962 resultados para End-user Queries


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Dissertação para a obtenção do grau de Mestre em Engenharia Electrotécnica - ramo de Energia

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Mestrado em Engenharia Electrotécnica e de Computadores

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Traditionally, a country's electoral system requires the voter to vote at a specific day and place, which conflicts with the mobility usually seen in modern live styles. Thus, the widespread of Internet (mobile) broadband access can be seen as an opportunity to deal with this mobility problem, i.e. the adoption of an Internet voting system can make the live of voter's much more convenient; however, a widespread Internet voting systems adoption relies on the ability to develop trustworthy systems, i.e. systems that are verifiable and preserve the voter's privacy. Building such a system is still an open research problem. Our contribution is a new Internet voting system: EVIV, a highly sound End-to-end Verifiable Internet Voting system, which offers full voter's mobility and preserves the voter's privacy from the vote casting PC even if the voter votes from a public PC, such as a PC at a cybercafe or at a public library. Additionally, EVIV has private vote verification mechanisms, in which the voter just has to perform a simple match of two small strings (4-5 alphanumeric characters), that detect and protect against vote manipulations both at the insecure vote client platform and at the election server side. (c) 2012 Elsevier Ltd. All rights reserved.

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Mestrado em Engenharia Informática

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Com o crescimento previsível e exponencial das redes de comunicações móveis motivado pela mobilidade, flexibilidade e também comodidade do utilizador levam a que este se torne na fatia mais importante do mundo das telecomunicações dos dias que correm. Assim é importante estudar e caracterizar canais rádio para as mais diversas gamas de frequências utilizadas nas mais variadas tecnologias. O objectivo principal desta dissertação de Mestrado é caracterizar um canal rádio para a tecnologia sem fios Worldwide Inter-operability for Microwave Access (Wimax para as frequências de 3,5 GHz e 5 GHz) actualmente vista pela comunidade científica como a tecnologia sem fios com maiores perspectivas de sucesso. Para tal, determinaram-se o Perfil de Atraso de Potência (PAP) e também a Potência em Função da Distância (PFD) recorrendo ao método computacional de simulação Finite-Difference Time-Domain (FDTD). De forma a estudar e caracterizar o canal rádio, em termos de desvanecimento relativo ao espalhamento de atraso, usaram-se dois métodos alternativos que têm como entrada o PAP. Para caracterizar o canal quanto ao desvanecimento baseado em espalhamento de Doppler, recorreu-se também a duas técnicas alternativas tendo como entrada o PFD. Em ambas as situações os dois métodos alternativos convergiram para os mesmos resultados. A caracterização é feita em dois cenários diferentes: um em que consideramos que a maioria dos obstáculos são condutores eléctricos perfeitos (CEP) e que passaremos a designar Cenário PEC, e um segundo cenário em que os obstáculos têm propriedades electromagnéticas diferentes, e que passará a ser designado por Cenário MIX. Em ambos os cenários de análise concluiu-se que o canal é plano, lento e sem ISI.

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Relevant past events can be remembered when visualizing related pictures. The main difficulty is how to find these photos in a large personal collection. Query definition and image annotation are key issues to overcome this problem. The former is relevant due to the diversity of the clues provided by our memory when recovering a past moment and the later because images need to be annotated with information regarding those clues to be retrieved. Consequently, tools to recover past memories should deal carefully with these two tasks. This paper describes a user interface designed to explore pictures from personal memories. Users can query the media collection in several ways and for this reason an iconic visual language to define queries is proposed. Automatic and semi-automatic annotation is also performed using the image content and the audio information obtained when users show their images to others. The paper also presents the user interface evaluation based on tests with 58 participants.

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As more and more digital resources are available, finding the appropriate document becomes harder. Thus, a new kind of tools, able to recommend the more appropriated resources according the user needs, becomes even more necessary. The current project implements an intelligent recommendation system for elearning platforms. The recommendations are based on one hand, the performance of the user during the training process and on the other hand, the requests made by the user in the form of search queries. All information necessary for decision-making process of recommendation will be represented in the user model. This model will be updated throughout the target user interaction with the platform.

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This document is a survey in the research area of User Modeling (UM) for the specific field of Adaptive Learning. The aims of this document are: To define what it is a User Model; To present existing and well known User Models; To analyze the existent standards related with UM; To compare existing systems. In the scientific area of User Modeling (UM), numerous research and developed systems already seem to promise good results, but some experimentation and implementation are still necessary to conclude about the utility of the UM. That is, the experimentation and implementation of these systems are still very scarce to determine the utility of some of the referred applications. At present, the Student Modeling research goes in the direction to make possible reuse a student model in different systems. The standards are more and more relevant for this effect, allowing systems communicate and to share data, components and structures, at syntax and semantic level, even if most of them still only allow syntax integration.

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Trabalho Final de Mestrado para obtenção do grau de Mestre em Engenharia Mecânica

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Dissertação apresentada à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Audiovisual e Multimédia.

