871 resultados para Platform


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Apesar das recentes inovações tecnológicas, o setor dos transportes continua a exercer impactes significativos sobre a economia e o ambiente. Com efeito, o sucesso na redução das emissões neste setor tem sido inferior ao desejável. Isto deve-se a diferentes fatores como a dispersão urbana e a existência de diversos obstáculos à penetração no mercado de tecnologias mais limpas. Consequentemente, a estratégia “Europa 2020” evidencia a necessidade de melhorar a eficiência no uso das atuais infraestruturas rodoviárias. Neste contexto, surge como principal objetivo deste trabalho, a melhoria da compreensão de como uma escolha de rota adequada pode contribuir para a redução de emissões sob diferentes circunstâncias espaciais e temporais. Simultaneamente, pretende-se avaliar diferentes estratégias de gestão de tráfego, nomeadamente o seu potencial ao nível do desempenho e da eficiência energética e ambiental. A integração de métodos empíricos e analíticos para avaliação do impacto de diferentes estratégias de otimização de tráfego nas emissões de CO2 e de poluentes locais constitui uma das principais contribuições deste trabalho. Esta tese divide-se em duas componentes principais. A primeira, predominantemente empírica, baseou-se na utilização de veículos equipados com um dispositivo GPS data logger para recolha de dados de dinâmica de circulação necessários ao cálculo de emissões. Foram percorridos aproximadamente 13200 km em várias rotas com escalas e características distintas: área urbana (Aveiro), área metropolitana (Hampton Roads, VA) e um corredor interurbano (Porto-Aveiro). A segunda parte, predominantemente analítica, baseou-se na aplicação de uma plataforma integrada de simulação de tráfego e emissões. Com base nesta plataforma, foram desenvolvidas funções de desempenho associadas a vários segmentos das redes estudadas, que por sua vez foram aplicadas em modelos de alocação de tráfego. Os resultados de ambas as perspetivas demonstraram que o consumo de combustível e emissões podem ser significativamente minimizados através de escolhas apropriadas de rota e sistemas avançados de gestão de tráfego. Empiricamente demonstrou-se que a seleção de uma rota adequada pode contribuir para uma redução significativa de emissões. Foram identificadas reduções potenciais de emissões de CO2 até 25% e de poluentes locais até 60%. Através da aplicação de modelos de tráfego demonstrou-se que é possível reduzir significativamente os custos ambientais relacionados com o tráfego (até 30%), através da alteração da distribuição dos fluxos ao longo de um corredor com quatro rotas alternativas. Contudo, apesar dos resultados positivos relativamente ao potencial para a redução de emissões com base em seleções de rotas adequadas, foram identificadas algumas situações de compromisso e/ou condicionantes que devem ser consideradas em futuros sistemas de eco navegação. Entre essas condicionantes importa salientar que: i) a minimização de diferentes poluentes pode implicar diferentes estratégias de navegação, ii) a minimização da emissão de poluentes, frequentemente envolve a escolha de rotas urbanas (em áreas densamente povoadas), iii) para níveis mais elevados de penetração de dispositivos de eco-navegação, os impactos ambientais em todo o sistema podem ser maiores do que se os condutores fossem orientados por dispositivos tradicionais focados na minimização do tempo de viagem. Com este trabalho demonstrou-se que as estratégias de gestão de tráfego com o intuito da minimização das emissões de CO2 são compatíveis com a minimização do tempo de viagem. Por outro lado, a minimização de poluentes locais pode levar a um aumento considerável do tempo de viagem. No entanto, dada a tendência de redução nos fatores de emissão dos poluentes locais, é expectável que estes objetivos contraditórios tendam a ser minimizados a médio prazo. Afigura-se um elevado potencial de aplicação da metodologia desenvolvida, seja através da utilização de dispositivos móveis, sistemas de comunicação entre infraestruturas e veículos e outros sistemas avançados de gestão de tráfego.

