982 resultados para Computer programming language


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This project was developed within the ART-WiSe framework of the IPP-HURRAY group (http://www.hurray.isep.ipp.pt), at the Polytechnic Institute of Porto (http://www.ipp.pt). The ART-WiSe – Architecture for Real-Time communications in Wireless Sensor networks – framework (http://www.hurray.isep.ipp.pt/art-wise) aims at providing new communication architectures and mechanisms to improve the timing performance of Wireless Sensor Networks (WSNs). The architecture is based on a two-tiered protocol structure, relying on existing standard communication protocols, namely IEEE 802.15.4 (Physical and Data Link Layers) and ZigBee (Network and Application Layers) for Tier 1 and IEEE 802.11 for Tier 2, which serves as a high-speed backbone for Tier 1 without energy consumption restrictions. Within this trend, an application test-bed is being developed with the objectives of implementing, assessing and validating the ART-WiSe architecture. Particularly for the ZigBee protocol case; even though there is a strong commercial lobby from the ZigBee Alliance (http://www.zigbee.org), there is neither an open source available to the community for this moment nor publications on its adequateness for larger-scale WSN applications. This project aims at fulfilling these gaps by providing: a deep analysis of the ZigBee Specification, mainly addressing the Network Layer and particularly its routing mechanisms; an identification of the ambiguities and open issues existent in the ZigBee protocol standard; the proposal of solutions to the previously referred problems; an implementation of a subset of the ZigBee Network Layer, namely the association procedure and the tree routing on our technological platform (MICAz motes, TinyOS operating system and nesC programming language) and an experimental evaluation of that routing mechanism for WSNs.

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Within the pedagogical community, Serious Games have arisen as a viable alternative to traditional course-based learning materials. Until now, they have been based strictly on software solutions. Meanwhile, research into Remote Laboratories has shown that they are a viable, low-cost solution for experimentation in an engineering context, providing uninterrupted access, low-maintenance requirements, and a heightened sense of reality when compared to simulations. This paper will propose a solution where both approaches are combined to deliver a Remote Laboratory-based Serious Game for use in engineering and school education. The platform for this system is the WebLab-Deusto Framework, already well-tested within the remote laboratory context, and based on open standards. The laboratory allows users to control a mobile robot in a labyrinth environment and take part in an interactive game where they must locate and correctly answer several questions, the subject of which can be adapted to educators' needs. It also integrates the Google Blockly graphical programming language, allowing students to learn basic programming and logic principles without needing to understand complex syntax.

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Mestrado em Engenharia Eletrotécnica e de Computadores - Área de Especialização de Telecomunicações

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Neste trabalho pretende-se introduzir os conceitos associados às redes neuronais e a sua aplicação no controlo de sistemas, neste caso na área da robótica autónoma. Foi utilizado um AGV de modo a testar experimentalmente um controlo através de uma rede neuronal artificial. A grande vantagem das redes neuronais artificiais é estas poderem ser ensinadas a funcionarem como se pretende. A partir desta caraterística foram efetuadas duas abordagens na implementação do AGV disponibilizado. A primeira abordagem ensinava a rede neuronal a funcionar como o controlo por lógica difusa que foi implementado no AGV aquando do seu desenvolvimento. A segunda abordagem foi ensinar a rede neuronal artificial a funcionar a partir de dados retirados de um controlo remoto simples implementado no AGV. Ambas as abordagens foram inicialmente implementadas e simuladas no MATLAB, antes de se efetuar a sua implementação no AGV. O MATLAB é utilizado para efetuar o treino das redes neuronais multicamada proactivas através do algoritmo de treino por retropropagação de Levenberg-Marquardt. A implementação de uma rede neuronal artificial na primeira abordagem foi implementada em três fases, MATLAB, posteriormente linguagem de programação C no computador e por fim, microcontrolador PIC no AGV, permitindo assim diferenciar o desenvolvimento destas técnicas em várias plataformas. Durante o desenvolvimento da segunda abordagem foi desenvolvido uma aplicação Android que permite monitorizar e controlar o AGV remotamente. Os resultados obtidos pela implementação da rede neuronal a partir do controlo difuso e do controlo remoto foram satisfatórios, pois o AGV percorria os percursos testados corretamente, em ambos os casos. Por fim concluiu-se que é viável a aplicação das redes neuronais no controlo de um AGV. Mais ainda, é possível utilizar o sistema desenvolvido para implementar e testar novas RNA.

