945 resultados para Programming languages (electronic computers)


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This work proposes an environment for programming programmable logic controllers applied to oil wells with BCP type method of artificially lifting. The environment will have an editor based in the diagram of sequential functions for programming of PLCs. This language was chosen due to the fact of being high-level and accepted by the international standard IEC 61131-3. The use of these control programs in real PLC will be possible with the use of an intermediate level of language based on XML specification PLCopen T6 XML. For the testing and validation of the control programs, an area should be available for viewing variables obtained through communication with a real PLC. Thus, the main contribution of this work is to develop a computational environment that allows: modeling, testing and validating the controls represented in SFC and applied in oil wells with BCP type method of artificially lifting

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Interactions in mobile devices normally happen in an explicit manner, which means that they are initiated by the users. Yet, users are typically unaware that they also interact implicitly with their devices. For instance, our hand pose changes naturally when we type text messages. Whilst the touchscreen captures finger touches, hand movements during this interaction however are unused. If this implicit hand movement is observed, it can be used as additional information to support or to enhance the users’ text entry experience. This thesis investigates how implicit sensing can be used to improve existing, standard interaction technique qualities. In particular, this thesis looks into enhancing front-of-device interaction through back-of-device and hand movement implicit sensing. We propose the investigation through machine learning techniques. We look into problems on how sensor data via implicit sensing can be used to predict a certain aspect of an interaction. For instance, one of the questions that this thesis attempts to answer is whether hand movement during a touch targeting task correlates with the touch position. This is a complex relationship to understand but can be best explained through machine learning. Using machine learning as a tool, such correlation can be measured, quantified, understood and used to make predictions on future touch position. Furthermore, this thesis also evaluates the predictive power of the sensor data. We show this through a number of studies. In Chapter 5 we show that probabilistic modelling of sensor inputs and recorded touch locations can be used to predict the general area of future touches on touchscreen. In Chapter 7, using SVM classifiers, we show that data from implicit sensing from general mobile interactions is user-specific. This can be used to identify users implicitly. In Chapter 6, we also show that touch interaction errors can be detected from sensor data. In our experiment, we show that there are sufficient distinguishable patterns between normal interaction signals and signals that are strongly correlated with interaction error. In all studies, we show that performance gain can be achieved by combining sensor inputs.

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Conventional web search engines are centralised in that a single entity crawls and indexes the documents selected for future retrieval, and the relevance models used to determine which documents are relevant to a given user query. As a result, these search engines suffer from several technical drawbacks such as handling scale, timeliness and reliability, in addition to ethical concerns such as commercial manipulation and information censorship. Alleviating the need to rely entirely on a single entity, Peer-to-Peer (P2P) Information Retrieval (IR) has been proposed as a solution, as it distributes the functional components of a web search engine – from crawling and indexing documents, to query processing – across the network of users (or, peers) who use the search engine. This strategy for constructing an IR system poses several efficiency and effectiveness challenges which have been identified in past work. Accordingly, this thesis makes several contributions towards advancing the state of the art in P2P-IR effectiveness by improving the query processing and relevance scoring aspects of a P2P web search. Federated search systems are a form of distributed information retrieval model that route the user’s information need, formulated as a query, to distributed resources and merge the retrieved result lists into a final list. P2P-IR networks are one form of federated search in routing queries and merging result among participating peers. The query is propagated through disseminated nodes to hit the peers that are most likely to contain relevant documents, then the retrieved result lists are merged at different points along the path from the relevant peers to the query initializer (or namely, customer). However, query routing in P2P-IR networks is considered as one of the major challenges and critical part in P2P-IR networks; as the relevant peers might be lost in low-quality peer selection while executing the query routing, and inevitably lead to less effective retrieval results. This motivates this thesis to study and propose query routing techniques to improve retrieval quality in such networks. Cluster-based semi-structured P2P-IR networks exploit the cluster hypothesis to organise the peers into similar semantic clusters where each such semantic cluster is managed by super-peers. In this thesis, I construct three semi-structured P2P-IR models and examine their retrieval effectiveness. I also leverage the cluster centroids at the super-peer level as content representations gathered from cooperative peers to propose a query routing approach called Inverted PeerCluster Index (IPI) that simulates the conventional inverted index of the centralised corpus to organise the statistics of peers’ terms. The results show a competitive retrieval quality in comparison to baseline approaches. Furthermore, I study the applicability of using the conventional Information Retrieval models as peer selection approaches where each peer can be considered as a big document of documents. The experimental evaluation shows comparative and significant results and explains that document retrieval methods are very effective for peer selection that brings back the analogy between documents and peers. Additionally, Learning to Rank (LtR) algorithms are exploited to build a learned classifier for peer ranking at the super-peer level. The experiments show significant results with state-of-the-art resource selection methods and competitive results to corresponding classification-based approaches. Finally, I propose reputation-based query routing approaches that exploit the idea of providing feedback on a specific item in the social community networks and manage it for future decision-making. The system monitors users’ behaviours when they click or download documents from the final ranked list as implicit feedback and mines the given information to build a reputation-based data structure. The data structure is used to score peers and then rank them for query routing. I conduct a set of experiments to cover various scenarios including noisy feedback information (i.e, providing positive feedback on non-relevant documents) to examine the robustness of reputation-based approaches. The empirical evaluation shows significant results in almost all measurement metrics with approximate improvement more than 56% compared to baseline approaches. Thus, based on the results, if one were to choose one technique, reputation-based approaches are clearly the natural choices which also can be deployed on any P2P network.

