suite of metrics for the assessment of aspect-oriented middleware systems at different development stages: design, refactoring, implementation and runtime. The work presents the metrics and how they are applied at each development stage. The suite is composed of metrics associated to static properties (modularity, maintainability, reusability, exibility, complexity, stability, and size) and dynamic properties (performance and memory consumption). Such metrics are based on existing assessment approaches of object-oriented and aspect-oriented systems. The proposed metrics are used in the context of OiL (Orb in Lua), a middleware based on CORBA and implemented in Lua, and AO-OiL, the refactoring of OIL that follows a reference architecture for aspect-oriented middleware systems. The case study performed in OiL and AO-OiL is a system for monitoring of oil wells. This work also presents the CoMeTA-Lua tool to automate the collection of coupling and size metrics in Lua source code

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Sistema-de-sistemas (System-of-Systems - SoS) é um tipo emergente de sistema computacional formado por um grupo de sistemas constituintes, que são independentes e heterogêneos e se unem para compor um sistema de larga escala visando alcançar uma missão global. Cada sistema constituinte possui seus próprios objetivos, missões individuais, e colaboram para a realização da missão do SoS, chamada missão global. Existe uma complexidade inerente no conjunto de missões que estão envolvidas em um SoS, esse deve-se principalmente à natureza independente dos sistemas constituintes, que tendem a evoluir independentemente, potencialmente mantidos por organizações distintas, além dos conflitos de interesse que podem surgir com essa evolução. Com isso, torna-se essencial prover uma linguagem bem definida para descrição e avaliação dessas missões, relacionando-as entre si e provendo um documento comum que possa ser utilizado por todas as partes envolvidas. Essa linguagem deve ser capaz de expressar as missões individuais e globais, dando suporte a todos os relacionamentos existentes entre essas missões, além de expressar informações relacionadas a realização dessas missões. O objetivo desse trabalho é apresentar e avaliar uma linguagem para descrição de missões. Visando a definição dessa linguagem, esse trabalho apresenta um mapeamento sistemático acerca dos mecanismos existentes para descrição de missões em SoS, identificando os elementos-chave que compõem a descrição de uma missão nesse contexto. A partir desse mapeamento, propõe-se um modelo conceitual para missões e uma linguagem para descrição de missões. Essa linguagem independe de documentos de arquitetura e outros tipos de modelos de software, visando possibilitar a integração da linguagem de definição de missões em diferentes modelos de desenvolvimento.

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A typical electrical power system is characterized by centr alization of power gene- ration. However, with the restructuring of the electric sys tem, this topology is changing with the insertion of generators in parallel with the distri bution system (distributed gene- ration) that provides several benefits to be located near to e nergy consumers. Therefore, the integration of distributed generators, especially fro m renewable sources in the Brazi- lian system has been common every year. However, this new sys tem topology may result in new challenges in the field of the power system control, ope ration, and protection. One of the main problems related to the distributed generati on is the islanding formation, witch can result in safety risk to the people and to the power g rid. Among the several islanding protection techniques, passive techniques have low implementation cost and simplicity, requiring only voltage and current measuremen ts to detect system problems. This paper proposes a protection system based on the wavelet transform with overcur- rent and under/overvoltage functions as well as infomation of fault-induced transients in order to provide a fast detection and identification of fault s in the system. The propo- sed protection scheme was evaluated through simulation and experimental studies, with performance similar to the overcurrent and under/overvolt age conventional methods, but with the additional detection of the exact moment of the fault.

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This thesis proposes an architecture of a new multiagent system framework for hybridization of metaheuristics inspired on the general Particle Swarm Optimization framework (PSO). The main contribution is to propose an effective approach to solve hard combinatory optimization problems. The choice of PSO as inspiration was given because it is inherently multiagent, allowing explore the features of multiagent systems, such as learning and cooperation techniques. In the proposed architecture, particles are autonomous agents with memory and methods for learning and making decisions, using search strategies to move in the solution space. The concepts of position and velocity originally defined in PSO are redefined for this approach. The proposed architecture was applied to the Traveling Salesman Problem and to the Quadratic Assignment Problem, and computational experiments were performed for testing its effectiveness. The experimental results were promising, with satisfactory performance, whereas the potential of the proposed architecture has not been fully explored. For further researches, the proposed approach will be also applied to multiobjective combinatorial optimization problems, which are closer to real-world problems. In the context of applied research, we intend to work with both students at the undergraduate level and a technical level in the implementation of the proposed architecture in real-world problems

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The use of intelligent agents in multi-classifier systems appeared in order to making the centralized decision process of a multi-classifier system into a distributed, flexible and incremental one. Based on this, the NeurAge (Neural Agents) system (Abreu et al 2004) was proposed. This system has a superior performance to some combination-centered methods (Abreu, Canuto, and Santana 2005). The negotiation is important to the multiagent system performance, but most of negotiations are defined informaly. A way to formalize the negotiation process is using an ontology. In the context of classification tasks, the ontology provides an approach to formalize the concepts and rules that manage the relations between these concepts. This work aims at using ontologies to make a formal description of the negotiation methods of a multi-agent system for classification tasks, more specifically the NeurAge system. Through ontologies, we intend to make the NeurAge system more formal and open, allowing that new agents can be part of such system during the negotiation. In this sense, the NeurAge System will be studied on the basis of its functioning and reaching, mainly, the negotiation methods used by the same ones. After that, some negotiation ontologies found in literature will be studied, and then those that were chosen for this work will be adapted to the negotiation methods used in the NeurAge.

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The constant increase of complexity in computer applications demands the development of more powerful hardware support for them. With processor's operational frequency reaching its limit, the most viable solution is the use of parallelism. Based on parallelism techniques and the progressive growth in the capacity of transistors integration in a single chip is the concept of MPSoCs (Multi-Processor System-on-Chip). MPSoCs will eventually become a cheaper and faster alternative to supercomputers and clusters, and applications developed for these high performance systems will migrate to computers equipped with MP-SoCs containing dozens to hundreds of computation cores. In particular, applications in the area of oil and natural gas exploration are also characterized by the high processing capacity required and would benefit greatly from these high performance systems. This work intends to evaluate a traditional and complex application of the oil and gas industry known as reservoir simulation, developing a solution with integrated computational systems in a single chip, with hundreds of functional unities. For this, as the STORM (MPSoC Directory-Based Platform) platform already has a shared memory model, a new distributed memory model were developed. Also a message passing library has been developed folowing MPI standard

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The use of multi-agent systems for classification tasks has been proposed in order to overcome some drawbacks of multi-classifier systems and, as a consequence, to improve performance of such systems. As a result, the NeurAge system was proposed. This system is composed by several neural agents which communicate and negotiate a common result for the testing patterns. In the NeurAge system, a negotiation method is very important to the overall performance of the system since the agents need to reach and agreement about a problem when there is a conflict among the agents. This thesis presents an extensive analysis of the NeurAge System where it is used all kind of classifiers. This systems is now named ClassAge System. It is aimed to analyze the reaction of this system to some modifications in its topology and configuration