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The LMS plays an indisputable role in the majority of the eLearning environments. This eLearning system type is often used for presenting, solving and grading simple exercises. However, exercises from complex domains, such as computer programming, require heterogeneous systems such as evaluation engines, learning objects repositories and exercise resolution environments. The coordination of networks of such disparate systems is rather complex. This work presents a standard approach for the coordination of a network of eLearning systems supporting the resolution of exercises. The proposed approach use a pivot component embedded in the LMS with two roles: provide an exercise resolution environment and coordinate the communication between the LMS and other systems exposing their functions as web services. The integration of the pivot component with the LMS relies on the Learning Tools Interoperability. The validation of this approach is made through the integration of the component with LMSs from two vendors.

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The concept of Learning Object (LO) is crucial for the standardization on eLearning. The latest LO standard from IMS Global Learning Consortium is the IMS Common Cartridge (IMS CC) that organizes and distributes digital learning content. By analyzing this new specification we considered two interoperability levels: content and communication. A common content format is the backbone of interoperability and is the basis for content exchange among eLearning systems. Communication is more than just exchanging content; it includes also accessing to specialized systems and services and reporting on content usage. This is particularly important when LOs are used for evaluation. In this paper we analyze the Common Cartridge profile based on the two interoperability levels we proposed. We detail its data model that comprises a set of derived schemata referenced on the CC schema and we explore the use of the IMS Learning Tools Interoperability (LTI) to allow remote tools and content to be integrated into a Learning Management System (LMS). In order to test the applicability of IMS CC for automatic evaluation we define a representation of programming exercises using this standard. This representation is intended to be the cornerstone of a network of eLearning systems where students can solve computer programming exercises and obtain feedback automatically. The CC learning object is automatically generated based on a XML dialect called PExIL that aims to consolidate all the data need to describe resources within the programming exercise life-cycle. Finally, we test the generated cartridge on the IMS CC online validator to verify its conformance with the IMS CC specification.

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Trabalho apresentado no âmbito do Mestrado em Engenharia Informática, como requisito parcial para obtenção do grau de Mestre em Engenharia Informática

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Existent computer programming training environments help users to learn programming by solving problems from scratch. Nevertheless, initiating the resolution of a program can be frustrating and demotivating if the student does not know where and how to start. Skeleton programming facilitates a top-down design approach, where a partially functional system with complete high level structures is available, so the student needs only to progressively complete or update the code to meet the requirements of the problem. This paper presents CodeSkelGen - a program skeleton generator. CodeSkelGen generates skeleton or buggy Java programs from a complete annotated program solution provided by the teacher. The annotations are formally described within an annotation type and processed by an annotation processor. This processor is responsible for a set of actions ranging from the creation of dummy methods to the exchange of operator types included in the source code. The generator tool will be included in a learning environment that aims to assist teachers in the creation of programming exercises and to help students in their resolution.

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The teaching-learning process is increasingly focused on the combination of the paradigms “learning by viewing” and “learning by doing.” In this context, educational resources, either expository or evaluative, play a pivotal role. Both types of resources are interdependent and their sequencing would create a richer educational experience to the end user. However, there is a lack of tools that support sequencing essentially due to the fact that existing specifications are complex. The Seqins is a sequencing tool of digital resources that has a fairly simple sequencing model. The tool communicates through the IMS LTI specification with a plethora of e-learning systems such as learning management systems, repositories, authoring and evaluation systems. In order to validate Seqins we integrate it in an e-learning Ensemble framework instance for the computer programming learning.

