845 resultados para Computer operating systems
Resumo:
LatLongConverter converts positions from geodetic system to Gauss-Krüger or UTM coordinates. This program is distributed as freeware for the operating systems Microsoft Windows, Apple OS X and Linux.
Resumo:
The software Pan2Applic is a tool to convert files or folders of files (ascii/tab-separated data files with or without metaheader), downloaded from PANGAEA via the search engine or the data warehouse to formats as used by applications, e.g. for visualization or further processing. It may also be used to convert files or zip-archives as downloaded from CD-ROM data collections, published in the WDC-MARE Reports series. Pan2Applic is distributed as freeware for the operating systems Microsoft Windows, Apple OS X and Linux.
Resumo:
The aim is to obtain computationally more powerful, neuro physiologically founded, artificial neurons and neural nets. Artificial Neural Nets (ANN) of the Perceptron type evolved from the original proposal by McCulloch an Pitts classical paper [1]. Essentially, they keep the computing structure of a linear machine followed by a non linear operation. The McCulloch-Pitts formal neuron (which was never considered by the author’s to be models of real neurons) consists of the simplest case of a linear computation of the inputs followed by a threshold. Networks of one layer cannot compute anylogical function of the inputs, but only those which are linearly separable. Thus, the simple exclusive OR (contrast detector) function of two inputs requires two layers of formal neurons
Resumo:
Nowadays, Internet is a place where social networks have reached an important impact in collaboration among people over the world in different ways. This article proposes a new paradigm for building CSCW business tools following the novel ideas provided by the social web to collaborate and generate awareness. An implementation of these concepts is described, including the components we provide to collaborate in workspaces, (such as videoconference, chat, desktop sharing, forums or temporal events), and the way we generate awareness from these complex social data structures. Figures and validation results are also presented to stress that this architecture has been defined to support awareness generation via joining current and future social data from business and social networks worlds, based on the idea of using social data stored in the cloud.
Resumo:
Dendritic computation is a term that has been in neuro physiological research for a long time [1]. It is still controversial and far for been clarified within the concepts of both computation and neurophysiology [2], [3]. In any case, it hasnot been integrated neither in a formal computational scheme or structure, nor into formulations of artificial neural nets. Our objective here is to formulate a type of distributed computation that resembles dendritic trees, in such a way that it shows the advantages of neural network distributed computation, mostly the reliability that is shown under the existence of holes (scotomas) in the computing net, without ?blind spots?.
Resumo:
This paper proposes a novel design of a reconfigurable humanoid robot head, based on biological likeness of human being so that the humanoid robot could agreeably interact with people in various everyday tasks. The proposed humanoid head has a modular and adaptive structural design and is equipped with three main components: frame, neck motion system and omnidirectional stereovision system modules. The omnidirectional stereovision system module being the last module, a motivating contribution with regard to other computer vision systems implemented in former humanoids, it opens new research possibilities for achieving human-like behaviour. A proposal for a real-time catadioptric stereovision system is presented, including stereo geometry for rectifying the system configuration and depth estimation. The methodology for an initial approach for visual servoing tasks is divided into two phases, first related to the robust detection of moving objects, their depth estimation and position calculation, and second the development of attention-based control strategies. Perception capabilities provided allow the extraction of 3D information from a wide range of visions from uncontrolled dynamic environments, and work results are illustrated through a number of experiments.
Resumo:
This paper analyzes the role of Computer Algebra Systems (CAS) in a model of learning based on competences. The proposal is an e-learning model Linear Algebra course for Engineering, which includes the use of a CAS (Maxima) and focuses on problem solving. A reference model has been taken from the Spanish Open University. The proper use of CAS is defined as an indicator of the generic ompetence: Use of Technology. Additionally, we show that using CAS could help to enhance the following generic competences: Self Learning, Planning and Organization, Communication and Writing, Mathematical and Technical Writing, Information Management and Critical Thinking.