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O aumento do número de recursos digitais disponíveis dificulta a tarefa de pesquisa dos recursos mais relevantes, no sentido de se obter o que é mais relevante. Assim sendo, um novo tipo de ferramentas, capaz de recomendar os recursos mais apropriados às necessidades do utilizador, torna-se cada vez mais necessário. O objetivo deste trabalho de I&D é o de implementar um módulo de recomendação inteligente para plataformas de e-learning. As recomendações baseiam-se, por um lado, no perfil do utilizador durante o processo de formação e, por outro lado, nos pedidos efetuados pelo utilizador, através de pesquisas [Tavares, Faria e Martins, 2012]. O e-learning 3.0 é um projeto QREN desenvolvido por um conjunto de organizações e tem com objetivo principal implementar uma plataforma de e-learning. Este trabalho encontra-se inserido no projeto e-learning 3.0 e consiste no desenvolvimento de um módulo de recomendação inteligente (MRI). O MRI utiliza diferentes técnicas de recomendação já aplicadas noutros sistemas de recomendação. Estas técnicas são utilizadas para criar um sistema de recomendação híbrido direcionado para a plataforma de e-learning. Para representar a informação relevante, sobre cada utilizador, foi construído um modelo de utilizador. Toda a informação necessária para efetuar a recomendação será representada no modelo do utilizador, sendo este modelo atualizado sempre que necessário. Os dados existentes no modelo de utilizador serão utilizados para personalizar as recomendações produzidas. As recomendações estão divididas em dois tipos, a formal e a não formal. Na recomendação formal o objetivo é fazer sugestões relacionadas a um curso específico. Na recomendação não-formal, o objetivo é fazer sugestões mais abrangentes onde as recomendações não estão associadas a nenhum curso. O sistema proposto é capaz de sugerir recursos de aprendizagem, com base no perfil do utilizador, através da combinação de técnicas de similaridade de palavras, um algoritmo de clustering e técnicas de filtragem [Tavares, Faria e Martins, 2012].

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Serious games are starting to attain a higher role as tools for learning in various contexts, but in particular in areas such as education and training. Due to its characteristics, such as rules, behavior simulation and feedback to the player's actions, serious games provide a favorable learning environment where errors can occur without real life penalty and students get instant feedback from challenges. These challenges are in accordance with the intended objectives and will self-adapt and repeat according to the student’s difficulty level. Through motivating and engaging environments, which serve as base for problem solving and simulation of different situations and contexts, serious games have a great potential to aid players developing professional skills. But, how do we certify the acquired knowledge and skills? With this work we intend to propose a methodology to establish a relationship between the game mechanics of serious games and an array of competences for certification, evaluating the applicability of various aspects in the design and development of games such as the user interfaces and the gameplay, obtaining learning outcomes within the game itself. Through the definition of game mechanics combined with the necessary pedagogical elements, the game will ensure the certification. This paper will present a matrix of generic skills, based on the European Framework of Qualifications, and the definition of the game mechanics necessary for certification on tour guide training context. The certification matrix has as reference axes: skills, knowledge and competencies, which describe what the students should learn, understand and be able to do after they complete the learning process. The guides-interpreters welcome and accompany tourists on trips and visits to places of tourist interest and cultural heritage such as museums, palaces and national monuments, where they provide various information. Tour guide certification requirements include skills and specific knowledge about foreign languages and in the areas of History, Ethnology, Politics, Religion, Geography and Art of the territory where it is inserted. These skills are communication, interpersonal relationships, motivation, organization and management. This certification process aims to validate the skills to plan and conduct guided tours on the territory, demonstrate knowledge appropriate to the context and finally match a good group leader. After defining which competences are to be certified, the next step is to delineate the expected learning outcomes, as well as identify the game mechanics associated with it. The game mechanics, as methods invoked by agents for interaction with the game world, in combination with game elements/objects allows multiple paths through which to explore the game environment and its educational process. Mechanics as achievements, appointments, progression, reward schedules or status, describe how game can be designed to affect players in unprecedented ways. In order for the game to be able to certify tour guides, the design of the training game will incorporate a set of theoretical and practical tasks to acquire skills and knowledge of various transversal themes. For this end, patterns of skills and abilities in acquiring different knowledge will be identified.

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OBJECTIVE: To assess factors associated with the establishment of permanent vascular access for patients with end-stage renal disease. METHODS: Cross-sectional study conducted in a nationally representative sample of Brazilian end-stage renal disease patients in dialysis and transplant centers during 2007. The sample comprised only patients who received hemodialysis as a primary therapy modality and reported the type of vascular access for their primary hemodialysis treatment (N=2,276). Data were from the TRS Project - "Economic and Epidemiologic Evaluation of Modalities of Renal Replacement Therapy in Brazil". Multiple logistic regression analysis was used to assess factors associated with the establishment of permanent vascular access in these patients. RESULTS: About 30% of the patients studied had an arteriovenous vascular access. The following factors were associated with a lower likelihood of having an arteriovenous vascular access as a primary type of access: time of hemodialysis start since the diagnosis of chronic renal failure < 1 year; shorter dialysis therapy; having no private health insurance; living in the central-western, northeastern and southeastern regions of Brazil; and living in the northern region plus having no private health insurance. In the final model there was found a positive association between the outcome and pre-dialysis care and no were association with socioeconomic and comorbidity variables. CONCLUSIONS: The study results showed that the focus should on pre-dialysis care to increase the establishment of an arteriovenous vascular access before starting hemodialysis in Brazil.

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Dissertação apresentada à Escola Superior de Educação de Lisboa para obtenção do grau de Mestre em Educação Matemática na Educação Pré-escolar e nos 1º e 2º Ciclos do Ensino Básico

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In the past few years the so-called gadgets like cellular phones, personal data assistants and digital cameras are more widespread even with less technological aware users. However, for several reasons, the factory-floor itself seems to be hermetic to this changes ... After the fieldbus revolution, the factory-floor has seen an increased use of more and more powerful programmable logic controllers and user interfaces but the way they are used remains almost the same. We believe that new user-computer interaction techniques including multimedia and augmented rcaliry combined with now affordable technologies like wearable computers and wireless networks can change the way the factory personal works together with the roachines and the information system on the factory-floor. This new age is already starting with innovative uses of communication networks on the factory-floor either using "standard" networks or enhancing industrial networks with multimedia and wireless capabilities.