773 resultados para 100600 COMPUTER HARDWARE
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Dissertação para obtenção do Grau de Mestre em Biotecnologia
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Dissertação para obtenção do Grau de Mestre em Engenharia Informática
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Thesis submitted in fulfilment of the requirements for the Degree of Master of Science in Computer Science
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O desenvolvimento da tecnologia informática e de melhor hardware, proporcionou ao mercado de aplicações informáticas, um grande crescimento nas últimas décadas. Paralelamente, o aprofundamento e investigação das disciplinas de engenharia industrial, de novas filosofias e tipologias de produção, proporcionam ao mercado de sistemas de informação, uma panóplia de soluções abrangentes a todos os sectores e departamentos das organizações. Apesar da grande oferta, nem sempre existe viabilidade financeira das organizações para adquirirem e/ ou implementarem uma solução eficaz que responda às suas necessidades específicas. A presente dissertação, incide na melhoria do sistema de orçamentação do produto numa indústria de produtos únicos, através de uma plataforma de informação que permita reduzir o tempo de elaboração, melhorando a estimação do tempo de produção. As exigências do mercado em causa, influenciadas pela concorrência de países com mão-de-obra mais barata, prazos de resposta a orçamentos muito curtos e pequenas margens de negociação e lucro, implicam a necessidade de que sejam minimizadas ao máximo as atividades sem valor acrescentado, como o caso da orçamentação. Foi elaborada uma análise à empresa, ao produto - cablagem, às operações e seus recursos em estudo de caso. Após o levantamento das operações de produção executadas na empresa, reuniram-se os tempos referentes aos tempos de elaboração de cada operação, tendo sido estes utilizados para melhorar a estimativa do tempo de produção. A plataforma de informação foi desenvolvida seguindo o processo produtivo de cablagens, princípios de orçamentação e algumas funcionalidades referentes a ferramentas de apoio à produção, tais como, Product Data Management, Computer Aided Design, Bill-of-Material e Visual Aid’s. Estruturada consoante as necessidades da empresa e respeitando a vasta gama de Matérias- Primas intervenientes na produção, a ferramenta desenvolvida proporcionou a redução do tempo de orçamentação e melhoria na estimativa dos tempos de produção. Esta ferramenta é no entanto transversal e com pequenas alterações, poderá ser implementada em qualquer outra indústria de produtos únicos.
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This research addresses the problem of creating interactive experiences to encourage people to explore spaces. Besides the obvious spaces to visit, such as museums or art galleries, spaces that people visit can be, for example, a supermarket or a restaurant. As technology evolves, people become more demanding in the way they use it and expect better forms of interaction with the space that surrounds them. Interaction with the space allows information to be transmitted to the visitors in a friendly way, leading visitors to explore it and gain knowledge. Systems to provide better experiences while exploring spaces demand hardware and software that is not in the reach of every space owner either because of the cost or inconvenience of the installation, that can damage artefacts or the space environment. We propose a system adaptable to the spaces, that uses a video camera network and a wi-fi network present at the space (or that can be installed) to provide means to support interactive experiences using the visitor’s mobile device. The system is composed of an infrastructure (called vuSpot), a language grammar used to describe interactions at a space (called XploreDescription), a visual tool used to design interactive experiences (called XploreBuilder) and a tool used to create interactive experiences (called urSpace). By using XploreBuilder, a tool built of top of vuSpot, a user with little or no experience in programming can define a space and design interactive experiences. This tool generates a description of the space and of the interactions at that space (that complies with the XploreDescription grammar). These descriptions can be given to urSpace, another tool built of top of vuSpot, that creates the interactive experience application. With this system we explore new forms of interaction and use mobile devices and pico projectors to deliver additional information to the users leading to the creation of interactive experiences. The several components are presented as well as the results of the respective user tests, which were positive. The design and implementation becomes cheaper, faster, more flexible and, since it does not depend on the knowledge of a programming language, accessible for the general public.
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Hand gesture recognition for human computer interaction, being a natural way of human computer interaction, is an area of active research in computer vision and machine learning. This is an area with many different possible applications, giving users a simpler and more natural way to communicate with robots/systems interfaces, without the need for extra devices. So, the primary goal of gesture recognition research is to create systems, which can identify specific human gestures and use them to convey information or for device control. For that, vision-based hand gesture interfaces require fast and extremely robust hand detection, and gesture recognition in real time. In this study we try to identify hand features that, isolated, respond better in various situations in human-computer interaction. The extracted features are used to train a set of classifiers with the help of RapidMiner in order to find the best learner. A dataset with our own gesture vocabulary consisted of 10 gestures, recorded from 20 users was created for later processing. Experimental results show that the radial signature and the centroid distance are the features that when used separately obtain better results, with an accuracy of 91% and 90,1% respectively obtained with a Neural Network classifier. These to methods have also the advantage of being simple in terms of computational complexity, which make them good candidates for real-time hand gesture recognition.