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REVERIE (REal and Virtual Engagement in Realistic Immersive Environments) [1] is a multimedia and multimodal framework, which supports the creation of immersive games. The framework supports the creation of games integrating technologies such as 3D spatial audio, detection of the player’s body movement using Kinect and WIMO sensors, NPCs (Non-Playable Characters) with advanced AI capabilities featuring various levels of representation and gameplay into an immersive 3D environment. A demonstration game was developed for REVERIE, which is an adapted version of the popular Simon Says game. In the REVERIE version, a player tries to follow physical instructions issued by two autonomous agents with different degrees of realism. If a player follows a physical instruction correctly, they are awarded one point. If not, they are deducted one point. This paper presents a technical overview of the game technologies integrated in the Simon Says demo and its evaluation by players with variable computer literacy skills. Finally the potential of REVERIE as an immersive framework for gaming is discussed, followed by recommendations for improvements in future versions of the framework.

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The use of smartphones and tablets as become almost banal in these days. Smartphones, besides serving their main purpose of making and receiving calls, come to be one of the main equipments to obtain information from the Internet, using the commonly installed browsers or through the use of dedicated applications. Furthermore, several other devices are also very frequent to the majority of the modern smartphones and tablets in the market (e.g., GPS - Global Positioning System). This devices give the current systems a very high potential of usage. One example of applicability, comes from the wish to find and navigate to events or activities which are or will soon be occurring near the user. The LifeSpeeder platform is one of the first applications in the mobile equipment market of applications which take into consideration exactly what we have just outlined, i.e., a mobile and desktop application which allows the users to locate events according with their preferences and to get help navigating to them. In this paper we briefly describe the LifeSpeeder's front and back-end. © 2014 Springer International Publishing.

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Managing an online reputation is critical to higher education. Universities cannot afford to lose enrolment numbers by neglecting to monitor, control, promote and enhance their online presence. It is critical that universities measure their social media reputation scores and presence on the web, as well as those of their competitors. Universities need to continuously review their social engagement strategy and online reputation to ensure they maximize all opportunities to maintain, and improve student enrolment and retention. Universities have embraced social media to enhance their brand reputation. This study examines the use of social media and its effects from a global perspective. It analysed 90 universities in three geographical areas to assess the impact and level of online social media, especially as it relates to “university brand reputation.” Results of the study indicated there was a wide variation among the three geographical regions, and within countries in the three geographical regions. Use of social media communication tools such as Twitter and Google+ by active users also varied widely depending upon country and region.

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We will consider the architecture of the communication platform prototype, "World Cultures in English(es)" (WCE), in relation to the interaction among different types of media and audiences. Such an architecture has emphasized the need for an interdisciplinary team of scholars, librarians, and Information Technology experts who have conceived the prototype. This prototype was developed using PHP and MySQL, and is based on the University of Lisbon server. The "World Cultures in English(es)" is an Open Access platform bringing together different types of documents—written, audio, visual, multimedia, and electronic—and aims at educational, cultural, social, and economic inclusiveness, namely in terms of users with special needs. The WCE platform strongly implies social commitment through reliable information and forms of communication adequate to different kinds of audiences. The "World Cultures in English(es)" prototype will be tested by different audiences from different schools and universities, leading to the necessary adjustments.

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One big challenge in deploying games-based learning, is the high cost and specialised skills associated with customised development. In this paper we present a serious games platform that offers tools that allow educators without special programming or artistic skills to dynamically create three dimensional (3D) scenes and verbal and non-verbal interaction with fully embodied conversational agents (ECAs) that can be used to simulate numerous educational scenarios. We present evaluation results based on the use of the platform to create two educational scenarios for politics and law in higher education. We conclude with a discussion of directions for the further work.