Resumo:
El microclima urbano juega un rol importante en el consumo energético de los edificios y en las sensaciones de confort en los espacios exteriores. La urgente necesidad de aumentar la eficiencia energética, reducir las emisiones de los contaminantes y paliar la evidente falta de sostenibilidad que afecta a las ciudades, ha puesto la atención en el urbanismo bioclimático como referente para una propuesta de cambio en la forma de diseñar y vivir la ciudad. Hasta ahora las investigaciones en temas de microclima y eficiencia energética se han concentrado principalmente en como orientar el diseño de nuevos desarrollo. Sin embargo los principales problemas de la insostenibilidad de las actuales conurbaciones son el resultado del modelo de crecimiento especulativo y altamente agotador de recursos que han caracterizado el boom inmobiliario de las últimas décadas. Vemos entonces, tanto en España como en el resto de los Países Europeos, la necesidad de reorientar el sector de la construcción hacía la rehabilitación del espacio construido, como una alternativa capaz de dar una solución más sostenible para el mercado inmobiliario. En este propósito de mejorar la calidad de las ciudades actuales, el espacio público juega un papel fundamental, sobre todo como lugar para el encuentro y la socialización entre los ciudadanos. La sensación térmica condiciona la percepción de un ambiente, así que el microclima puede ser determinante para el éxito o el fracaso de un espacio urbano. Se plantea entonces cómo principal objetivo de la investigación, la definición de estrategias para el diseño bioclimático de los entornos urbanos construidos, fundamentados en las componentes morfotipológica, climática y de los requerimientos de confort para los ciudadanos. Como ulterior elemento de novedad se decide estudiar la rehabilitación de los barrios de construcción de mediado del siglo XX, que en muchos casos constituyen bolsas de degrado en la extendida periferia de las ciudades modernas. La metodología empleada para la investigación se basa en la evaluación de las condiciones climáticas y de confort térmico de diferentes escenarios de proyecto, aplicados a tres casos de estudio situados en un barrio periurbano de la ciudad de Madrid. Para la determinación de los parámetros climáticos se han empleado valores obtenidos con un proceso de simulación computarizada, basados en los principios de fluidodinámica, termodinámica y del intercambio radioactivo en el espacio construido. A través de uso de programas de simulación podemos hacer una previsión de las condiciones microclimáticas de las situaciones actuales y de los efectos de la aplicación de medidas. La gran ventaja en el uso de sistemas de cálculo es que se pueden evaluar diferentes escenarios de proyecto y elegir entre ellos el que asegura mejores prestaciones ambientales. Los resultados obtenidos en los diferentes escenarios han sido comparados con los valores de confort del estado actual, utilizando como indicador de la sensación térmica el índice UTCI. El análisis comparativo ha permitido la realización de una tabla de resumen donde se muestra la evaluación de las diferentes soluciones de rehabilitación. Se ha podido así demostrar que no existe una solución constructiva eficaz para todas las aplicaciones, sino que cada situación debe ser estudiada individualmente, aplicando caso por caso las medidas más oportunas. Si bien los sistemas de simulación computarizada pueden suponer un importante apoyo para la fase de diseño, es responsabilidad del proyectista emplear las herramientas más adecuadas en cada fase y elegir las soluciones más oportunas para cumplir con los objetivos del proyecto. The urban microclimate plays an important role on buildings energy consumption and comfort sensation in exterior spaces. Nowadays, cities need to increase energy efficiency, reduce the pollutants emissions and mitigate the evident lack of sustainability. In reason of this, attention has focused on the bioclimatic urbanism as a reference of change proposal of the way to design and live the city. Hitherto, the researches on microclimate and energy efficiency have mainly concentrated on guiding the design of new constructions. However the main problems of unsustainability of existing conurbations are the result of the growth model highly speculative and responsible of resources depletion that have characterized the real estate boom of recent decades. In Spain and other European countries, become define the need to redirect the construction sector towards urban refurbishment. This alternative is a more sustainable development model and is able to provide a solution for the real estate sector. In order to improve the quality of today's cities, the public space plays a key role, especially in order to provide to citizens places for meeting and socializing. The thermal sensation affects the environment perception, so microclimate conditions can be decisive for the success or failure of urban space. For this reasons, the main objective of this work is focused on the definition of bioclimatic strategies for existing urban spaces, based on the morpho-typological components, climate and comfort requirements for citizens. As novelty element, the regeneration of neighborhoods built in middle of the twentieth century has been studied, because are the major extended in periphery of modern cities and, in many cases, they represent deprived areas. The research methodology is based on the evaluation of climatic conditions and thermal comfort of different project scenarios, applied to three case studies located in a suburban neighborhood of Madrid. The climatic parameters have been obtained by computer simulation process, based on fluid dynamics, thermodynamics and radioactive exchange in urban environment using numerical approach. The great advantage in the use of computing systems is the capacity for evaluate different project scenarios. The results in the different scenarios were compared with the comfort value obtained in the current state, using the UTCI index as indicator of thermal sensation. Finally, an abacus of the thermal comfort improvement obtained by different countermeasures has been performed. One of the major achievement of doctoral work is the demonstration of there are not any design solution suitable for different cases. Each situation should be analyzed and specific design measures should be proposed. Computer simulation systems can be a significant support and help the designer in the decision making phase. However, the election of the most suitable tools and the appropriate solutions for each case is designer responsibility.