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"Lecture notes in computational vision and biomechanics series, ISSN 2212-9391, vol. 19"
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Hand gestures are a powerful way for human communication, with lots of potential applications in the area of human computer interaction. Vision-based hand gesture recognition techniques have many proven advantages compared with traditional devices, giving users a simpler and more natural way to communicate with electronic devices. This work proposes a generic system architecture based in computer vision and machine learning, able to be used with any interface for human-computer interaction. The proposed solution is mainly composed of three modules: a pre-processing and hand segmentation module, a static gesture interface module and a dynamic gesture interface module. The experiments showed that the core of visionbased interaction systems could be the same for all applications and thus facilitate the implementation. For hand posture recognition, a SVM (Support Vector Machine) model was trained and used, able to achieve a final accuracy of 99.4%. For dynamic gestures, an HMM (Hidden Markov Model) model was trained for each gesture that the system could recognize with a final average accuracy of 93.7%. The proposed solution as the advantage of being generic enough with the trained models able to work in real-time, allowing its application in a wide range of human-machine applications. To validate the proposed framework two applications were implemented. The first one is a real-time system able to interpret the Portuguese Sign Language. The second one is an online system able to help a robotic soccer game referee judge a game in real time.
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Hand gestures are a powerful way for human communication, with lots of potential applications in the area of human computer interaction. Vision-based hand gesture recognition techniques have many proven advantages compared with traditional devices, giving users a simpler and more natural way to communicate with electronic devices. This work proposes a generic system architecture based in computer vision and machine learning, able to be used with any interface for humancomputer interaction. The proposed solution is mainly composed of three modules: a pre-processing and hand segmentation module, a static gesture interface module and a dynamic gesture interface module. The experiments showed that the core of vision-based interaction systems can be the same for all applications and thus facilitate the implementation. In order to test the proposed solutions, three prototypes were implemented. For hand posture recognition, a SVM model was trained and used, able to achieve a final accuracy of 99.4%. For dynamic gestures, an HMM model was trained for each gesture that the system could recognize with a final average accuracy of 93.7%. The proposed solution as the advantage of being generic enough with the trained models able to work in real-time, allowing its application in a wide range of human-machine applications.
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Forming suitable learning groups is one of the factors that determine the efficiency of collaborative learning activities. However, only a few studies were carried out to address this problem in the mobile learning environments. In this paper, we propose a new approach for an automatic, customized, and dynamic group formation in Mobile Computer Supported Collaborative Learning (MCSCL) contexts. The proposed solution is based on the combination of three types of grouping criteria: learner’s personal characteristics, learner’s behaviours, and context information. The instructors can freely select the type, the number, and the weight of grouping criteria, together with other settings such as the number, the size, and the type of learning groups (homogeneous or heterogeneous). Apart from a grouping mechanism, the proposed approach represents a flexible tool to control each learner, and to manage the learning processes from the beginning to the end of collaborative learning activities. In order to evaluate the quality of the implemented group formation algorithm, we compare its Average Intra-cluster Distance (AID) with the one of a random group formation method. The results show a higher effectiveness of the proposed algorithm in forming homogenous and heterogeneous groups compared to the random method.
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This paper presents the development of the power electronics needed for the interaction between the electrical generator of a wind turbine and an isolated ac micro grid. In this system there are basically two types of receptors for the energy produced by the wind turbine, which are the loads connected to the isolated micro grid and the batteries used to store energy. There are basically two states in which the system will work. One of the states is when there is enough wind power to supply the loads and the extra energy is used to charge the batteries. The other state is when there is low wind power and the batteries have to compensate the lack of power, so that the isolated micro grid has enough power to supply at least the priority loads. In this paper are presented the hardware and the control algorithm for the developed system. The topology was previously tested in computer simulations, using the software PSIM 9.0, and then validated with the implementation of a laboratory prototype.
Bidirectional battery charger with grid-to-vehicle, vehicle-to-grid and vehicle-to-home technologies
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This paper presents the development of na on-board bidirectional battery charger for Electric Vehicles (EVs) targeting Grid-to-Vehicle (G2V), Vehicle-to-Grid (V2G), and Vehicle-to-Home (V2H) technologies. During the G2V operation mode the batteries are charged from the power grid with sinusoidal current and unitary power factor. During the V2G operation mode the energy stored in the batteries can be delivered back to the power grid contributing to the power system stability. In the V2H operation mode the energy stored in the batteries can be used to supply home loads during power outages, or to supply loads in places without connection to the power grid. Along the paper the hardware topology of the bidirectional battery charger is presented and the control algorithms are explained. Some considerations about the sizing of the AC side passive filter are taken into account in order to improve the performance in the three operation modes. The adopted topology and control algorithms are accessed through computer simulations and validated by experimental results achieved with a developed laboratory prototype operating in the different scenarios.
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Dissertação de mestrado integrado em Engenharia Eletrónica Industrial e de Computadores
Implementação de sistemas de encriptação AES advanced encryption standard em hardware para segurança
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Dissertação de mestrado integrado em Engenharia Electrónica Industrial e Computadores