962 resultados para matrix organization
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Although leadership investigation has become for the last years an election topic with major relevance on organizational studies and accepting peacefully the general idea that organizations are freeland for politics, all these acceptances run against a kind of “fear” from the academy scholars on approaching the political leaderships’ singularities on organizations. Indeed, when we cross over both phenomena we verify that the absence and weaknesses towards the unique characteristics of political leadership on work scenarios are becoming sharped regarding to their predictors, their workers and their organizations, even if we left aside its moderator variables.
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We are working on the confluence of knowledge management, organizational memory and emergent knowledge with the lens of complex adaptive systems. In order to be fundamentally sustainable organizations search for an adaptive need for managing ambidexterity of day-to-day work and innovation. An organization is an entity of a systemic nature, composed of groups of people who interact to achieve common objectives, making it necessary to capture, store and share interactions knowledge with the organization, this knowledge can be generated in intra-organizational or inter-organizational level. The organizations have organizational memory of knowledge of supported on the Information technology and systems. Each organization, especially in times of uncertainty and radical changes, to meet the demands of the environment, needs timely and sized knowledge on the basis of tacit and explicit. This sizing is a learning process resulting from the interaction that emerges from the relationship between the tacit and explicit knowledge and which we are framing within an approach of Complex Adaptive Systems. The use of complex adaptive systems for building the emerging interdependent relationship, will produce emergent knowledge that will improve the organization unique developing.
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Dissertação para a obtenção do Grau de Mestre em Auditoria Orientador: Mestre Carlos Manuel Antunes Mendes
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This paper presents a direct power control (DPC) for three-phase matrix converters operating as unified power flow controllers (UPFCs). Matrix converters (MCs) allow the direct ac/ac power conversion without dc energy storage links; therefore, the MC-based UPFC (MC-UPFC) has reduced volume and cost, reduced capacitor power losses, together with higher reliability. Theoretical principles of direct power control (DPC) based on sliding mode control techniques are established for an MC-UPFC dynamic model including the input filter. As a result, line active and reactive power, together with ac supply reactive power, can be directly controlled by selecting an appropriate matrix converter switching state guaranteeing good steady-state and dynamic responses. Experimental results of DPC controllers for MC-UPFC show decoupled active and reactive power control, zero steady-state tracking error, and fast response times. Compared to an MC-UPFC using active and reactive power linear controllers based on a modified Venturini high-frequency PWM modulator, the experimental results of the advanced DPC-MC guarantee faster responses without overshoot and no steady-state error, presenting no cross-coupling in dynamic and steady-state responses.
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Pós-graduação em Engenharia de Produção - FEG
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Agility refers to the manufacturing system ability to rapidly adapt to market and environmental changes in efficient and cost-effective ways. This paper addresses the development of self-organization methods to enhance the operations of a scheduling system, by integrating scheduling system, configuration and optimization into a single autonomic process requiring minimal manual intervention to increase productivity and effectiveness while minimizing complexity for users. We intend to conceptualize real manufacturing systems as interacting autonomous entities in order to build future Decision Support Systems (DSS) for Scheduling in agile manufacturing environments.
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Human Computer Interaction (HCl) is to interaction between computers and each person. And context-aware (CA) is very important one of HCI composition. In particular, if there are sequential or continuous tasks between users and devices, among users, and among devices etc, it is important to decide the next action using right CA. And to take perfect decision we have to get together all CA into a structure. We define that structure is Context-Aware Matrix (CAM) in this article. However to make exact decision is too hard for some problems like low accuracy, overhead and bad context by attacker etc. Many researcher has been studying to solve these problems. Moreover, still it has weak point HCI using in safety. In this Article, we propose CAM making include best selecting Server in each area. As a result, moving users could be taken the best way.
