997 resultados para common platform
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Immunoelectrophoretic studies on common antigens were carried out by using rabbits sera immunized against São Lourenço da Mata and Belo Horizonte strains of Schistosoma mansoni adult worms and antigens of Biomphalaria glabrata pigmented (Jaboatão - PE); B. glabrata albino (Belo Horizonte - MG) and B. straminea (São Lourenço da Mata, PE). Furthermore, the reverse approach was proceeded, namely, sera anti Biomphalaria snails produced in rabbits were tested against both strains of Schistosoma adult worm antigens. The analysis of the common antigens between the SLM strains of S. mansoni adult worm and B. glabrata pigmented showed 8 to 9 precipitin bands, 3 bands with B. glabrata albino and only 1 band with B. straminea crude extracts. On the other hand, the BH strain of S. mansoni adult worm antisera produced 6 to 7 bands with B. glabrata pigmented, 5 bands with B. glabrata albino and 1 band with B. straminea antigenic extract. Biomphalaria snails crude extracts were fractionated by Sephadex G-100 column and three fractions were collected from each snail strain. The fractions were tested with anti SLM and BH strains of S. mansoni adult worm sera by immunoelectrophoresis. The common antigens fractionated from Biomphalaria snails crude extracts and those found for both strains of S. mansoni adult worm mostly existed in the first fraction and they were estimated to have molecular weight over 158,000 daltons. In our laboratory, it was found a relationship between the antigenic similarities and experimental infection rates of S. mansoni towards Biomphalaria snails so that more bands were seen with increasing infection rates of S. mansoni.
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One of the most common characteristics of Portuguese littoral is the existence of a planed surface (the so-called "littoral platform"), situated at different altitudes and bordered from the inland by a straight relief, strongly contrasting with that planed surface. This one is generally covered with several outcrops of the so-called Plio-Pleistocene deposits. Till the eighties this platform has been interpreted as stable staircase of old marine levels, registering in a passive way the eustatic variations. The rigid step bordering it easterly should be a fossil cliff. However, our study has proved that many of these deposits have a continental origin. These continental deposits have fluvial or alluvial fan facies and they are lying above 40 meters. Marine deposits seem to be quite rare and they only occupy a small western area, beneath the altitude of 40 meters and developing into three different marine levels. There is a rigid step between the two kinds of deposits. We think that the clear geometric separation between these deposits together with this rigid step, indicates a tectonic origin. It seems that the sea must have touched only the western part of this surface, when neotectonic movements lowered it down. There are more evidences for neotectonic movements: a) there are faults (mainly inverse faults) affecting the higher deposits of this littoral platform; b) the same marine level seems to appear at different altitudes, developing an irregular pattern with a general trend dipping from the North to the South.
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With an example taken from a late-Hauterivian series of the Lusitanian Basin (Portugal), we will demonstrate the sedimentary record of orbital pattern variations and, consequently, climate variations in an inner platform environment with patterns and isolation changes, allows us to establish 4 major orders of periodicity related to orbital components:- The large cycles ob bed thickness variation, constituted by 31-32 beds, recording the 400 ky eccentricity cycle component;- The medium cycles, represented by byndles of 8-9 beds, related to the 100 ky eccentricity cycle component; - The small cycles, of 3-5 beds, recording the 41 ky obliquity components;- The very small cycles, of 2 beds, related to the 22 ky and 26 ky precession components. The mean duration of each bed is around 11.8 ky, a number very close to that of the precession hemi-cycle. Climatic control on qualitative production is confirmed by the close relation between the bed thickness variations, the insolation variability and the variation of micritized elements concentrations.
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Dissertação apresentada para obtenção do Grau de Doutor em Engenharia Informática, pela Universidade Nova de Lisboa, Faculdade de Ciências e Tecnologia
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Nos últimos anos tem-se verificado um acentuado aumento na utilização de dispositivos moveis a nível internacional, pelo que as aplicações desenvolvidas para este tipo específico de dispositivos, conhecidas por apps, tem vindo a ganhar uma enorme popularidade. São cada vez mais as empresas que procuram estar presentes nos mais diversos sistemas operativos móveis, com o objectivo de suportar e desenvolver o seu negócio, alargando o seu leque de possíveis consumidores. Neste sentido surgiram diversas ferramentas com a função de facilitar o desenvolvimento de aplicações móveis, denominadas frameworks multi-plataforma. Estas frameworks conduziram ao aparecimento de plataformas web, que permitem criar aplicações multi-plataforma sem ser obrigatório ter conhecimentos em programação. Assim, e a partir da análise de vários criadores online de aplicações móveis identificados e das diferentes estratégias de desenvolvimento de aplicações móveis existentes, foi proposta a implementação de uma plataforma web capaz de criar aplicações nativas Android e iOS, dois dos sistemas operativos mais utilizados na actualidade. Apos desenvolvida a plataforma web, designada MobileAppBuilder, foi avaliada a sua Qualidade e as aplicações criadas pela mesma, através do preenchimento de um questionário por parte de 10 indivíduos com formação em Engenharia Informática, resultando numa classificação geral de ”excelente”. De modo a analisar o desempenho das aplicações produzidas pela plataforma desenvolvida, foram realizados testes comparativos entre uma aplicação da MobileAppBuilder e duas homologas de dois dos criadores online estudados, nomeadamente Andromo e Como. Os resultados destes testes revelaram que a MobileAppBuilder gera aplicações menos pesadas, mais rápidas e mais eficientes em alguns aspetos, nomeadamente no arranque.
