999 resultados para Entity-relationship


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Se presenta un panorama y los interrogantes fundamentales de la etapa de la Web 3.0. Se analizan las características actuales de los sistemas bibliográficos estructurados con el modelo entidad-relación. Se definen los niveles conceptual, lógico y físico en los sistemas informáticos; consecuentemente se presentan las características de los FRBR y se obervan las relaciones entre obra y documento en el modelo conceptual FRBR. Se describen los FRBRoo como una interpretación con una lógica de objetos de los mismos requerimientos funcionales. Finalmente se plantean las tendencias a futuro, tales como pasar de las modelizaciones de entidad-relación a la de objetos, la explicitación con anotación semántica consistente, el mapeo de bases bibliográficas existentes y el desarrollo de ontologías para que los sistemas documentales se integren en la Web Semática

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Se presenta un panorama y los interrogantes fundamentales de la etapa de la Web 3.0. Se analizan las características actuales de los sistemas bibliográficos estructurados con el modelo entidad-relación. Se definen los niveles conceptual, lógico y físico en los sistemas informáticos; consecuentemente se presentan las características de los FRBR y se obervan las relaciones entre obra y documento en el modelo conceptual FRBR. Se describen los FRBRoo como una interpretación con una lógica de objetos de los mismos requerimientos funcionales. Finalmente se plantean las tendencias a futuro, tales como pasar de las modelizaciones de entidad-relación a la de objetos, la explicitación con anotación semántica consistente, el mapeo de bases bibliográficas existentes y el desarrollo de ontologías para que los sistemas documentales se integren en la Web Semática

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The objective of this dissertation is to analyze, design, and implement an activity module for a larger educational platform with the use of gamification techniques with the purpose to improve learning, pass rates, and feedback. The project investigates how to better incentivize student learning. A software requirement specification was delineated to establish the system guidelines and behavior. Following, a definition of the activities in the module was created. This definition encompassed a detailed description of each activity, together with elements that compose it, available customizations and the involved formulas. The activity high-level design process includes the design of the defined activities by use of the software methodology UWE (UML-based Web Engineering) for their future implementation, modeling requirements, content, navigation and presentation. The low-level design is composed of the database schema and types and the relating EER (Enhanced Entity-Relationship) diagram. After this, the implementation of the designed module began, together with testing in the later stages. We expect that by using the implemented activity module, students will become more interested in learning, as well as more engaged in the process, resulting in a continuous progress during the course.---RESUMEN---El objetivo de este trabajo es analizar, diseñar e implementar un módulo de actividades didácticas que formará parte de una plataforma educativa, haciendo uso de técnicas de gamificación con la finalidad de mejorar el aprendizaje, ratio de aprobados y retroalimentación para los alumnos. El proyecto investiga como incentivar mejor el aprendizaje estudiantil. Se trazó una especificación de requisitos de software para establecer las pautas del sistema y su comportamiento. A continuación, se definieron las actividades del módulo. Esta definición abarca una descripción detallada de cada actividad, junto a los elementos que la componen, las configuraciones disponibles y las formulas involucradas. El proceso de diseño de alto nivel incluye el diseño de las actividades definidas usando la metodología de software UWE (UML-based Web Engineering) para su futura implementación, requisitos de modelaje, contenido, navegación y presentación. El diseño de bajo nivel está compuesto por el esquema y tipos de la base de datos y el diagrama de entidad-relación correspondiente. Tras esto se realizó la implementación y pruebas de parte del sistema. Se espera que usando el módulo de actividades implementado, los estudiantes muestren un mayor interés por aprender, así como estar más involucrados en el proceso, resultando en un progreso más continuo durante el curso.