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Dissertação apresentada para a obtenção do grau de Mestre em Educação - Área de Especialização em Didática das Ciências
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Introdução Actualmente, as mensagens electrónicas são consideradas um importante meio de comunicação. As mensagens electrónicas – vulgarmente conhecidas como emails – são utilizadas fácil e frequentemente para enviar e receber o mais variado tipo de informação. O seu uso tem diversos fins gerando diariamente um grande número de mensagens e, consequentemente um enorme volume de informação. Este grande volume de informação requer uma constante manipulação das mensagens de forma a manter o conjunto organizado. Tipicamente esta manipulação consiste em organizar as mensagens numa taxonomia. A taxonomia adoptada reflecte os interesses e as preferências particulares do utilizador. Motivação A organização manual de emails é uma actividade morosa e que consome tempo. A optimização deste processo através da implementação de um método automático, tende a melhorar a satisfação do utilizador. Cada vez mais existe a necessidade de encontrar novas soluções para a manipulação de conteúdo digital poupando esforços e custos ao utilizador; esta necessidade, concretamente no âmbito da manipulação de emails, motivou a realização deste trabalho. Hipótese O objectivo principal deste projecto consiste em permitir a organização ad-hoc de emails com um esforço reduzido por parte do utilizador. A metodologia proposta visa organizar os emails num conjunto de categorias, disjuntas, que reflectem as preferências do utilizador. A principal finalidade deste processo é produzir uma organização onde as mensagens sejam classificadas em classes apropriadas requerendo o mínimo número esforço possível por parte do utilizador. Para alcançar os objectivos estipulados, este projecto recorre a técnicas de mineração de texto, em especial categorização automática de texto, e aprendizagem activa. Para reduzir a necessidade de inquirir o utilizador – para etiquetar exemplos de acordo com as categorias desejadas – foi utilizado o algoritmo d-confidence. Processo de organização automática de emails O processo de organizar automaticamente emails é desenvolvido em três fases distintas: indexação, classificação e avaliação. Na primeira fase, fase de indexação, os emails passam por um processo transformativo de limpeza que visa essencialmente gerar uma representação dos emails adequada ao processamento automático. A segunda fase é a fase de classificação. Esta fase recorre ao conjunto de dados resultantes da fase anterior para produzir um modelo de classificação, aplicando-o posteriormente a novos emails. Partindo de uma matriz onde são representados emails, termos e os seus respectivos pesos, e um conjunto de exemplos classificados manualmente, um classificador é gerado a partir de um processo de aprendizagem. O classificador obtido é então aplicado ao conjunto de emails e a classificação de todos os emails é alcançada. O processo de classificação é feito com base num classificador de máquinas de vectores de suporte recorrendo ao algoritmo de aprendizagem activa d-confidence. O algoritmo d-confidence tem como objectivo propor ao utilizador os exemplos mais significativos para etiquetagem. Ao identificar os emails com informação mais relevante para o processo de aprendizagem, diminui-se o número de iterações e consequentemente o esforço exigido por parte dos utilizadores. A terceira e última fase é a fase de avaliação. Nesta fase a performance do processo de classificação e a eficiência do algoritmo d-confidence são avaliadas. O método de avaliação adoptado é o método de validação cruzada denominado 10-fold cross validation. Conclusões O processo de organização automática de emails foi desenvolvido com sucesso, a performance do classificador gerado e do algoritmo d-confidence foi relativamente boa. Em média as categorias apresentam taxas de erro relativamente baixas, a não ser as classes mais genéricas. O esforço exigido pelo utilizador foi reduzido, já que com a utilização do algoritmo d-confidence obteve-se uma taxa de erro próxima do valor final, mesmo com um número de casos etiquetados abaixo daquele que é requerido por um método supervisionado. É importante salientar, que além do processo automático de organização de emails, este projecto foi uma excelente oportunidade para adquirir conhecimento consistente sobre mineração de texto e sobre os processos de classificação automática e recuperação de informação. O estudo de áreas tão interessantes despertou novos interesses que consistem em verdadeiros desafios futuros.
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We suggest that the weak-basis independent condition det(M-nu) = 0 for the effective neutrino mass matrix can be used in order to remove the ambiguities in the reconstruction of the neutrino mass matrix from input data available from present and future feasible experiments. In this framework, we study the full reconstruction of M-nu with special emphasis on the correlation between the Majorana CP-violating phase and the various mixing angles. The impact of the recent KamLAND results on the effective neutrino mass parameter is also briefly discussed. (C) 2003 Elsevier Science B.V. All rights reserved.
