889 resultados para Man-Machine Perceptual Performance.
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La millora de la productivitat i la qualitat són indubtablement dues de les principals exigències del sector productiu modern i factors clau per la competitivitat i la supervivència. Dins aquest sector,la fabricació per arrancada de material juga encara avui en dia un paper protagonista tot i l'aparició de noves tècniques de conformat per addició.Indústries com l'aeronàutica, l'automobilística,la del motlle o l'energètica, depenen en bona part de les prestacions de les màquines-eina. Aquesta Tesi aborda dos aspectes rellevants quan es tracta de millorar de la productivitat i la qualitat del sector productiu: el problema del fimbrament, més conegut per la denominació anglosaxona chatter,i la monitorització de la rugositat superficial en el mecanitzat a alta velocitat.
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For fifty years, computer chess has pursued an original goal of Artificial Intelligence, to produce a chess-engine to compete at the highest level. The goal has arguably been achieved, but that success has made it harder to answer questions about the relative playing strengths of man and machine. The proposal here is to approach such questions in a counter-intuitive way, handicapping or stopping-down chess engines so that they play less well. The intrinsic lack of man-machine games may be side-stepped by analysing existing games to place computer engines as accurately as possible on the FIDE ELO scale of human play. Move-sequences may also be assessed for likelihood if computer-assisted cheating is suspected.
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The problems encountered by individuals with disabilities when accessing large public buildings is described and a solution based on the generation of virtual models of the built environment is proposed. These models are superimposed on a control network infrastructure, currently utilised in intelligent building applications such as lighting, heating and access control. The use of control network architectures facilitates the creation of distributed models that closely mirror both the physical and control properties of the environment. The model of the environment is kept local to the installation which allows the virtual representation of a large building to be decomposed into an interconnecting series of smaller models. This paper describes two methods of interacting with the virtual model, firstly a two dimensional aural representation that can be used as the basis of a portable navigational device. Secondly an augmented reality called DAMOCLES that overlays additional information on a user’s normal field of view. The provision of virtual environments offers new possibilities in the man-machine interface so that intuitive access to network based services and control functions can be given to a user.
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Using simultaneous electroencephalography as a measure of ongoing activity and functional magnetic resonance imaging (fMRI) as a measure of the stimulus-driven neural response, we examined whether the amplitude and phase of occipital alpha oscillations at the onset of a brief visual stimulus affects the amplitude of the visually evoked fMRI response. When accounting for intrinsic coupling of alpha amplitude and occipital fMRI signal by modeling and subtracting pseudo-trials, no significant effect of prestimulus alpha amplitude on the evoked fMRI response could be demonstrated. Regarding the effect of alpha phase, we found that stimuli arriving at the peak of the alpha cycle yielded a lower blood oxygenation level-dependent (BOLD) fMRI response in early visual cortex (V1/V2) than stimuli presented at the trough of the cycle. Our results therefore show that phase of occipital alpha oscillations impacts the overall strength of a visually evoked response, as indexed by the BOLD signal. This observation complements existing evidence that alpha oscillations reflect periodic variations in cortical excitability and suggests that the phase of oscillations in postsynaptic potentials can serve as a mechanism of gain control for incoming neural activity. Finally, our findings provide a putative neural basis for observations of alpha phase dependence of visual perceptual performance.
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The traditional processes for treatment of hazardous waste are questionable for it generates other wastes that adversely affect people s health. As an attempt to minimize these problems, it was developed a system for treatment of hazardous waste by thermal plasma, a more appropriate technology since it produces high temperatures, preventing the formation of toxic pollutants to human beings. The present work brings out a solution of automation for this plant. The system has local and remote monitoring resources to ensure the operators security as well as the process itself. A special attention was given to the control of the main reactor temperature of the plant as it is the place where the main processing occurs and because it presents a complex mathematical model. To this, it was employed cascaded controls based on Fuzzy logic. A process computer, with a particular man-machine interface (MMI), provides information and controls of the plant to the operator, including by Internet. A compact PLC module is in charge of the central element of management automation and plant control which receives information from sensors, and sends it to the MMI
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Interactive theorem provers are tools designed for the certification of formal proofs developed by means of man-machine collaboration. Formal proofs obtained in this way cover a large variety of logical theories, ranging from the branches of mainstream mathematics, to the field of software verification. The border between these two worlds is marked by results in theoretical computer science and proofs related to the metatheory of programming languages. This last field, which is an obvious application of interactive theorem proving, poses nonetheless a serious challenge to the users of such tools, due both to the particularly structured way in which these proofs are constructed, and to difficulties related to the management of notions typical of programming languages like variable binding. This thesis is composed of two parts, discussing our experience in the development of the Matita interactive theorem prover and its use in the mechanization of the metatheory of programming languages. More specifically, part I covers: - the results of our effort in providing a better framework for the development of tactics for Matita, in order to make their implementation and debugging easier, also resulting in a much clearer code; - a discussion of the implementation of two tactics, providing infrastructure for the unification of constructor forms and the inversion of inductive predicates; we point out interactions between induction and inversion and provide an advancement over the state of the art. In the second part of the thesis, we focus on aspects related to the formalization of programming languages. We describe two works of ours: - a discussion of basic issues we encountered in our formalizations of part 1A of the Poplmark challenge, where we apply the extended inversion principles we implemented for Matita; - a formalization of an algebraic logical framework, posing more complex challenges, including multiple binding and a form of hereditary substitution; this work adopts, for the encoding of binding, an extension of Masahiko Sato's canonical locally named representation we designed during our visit to the Laboratory for Foundations of Computer Science at the University of Edinburgh, under the supervision of Randy Pollack.