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Volatile organic compounds are a common source of groundwater contamination that can be easily removed by air stripping in columns with random packing and using a counter-current flow between the phases. This work proposes a new methodology for the column design for any particular type of packing and contaminant avoiding the necessity of a pre-defined diameter used in the classical approach. It also renders unnecessary the employment of the graphical Eckert generalized correlation for pressure drop estimates. The hydraulic features are previously chosen as a project criterion and only afterwards the mass transfer phenomena are incorporated, in opposition to conventional approach. The design procedure was translated into a convenient algorithm using C++ as programming language. A column was built in order to test the models used either in the design or in the simulation of the column performance. The experiments were fulfilled using a solution of chloroform in distilled water. Another model was built to simulate the operational performance of the column, both in steady state and in transient conditions. It consists in a system of two partial non linear differential equations (distributed parameters). Nevertheless, when flows are steady, the system became linear, although there is not an evident solution in analytical terms. In steady state the resulting system of ODE can be solved, allowing for the calculation of the concentration profile in both phases inside the column. In transient state the system of PDE was numerically solved by finite differences, after a previous linearization.

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Existing adaptive educational hypermedia systems have been using learning resources sequencing approaches in order to enrich the learning experience. In this context, educational resources, either expository or evaluative, play a central role. However, there is a lack of tools that support sequencing essentially due to the fact that existing specifications are complex. This paper presents Seqins as a sequencing tool of digital educational resources. Seqins includes a simple and flexible sequencing model that will foster heterogeneous students to learn at different rhythms. The tool communicates through the IMS Learning Tools Interoperability specification with a plethora of e-learning systems such as learning management systems, repositories, authoring and automatic evaluation systems. In order to validate Seqins we integrate it in an e-learning Ensemble framework instance for the computer programming learning domain.

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Trabalho apresentado no âmbito do Mestrado em Engenharia Informática, como requisito parcial para obtenção do grau de Mestre em Engenharia Informática

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Dissertação apresentada na Faculdade de Ciências e Tecnologias da Universidade Nova de Lisboa para a obtenção do Grau de Mestre em Engenharia Informática

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Os osciloscópios digitais são utilizados em diversas áreas do conhecimento, assumindo-se no âmbito da engenharia electrónica, como instrumentos indispensáveis. Graças ao advento das Field Programmable Gate Arrays (FPGAs), os instrumentos de medição reconfiguráveis, dadas as suas vantagens, i.e., altos desempenhos, baixos custos e elevada flexibilidade, são cada vez mais uma alternativa aos instrumentos tradicionalmente usados nos laboratórios. Tendo como objectivo a normalização no acesso e no controlo deste tipo de instrumentos, esta tese descreve o projecto e implementação de um osciloscópio digital reconfigurável baseado na norma IEEE 1451.0. Definido de acordo com uma arquitectura baseada nesta norma, as características do osciloscópio são descritas numa estrutura de dados denominada Transducer Electronic Data Sheet (TEDS), e o seu controlo é efectuado utilizando um conjunto de comandos normalizados. O osciloscópio implementa um conjunto de características e funcionalidades básicas, todas verificadas experimentalmente. Destas, destaca-se uma largura de banda de 575kHz, um intervalo de medição de 0.4V a 2.9V, a possibilidade de se definir um conjunto de escalas horizontais, o nível e declive de sincronismo e o modo de acoplamento com o circuito sob análise. Arquitecturalmente, o osciloscópio é constituído por um módulo especificado com a linguagem de descrição de hardware (HDL, Hardware Description Language) Verilog e por uma interface desenvolvida na linguagem de programação Java®. O módulo é embutido numa FPGA, definindo todo o processamento do osciloscópio. A interface permite o seu controlo e a representação do sinal medido. Durante o projecto foi utilizado um conversor Analógico/Digital (A/D) com uma frequência máxima de amostragem de 1.5MHz e 14 bits de resolução que, devido às suas limitações, obrigaram à implementação de um sistema de interpolação multi-estágio com filtros digitais.

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Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa para a obtenção do Grau de Mestre em Engenharia Informática