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Serious games are starting to attain a higher role as tools for learning in various contexts, but in particular in areas such as education and training. Due to its characteristics, such as rules, behavior simulation and feedback to the player's actions, serious games provide a favorable learning environment where errors can occur without real life penalty and students get instant feedback from challenges. These challenges are in accordance with the intended objectives and will self-adapt and repeat according to the student’s difficulty level. Through motivating and engaging environments, which serve as base for problem solving and simulation of different situations and contexts, serious games have a great potential to aid players developing professional skills. But, how do we certify the acquired knowledge and skills? With this work we intend to propose a methodology to establish a relationship between the game mechanics of serious games and an array of competences for certification, evaluating the applicability of various aspects in the design and development of games such as the user interfaces and the gameplay, obtaining learning outcomes within the game itself. Through the definition of game mechanics combined with the necessary pedagogical elements, the game will ensure the certification. This paper will present a matrix of generic skills, based on the European Framework of Qualifications, and the definition of the game mechanics necessary for certification on tour guide training context. The certification matrix has as reference axes: skills, knowledge and competencies, which describe what the students should learn, understand and be able to do after they complete the learning process. The guides-interpreters welcome and accompany tourists on trips and visits to places of tourist interest and cultural heritage such as museums, palaces and national monuments, where they provide various information. Tour guide certification requirements include skills and specific knowledge about foreign languages and in the areas of History, Ethnology, Politics, Religion, Geography and Art of the territory where it is inserted. These skills are communication, interpersonal relationships, motivation, organization and management. This certification process aims to validate the skills to plan and conduct guided tours on the territory, demonstrate knowledge appropriate to the context and finally match a good group leader. After defining which competences are to be certified, the next step is to delineate the expected learning outcomes, as well as identify the game mechanics associated with it. The game mechanics, as methods invoked by agents for interaction with the game world, in combination with game elements/objects allows multiple paths through which to explore the game environment and its educational process. Mechanics as achievements, appointments, progression, reward schedules or status, describe how game can be designed to affect players in unprecedented ways. In order for the game to be able to certify tour guides, the design of the training game will incorporate a set of theoretical and practical tasks to acquire skills and knowledge of various transversal themes. For this end, patterns of skills and abilities in acquiring different knowledge will be identified.
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A new operationalmatrix of fractional integration of arbitrary order for generalized Laguerre polynomials is derived.The fractional integration is described in the Riemann-Liouville sense.This operational matrix is applied together with generalized Laguerre tau method for solving general linearmultitermfractional differential equations (FDEs).Themethod has the advantage of obtaining the solution in terms of the generalized Laguerre parameter. In addition, only a small dimension of generalized Laguerre operational matrix is needed to obtain a satisfactory result. Illustrative examples reveal that the proposedmethod is very effective and convenient for linear multiterm FDEs on a semi-infinite interval.
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This paper gives a short description of main stratigraphic unities from the early Cretaceous in Estremadura and Algarve, with their lithological, sedimentological and paleontological characteristics. The distribution of facies enable to propose a paleogeographic frame including eroded high areas and sedimentary low areas roughly parallel to the present coast. The early Cretaceous from Estremadura is splited up into three megasequences each one with regressive then transgressive tendencies: this fact must be connected with the leading action of distensive, slow or sudden, movements. Beyond the hercynian fault of Messejana, Algarve presents a different sedimentary evolution during the early Cretaceous.
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In order to maximize their productivity, inter-disciplinary multi-occupation teams of professionals need to maximize inter-occupational cooperation in team decision making. Cooperation, however, is challenged by status anxiety over organizational careers and identity politics among team members who differ by ethnicity-race, gender, religion, nativity, citizenship status, etc. The purpose of this paper is to develop hypotheses about how informal and formal features of bureaucracy influence the level of inter-occupation cooperation achieved by socially diverse, multi-occupation work teams of professionals in bureaucratic work organizations. The 18 hypotheses, which are developed with the heuristic empirical case of National Science Foundation-sponsored university school partnerships in math and science curriculum innovation in the United States, culminate in the argument that cooperation can be realized as a synthesis of tensions between informal and formal features of bureaucracy in the form of participatory, high performance work systems.
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This paper presents the design and compares the performance of linear, decoupled and direct power controllers (DPC) for three-phase matrix converters operating as unified power flow controllers (UPFC). A simplified steady-state model of the matrix converter-based UPFC fitted with a modified Venturini high-frequency pulse width modulator is first used to design the linear controllers for the transmission line active (P) and reactive (Q) powers. In order to minimize the resulting cross coupling between P and Q power controllers, decoupled linear controllers (DLC) are synthesized using inverse dynamics linearization. DPC are then developed using sliding-mode control techniques, in order to guarantee both robustness and decoupled control. The designed P and Q power controllers are compared using simulations and experimental results. Linear controllers show acceptable steady-state behaviour but still exhibit coupling between P and Q powers in transient operation. DLC are free from cross coupling but are parameter sensitive. Results obtained by DPC show decoupled power control with zero error tracking and faster responses with no overshoot and no steady-state error. All the designed controllers were implemented using the same digital signal processing hardware.