992 resultados para MESTRADO EM SISTEMAS DE COMUNICAÇÃO MULTIMÉDIA


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Relatório de estágio apresentado para a obtenção do grau de Mestre em educação e Comunicação Multimédia

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O presente relatório tem por objectivo apresentar e descrever de forma detalhada o projecto “Optimização de rotas na recolha de leite”. Este projecto foi conduzido no âmbito do estágio curricular, realizado na parte não-lectiva do Mestrado em Sistemas de Informação de Gestão, do Instituto Superior de Contabilidade e Administração de Coimbra, tendo decorrido na empresa Lacticoop entre 03 de Outubro de 2011 e 27 de Julho de 2012. O projecto surge da necessidade da empresa optimizar as suas rotas de recolha de leite. Essa optimização pode ser subdividida em duas partes distintas: i) a recolha de dados, características e processos relativos à empresa e aos sistemas com que labora; ii) e o desenvolvimento do software necessário para a optimização de uma componente desses sistemas, associada ao processo de recolha de leite. O primeiro ponto envolve a recolha de informação sobre a política interna da empresa, a recolha de dados acerca dos veículos, rotas, consumos e condutores, assim como o levantamento de procedimentos e tecnologias utilizadas. O segundo ponto envolve a modelação do problema em estudo, o levantamento das necessidades de software para implementar o sistema de informação, a avaliação de soluções de software e desenvolvimento/adaptação da aplicação informática, assim como a implementação do software desenvolvido / adaptado e testes. Actualmente a empresa não dispõe de qualquer automatismo para a definição de rotas, sendo o processo de escalonamento de rotas feito manualmente. Este processo é bastante moroso e complexo, envolvendo a troca de informações entre o gestor e os condutores das viaturas. É um processo gradual, numa sequência de detecção de erros e correcção desses mesmos erros. Esta metodologia conduz a soluções bastante ineficientes, desde logo pela desactualização das soluções relativamente à efemeridade dos dados, especialmente ao nível de quantidades de recolha do produto. A razão da escolha de um sistema informático que permita optimizar as rotas prende-se essencialmente com a rapidez na obtenção de soluções e na capacidade de integração de dados actualizados. Este processo recorre a técnicas e modelos de optimização que envolvem o problema de Rotas de Veículos (Vehicle Routing Problem), sendo, em geral, um problema de difícil resolução em função do número de clientes envolvidos. Todavia, trata-se de um sistema que traz enormes benefícios no apoio ao processo de decisão por parte do gestor. Neste estágio pretendeu-se, como objectivo principal, desenvolver uma aplicação que permita optimizar as rotas dos veículos envolvidos no processo de recolha de leite. Os benefícios do sistema na diminuição de distâncias percorridas pelas viaturas de recolha e no aumento da eficiência do sistema de transportes, serão evidenciados no trabalho desenvolvido. A aplicação foi criada no software Eclipse (utilizando a linguagem Java). Na primeira fase do projecto estava previsto monitorizar as rotas e consumos dos veículos através da tecnologia de geo-posicionamento por satélite (GPS), de forma a atribuir comissões sobre a poupança de combustível aos condutores dos veículos. Não foi possível concluir esta fase devido à inexistência dessa tecnologia nas viaturas e pelo facto de a empresa ter retirado essa prioridade a esse investimento.

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O desenvolvimento para a plataforma Microsoft Kinect (ou simplesmente Kinect) vem se intensificando à medida que o hardware apresenta-se constantemente como parte integrante de soluções para problemas importantes nas áreas de Computação Médica, Realidade Virtual ou mesmo seu propósito básico inicial: a indústria de Entretenimento. Com a sua popularização, as ferramentas básicas de desenvolvimento oferecidas pela Microsoft têm apresentado ao público geral complicações que poderiam ser evitadas, como a correta configuração e inicialização dos recursos oferecidos pelo hardware. Assim, este trabalho tem como objetivo desenvolver e avaliar um framework específico para a plataforma Kinect, que auxilie usuários que estão começando a desenvolver aplicações para essa plataforma, apresentando os principais componentes e como eles foram testados e avaliados pelos usuários. Este trabalho também apresenta uma pesquisa realizada com os jogos mais vendidos e melhores avaliados do Kinect, visando extrarir os principais componentes neles presentes para formar a estrutura do framework.