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Este proyecto está centrado en investigar la utilización de los frameworks de Java Spring,Hibernate y JSF en el desarrollo de aplicaciones web. Para poder analizar sus ventajas e inconvenientes, he realizado un caso práctico, una aplicación web llamada “Votación de Product Box”. Las primeras dos secciones de este proyecto son este resumen del proyecto y un abstract, es decir, este mismo resumen, en inglés. En la introducción (sección tercera), definiré los objetivos del proyecto, luego en la cuarta sección explicaré las características principales de cada framework, destacando sus ventajas. Una vez presentados los frameworks, paso a explicar el caso práctico, definiendo los requisitos de la aplicación Web y sus casos de uso en la quinta sección. Describo el entorno de desarrollo, las herramientas utilizadas y la razón por las cuales las he elegido en la sexta sección. Ahora explico cómo he realizado la integración de los tres frameworks en la aplicación (sección séptima) y la relaciono por medio de diagramas de clase y de entidad-relación (sección octava). Por último he realizado un tutorial de uso de la aplicación Web (sección novena), he sacado las conclusiones de haber trabajado con estos frameworks, qué ventajas e inconvenientes he encontrado y qué he aprendido a lo largo de este proyecto (sección décima),y he referenciado una bibliografía por si se quiere profundizar en el estudio de estos frameworks (sección undécima). ABSTRACT This project focuses on investigating the use of Java frameworks Spring, JSF and Hibernate on the development of Web applications. To analyze their advantages and disadvantages, I have made a practical example, a website called “Votación de Product Box”. The first two sections of this project are the project summary and abstract (the same summary in English). In the introduction (section three), I define the project goals, and then, in the fourth section, I explain the main features of each framework, emphasizing on its advantages. After introducing the frameworks, I explain the study case, I gather requirements and I make use cases in the fifth section. I describe the development environment, the tools used and the reason why I have chosen them in the sixth section. So I can explain how I made the integration of the three frameworks in the application (section seventh) and relate through class diagrams and entity relationship (section eight). Finally I make a tutorial to use the Web application (Section ninth), I draw to the conclusions of working with these frameworks, which advantages and disadvantages I have found, and I what things I learned through this project (tenth section) and I have a referenced bibliography just in case you want to find out some more about these frameworks (section eleven).

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En ese curso, este examen se hizo en la última sesión de teoría por lo que se prepararon varias versiones ligeramente diferentes para cada grupo de teoría.

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El examen consta de 3 partes: Test de teoría, problemas de teoría y SQL. Hay dos versiones, una para informática y otra para multimedia.

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En el curso 2011-12 este examen de problemas de aplicación de la teoría se realizó en la fecha asignada por la Universidad de Alicante y en aulas comunes para Informática y Multimedia.

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Examen de segunda convocatoria del curso 2011-12. Consta de 3 partes: test y problemas de teoría, y SQL.

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Presentaciones de la primera hora de las sesiones de teoría (TEORÍA1).

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Conceptual modeling forms an important part of systems analysis. If this is done incorrectly or incompletely, there can be serious implications for the resultant system, specifically in terms of rework and useability. One approach to improving the conceptual modelling process is to evaluate how well the model represents reality. Emergence of the Bunge-Wand-Weber (BWW) ontological model introduced a platform to classify and compare the grammar of conceptual modelling languages. This work applies the BWW theory to a real world example in the health arena. The general practice computing group data model was developed using the Barker Entity Relationship Modelling technique. We describe an experiment, grounded in ontological theory, which evaluates how well the GPCG data model is understood by domain experts. The results show that with the exception of the use of entities to represent events, the raw model is better understood by domain experts

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The design and implementation of data bases involve, firstly, the formulation of a conceptual data model by systematic analysis of the structure and information requirements of the organisation for which the system is being designed; secondly, the logical mapping of this conceptual model onto the data structure of the target data base management system (DBMS); and thirdly, the physical mapping of this structured model into storage structures of the target DBMS. The accuracy of both the logical and physical mapping determine the performance of the resulting systems. This thesis describes research which develops software tools to facilitate the implementation of data bases. A conceptual model describing the information structure of a hospital is derived using the Entity-Relationship (E-R) approach and this model forms the basis for mapping onto the logical model. Rules are derived for automatically mapping the conceptual model onto relational and CODASYL types of data structures. Further algorithms are developed for partly automating the implementation of these models onto INGRES, MIMER and VAX-11 DBMS.