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The electricity market restructuring, along with the increasing necessity for an adequate integration of renewable energy sources, is resulting in an rising complexity in power systems operation. Various power system simulators have been introduced in recent years with the purpose of helping operators, regulators, and involved players to understand and deal with this complex environment. This paper focuses on the development of an upper ontology which integrates the essential concepts necessary to interpret all the available information. The restructuring of MASCEM (Multi-Agent System for Competitive Electricity Markets), and this system’s integration with MASGriP (Multi-Agent Smart Grid Platform), and ALBidS (Adaptive Learning Strategic Bidding System) provide the means for the exemplification of the usefulness of this ontology. A practical example is presented, showing how common simulation scenarios for different simulators, directed to very distinct environments, can be created departing from the proposed ontology.
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Environmental concerns and the shortage in the fossil fuel reserves have been potentiating the growth and globalization of distributed generation. Another resource that has been increasing its importance is the demand response, which is used to change consumers’ consumption profile, helping to reduce peak demand. Aiming to support small players’ participation in demand response events, the Curtailment Service Provider emerged. This player works as an aggregator for demand response events. The control of small and medium players which act in smart grid and micro grid environments is enhanced with a multi-agent system with artificial intelligence techniques – the MASGriP (Multi-Agent Smart Grid Platform). Using strategic behaviours in each player, this system simulates the profile of real players by using software agents. This paper shows the importance of modeling these behaviours for studying this type of scenarios. A case study with three examples shows the differences between each player and the best behaviour in order to achieve the higher profit in each situation.
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Multi-agent approaches have been widely used to model complex systems of distributed nature with a large amount of interactions between the involved entities. Power systems are a reference case, mainly due to the increasing use of distributed energy sources, largely based on renewable sources, which have potentiated huge changes in the power systems’ sector. Dealing with such a large scale integration of intermittent generation sources led to the emergence of several new players, as well as the development of new paradigms, such as the microgrid concept, and the evolution of demand response programs, which potentiate the active participation of consumers. This paper presents a multi-agent based simulation platform which models a microgrid environment, considering several different types of simulated players. These players interact with real physical installations, creating a realistic simulation environment with results that can be observed directly in the reality. A case study is presented considering players’ responses to a demand response event, resulting in an intelligent increase of consumption in order to face the wind generation surplus.
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In a highly competitive market companies know that having quality products or provide good services is not enough to keep customers "faithful". Currently, quality of products/services, location and price are fundamental aspects customers expect to get on every purchase, so they look for ways to distinguish companies. This can happen either in a strictly materialistic way or by evaluation of intangible metrics such as having his opinion appreciated or being part of a selected group of "premium" customers. Therefore, companies must find ways to value and reward its customers in order to keep them "faithful" to their products or services. Loyalty systems are one means to achieve this goal, however, due to its nature and how they are implemented, often companies end up having low acceptance, without achieving intended objectives. In an era of technological revolution, where global average adoption of smartphones and tablets is 74% and 40% [Our Mobile Planet, 2014], the opportunity to reinvent loyalty systems reappears. Throughout this thesis a new tool, relying on the latest technologies and aiming to fulfill this market opportunity, will be presented. The main idea is to use ancient loyalty concepts, such as stamps or pointscards, and transforms them into digital cards, to be used in digital wallets, introducing an innovative technology component based on Apple's Passbook technology. The main goal is to create a platform for managing the card’s life cycle, allowing anyone to create, edit, distribute and analyze the data, and also create a new communication channel with customers, improving the customer-‐supplier relationship and enhancing the mobile-‐marketing.
