10 resultados para computer resources

em Repositório Institucional UNESP - Universidade Estadual Paulista "Julio de Mesquita Filho"


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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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IEEE 1451 Standard is intended to address the smart transducer interfacing problematic in network environments. Usually, proprietary hardware and software is a very efficient solution to in planent the IEEE 1451 normative, although can be expensive and inflexible. In contrast, the use of open and standardized tools for implementing the IEEE 1451 normative is proposed in this paper. Tools such as Java and Phyton programming languages, Linux, programmable logic technology, Personal Computer resources and Ethernet architecture were integrated in order to constructa network node based on the IEEE 1451 standards. The node can be applied in systems based on the client-server communication model The evaluation of the employed tools and expermental results are presented. © 2005 IEEE.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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The chemistry is a science little adored by students, because it is a modeling science. The study in chemistry needs a little of abstraction to be able to view something that can not being viewed, that is why chemistry uses many models and tools. The periodic table is a tool useful, but complicated to be understood, where many students end up just decorating for a test, and losing interest in class. The use of ludic games is a way to facilitate the teaching-learning process, because a game has rules to be followed, so the student will get involved to the content to be studied in addition to having to respect rules. Therefore, it is needed that teachers make their lectures more attractive for their students. This work has analyzed an alternative method for teaching the periodic table using basic computer resources, in order to propose a ludic game to a different class, seeking to get the students attention in order to facilitate the understanding of the content

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Computerized technological resources have become essential in education, particularly for teaching topics that require the performance of specific tasks. These resources can effectively help the execution of such tasks and the teaching-learning process itself. After the development of a Web site on the topic of nursing staff scheduling, this study aimed at comparing the development of students involved in the teaching-learning process of the previously mentioned topic, with and without the use of computer technology. Two random groups of undergraduate nursing students from a public university in São Paulo state, Brazil, were organized: a case group (used the Web site) and a control group (did not use the Web site). Data were collected from 2003 to 2005 after approval by the Research Ethics Committee. Results showed no significant difference in motivation or knowledge acquisition. A similar performance for the two groups was also verified. Other aspects observed were difficulty in doing the nursing staff scheduling exercise and the students' acknowledgment of the topic's importance for their training and professional lives; easy access was considered to be a positive aspect for maintaining the Web site.

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This paper aims to describe the basic concepts and necessary for Java programs can invoke libraries of programming language C/C ++, through the JNA API. We used a library developed in C/C ++ called Glass [8], which offers a solution for viewing 3D graphics, using graphics clusters, reducing the cost of viewing. The purpose of the work is to interact with the humanoid developed using Java, which makes movements of LIBRAS language for the deaf, as Glass's, so that through this they can view the information using stereoscopic multi-view in full size. ©2010 IEEE.

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This paper presents novel simulation tools to assist the lecturers about learning processes on renewable energy sources, considering photovoltaic (PV) systems. The PV behavior, functionality and its interaction with power electronic converters are investigated in the simulation tools. The main PV output characteristics, I (current) versus V (voltage) and P (power) versus V (voltage), were implemented in the tools, in order to aid the users for the design steps. In order to verify the effectiveness of the developed tools the simulation results were compared with Matlab. Finally, a prototype was implemented with the purpose to compare the experimental results with the results from the proposed tools, validating its operational feasibility. © 2011 IEEE.

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Increased accessibility to high-performance computing resources has created a demand for user support through performance evaluation tools like the iSPD (iconic Simulator for Parallel and Distributed systems), a simulator based on iconic modelling for distributed environments such as computer grids. It was developed to make it easier for general users to create their grid models, including allocation and scheduling algorithms. This paper describes how schedulers are managed by iSPD and how users can easily adopt the scheduling policy that improves the system being simulated. A thorough description of iSPD is given, detailing its scheduler manager. Some comparisons between iSPD and Simgrid simulations, including runs of the simulated environment in a real cluster, are also presented. © 2012 IEEE.

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Studies show the positive effects that video games can have on student performance and attitude towards learning. In the past few years, strategies have been generated to optimize the use of technological resources with the aim of facilitating widespread adoption of technology in the classroom. Given its low acquisition and maintenance costs, the interpersonal computer allows individual interaction and simultaneous learning with large groups of students. The purpose of this work was to compare arithmetical knowledge acquired by third-grade students through the use of game-based activities and non-game-based activities using an interpersonal computer, with knowledge acquired through the use of traditional paper-and-pencil activities, and to analyze their impact in various socio-cultural contexts. To do this, a quasi-experimental study was conducted with 271 students in three different countries (Brazil, Chile, and Costa Rica), in both rural and urban schools. A set of educational games for practising arithmetic was developed and tested in six schools within these three countries. Results show that there were no significant differences (ANCOVA) in the learning acquired from game-based vs. non-game-based activities. However, both showed a significant difference when compared with the traditional method. Additionally, both groups using the interpersonal computer showed higher levels of student interest than the traditional method group, and these technological methods were seen to be especially effective in increasing learning among weaker students.