Resumo:
The aim of this study is to evaluate the effects obtained after applying two active learning methodologies (cooperative learning and project based learning) to the achievement of the competence problem solving. This study was carried out at the Technical University of Madrid, where these methodologies were applied to two Operating Systems courses. The first hypothesis tested was whether the implementation of active learning methodologies favours the achievement of ?problem solving?. The second hypothesis was focused on testing if students with higher rates in problem solving competence obtain better results in their academic performance. The results indicated that active learning methodologies do not produce any significant change in the generic competence ?problem solving? during the period analysed. Concerning this, we consider that students should work with these methodologies for a longer period, besides having a specific training. Nevertheless, a close correlation between problem solving self appraisal and academic performance has been detected.
Resumo:
In this work a complete set of libraries for developing wireless sensor applications in a simple and intuitive way is presented, in contraposition to the most spread application abstraction-level mechanisms based on operating systems. The main target of this software platform, named CookieLibs, is to provide the highest abstraction level on the management of WSNs but in the simplest way for those users who are not familiar with software design, in order to achieve a fast profiling mechanism for reliable prototyping based on the Cookies platform.
Resumo:
The Internet of Things (IoT) is growing at a fast pace with new devices getting connected all the time. A new emerging group of these devices are the wearable devices, and Wireless Sensor Networks are a good way to integrate them in the IoT concept and bring new experiences to the daily life activities. In this paper we present an everyday life application involving a WSN as the base of a novel context-awareness sports scenario where physiological parameters are measured and sent to the WSN by wearable devices. Applications with several hardware components introduce the problem of heterogeneity in the network. In order to integrate different hardware platforms and to introduce a service-oriented semantic middleware solution into a single application, we propose the use of an Enterprise Service Bus (ESB) as a bridge for guaranteeing interoperability and integration of the different environments, thus introducing a semantic added value needed in the world of IoT-based systems. This approach places all the data acquired (e.g., via Internet data access) at application developers disposal, opening the system to new user applications. The user can then access the data through a wide variety of devices (smartphones, tablets, computers) and Operating Systems (Android, iOS, Windows, Linux, etc.).