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Os mercados eletrónicos são sistemas de informação (SI) utilizados por várias entidades organizacionais distintas dentro de um ou vários níveis em termos das cadeias de valor económico (Journal Electronic Markets, 2012). Segundo (Bakos, 1998) têm um papel central na economia, facilitando a troca de informações, produtos, serviços e pagamentos. Durante o processo, é criado valor económico para o comprador, fornecedor, intermediários do mercado e para a sociedade em geral. O comércio eletrónico é o ato de realizar um qualquer tipo de negócio através de uma via eletrónica e é constituído por modelos diversificados onde se destacam o Business to Business (B2B) e o Business to Consumer (B2C). O modelo B2B possui uma quota de 90 % de todo o comércio, sendo esse sucesso intrinsecamente relacionado em grande parte às vantagens que as suas plataformas oferecem às empresas que inseridas nelas (Anacom, 2004). O âmbito principal deste trabalho é o estudo dos B2B, tendo sido para tal definidos os seguintes objetivos: Realizar a identificação do estado atual bem como a evolução dos mercados B2B em Portugal; Caraterização das funcionalidades das plataformas que atuam no tecido nacional e por fim fazer a criação de um conjunto de orientações de apoio a empresas que desejam fazer a inserção nestes mercados. Para serem alcançados os objetivos propostos na dissertação, foram inquiridas várias organizações ao mesmo tempo que foi realizada uma pesquisa de temas e artigos relacionados com os mercados eletrónicos e plataformas B2B, recorrendo a sites como a B-On.pt, e utilizando o motor de busca Google. Este relatório apresenta a seguinte estrutura: No capítulo 1 é apresentada a introdução teórica das matérias apresentadas nos capítulos seguintes; O capítulo 2 é centrado no comércio eletrónico, definições mais comuns e são demonstrados os modelos mais preponderantes do comércio eletrónico; No capítulo 3 são expostas todas as vertentes do modelo B2B, as principais plataformas B2B a atuar no tecido nacional, as suas funcionalidades e modo de operação bem como uma apresentação das principais plataformas a nível mundial; No capítulo 4 são apresentados um conjunto de tópicos de auxílio a empresas que desejem fazer a sua inserção neste tipo de mercados; Por último são descritas as principais conclusões retiradas na realização da dissertação. Em suma, este trabalho reúne um conjunto de dados e orientações úteis, decorrentes do estudo realizado de auxílio a empresas a aderirem aos mercados eletrónicos, visto ser uma abordagem promissora para as organizações.
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Near real time media content personalisation is nowadays a major challenge involving media content sources, distributors and viewers. This paper describes an approach to seamless recommendation, negotiation and transaction of personalised media content. It adopts an integrated view of the problem by proposing, on the business-to-business (B2B) side, a brokerage platform to negotiate the media items on behalf of the media content distributors and sources, providing viewers, on the business-to-consumer (B2C) side, with a personalised electronic programme guide (EPG) containing the set of recommended items after negotiation. In this setup, when a viewer connects, the distributor looks up and invites sources to negotiate the contents of the viewer personal EPG. The proposed multi-agent brokerage platform is structured in four layers, modelling the registration, service agreement, partner lookup, invitation as well as item recommendation, negotiation and transaction stages of the B2B processes. The recommendation service is a rule-based switch hybrid filter, including six collaborative and two content-based filters. The rule-based system selects, at runtime, the filter(s) to apply as well as the final set of recommendations to present. The filter selection is based on the data available, ranging from the history of items watched to the ratings and/or tags assigned to the items by the viewer. Additionally, this module implements (i) a novel item stereotype to represent newly arrived items, (ii) a standard user stereotype for new users, (iii) a novel passive user tag cloud stereotype for socially passive users, and (iv) a new content-based filter named the collinearity and proximity similarity (CPS). At the end of the paper, we present off-line results and a case study describing how the recommendation service works. The proposed system provides, to our knowledge, an excellent holistic solution to the problem of recommending multimedia contents.
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Infotainment applications in vehicles are currently supported both by the in-vehicle platform, as well as by user’s smart devices, such as smartphones and tablets. More and more the user expects that there is a continuous service of applications inside or outside of the vehicle, provided in any of these devices (a simple but common example is hands-free mobile phone calls provided by the vehicle platform). With the increasing complexity of ‘apps’, it is necessary to support increasing levels of Quality of Service (QoS), with varying resource requirements. Users may want to start listening to music in the smartphone, or video in the tablet, being this application transparently ‘moved’ into the vehicle when it is started. This paper presents an adaptable offloading mechanism, following a service-oriented architecture pattern, which takes into account the QoS requirements of the applications being executed when making decisions.
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1st ASPIC International Congress
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Poster presented in Redes de Veiculos nas sociedades do futuro (RVSF 2015). 3, Jun, 2015. Castelo Branco, Portugal.
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Teaching robotics to students at the beginning of their studies has become a huge challenge. Simulation environments can be an effective solution to that challenge where students can interact with simulated robots and have the first contact with robotic constraints. From our previous experience with simulation environments it was possible to observe that students with lower background knowledge in robotics where able to deal with a limited number of constraints, implement a simulated robotic platform and study several sensors. The question is: after this first phase what should be the best approach? Should the student start developing their own hardware? Hardware development is a very important part of an engineer's education but it can also be a difficult phase that could lead to discouragement and loss of motivation in some students. Considering the previous constraints and first year engineering students’ high abandonment rate it is important to develop teaching strategies to deal with this problem in a feasible way. The solution that we propose is the integration of a low-cost standard robotic platform WowWee Rovio as an intermediate solution between the simulation phase and the stage where the students can develop their own robots. This approach will allow the students to keep working in robotic areas such as: cooperative behaviour, perception, navigation and data fusion. The propose approach proved to be a motivation step not only for the students but also for the teachers. Students and teachers were able to reach an agreement between the level of demand imposed by the teachers and satisfaction/motivation of the students.