999 resultados para Abordagem baseada em tarefas


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Ao longo dos anos muitas empresas elaboraram estratégias amplamente suportadas por recursos da área de Tecnologia de Informação como meios de obtenção de vantagem competitiva. Em certos casos estas iniciativas serviram tão somente para automatizar alguns dos processos organizacionais, equiparando a eficiência da empresa à de alguns de seus concorrentes, ou seja, sem gerar vantagem em relação à concorrência. Em outros casos estas iniciativas, além de melhorar o posicionamento destas empresas em relação a certos critérios de desempenho, conseguiram também alavancar inovação dos seus produtos e dos seus processos de negócios. Ao longo deste trabalho são discutidos alguns dos aspectos de negócios que influenciam no sucesso destas iniciativas, entre eles a integração com o modelo de negócios e a cultura da organização. Este trabalho traz uma proposta inicial de análise do ambiente de Tecnologia da Informação (TI) e dos processos de negócios de uma firma como recursos valiosos e de difícil imitação por outra organização, o que lhes permitiria estabelecer e manter vantagens competitivas em relação à concorrência. Esta discussão será embasada com a análise de casos de estudo reais, e que demonstram como determinadas capacidades organizacionais podem influenciar no sucesso das iniciativas de TI. Por fim, o trabalho discute também o resultado dos investimentos em TI quando considerados horizontes de tempo extensos, entre 15 a 20 anos. A proposta é a de considerar questões como a da maturidade das tecnologias adotadas e dos modelos de negócios estabelecidos, e seu eventual impacto ao longo dos anos. Esta discussão também é suportada pela análise dos estudos de casos selecionados.

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Esta pesquisa propõe uma abordagem na qual objetos de aprendizagem são construídos com base no paradigma de agentes. A fundamentação tecnológica desta abordagem é constituída por uma integração entre tecnologias desenvolvidas para Objetos de Aprendizagem e para Sistemas Multiagentes. O conceito central apresentado é o de Objeto Inteligente de Aprendizagem, entidade que corresponde a um agente que é capaz de gerar experiências de aprendizagem reutilizáveis, no mesmo sentido que os objetos de aprendizagem. É apresentada uma sociedade multiagente concebida com a finalidade de dar suporte a abordagem proposta, bem como a modelagem do processo de comunicação entre os agentes desta sociedade. Como forma de validar as propostas feitas, são apresentados uma arquitetura de agentes que implementa os conceitos definidos e um conjunto de recursos para a construção de agentes compatíveis com esta arquitetura. Através destes recursos é possível a implementação das entidades propostas neste trabalho.

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O presente trabalho teve o objetivo de identificar os elementos da cultura organizacional do Tribunal de Justiça do Estado da Bahia (TJBA) à luz das contribuições de autores do pensamento social brasileiro - representados neste estudo por Sergio Buarque de Holanda, Raymundo Faoro, Darcy Ribeiro e Celso Furtado. O tema cultura tem recebido, nas últimas décadas, relativa atenção na área de estudos organizacionais. Apesar da atenção recebida, é possível perceber lacunas na produção acadêmica sobre o tema quanto à atenção dispensada ao contexto nacional e às instituições do setor público, especialmente no que se refere ao Poder Judiciário. Nesse sentido, o presente trabalho analisou a produção acadêmica nacional sobre cultura organizacional brasileira nos últimos vinte anos e buscou identificar possibilidades de utilização dos autores do pensamento social brasileiro numa abordagem de cultura organizacional que considerasse o contexto nacional. Na etapa de coleta de dados, foram realizadas trinta e sete entrevistas semiestruturadas com servidores do TJBA, no período de fevereiro a julho de 2013. A análise do corpus de dados foi feita pelo método de análise de conteúdo, com auxilio do software ATLAS.ti. A análise dos dados apontou para possibilidades de utilização das ideias dos autores do pensamento social brasileiro no estudo da cultura organizacional, principalmente na identificação da influência dos traços culturais nos valores e práticas sociais dos servidores. A análise apontou também para uma ausência de elementos baseados em valores gerencialistas na cultura organizacional desta instituição, buscando provocar uma reflexão sobre o alcance e a adequação do modelo de reforma adotado no Judiciário. Como contribuição, esta tese buscou realizar um mapeamento da cultura organizacional do TJBA, gerando uma contribuição empírica para um aprofundamento do conhecimento do Poder Judiciário sob o aspecto de universo organizacional e para os estudos que utilizam o pensamento social brasileiro, que em sua maioria têm se tratado de ensaios teóricos.

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The goal of this paper is twofold. First, using five of the most actively traded stocks in the Brazilian financial market, this paper shows that the normality assumption commonly used in the risk management area to describe the distributions of returns standardized by volatilities is not compatible with volatilities estimated by EWMA or GARCH models. In sharp contrast, when the information contained in high frequency data is used to construct the realized volatilies measures, we attain the normality of the standardized returns, giving promise of improvements in Value at Risk statistics. We also describe the distributions of volatilities of the Brazilian stocks, showing that the distributions of volatilities are nearly lognormal. Second, we estimate a simple linear model to the log of realized volatilities that differs from the ones in other studies. The main difference is that we do not find evidence of long memory. The estimated model is compared with commonly used alternatives in an out-of-sample experiment.