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Signifying road-related events with warnings can be highly beneficial, especially when imminent attention is needed. This thesis describes how modality, urgency and situation can influence driver responses to multimodal displays used as warnings. These displays utilise all combinations of audio, visual and tactile modalities, reflecting different urgency levels. In this way, a new rich set of cues is designed, conveying information multimodally, to enhance reactions during driving, which is a highly visual task. The importance of the signified events to driving is reflected in the warnings, and safety-critical or non-critical situations are communicated through the cues. Novel warning designs are considered, using both abstract displays, with no semantic association to the signified event, and language-based ones, using speech. These two cue designs are compared, to discover their strengths and weaknesses as car alerts. The situations in which the new cues are delivered are varied, by simulating both critical and non-critical events and both manual and autonomous car scenarios. A novel set of guidelines for using multimodal driver displays is finally provided, considering the modalities utilised, the urgency signified, and the situation simulated.

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Neste documento foi feita a apresentação do conceito de Programação Visual, estudados alguns exemplos de Linguagens de Programação Visual e investigado vantagens e desvantagens sobre o seu uso comparativamente à programação tradicional (por texto) e, adicionalmente, foram estudados três jogos para aprender a programar com fortes características visuais. A partir desta investigação, foi criada uma nova Linguagem de Programação Visual(LPV) sendo a base de um prototipo de um jogo para aprender a programar. Este jogo é representado pela deslocação e execução de tarefas feitas por um robô dentro de uma casa, sendo o objetivo do programador colocar objetos nesta casa que manipulam a deslocação do robô dentro desta de forma a resolver um problema; Abstract: A game to learn programming Aplication of concepts of visual programming to create a game to learn how to program In this document we will explain the concept of Visual Programming, study some examples of Visual Programming Languages, analyze some arguments in favor and against its use in comparison to traditional programming (by text) and, additionally, study three games to learn programming with strong visual features. Using this research, a new Visual Programming Language(VPL) was created, being the basis of a prototype of a game to learn programming. This game is represented by the movement and execution of tasks done by a robot inside a house, being the goal of the programmer to place objects in this house that manipulate the movement of the robot inside of it in order to solve a problem.

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This dissertation explores the link between hate crimes that occurred in the United Kingdom in June 2017, June 2018 and June 2019 through the posts of a robust sample of Conservative and radical right users on Twitter. In order to avoid the traditional challenges of this kind of research, I adopted a four staged research protocol that enabled me to merge content produced by a group of randomly selected users to observe the phenomenon from different angles. I collected tweets from thirty Conservative/right wing accounts for each month of June over the three years with the help of programming languages such as Python and CygWin tools. I then examined the language of my data focussing on humorous content in order to reveal whether, and if so how, radical users online often use humour as a tool to spread their views in conditions of heightened disgust and wide-spread political instability. A reflection on humour as a moral occurrence, expanding on the works of Christie Davies as well as applying recent findings on the behavioural immune system on online data, offers new insights on the overlooked humorous nature of radical political discourse. An unorthodox take on the moral foundations pioneered by Jonathan Haidt enriched my understanding of the analysed material through the addition of a moral-based layer of enquiry to my more traditional content-based one. This convergence of theoretical, data driven and real life events constitutes a viable “collection of strategies” for academia, data scientists; NGO’s fighting hate crimes and the wider public alike. Bringing together the ideas of Davies, Haidt and others to my data, helps us to perceive humorous online content in terms of complex radical narratives that are all too often compressed into a single tweet.

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The availability of a huge amount of source code from code archives and open-source projects opens up the possibility to merge machine learning, programming languages, and software engineering research fields. This area is often referred to as Big Code where programming languages are treated instead of natural languages while different features and patterns of code can be exploited to perform many useful tasks and build supportive tools. Among all the possible applications which can be developed within the area of Big Code, the work presented in this research thesis mainly focuses on two particular tasks: the Programming Language Identification (PLI) and the Software Defect Prediction (SDP) for source codes. Programming language identification is commonly needed in program comprehension and it is usually performed directly by developers. However, when it comes at big scales, such as in widely used archives (GitHub, Software Heritage), automation of this task is desirable. To accomplish this aim, the problem is analyzed from different points of view (text and image-based learning approaches) and different models are created paying particular attention to their scalability. Software defect prediction is a fundamental step in software development for improving quality and assuring the reliability of software products. In the past, defects were searched by manual inspection or using automatic static and dynamic analyzers. Now, the automation of this task can be tackled using learning approaches that can speed up and improve related procedures. Here, two models have been built and analyzed to detect some of the commonest bugs and errors at different code granularity levels (file and method levels). Exploited data and models’ architectures are analyzed and described in detail. Quantitative and qualitative results are reported for both PLI and SDP tasks while differences and similarities concerning other related works are discussed.

