962 resultados para Computer game -- Programming


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This paper is on the maximization of total profit in a day-ahead market for a price-taker producer needing a short-term scheduling for wind power plants coordination with concentrated solar power plants, having thermal energy storage systems. The optimization approach proposed for the maximization of profit is a mixed-integer linear programming problem. The approach considers not only transmission grid constraints, but also technical operating constraints on both wind and concentrated solar power plants. Then, an improved short-term scheduling coordination is provided due to the more accurate modelling presented in this paper. Computer simulation results based on data for the Iberian wind and concentrated solar power plants illustrate the coordination benefits and show the effectiveness of the approach.

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Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa para a obtenção do grau de Mestre em Engenharia Informática.

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Computational Intelligence (CI) includes four main areas: Evolutionary Computation (genetic algorithms and genetic programming), Swarm Intelligence, Fuzzy Systems and Neural Networks. This article shows how CI techniques overpass the strict limits of Artificial Intelligence field and can help solving real problems from distinct engineering areas: Mechanical, Computer Science and Electrical Engineering.

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Within the pedagogical community, Serious Games have arisen as a viable alternative to traditional course-based learning materials. Until now, they have been based strictly on software solutions. Meanwhile, research into Remote Laboratories has shown that they are a viable, low-cost solution for experimentation in an engineering context, providing uninterrupted access, low-maintenance requirements, and a heightened sense of reality when compared to simulations. This paper will propose a solution where both approaches are combined to deliver a Remote Laboratory-based Serious Game for use in engineering and school education. The platform for this system is the WebLab-Deusto Framework, already well-tested within the remote laboratory context, and based on open standards. The laboratory allows users to control a mobile robot in a labyrinth environment and take part in an interactive game where they must locate and correctly answer several questions, the subject of which can be adapted to educators' needs. It also integrates the Google Blockly graphical programming language, allowing students to learn basic programming and logic principles without needing to understand complex syntax.

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Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa para a obtenção do Grau de Mestre em Engenharia Informática

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Published also at Lecture Notes in Engineering and Computer Science

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Trabalho apresentado no âmbito do Mestrado em Engenharia Informática, como requisito parcial para obtenção do grau de Mestre em Engenharia Informática

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Nos últimos anos começaram a ser vulgares os computadores dotados de multiprocessadores e multi-cores. De modo a aproveitar eficientemente as novas características desse hardware começaram a surgir ferramentas para facilitar o desenvolvimento de software paralelo, através de linguagens e frameworks, adaptadas a diferentes linguagens. Com a grande difusão de redes de alta velocidade, tal como Gigabit Ethernet e a última geração de redes Wi-Fi, abre-se a oportunidade de, além de paralelizar o processamento entre processadores e cores, poder em simultâneo paralelizá-lo entre máquinas diferentes. Ao modelo que permite paralelizar processamento localmente e em simultâneo distribuí-lo para máquinas que também têm capacidade de o paralelizar, chamou-se “modelo paralelo distribuído”. Nesta dissertação foram analisadas técnicas e ferramentas utilizadas para fazer programação paralela e o trabalho que está feito dentro da área de programação paralela e distribuída. Tendo estes dois factores em consideração foi proposta uma framework que tenta aplicar a simplicidade da programação paralela ao conceito paralelo distribuído. A proposta baseia-se na disponibilização de uma framework em Java com uma interface de programação simples, de fácil aprendizagem e legibilidade que, de forma transparente, é capaz de paralelizar e distribuir o processamento. Apesar de simples, existiu um esforço para a tornar configurável de forma a adaptar-se ao máximo de situações possível. Nesta dissertação serão exploradas especialmente as questões relativas à execução e distribuição de trabalho, e a forma como o código é enviado de forma automática pela rede, para outros nós cooperantes, evitando assim a instalação manual das aplicações em todos os nós da rede. Para confirmar a validade deste conceito e das ideias defendidas nesta dissertação foi implementada esta framework à qual se chamou DPF4j (Distributed Parallel Framework for JAVA) e foram feitos testes e retiradas métricas para verificar a existência de ganhos de performance em relação às soluções já existentes.

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A stochastic programming approach is proposed in this paper for the development of offering strategies for a wind power producer. The optimization model is characterized by making the analysis of several scenarios and treating simultaneously two kinds of uncertainty: wind power and electricity market prices. The approach developed allows evaluating alternative production and offers strategies to submit to the electricity market with the ultimate goal of maximizing profits. An innovative comparative study is provided, where the imbalances are treated differently. Also, an application to two new realistic case studies is presented. Finally, conclusions are duly drawn.

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O presente trabalho foi realizado com o intuito de resolver o problema de alocação de vigilantes a exames do Instituto Superior de Engenharia do Porto, no departamento de Engenharia Mecânica. O modelo apresentado faz a atribuição das vigilâncias de uma forma hierárquica, utilizando vários critérios, desde a regência da unidade curricular até à simples vigilância. Devido ao facto de estar implementado informaticamente, apresenta reduzidos tempos na formulação e obtenção de uma solução, o que o torna uma boa ferramenta para a criação de cenários alternativos. Em suma, o modelo proposto neste trabalho apresenta soluções de melhor qualidade, em que a distribuição de afetações é proporcional entre os docentes, e o seu tempo de obtenção é muito reduzido em comparação com a alternativa atual.

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The present generation of eLearning platforms values the interchange of learning objects standards. Nevertheless, for specialized domains these standards are insufficient to fully describe all the assets, especially when they are used as input for other eLearning services. To address this issue we extended an existing learning objects standard to the particular requirements of a specialized domain, namely the automatic evaluation of programming problems. The focus of this paper is the definition of programming problems as learning objects. We introduce a new schema to represent metadata related to automatic evaluation that cannot be conveniently represented using existing standards, such as: the type of automatic evaluation; the requirements of the evaluation engine; or the roles of different assets - tests cases, program solutions, etc. This new schema is being used in an interoperable repository of learning objects, called crimsonHex.

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Standards for learning objects focus primarily on content presentation. They were already extended to support automatic evaluation but it is limited to exercises with a predefined set of answers. The existing standards lack the metadata required by specialized evaluators to handle types of exercises with an indefinite set of solutions. To address this issue we extended existing learning object standards to the particular requirements of a specialized domain. We present a definition of programming problems as learning objects that is compatible both with Learning Management Systems and with systems performing automatic evaluation of programs. The proposed definition includes metadata that cannot be conveniently represented using existing standards, such as: the type of automatic evaluation; the requirements of the valuation engine; and the roles of different assets - tests cases, program solutions, etc. We present also the EduJudge project and its main services as a case study on the use of the proposed definition of programming problems as learning objects.

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This work is a contribution to the e-Framework, arguably the most prominent e-learning framework today, and consists of the definition of a service for the automatic evaluation of programming exercises. This evaluation domain differs from trivial evaluations modelled by languages such as the IMS Question & Test Interoperability (QTI) specification. Complex evaluation domains justify the development of specialized evaluators that participate in several business processes. These business processes can combine other type of systems such as Programming Contest Management Systems, Learning Management Systems, Integrated Development Environments and Learning Object Repositories where programming exercises are stored as Learning Objects. This contribution describes the implementation approaches used, more precisely, behaviours & requests, use & interactions, applicable standards, interface definition and usage scenarios.