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This research studies the application of syntagmatic analysis of written texts in the language of Brazilian Portuguese as a methodology for the automatic creation of extractive summaries. The automation of abstracts, while linked to the area of natural language processing (PLN) is studying ways the computer can autonomously construct summaries of texts. For this we use as presupposed the idea that switch to the computer the way a language is structured, in our case the Brazilian Portuguese, it will help in the discovery of the most relevant sentences, and consequently build extractive summaries with higher informativeness. In this study, we propose the definition of a summarization method that automatically perform the syntagmatic analysis of texts and through them, to build an automatic summary. The phrases that make up the syntactic structures are then used to analyze the sentences of the text, so the count of these elements determines whether or not a sentence will compose the summary to be generated

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The technological evolution has been making the Distance Education accessible for a greater number of citizens anytime and anywhere. The potential increase of the supply for mobile devices integrated to mobile learning environments allows that the information comes out of the physical environment, creating opportunities for students and teachers to create geographically distributed learning scenarios. However, many applications developed for these environments remain isolated from each other and do not become integrated sufficiently into the virtual learning environments (AVA). This dissertation presents an interoperability model between mobile devices and distinct AVA based on webservices. For the conception of this model, requirements engineering and software architecture techniques were used. With the goal of showing the model viability, a mobile application focused on surveys has been developed, and additionally, the main functionalities related to the interoperability were tested

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Emotion-based analysis has raised a lot of interest, particularly in areas such as forensics, medicine, music, psychology, and human-machine interface. Following this trend, the use of facial analysis (either automatic or human-based) is the most common subject to be investigated once this type of data can easily be collected and is well accepted in the literature as a metric for inference of emotional states. Despite this popularity, due to several constraints found in real world scenarios (e.g. lightning, complex backgrounds, facial hair and so on), automatically obtaining affective information from face accurately is a very challenging accomplishment. This work presents a framework which aims to analyse emotional experiences through naturally generated facial expressions. Our main contribution is a new 4-dimensional model to describe emotional experiences in terms of appraisal, facial expressions, mood, and subjective experiences. In addition, we present an experiment using a new protocol proposed to obtain spontaneous emotional reactions. The results have suggested that the initial emotional state described by the participants of the experiment was different from that described after the exposure to the eliciting stimulus, thus showing that the used stimuli were capable of inducing the expected emotional states in most individuals. Moreover, our results pointed out that spontaneous facial reactions to emotions are very different from those in prototypic expressions due to the lack of expressiveness in the latter.

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Digital games have been used as aiding tool for transmission of knowledge, allowing faster dissemination of content. Using this strategy of disseminating logical reasoning development for basic school children can be the motivating gear that helps in the learning process for any area. In this context, many games can be created and provided for the use of teacher and student. However, the complexity of construction of these games becomes a obstacle which can, often, prevent their construction. Thus, this paper presents a framework for creating games, which teach programming logic, presenting from their conception to their integration with the visual programming environment (Blockly) and scenarios created in HTML5.

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The correct distance perception is important for executing various interactive tasks such as navigation, selection and manipulation. It is known, however, that, in general, there is a significant distance perception compression in virtual environments, mainly when using Head-Mounted Displays - HMDs. This perceived distance compression may bring various problems to the applications and even affect in a negative way the utility of those applications that depends on the correct judgment of distances. The scientific community, so far, have not been able to determine the causes of the distance perception compression in virtual environments. For this reason, it was the objective of this work to investigate, through experiments with users, the influence of both the field-of-view - FoV - and the distance estimation methods on this perceived compression. For that, an experimental comparison between the my3D device and a HMD, using 32 participants, seeking to find information on the causes of the compressed perception, was executed. The results showed that the my3D has inferior capabilities when compared to the HMD, resulting in worst estimations, on average, in both the tested estimation methods. The causes of that are believed to be the incorrect stimulus of the peripheral vision of the user, the smaller FoV and the smaller immersion sense, as described by the participants of the experiment.