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Slot and van Emde Boas Invariance Thesis states that a time (respectively, space) cost model is reasonable for a computational model C if there are mutual simulations between Turing machines and C such that the overhead is polynomial in time (respectively, linear in space). The rationale is that under the Invariance Thesis, complexity classes such as LOGSPACE, P, PSPACE, become robust, i.e. machine independent. In this dissertation, we want to find out if it possible to define a reasonable space cost model for the lambda-calculus, the paradigmatic model for functional programming languages. We start by considering an unusual evaluation mechanism for the lambda-calculus, based on Girard's Geometry of Interaction, that was conjectured to be the key ingredient to obtain a space reasonable cost model. By a fine complexity analysis of this schema, based on new variants of non-idempotent intersection types, we disprove this conjecture. Then, we change the target of our analysis. We consider a variant over Krivine's abstract machine, a standard evaluation mechanism for the call-by-name lambda-calculus, optimized for space complexity, and implemented without any pointer. A fine analysis of the execution of (a refined version of) the encoding of Turing machines into the lambda-calculus allows us to conclude that the space consumed by this machine is indeed a reasonable space cost model. In particular, for the first time we are able to measure also sub-linear space complexities. Moreover, we transfer this result to the call-by-value case. Finally, we provide also an intersection type system that characterizes compositionally this new reasonable space measure. This is done through a minimal, yet non trivial, modification of the original de Carvalho type system.

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A global italian pharmaceutical company has to provide two work environments that favor different needs. The environments will allow to develop solutions in a controlled, secure and at the same time in an independent manner on a state-of-the-art enterprise cloud platform. The need of developing two different environments is dictated by the needs of the working units. Indeed, the first environment is designed to facilitate the creation of application related to genomics, therefore, designed more for data-scientists. This environment is capable of consuming, producing, retrieving and incorporating data, furthermore, will support the most used programming languages for genomic applications (e.g., Python, R). The proposal was to obtain a pool of ready-togo Virtual Machines with different architectures to provide best performance based on the job that needs to be carried out. The second environment has more of a traditional trait, to obtain, via ETL (Extract-Transform-Load) process, a global datamodel, resembling a classical relational structure. It will provide major BI operations (e.g., analytics, performance measure, reports, etc.) that can be leveraged both for application analysis or for internal usage. Since, both architectures will maintain large amounts of data regarding not only pharmaceutical informations but also internal company informations, it would be possible to digest the data by reporting/ analytics tools and also apply data-mining, machine learning technologies to exploit intrinsic informations. The thesis work will introduce, proposals, implementations, descriptions of used technologies/platforms and future works of the above discussed environments.

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Computational models are arising is which programs are constructed by specifying large networks of very simple computational devices. Although such models can potentially make use of a massive amount of concurrency, their usefulness as a programming model for the design of complex systems will ultimately be decided by the ease in which such networks can be programmed (constructed). This thesis outlines a language for specifying computational networks. The language (AFL-1) consists of a set of primitives, ad a mechanism to group these elements into higher level structures. An implementation of this language runs on the Thinking Machines Corporation, Connection machine. Two significant examples were programmed in the language, an expert system (CIS), and a planning system (AFPLAN). These systems are explained and analyzed in terms of how they compare with similar systems written in conventional languages.

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The excitation energy transfer between chlorophylls in major and minor antenna complexes of photosystem II (PSII) was investigated using quantum Fourier transforms. These transforms have an important role in the efficiency of quantum algorithms of quantum computers. The equation 2n=N was used to make the connection between excitation energy transfers using quantum Fourier transform, where n is the number of qubits required for simulation of transfers and N is the number of chlorophylls in the antenna complexes.

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Genetic Programming (GP) is a widely used methodology for solving various computational problems. GP's problem solving ability is usually hindered by its long execution times. In this thesis, GP is applied toward real-time computer vision. In particular, object classification and tracking using a parallel GP system is discussed. First, a study of suitable GP languages for object classification is presented. Two main GP approaches for visual pattern classification, namely the block-classifiers and the pixel-classifiers, were studied. Results showed that the pixel-classifiers generally performed better. Using these results, a suitable language was selected for the real-time implementation. Synthetic video data was used in the experiments. The goal of the experiments was to evolve a unique classifier for each texture pattern that existed in the video. The experiments revealed that the system was capable of correctly tracking the textures in the video. The performance of the system was on-par with real-time requirements.

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"July 15, 1971."

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"Report to Conference on Data Systems Languages, including initial specifications for a Common Business Oriented Language (COBOL) for programming electronic digital computers."