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The increasing number of players that operate in power systems leads to a more complex management. In this paper a new multi-agent platform is proposed, which simulates the real operation of power system players. MASGriP – A Multi-Agent Smart Grid Simulation Platform is presented. Several consumer and producer agents are implemented and simulated, considering real characteristics and different goals and actuation strategies. Aggregator entities, such as Virtual Power Players and Curtailment Service Providers are also included. The integration of MASGriP agents in MASCEM (Multi-Agent System for Competitive Electricity Markets) simulator allows the simulation of technical and economical activities of several players. An energy resources management architecture used in microgrids is also explained.

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Dissertação de natureza científica para obtenção do grau de Mestre em Engenharia Informática e de Computadores

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Trabalho Final de Mestrado para obtenção do grau de Mestre em Engenharia de Electrónica e Telecomunicações

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One of the most difficult issues of e-Learning is the students’ assessment. Being this an outstanding task regarding theoretical topics, it becomes even more challenging when the topics under evaluation are practical. ISCAP’s Information Systems Department is composed of about twenty teachers who have been for several years using an e-learning environment (at the moment Moodle 2.3) combined with traditional assessment. They are now planning and implementing a new e-learning assessment strategy. This effort was undertaken in order to evaluate a practical topic (the use of spreadsheets to solve management problems) common to shared courses of several undergraduate degree programs. The same team group is already experienced in the assessment of theoretical information systems topics using the b-learning platform. Therefore, this project works as an extension to previous experiences being the team aware of the additional difficulties due to the practical nature of the topics. This paper describes this project and presents two cycles of the action research methodology, used to conduct the research. The first cycle goal was to produce a database of questions. When it was implemented in order to be used with a pilot group of students, several problems were identified. Subsequently, the second cycle consisted in solving the identified problems preparing the database and all the players to a broader scope implementation. For each cycle, all the phases, its drawbacks and achievements are described. This paper suits all those who are or are planning to be in the process of shifting their assessment strategy from a traditional to one supported by an e-learning platform.

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More than ever, the economic globalization is creating the need to increase business competitiveness. Lean manufacturing is a management philosophy oriented to the elimination of activities that do not create any type of value and are thus considered a waste. One of the main differences from other management philosophies is the shop-floor focus and the operators' involvement. Therefore, the training of all organization levels is crucial for the success of lean manufacturing. Universities should also participate actively in this process by developing students' lean management skills and promoting a better and faster integration of students into their future organizations. This paper proposes a single realistic manufacturing platform, involving production and assembly operations, to learn by playing many of the lean tools such as VSM, 5S, SMED, poke-yoke, line balance, TPM, Mizusumashi, plant layout, and JIT/kanban. This simulation game was built in tight cooperation with experienced lean companies under the international program “Lean Learning Academy,”http://www.leanlearningacademy.eu/ and its main aim is to make bachelor and master courses in applied sciences more attractive by integrating classic lectures with a simulated production environment that could result in more motivated students and higher study yields. The simulation game results show that our approach is efficient in providing a realistic platform for the effective learning of lean principles, tools, and mindset, which can be easily included in course classes of less than two hours.

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Within the pedagogical community, Serious Games have arisen as a viable alternative to traditional course-based learning materials. Until now, they have been based strictly on software solutions. Meanwhile, research into Remote Laboratories has shown that they are a viable, low-cost solution for experimentation in an engineering context, providing uninterrupted access, low-maintenance requirements, and a heightened sense of reality when compared to simulations. This paper will propose a solution where both approaches are combined to deliver a Remote Laboratory-based Serious Game for use in engineering and school education. The platform for this system is the WebLab-Deusto Framework, already well-tested within the remote laboratory context, and based on open standards. The laboratory allows users to control a mobile robot in a labyrinth environment and take part in an interactive game where they must locate and correctly answer several questions, the subject of which can be adapted to educators' needs. It also integrates the Google Blockly graphical programming language, allowing students to learn basic programming and logic principles without needing to understand complex syntax.

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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.