995 resultados para Engenharia de Software Experimental. Interatividade. Colaboração Virtual. Revisão Sistemática


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Pós-graduação em Engenharia de Produção - FEB

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ISO 26000, published in 2010, focuses on corporate social responsibility. This study presents a systematic review conducted in ISI Web of Knowledge (Web of Science) and Elsevier's Scopus databases to answer the following question: What are the barriers and motivators affecting the adoption of ISO 26000 by organizations? The articles were selected using filters that applied two inclusion criteria. The data were summarized in a table covering the concepts of ISO 26000, the motivators, and the barriers. The motivators were globalization or competition in international markets, congruence with management systems, reputation or image, relationship with employees and improvement of the organizational environment, improvement in the relationship with external stakeholders, competitive advantage and strategy, guide to corporate social responsibility (CSR), and reduction of business risks. The barriers were lack of alignment between CSR and organizational strategy; business (national and international); unfamiliarity with ISO 26000; lack of communication, tools and sensitivity to the subject; short-term focus; knowledge management; fear of not fulfilling the standard; and financial resources. Finally, an agenda for future studies was prepared.

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Techniques of image combination, with extraction of objects to set a final scene, are very used in applications from photos montages to cinematographic productions. These techniques are called digital matting. With them is possible to decrease the cost of productions, because it is not necessary for the actor to be filmed in the location where the final scene occurs. This feature also favors its use in programs made to digital television, which demands a high quality image. Many digital matting algorithms use markings done on the images, to demarcate what is the foreground, the background and the uncertainty areas. This marking is called trimap, which is a triple map containing these three informations. The trimap is done, typically, from manual markings. In this project, methods were created that can be used in digital matting algorithms, with restriction of time and without human interaction, that is, the creation of an algorithm that generates the trimap automatically. This last one can be generated from the difference between a color of an arbitrary background and the foreground, or by using a depth map. It was also created a matting method, based on the Geodesic Matting (BAI; SAPIRO, 2009), which has an inferior processing time then the original one. Aiming to improve the performance of the applications that generates the trimap and of the algorithms that generates the alphamap (map that associates a value to the transparency of each pixel of the image), allowing its use in applications with time restrictions, it was used the CUDA architecture. Taking advantage, this way, of the computational power and the features of the GPGPU, which is massively parallel

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With the technology evolution for school proposals, became necessary the creation and modifica- tion of the pedagogical paradigms applied in the classroom. With this in mind, this monograph attempts to explain clearly and succinctly how to develop a complete game, following the precepts of appropriate pedagogy and software engineering steps, explaining the main entertainment devices and graphics suitable for the student’s intellectual development. Therefore, it is studied throughout this academic work, the complete process of development, making use of the development language ActionScript 3.0 , aided by some other technologies, show- ing that the use of technology articles in the classroom is possible and highly indicated

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The implantation of environmental management systens (SGA) in companies is the first step to the company conquers the environmental certification and consequently the benefits of a sustainable production of products, services and activities can bring. However, in the way as they are proposals in bibliographies the implantation of the SGAs, does not identify the definition of the operational stages of implementation of the same ones, generating doubts on the real environmental and administrative performance that they can come to generate for the organization. In this direction, the present research brings a proposal of operational systematics for implantation of SGA in companies, detailing each stage of implantation, considering its particularitities. For in such a way, a revision of norm NBR ISO 14001:2004 was made, looking for to identify to the interpretation imperfections gifts in the normative system. Moreover, other methods of SGA implantation had been searched gifts in the bibliography, searching proposals that detailed the operational aspects of the implantation of the system. In the same way, the accomplishment of a period of training supervised in the first semester of 2007 made possible the practical experience of the functioning of a system of environmental management, beyond the contact with professionals of the area and the acquisition of documents that had helped in the development of the research. The result was the attainment of a detailed procedure more, defining the operational systematic of SGA implantation, beyond the generation of a flowchart, describing as to develop each stage. This detailing certainly will facilitate the implantation of a SGA in companies interested in improving its environmental performance.