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Data Visualization is widely used to facilitate the comprehension of information and find relationships between data. One of the most widely used techniques for multivariate data (4 or more variables) visualization is the 2D scatterplot. This technique associates each data item to a visual mark in the following way: two variables are mapped to Cartesian coordinates so that a visual mark can be placed on the Cartesian plane; the others variables are mapped gradually to visual properties of the mark, such as size, color, shape, among others. As the number of variables to be visualized increases, the amount of visual properties associated to the mark increases as well. As a result, the complexity of the final visualization is higher. However, increasing the complexity of the visualization does not necessarily implies a better visualization and, sometimes, it provides an inverse situation, producing a visually polluted and confusing visualization—this problem is called visual properties overload. This work aims to investigate whether it is possible to work around the overload of the visual channel and improve insight about multivariate data visualized through a modification in the 2D scatterplot technique. In this modification, we map the variables from data items to multisensoriy marks. These marks are composed not only by visual properties, but haptic properties, such as vibration, viscosity and elastic resistance, as well. We believed that this approach could ease the insight process, through the transposition of properties from the visual channel to the haptic channel. The hypothesis was verified through experiments, in which we have analyzed (a) the accuracy of the answers; (b) response time; and (c) the grade of personal satisfaction with the proposed approach. However, the hypothesis was not validated. The results suggest that there is an equivalence between the investigated visual and haptic properties in all analyzed aspects, though in strictly numeric terms the multisensory visualization achieved better results in response time and personal satisfaction.

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Through numerous technological advances in recent years along with the popularization of computer devices, the company is moving towards a paradigm “always connected”. Computer networks are everywhere and the advent of IPv6 paves the way for the explosion of the Internet of Things. This concept enables the sharing of data between computing machines and objects of day-to-day. One of the areas placed under Internet of Things are the Vehicular Networks. However, the information generated individually for a vehicle has no large amount and does not contribute to an improvement in transit, once information has been isolated. This proposal presents the Infostructure, a system that has to facilitate the efforts and reduce costs for development of applications context-aware to high-level semantic for the scenario of Internet of Things, which allows you to manage, store and combine the data in order to generate broader context. To this end we present a reference architecture, which aims to show the major components of the Infostructure. Soon after a prototype is presented which is used to validate our work reaches the level of contextualization desired high level semantic as well as a performance evaluation, which aims to evaluate the behavior of the subsystem responsible for managing contextual information on a large amount of data. After statistical analysis is performed with the results obtained in the evaluation. Finally, the conclusions of the work and some problems such as no assurance as to the integrity of the sensory data coming Infostructure, and future work that takes into account the implementation of other modules so that we can conduct tests in real environments are presented.

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Cloud Computing is a paradigm that enables the access, in a simple and pervasive way, through the network, to shared and configurable computing resources. Such resources can be offered on demand to users in a pay-per-use model. With the advance of this paradigm, a single service offered by a cloud platform might not be enough to meet all the requirements of clients. Ergo, it is needed to compose services provided by different cloud platforms. However, current cloud platforms are not implemented using common standards, each one has its own APIs and development tools, which is a barrier for composing different services. In this context, the Cloud Integrator, a service-oriented middleware platform, provides an environment to facilitate the development and execution of multi-cloud applications. The applications are compositions of services, from different cloud platforms and, represented by abstract workflows. However, Cloud Integrator has some limitations, such as: (i) applications are locally executed; (ii) users cannot specify the application in terms of its inputs and outputs, and; (iii) experienced users cannot directly determine the concrete Web services that will perform the workflow. In order to deal with such limitations, this work proposes Cloud Stratus, a middleware platform that extends Cloud Integrator and offers different ways to specify an application: as an abstract workflow or a complete/partial execution flow. The platform enables the application deployment in cloud virtual machines, so that several users can access it through the Internet. It also supports the access and management of virtual machines in different cloud platforms and provides services monitoring mechanisms and assessment of QoS parameters. Cloud Stratus was validated through a case study that consists of an application that uses different services provided by different cloud platforms. Cloud Stratus was also evaluated through computing experiments that analyze the performance of its processes.

