1000 resultados para Andreas Hellmann
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Este trabalho propõe uma metodologia de aprendizagem que permite a um robô aprender uma tarefa adaptando-a e representando-a de acordo com a sua capacidade motora e sensorial. Primeiramente, um mapeamento sensoriomotor é criado e converte informação sensorial em informação motora. Depois, através de imitação, o robô aprende um conjunto de ações elementares formando um vocabulário motor. A imitação é baseada nas representações motoras obtidas com o mapeamento sensoriomotor. O vocabulário motor criado é então utilizado para aprender e realizar tarefas mais sofisticadas, compostas por seqüências ou combinações de ações elementares. Esta metodologia é ilustrada através de uma aplicação de mapeamento e navegação topológica com um robô móvel. O automovimento é utilizado como mapeamento visuomotor, convertendo o fluxo óptico em imagens omnidirecionais em informação motora (translação e rotação), a qual é usada para a criação de um vocabulário motor. A seguir, o vocabulário é utilizado para mapeamento e navegação topológica. Os resultados obtidos são interessantes e a abordagem proposta pode ser estendida a diferentes robôs e aplicações.
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Joining efforts of academic and corporate teams, we developed an integration architecture - MULTIS - that enables corporate e-learning managers to use a Learning Management System (LMS) for management of educational activities in virtual worlds. This architecture was then implemented for the Formare LMS. In this paper we present this architecture and concretizations of its implementation for the Second Life Grid/OpenSimulator virtual world platforms. Current systems are focused on activities managed by individual trainers, rather than groups of trainers and large numbers of trainees: they focus on providing the LMS with information about educational activities taking place in a virtual world and/or being able to access within the virtual world some of the information stored in the LMS, and disregard the streamlining of activity setup and data collection in multi-trainer contexts, among other administrative issues. This architecture aims to overcome the limitations of existing systems for organizational management of corporate e-learning activities.
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Simulators are indispensable tools to support the development and testing of cooperating objects such as wireless sensor networks (WSN). However, it is often not possible to compare the results of different simulation tools. Thus, the goal of this paper is the specification of a generic simulation platform for cooperating objects. We propose a platform that consists of a set of simulators that together fulfill desired simulator properties. We show that to achieve comparable results the use of a common specification language for the software-under-test is not feasible. Instead, we argue that using common input formats for the simulated environment and common output formats for the results is useful. This again motivates that a simulation tool consisting of a set of existing simulators that are able to use common scenario-input and can produce common output which will bring us a step closer to the vision of achieving comparable simulation results.
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Remote Labs are an emergent educational resource in Engineering, which addresses the remote delivery of practical contents, i. e. remote experiments, through the web. This resource may either be used as a support for e-learning courses in Engineering or Science, in the cases where on-campus lab work is not possible, or as a complement to face-to-face lab classes, allowing the students to repeat a given experiment on a remote fashion, without time restrictions.
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This paper describes the application of Design State Exploration techniques in the development of a remote lab for projectile motion experiments. The application was enabled by the existence of two independent teams: one composed of a series of internships that started first and another with two grantees that started a few months later. The paper presents evidence on how this approach provided gains in the development process conducted by the second team that benefited from design state exploration studies performed by the first team. This particular aspect is highlighted in relation to the work already presented in the 10th Remote Engineering and Virtual Instrumentation (REV) conference.
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Dissertation presented to obtain a Ph.D. Degree in Chemical Physics
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Journal of Biological Inorganic Chemistry (2010)15: 271-281
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Dissertação para obtenção do Grau de Mestre em Conservação e Restauro, Especialização em Ciências da Conservação
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Presented at Embed with Linux Workshop (EWiLi 2015). 4 to 9, Oct, 2015. Amsterdam, Netherlands.
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Dissertation presented to obtain the Ph.D degree in Computational Biology
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Contém artigos de: Helena Barranha - Introdução: manifestos por um museu sem lugar (pp.3-8); Natalie Bookchin e Alexei Shulgin - Introdução à net.art (1994-1999) [1999] (pp.11-18); Andreas Broegger - Net Art, web art, online art, net.art? [2000] (pp.19-24); Josephine Berry - Humano, demasiado Pós-Humano? A Net Art e os seus críticos [2000] (pp.25-33); Jon Ippolito - Dez mitos sobre a Internet Art [2002] (pp.34-44); Manuel Castells - Os museus na era da informação: conectores culturais de tempo e espaço [2001] (pp.47-62); Yehuda Kalay e John Marx - Arquitectura e Internet: projectar lugares no ciberespaço [2005] (pp.63-87); Erkki Huhtamo - Nas (ou para além das) pontas dos dedos: arte contemporânea, práticas expositivas e tactilidade [2008] (pp.88-102); Domenico Quaranta - Perdido na tradução. Ou trazer a Net Art para outro lugar – desculpem, contexto [2008] (pp.103-120); Marisa Olson - Pós-Internet: A Arte depois da Internet [2011] (pp.123-136); Fred Forest - A arte cosa mentale. Do visível ao invisível e da realidade a uma realidade... diferente. [2012] (pp.137-141); Hito Steyerl - Demasiado mundo: a Internet morreu? [2012] (pp.142-158); Excertos das entrevistas realizadas, no âmbito do projecto unplace, a artistas, curadores e investigadores (pp.159-196).
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The difference between the statutory and effective tax rate for listed groups is a complex variable influenced by a variety of factors. This paper aims to analyze whether this difference exists for listed groups in the German market and tests which factors have an impact on it. Thus the sample consists of 130 corporations listed in the three major German stock indices. The findings suggest that the companies that pay less than the statutory rate clearly outweigh the ones that pay more, and that the income earned from associated companies has a significant impact on this difference.
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This research was conducted to understand how Facebook users interact and the underlying reasons for doing so with a focus on one-to-mass communication interactions. Different methods and sources were used to generate accurate and valid insights. It was discovered that liking, groups, commenting, events and sharing are essential interactions, whereby liking, commenting and sharing were investigated in more detail. This investigations proves that emotions do trigger these three interactions; The most influencing emotions are Surprise/Wonder, Deep Respect/ Impressiveness and Fun/Joy. Moreover a variety of specific factors that trigger each of the interactions are revealed.