3 resultados para Negotiation Support Environment

em AMS Tesi di Laurea - Alm@DL - Università di Bologna


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In this report it was designed an innovative satellite-based monitoring approach applied on the Iraqi Marshlands to survey the extent and distribution of marshland re-flooding and assess the development of wetland vegetation cover. The study, conducted in collaboration with MEEO Srl , makes use of images collected from the sensor (A)ATSR onboard ESA ENVISAT Satellite to collect data at multi-temporal scales and an analysis was adopted to observe the evolution of marshland re-flooding. The methodology uses a multi-temporal pixel-based approach based on classification maps produced by the classification tool SOIL MAPPER ®. The catalogue of the classification maps is available as web service through the Service Support Environment Portal (SSE, supported by ESA). The inundation of the Iraqi marshlands, which has been continuous since April 2003, is characterized by a high degree of variability, ad-hoc interventions and uncertainty. Given the security constraints and vastness of the Iraqi marshlands, as well as cost-effectiveness considerations, satellite remote sensing was the only viable tool to observe the changes taking place on a continuous basis. The proposed system (ALCS – AATSR LAND CLASSIFICATION SYSTEM) avoids the direct use of the (A)ATSR images and foresees the application of LULCC evolution models directly to „stock‟ of classified maps. This approach is made possible by the availability of a 13 year classified image database, conceived and implemented in the CARD project (http://earth.esa.int/rtd/Projects/#CARD).The approach here presented evolves toward an innovative, efficient and fast method to exploit the potentiality of multi-temporal LULCC analysis of (A)ATSR images. The two main objectives of this work are both linked to a sort of assessment: the first is to assessing the ability of modeling with the web-application ALCS using image-based AATSR classified with SOIL MAPPER ® and the second is to evaluate the magnitude, the character and the extension of wetland rehabilitation.

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Starting from pervasive computing paradigm, we want to face the new system's requirements, concerning, mainly, self-organisation, situatedness and adaptivity, through the definition and execution of nature-inspired patterns. They are extracted by the study of dynamics in biological systems and we consider for their implementation the biochemical tuple spaces model. In particular, the aim of the thesis is to design and realize a first biochemical extension of TuCSoN (technology based on tuple spaces model) and, then, to verify its capabilities by means of a proper case study, that deals with local self-organisation and competition of services in an open and highly-dynamic environment.

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Since the end of the long winter of virtual reality (VR) at the beginning of the 2010 decade, many improvements have been made in terms of hardware technologies and software platforms performances and costs. Many expect such trend will continue, pushing the penetration rate of virtual reality headsets to skyrocket at some point in the future, just as mobile platforms did before. In the meantime, virtual reality is slowly transitioning from a specialized laboratory-only technology, to a consumer electronics appliance, opening interesting opportunities and challenges. In this transition, two interesting research questions amount to how 2D-based content and applications may benefit (or be hurt) by the adoption of 3D-based immersive environments and to how to proficiently support such integration. Acknowledging the relevance of the former, we here consider the latter question, focusing our attention on the diversified family of PC-based simulation tools and platforms. VR-based visualization is, in fact, widely understood and appreciated in the simulation arena, but mainly confined to high performance computing laboratories. Our contribution here aims at characterizing the simulation tools which could benefit from immersive interfaces, along with a general framework and a preliminary implementation which may be put to good use to support their transition from uniquely 2D to blended 2D/3D environments.