Resumo:
La cámara Kinect está desarrollada por Prime Sense en colaboración con Microsoft para la consola XBox, ofrece imágenes de profundidad gracias a un sensor infrarrojo. Este dispositivo también incluye una cámara RGB que ofrece imágenes a color además de una serie de micrófonos colocados de tal manera que son capaces de saber de qué ángulo proviene el sonido. En un principio Kinect se creó para el ocio doméstico pero su bajo precio (en comparación con otras cámaras de iguales características) y la aceptación por parte de desarrolladores han explotado sus posibilidades. El objetivo de este proyecto es, partiendo de estos datos, la obtención de variables cinemáticas tales como posición, velocidad y aceleración de determinados puntos de control del cuerpo de un individuo como pueden ser el cabeza, cuello, hombros, codos, muñecas, caderas, rodillas y tobillos a partir de los cuales poder extraer patrones de movimiento. Para ello se necesita un middleware mediante el entorno de libre distribución (GNU) multiplataforma. Como IDE se ha utilizado Processing, un entorno open source creado para proyectos de diseño. Además se ha utilizado el contenedor SimpleOpenNI, desarrollado por estudiantes e investigadores que trabajan con Kinect. Esto ofrece la posibilidad de prescindir del SDK de Microsoft, el cual es propietario y obliga a utilizar su sistema operativo, Windows. Usando estas herramientas se consigue una solución viable para varios sistemas operativos. Se han utilizado métodos y facilidades que ofrece el lenguaje orientado a objetos Java (Proccesing hereda de este), y se ha planteado una solución basada en un modelo cliente servidor que dota de escalabilidad al proyecto. El resultado del proyecto es útil en aplicaciones para poblaciones con riesgo de exclusión (como es el espectro autista), en telediagnóstico, y en general entornos donde se necesite estudiar hábitos y comportamientos a partir del movimiento humano. Con este proyecto se busca tener una continuidad mediante otras aplicaciones que analicen los datos ofrecidos. ABSTRACT. The Kinect camera is developed by PrimeSense in collaboration with Microsoft for the xBox console provides depth images thanks to an infrared sensor. This device also includes an RGB camera that provides color images in addition to a number of microphones placed such that they are able to know what angle the sound comes. Kinect initially created for domestic leisure but its low prices (compared to other cameras with the same characteristics) and acceptance by developers have exploited its possibilities. The objective of this project is based on this data to obtain kinematic variables such as position, velocity and acceleration of certain control points of the body of an individual from which to extract movement patterns. These points can be the head, neck, shoulders, elbows, wrists, hips, knees and ankles. This requires a middleware using freely distributed environment (GNU) platform. Processing has been used as a development environment, and open source environment created for design projects. Besides the container SimpleOpenNi has been used, it developed by students and researchers working with Kinect. This offers the possibility to dispense with the Microsoft SDK which owns and agrees to use its operating system, Windows. Using these tools will get a viable solution for multiple operating systems. We used methods and facilities of the Java object-oriented language (Processing inherits from this) and has proposed a solution based on a client-server model which provides scalability to the project. The result of the project is useful in applications to populations at risk of exclusion (such as autistic spectrum), in remote diagnostic, and in general environments that need study habits and behaviors from human motion. This project aims to have continuity using other applications to analyze the data provided.
Resumo:
The term "Smart Product" has become commonly used in recent years. This is because there has been an increasing interest in these kinds of products as part of the consumer goods industry, impacting everyday life and industry. Nevertheless, the term "Smart Product" is used with different meanings in different contexts and application domains. The use of the term "Smart Product" with different meanings and underlying semantics can create important misunderstandings and dissent. The aim of this paper is to analyze the different definitions of Smart Product available in the literature, and to explore and analyze their commonalities and differences, in order to provide a consensus definition that satisfies, and can therefore be used by, all parties. To embrace the identified definitions, the concept of "Smart Thing" is introduced. The methodology used was a systematic literature review. The definition is expressed as an ontology.