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This work is supported by the Hungarian Scientific Research Fund (OTKA), grant T042706.

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In the rubber hand illusion tactile stimulation seen on a rubber hand, that is synchronous with tactile stimulation felt on the hidden real hand, can lead to an illusion of ownership over the rubber hand. This illusion has been shown to produce a temperature decrease in the hidden hand, suggesting that such illusory ownership produces disownership of the real hand. Here we apply immersive virtual reality (VR) to experimentally investigate this with respect to sensitivity to temperature change. Forty participants experienced immersion in a VR with a virtual body (VB) seen from a first person perspective. For half the participants the VB was consistent in posture and movement with their own body, and in the other half there was inconsistency. Temperature sensitivity on the palm of the hand was measured before and during the virtual experience. The results show that temperature sensitivity decreased in the consistent compared to the inconsistent condition. Moreover, the change in sensitivity was significantly correlated with the subjective illusion of virtual arm ownership but modulated by the illusion of ownership over the full virtual body. This suggests that a full body ownership illusion results in a unification of the virtual and real bodies into one overall entity - with proprioception and tactile sensations on the real body integrated with the visual presence of the virtual body. The results are interpreted in the framework of a"body matrix" recently introduced into the literature.

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Clear cell papillary renal cell carcinoma (ccpRCC) and renal angiomyoadenomatous tumor (RAT) share morphologic similarities with clear cell (ccRCC) and papillary RCC (pRCC). It is a matter of controversy whether their morphologic, immunophenotypic, and molecular features allow the definition of a separate renal carcinoma entity. The aim of our project was to investigate specific renal immunohistochemical biomarkers involved in the hypoxia-inducible factor pathway and mutations in the VHL gene to clarify the relationship between ccpRCC and RAT. We investigated 28 ccpRCC and 9 RAT samples by immunohistochemistry using 25 markers. VHL gene mutations and allele losses were investigated by Sanger sequencing and fluorescence in situ hybridization. Clinical follow-up data were obtained for a subset of the patients. No tumor recurrence or tumor-related death was observed in any of the patients. Immunohistochemistry and molecular analyses led to the reclassification of 3 tumors as ccRCC and TFE3 translocation carcinomas. The immunohistochemical profile of ccpRCC and RAT samples was very similar but not identical, differing from both ccRCC and pRCC. Especially, the parafibromin and hKIM-1 expression exhibited differences in ccpRCC/RAT compared with ccRCC and pRCC. Genetic analysis revealed VHL mutations in 2/27 (7%) and 1/7 (14%) ccpRCC and RAT samples, respectively. Fluorescence in situ hybridization analysis disclosed a 3p loss in 2/20 (10%) ccpRCC samples. ccpRCC and RAT have a specific morphologic and immunohistochemical profile, but they share similarities with the more aggressive renal tumors. On the basis of our results, we regard ccpRCC/RAT as a distinct entity of RCCs.

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In the rubber hand illusion tactile stimulation seen on a rubber hand, that is synchronous with tactile stimulation felt on the hidden real hand, can lead to an illusion of ownership over the rubber hand. This illusion has been shown to produce a temperature decrease in the hidden hand, suggesting that such illusory ownership produces disownership of the real hand. Here we apply immersive virtual reality (VR) to experimentally investigate this with respect to sensitivity to temperature change. Forty participants experienced immersion in a VR with a virtual body (VB) seen from a first person perspective. For half the participants the VB was consistent in posture and movement with their own body, and in the other half there was inconsistency. Temperature sensitivity on the palm of the hand was measured before and during the virtual experience. The results show that temperature sensitivity decreased in the consistent compared to the inconsistent condition. Moreover, the change in sensitivity was significantly correlated with the subjective illusion of virtual arm ownership but modulated by the illusion of ownership over the full virtual body. This suggests that a full body ownership illusion results in a unification of the virtual and real bodies into one overall entity - with proprioception and tactile sensations on the real body integrated with the visual presence of the virtual body. The results are interpreted in the framework of a"body matrix" recently introduced into the literature.