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Digital image segmentation is the process of assigning distinct labels to different objects in a digital image, and the fuzzy segmentation algorithm has been used successfully in the segmentation of images from several modalities. However, the traditional fuzzy segmentation algorithm fails to segment objects that are characterized by textures whose patterns cannot be successfully described by simple statistics computed over a very restricted area. In this paper we present an extension of the fuzzy segmentation algorithm that achieves the segmentation of textures by employing adaptive affinity functions as long as we extend the algorithm to tridimensional images. The adaptive affinity functions change the size of the area where they compute the texture descriptors, according to the characteristics of the texture being processed, while three dimensional images can be described as a finite set of two-dimensional images. The algorithm then segments the volume image with an appropriate calculation area for each texture, making it possible to produce good estimates of actual volumes of the target structures of the segmentation process. We will perform experiments with synthetic and real data in applications such as segmentation of medical imaging obtained from magnetic rosonance

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Graph Reduction Machines, are a traditional technique for implementing functional programming languages. They allow to run programs by transforming graphs by the successive application of reduction rules. Web service composition enables the creation of new web services from existing ones. BPEL is a workflow-based language for creating web service compositions. It is also the industrial and academic standard for this kind of languages. As it is designed to compose web services, the use of BPEL in a scenario where multiple technologies need to be used is problematic: when operations other than web services need to be performed to implement the business logic of a company, part of the work is done on an ad hoc basis. To allow heterogeneous operations to be part of the same workflow, may help to improve the implementation of business processes in a principled way. This work uses a simple variation of the BPEL language for creating compositions containing not only web service operations but also big data tasks or user-defined operations. We define an extensible graph reduction machine that allows the evaluation of BPEL programs and implement this machine as proof of concept. We present some experimental results.

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Shadows and illumination play an important role when generating a realistic scene in computer graphics. Most of the Augmented Reality (AR) systems track markers placed in a real scene and retrieve their position and orientation to serve as a frame of reference for added computer generated content, thereby producing an augmented scene. Realistic depiction of augmented content with coherent visual cues is a desired goal in many AR applications. However, rendering an augmented scene with realistic illumination is a complex task. Many existent approaches rely on a non automated pre-processing phase to retrieve illumination parameters from the scene. Other techniques rely on specific markers that contain light probes to perform environment lighting estimation. This study aims at designing a method to create AR applications with coherent illumination and shadows, using a textured cuboid marker, that does not require a training phase to provide lighting information. Such marker may be easily found in common environments: most of product packaging satisfies such characteristics. Thus, we propose a way to estimate a directional light configuration using multiple texture tracking to render AR scenes in a realistic fashion. We also propose a novel feature descriptor that is used to perform multiple texture tracking. Our descriptor is an extension of the binary descriptor, named discrete descriptor, and outperforms current state-of-the-art methods in speed, while maintaining their accuracy.

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Event-B is a formal method for modeling and verification of discrete transition systems. Event-B development yields proof obligations that must be verified (i.e. proved valid) in order to keep the produced models consistent. Satisfiability Modulo Theory solvers are automated theorem provers used to verify the satisfiability of logic formulas considering a background theory (or combination of theories). SMT solvers not only handle large firstorder formulas, but can also generate models and proofs, as well as identify unsatisfiable subsets of hypotheses (unsat-cores). Tool support for Event-B is provided by the Rodin platform: an extensible Eclipse based IDE that combines modeling and proving features. A SMT plug-in for Rodin has been developed intending to integrate alternative, efficient verification techniques to the platform. We implemented a series of complements to the SMT solver plug-in for Rodin, namely improvements to the user interface for when proof obligations are reported as invalid by the plug-in. Additionally, we modified some of the plug-in features, such as support for proof generation and unsat-core extraction, to comply with the SMT-LIB standard for SMT solvers. We undertook tests using applicable proof obligations to demonstrate the new features. The contributions described can potentially affect productivity in a positive manner.