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With the advancement of the gaming industry in the market, became evident the need for professionals working in this area. With this in mind, this paper attempts to create an environment where aspirants and professionals in creating games can interact. To get to this point, was built one system based on current technologies, and parad igms of software engineering system. So throughout this monograph the process of the system development is studied, using different technologies, and showing how it can work, the exchange of information and knowledge among the games creation lovers

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With the technology advancement, mobile devices have become increasingly more powerful and have started to have functions beyond of making phone calls. New applications, which perform these new functions, have been launched. The digital entertainment market has become one of the most benefited with this, once the games have become one of the most used applications for various types of users. This monograph presents the development of a game for Android OS, considering concepts like: physics, scenarios/views and character animation

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Currently, applications for smartphones and tablets, called apps, are becoming increasingly relevant and attract more attention from users and finally the developers. With the Application Stores, services provided by the company that maintains the platform, access to such applications is as or more simplified than to web sites, with the advantage of anenhanced user experience and focused on the mobile device, and enjoy natives resources as camera, audio, storage, integration with other applications, etc. They present a great opportunity for independent developers, who can now develop an application and make it availabl e to all users of that platform, at free or at a cost that is usually low. Even students may create their applications in the intervals of their classes and sell them in stores. Making use of tools and services, free or at low cost, anyone can develop quality applications, that can be marketed and have a large number of users even in adverse situations in which the application is not the focus of developer productivity. However, such to ols do not seem to be well used, or are unknown, or its purpose is not considered important, and this paper tries to show the real importance of these tools in the rapid development of quality software. This project presents several tools, services and practices, which together make it possible to develop an application for various mobile platforms, independently and with a team of a few people, as demonstrated. However, this paper aims not to say that the development of software today it is easy and simple, but there are currently a large set of tools, for various platforms, that assists and enhances the work of the programmer

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In a world that is increasingly working with software, the need arises for effective approaches that encourage software reuse. The reuse practice must be aligned to a set of practices, procedures and methodologies that create a stable and high quality product. These questions produce new styles and approaches in the software engineering. In this way, this thesis aims to address concepts related to development and model-driven architecture. The model-driven approach provides significant aspects of the automated development, which helps it with produced models built in the specification phase. The definition of terms such as model, architecture and platform makes the focus becomes clearer, because for MDA and MDD is important to split between technical and business issues. Important processes are covered, so you can highlight the artifacts that are built into each stage of model-driven development. The stages of development: CSM, PIM, PSM and ISM, detailing the purpose of each phase in oriented models, making the end of each stage are gradually produced artifacts that may be specialized. The models are handled by different prospects for modeling, abstracting the concepts and building a set of details that portrays a specific scenario. This retraction can be a graphical or textual representation, however, in most cases is chosen a language modeling, for example, UML. In order to provide a practical view, this dissertation shows some tools that improve the construction of models and the code generate that assists in the development, keeping the documentation systemic. Finally, the paper presents a case study that refers to the theoretical aspects discussed throughout the dissertation, therefore it is expected that the architecture and the model-driven development may be able to explain important features to consider in software engineering

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The Software Engineering originated with the motivation to mass produce components for increased productivity in production systems. Since its origins, numerous studies have been proposed on the subject as new features in the creation of systems, like the Object- Oriented Programming and Aspect-Oriented Programming, have been established and methodologies have been developed to control them efficiently. However, years of studies in the area were not sufficient to create a methodology for reusing software artifacts really efficient and easy enough to be widespread. Given this, the Model-Driven Development (MDD) is trying to promote it using the modeling of systems as a reference, becoming part of it and establishing a huge productivity gain. One of his approaches is called Model-Driven Software Development (MDSD), which focuses on improving the practices and systems development using Domain-Specific Languages (DSL) for this purpose. In this Final Paper, Xtext is used as a tool to prove the productivity and efficiency of this approach, and for that bibliographic studies were made on the approach and the tool, and show the methodology and a case study to demonstrate results and conclusions regarding this work

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Many studies inform that with aging process there’s a drop, not only in the cognitive functions, but also in the functional fitness. This drop can damage the old people’s daily activities, making them lose their independence. These declines can be softened with the practice of physical exercises. So, the aim of this study is to develop a systematic review in the literature which is the quantity of lectures done using the Square Stepping Exercise, we use a follow keyword “Square Stepping Exercise”. We performed a search in the following databases: PUBMED, Portal de Periódicos CAPES, Google Acadêmico e Catálogo Athena (acervo da Biblioteca de todos os campus da UNESP). Those procedures were complemented for manual searches in the references of the found lectures, like the access to the curriculum vitae, plataforma Lattes. There were analyzed articles, in Portuguese and English. Language were selected 11 studies (2 monografies, 1 masters lecture, 1 experience relatorie, 1 book chapter and 6 articles). The references found had improvement in motor and cognitive aspects. With this review, it was concluded that the SSE showed itself as a useful method to get better and/or maintain the analyzed aspects. It’s also necessary new studies with different populations, tips of analyse, periods of time and other aspects

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This work seeks to demonstrate the advantages in functional software test automation using Sikuli tool, which uses image recognition to find the graphical elements of a system, in addition to using a custom library with methods made to automate the summarization of obtained results through the tests and their evidence