872 resultados para Simulación modular
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Em Portugal, os Centros de Novas Oportunidades (CNO), com o processo de reconhecimento, validação e certificação de competências (RVCC) e a formação modular certificada, têm assumido um papel de destaque no quadro da aprendizagem ao longo da vida. Com o objetivo de avaliar a importância atribuída por adultos, em formação num CNO, à formação modular certificada (FMC), foi realizado um estudo com adultos (N=28), desempregados, beneficiários de rendimento social de inserção (RSI) e encaminhados pelo Instituto do Emprego e da Formação Profissional, para um processo de certificação, na área das Tecnologias de Informação e Comunicação (TIC), no CNO de uma escola secundária em Vila Nova de Gaia. Foi usada a técnica do questionário para avaliar as percepções acerca da importância da formação em diferentes papéis de vida. Para a análise estatística, utilizamos o “Statistical Package for the Social Sciences” (SPSS - versão 19.0). A amostra foi constituída por 28 indivíduos, dos quais 19 são do sexo masculino, maioritariamente com idades entre os 55 e 64 anos, com o 4.º ano de escolaridade, casados e com 2 filhos. Colocamos como hipóteses haver diferenças na valorização da formação ao nível da dimensão pessoal, familiar e profissional, entre o início e o fim da formação. Verificámos que existem diferenças na valorização da formação naquelas dimensões da existência dos sujeitos. Refletimos sobre os resultados em face da pesquisa teórica efetuada. Por fim, apresentamos as limitações deste trabalho e pistas para futuros estudos.
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Videojuegos, culturas ubicuas y poder diseminado: heterotopia y utopía en los juegos de simulación y de rol, es una tesis que aborda la problemática cultural-ideológica de los videojuegos, esas nuevas tecnologías que hoy en día se han insertado en la vida cotidiana de los niños y jóvenes. Se analiza el que tales tecnologías no sólo sirven para jugar sino que el modo de utilización supone una resituación del individuo en el marco de una cultura que reclama una otra racionalidad, la estratégica y de simulación. En este sentido, este tipo de tecnologías hacen constituir al ser, implican un modelamiento del yo y una forma de comprensión del mundo. Desde la perspectiva de Foucault, los videojuegos pueden constituirse también en tecnologías de poder. Desde allá el individuo modela y comprende las dimensiones del poder, ese sistema simbólico que está diseminado y que funda una red de comportamientos y de actitudes que hacen justamente el sostenimiento de toda ideología y de todo aparato organizacional. De ahí que la tesis incida en pensar a los videojuegos como artefactos políticos de una sociedad hedonista: con ellos se modela el mundo, con ellos se estetiza las relaciones humanas y sociales, con ellos es que se deconstruye la realidad. Teniendo en cuenta los postulados de Nelson Goodman, y de Jean Baudrillard, el uno desde el arte y el otro desde la filosofía, se trata de ver finalmente cómo se estetiza la realidad ya se la hace real y cómo ese mundo simulado vuelve a insertarse en lo cotidiano.
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This paper describes the development and first results of the “Community Integrated Assessment System” (CIAS), a unique multi-institutional modular and flexible integrated assessment system for modelling climate change. Key to this development is the supporting software infrastructure, SoftIAM. Through it, CIAS is distributed between the community of institutions which has each contributed modules to the CIAS system. At the heart of SoftIAM is the Bespoke Framework Generator (BFG) which enables flexibility in the assembly and composition of individual modules from a pool to form coupled models within CIAS, and flexibility in their deployment onto the available software and hardware resources. Such flexibility greatly enhances modellers’ ability to re-configure the CIAS coupled models to answer different questions, thus tracking evolving policy needs. It also allows rigorous testing of the robustness of IA modelling results to the use of different component modules representing the same processes (for example, the economy). Such processes are often modelled in very different ways, using different paradigms, at the participating institutions. An illustrative application to the study of the relationship between the economy and the earth’s climate system is provided.
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The advantages of standard bus systems have been appreciated for many years. The ability to connect only those modules required to perform a given task has both technical and commercial advantages over a system with a fixed architecture which cannot be easily expanded or updated. Although such bus standards have proliferated in the microprocessor field, a general purpose low-cost standard for digital video processing has yet to gain acceptance. The paper describes the likely requirements of such a system, and discusses three currently available commercial systems. A new bus specification known as Vidibus, developed to fulfil these requirements, is presented. Results from applications already implemented using this real-time bus system are also given.
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This paper describes the design, implementation and testing of a high speed controlled stereo “head/eye” platform which facilitates the rapid redirection of gaze in response to visual input. It details the mechanical device, which is based around geared DC motors, and describes hardware aspects of the controller and vision system, which are implemented on a reconfigurable network of general purpose parallel processors. The servo-controller is described in detail and higher level gaze and vision constructs outlined. The paper gives performance figures gained both from mechanical tests on the platform alone, and from closed loop tests on the entire system using visual feedback from a feature detector.
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This paper describes a method for dynamic data reconciliation of nonlinear systems that are simulated using the sequential modular approach, and where individual modules are represented by a class of differential algebraic equations. The estimation technique consists of a bank of extended Kalman filters that are integrated with the modules. The paper reports a study based on experimental data obtained from a pilot scale mixing process.
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In this paper the implementation of dynamic data reconciliation techniques for sequential modular models is described. The paper is organised as follows. First, an introduction to dynamic data reconciliation is given. Then, the online use of rigorous process models is introduced. The sequential modular approach to dynamic simulation is briefly discussed followed by a short review of the extended Kalman filter. The second section describes how the modules are implemented. A simulation case study and its results are also presented.
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Across the world there are many bodies currently involved in researching into the design of autonomous guided vehicles (AGVs). One of the greatest problems at present however, is that much of the research work is being conducted in isolated groups, with the resulting AGVs sensor/control/command systems being almost completely nontransferable to other AGV designs. This paper describes a new modular method for robot design which when applied to AGVs overcomes the above problems. The method is explained here with respect to all forms of robotics but the examples have been specifically chosen to reflect typical AGV systems.