Resumo:
En los últimos años el número de dispositivos móviles y smartphones ha aumentado drásticamente, así como el número de aplicaciones destinadas a estos. Los desarrolladores siempre se han visto frenados en la creación de estas aplicaciones debido a la complejidad que supone la diversidad de sistemas operativos (Android, iOS, Windows Phone, etc), que utilizan lenguajes de programación diferentes, haciendo que, para poder desarrollar una aplicación que funcione en estas plataformas, en verdad haya que implementar una aplicación independiente para cada una de las plataformas. Para solucionar este problema han surgido frameworks, como Appcelerator Titanium, que permiten escribir una sola vez la aplicación y compilarla para las diferentes plataformas móviles objetivo. Sin embargo, estos frameworks están aún en estado muy temprano de desarrollo, por lo que no resuelven toda la problemática ni dan una respuesta completa a los desarrolladores. El objetivo de este Trabajo de Fin de Grado ha sido contribuir a la evolución de estos frameworks mediante la creación de un módulo para Appcelerator Titanium que permita construir de manera ágil aplicaciones multiplataforma que hagan uso de visualizadores de información geográfica. Para ello se propone el desarrollo de un módulo de mapa con soporte para capas WMS, rutas y polígonos en WKT, KML y GeoJSON. Se facilitará además que estas aplicaciones puedan acceder a capacidades del hardware como la brújula y el GPS para realizar un seguimiento de la localización, a la vez que se hace uso de la aceleración por el hardware subyacente para mejorar la velocidad y fluidez de la información visualizada en el mapa. A partir de este módulo se ha creado una aplicación que hace uso de todas sus características y posteriormente se ha migrado a la plataforma Wirecloud4Tablet como componente nativo que puede integrarse con otros componentes web (widgets) mediante técnicas de mashup. Gracias a esto se ha podido fusionar por un lado todas las ventajas que ofrece Wirecloud para el rápido desarrollo de aplicaciones sin necesidad de tener conocimientos de programación, junto con las ventajas que ofrecen las aplicaciones nativas en cuanto a rendimiento y características extras. Usando los resultados de este proyecto, se pueden crear de manera ágil aplicaciones composicionales nativas multiplataforma que hagan uso de visualización de información geográfica; es decir, se pueden crear aplicaciones en pocos minutos y sin conocimientos de programación que pueden ejecutar diferentes componentes (como el mapa) de manera nativa en múltiples plataformas. Se facilita también la integración de componentes nativos (como es el mapa desarrollado) con otros componentes web (widgets) en un mashup que puede visualizarse en dispositivos móviles mediante la plataforma Wirecloud. ---ABSTRACT---In recent years the number of mobile devices and smartphones has increased dramatically as well as the number of applications targeted at them. Developers always have been slowed in the creation of these applications due to the complexity caused by the diversity of operating systems (Android, iOS, Windows Phone, etc), each of them using different programming languages, so that, in order to develop an application that works on these platforms, the developer really has to implement a different application for each platform. To solve this problem frameworks such as Appcelerator Titanium have emerged, allowing developers to write the application once and to compile it for different target mobile platforms. However, these frameworks are still in very early stage of development, so they do not solve all the difficulties nor give a complete solution to the developers. The objective of this final year dissertation is to contribute to the evolution of these frameworks by creating a module for Appcelerator Titanium that permits to nimbly build multi-platform applications that make use of geographical information visualization. To this end, the development of a map module with support for WMS layers, paths, and polygons in WKT, KML, and GeoJSON is proposed. This module will also facilitate these applications to access hardware capabilities such as GPS and compass to track the location, while it makes use of the underlying hardware acceleration to improve the speed and fluidity of the information displayed on the map. Based on this module, it has been created an application that makes use of all its features and subsequently it has been migrated to the platform Wirecloud4Tablet as a native component that can be integrated with other web components (widgets) using mashup techniques. As a result, it has been fused on one side all the advantages Wirecloud provides for fast application development without the need of programming skills, along with the advantages of native apps, such as performance and extra features. Using the results of this project, compositional platform native applications that make use of geographical information visualization can be created in an agile way; ie, in a few minutes and without having programming skills, a developer could create applications that can run different components (like the map) natively on multiple platforms. It also facilitates the integration of native components (like the map) with other web components (widgets) in a mashup that can be displayed on mobile devices through the Wirecloud platform.
Resumo:
Over the past 20 years,theuse of Computer Algebra Systems(CAS) has helped with the teaching of mathematics inengineer-ingschools. However the traditional use of CAS only in math labs has led to a narrow view by the student: the CAS is an additional work, not included in the learning process. The didactic guidelines of the European Higher Education Area(EHEA) propose a new teaching–learning model based on competencies. We suggest the use of the CAS be adapted to the new rules. In this paper,we present a model for the integrated use of the CAS,and we describe and analyze two experiments carried out in the academic year2011–2012. Our analysis suggests that the use of CAS in all learning and assessment activities has the potential to positively influence the development of competencies.