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Orientador: Paulo Nazareno Maia Sampaio

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In this work, we present the GATE, an approach based on middleware for interperceptive applications. Through the services offered by the GATE, we extension we extend the concept of Interperception for integration with several devices, including set-top box, mobile devices (cell phones), among others. Through this extension ensures the implementation of virtual environments in these devices. Thus, users who access the version of the computer environment may interact with those who access the same environment by other devices. This extension is just a part of the services provided by the GATE, that remerges as a new proposal for multi-user virtual environments creation.

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E-learning, which refers to the use of Internet-related technologies to improve knowledge and learning, has emerged as a complementary form of education, bringing advantages such as increased accessibility to information, personalized learning, democratization of education and ease of update, distribution and standardization of the content. In this sense, this paper aims to develop a tool, named ISE-SPL, whose purpose is the automatic generation of E-learning systems for medical education, making use of concepts of Software Product Lines. It consists of an innovative methodology for medical education that aims to assist professors of healthcare in their teaching through the use of educational technologies, all based on computing applied to healthcare (Informatics in Health). The tests performed to validate the ISE-SPL were divided into two stages: the first was made by using a software analysis tool similar to ISE-SPL, called SPLOT and the second was performed through usability questionnaires to healthcare professors who used ISESPL. Both tests showed positive results, proving it to be an efficient tool for generation of E-learning software and useful for professors in healthcare

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Traditional applications of feature selection in areas such as data mining, machine learning and pattern recognition aim to improve the accuracy and to reduce the computational cost of the model. It is done through the removal of redundant, irrelevant or noisy data, finding a representative subset of data that reduces its dimensionality without loss of performance. With the development of research in ensemble of classifiers and the verification that this type of model has better performance than the individual models, if the base classifiers are diverse, comes a new field of application to the research of feature selection. In this new field, it is desired to find diverse subsets of features for the construction of base classifiers for the ensemble systems. This work proposes an approach that maximizes the diversity of the ensembles by selecting subsets of features using a model independent of the learning algorithm and with low computational cost. This is done using bio-inspired metaheuristics with evaluation filter-based criteria

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Ubiquitous computing systems operate in environments where the available resources significantly change during the system operation, thus requiring adaptive and context aware mechanisms to sense changes in the environment and adapt to new execution contexts. Motivated by this requirement, a framework for developing and executing adaptive context aware applications is proposed. The PACCA framework employs aspect-oriented techniques to modularize the adaptive behavior and to keep apart the application logic from this behavior. PACCA uses abstract aspect concept to provide flexibility by addition of new adaptive concerns that extend the abstract aspect. Furthermore, PACCA has a default aspect model that considers habitual adaptive concerns in ubiquitous applications. It exploits the synergy between aspect-orientation and dynamic composition to achieve context-aware adaptation, guided by predefined policies and aim to allow software modules on demand load making possible better use of mobile devices and yours limited resources. A Development Process for the ubiquitous applications conception is also proposed and presents a set of activities that guide adaptive context-aware developer. Finally, a quantitative study evaluates the approach based on aspects and dynamic composition for the construction of ubiquitous applications based in metrics

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There is a need for multi-agent system designers in determining the quality of systems in the earliest phases of the development process. The architectures of the agents are also part of the design of these systems, and therefore also need to have their quality evaluated. Motivated by the important role that emotions play in our daily lives, embodied agents researchers have aimed to create agents capable of producing affective and natural interaction with users that produces a beneficial or desirable result. For this, several studies proposing architectures of agents with emotions arose without the accompaniment of appropriate methods for the assessment of these architectures. The objective of this study is to propose a methodology for evaluating architectures emotional agents, which evaluates the quality attributes of the design of architectures, in addition to evaluation of human-computer interaction, the effects on the subjective experience of users of applications that implement it. The methodology is based on a model of well-defined metrics. In assessing the quality of architectural design, the attributes assessed are: extensibility, modularity and complexity. In assessing the effects on users' subjective experience, which involves the implementation of the architecture in an application and we suggest to be the domain of computer games, the metrics are: enjoyment, felt support, warm, caring, trust, cooperation, intelligence, interestingness, naturalness of emotional reactions, believabiliy, reducing of frustration and likeability, and the average time and average attempts. We experimented with this approach and evaluate five architectures emotional agents: BDIE, DETT, Camurra-Coglio, EBDI, Emotional-BDI. Two of the architectures, BDIE and EBDI, were implemented in a version of the game Minesweeper and evaluated for human-computer interaction. In the results, DETT stood out with the best architectural design. Users who have played the version of the game with emotional agents performed better than those who played without agents. In assessing the subjective experience of users, the differences between the architectures were insignificant

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When crosscutting concerns identification is performed from the beginning of development, on the activities involved in requirements engineering, there are many gains in terms of quality, cost and efficiency throughout the lifecycle of software development. This early identification supports the evolution of requirements, detects possible flaws in the requirements specification, improves traceability among requirements, provides better software modularity and prevents possible rework. However, despite these several advantages, the crosscutting concerns identification over requirements engineering faces several difficulties such as the lack of systematization and tools that support it. Furthermore, it is difficult to justify why some concerns are identified as crosscutting or not, since this identification is, most often, made without any methodology that systematizes and bases it. In this context, this paper proposes an approach based on Grounded Theory, called GT4CCI, for systematizing and basing the process of identifying crosscutting concerns in the initial stages of the software development process in the requirements document. Grounded Theory is a renowned methodology for qualitative analysis of data. Through the use of GT4CCI it is possible to better understand, track and document concerns, adding gains in terms of quality, reliability and modularity of the entire lifecycle of software

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Pós-graduação em Filosofia - FFC