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Esta tesis se suma a los intentos teóricos de clarificar la impronta del dominio digital en lo arquitectónico. Propone una cartografía crítica para reconstruir el proceso de tal convergencia considerando aquellos acontecimientos reveladores que lo han pautado. La integración de la extensión digital propia las tecnologías de la información y la comunicación en el contexto tradicional arquitectónico ha supuesto el advenimiento de un ecosistema artificial complejo. A esta realidad o proceso concurrente se la denomina el Entorno Aumentado. La línea principal de investigación explora el desarrollo de la interacción hombre-máquina, en sendas trayectorias sincrónicas convergentes. El análisis se aborda por tanto desde la consideración de esa naturaleza dual, atendiendo simultáneamente a la humanización del dominio digital o cómo la computación se adapta a la condición natural de ser humano, y a la digitalización del ser humano o cómo éste asume el imperativo digital. El análisis resulta vertebrado desde la condición panóptica del punto de observación del acontecimiento: la cuarta pared, entendida como pantalla y punto de inflexión que estructura la convergencia de los entornos físico y digital. La reflexión acometida sobre la construcción del Entorno Aumentado procura la verificación de la tesis, que es central en esta investigación: la multiplicación dimensional del lugar físico mediante su extensión con un campo informacional procedente del dominio digital, y sus efectos en la construcción de la nueva ecología digital propia del Entorno Aumentado. Esta circunstancia se produce tras la eclosión de la Revolución Digital en la segunda mitad del siglo XX, el consecuente incremento de la interacción entre los entornos digital y físico, y el alcance de un nivel superior de comunicación en los procesos arquitectónicos. Los síntomas del Entorno Aumentado se hacen notar en nuestra contemporaneidad; en ese sentido, la tesis alcanza un diagnóstico del cambio. La fractura y obsolescencia del límite espacio-temporal establecido por las dicotomías históricas privado-público, casa-ciudad, trabajo-ocio,…etc., o la vigencia del proyecto procedimental son algunas de sus consecuencias en el modo de abordar la disciplina arquitectónica. Abstract This dissertation aims to complete the theoretical attempts to clarify the digital domain imprint on the architectural realm. It constructs a critical cartography to reconstruct the process of such convergence, considering those principal events who have scheduled it. The integration of TIC’s digital extension through the traditional architectural context has meant the advent of an artificial complex ecosystem. This reality or concurrent process is called The Augmented Environment. The key research attempt explores man-machine interaction process in both synchronous converging trajectories. The analysis therefore addresses from the consideration of this dual nature, focusing simultaneously in humanizing digital domain process or how the computer fits the natural condition of human beings, and in digitalizing human beings or how it affords the digital imperative. The analysis is structured from the panoptic condition of the event scope: the fourth wall as screen that structures the convergence of physical and digital environments. The examination of The Augmented Environment’s assembly pretends the verification of the central point of this research: the dimensional multiplication of physical space by extending informational fields from the digital domain, and its effects on the construction of the Augmented Environment new digital ecology. This circumstance occurs after the arrival of the Digital Revolution in the second half of the twentieth century, with the consequent increase in the interaction between digital and physical environments, and the reach of a higher level of communication in architectural processes. The Augmented Environment signs are alive nowadays; in that sense, the thesis reaches a diagnostic of the changes. The fracture and obsolescence of the time-space limit established by historic dichotomies as private-public, home-city, working-leisure...etc., or the validity of the procedural design are some of its consequences on the architectural discipline.
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O pesquisador científico necessita de informações precisas, em tempo hábil para conclusão de seus trabalhos. Com o advento da INTERNET, o processo de comunicação em linha, homem x máquina, mediado pelos mecanismos de busca, tornou-se, simultaneamente, um auxílio e uma dificuldade no processo de recuperação de informações. O pesquisador teve que adaptar-se ao modo de operar da INTERNET e incluiu conhecimentos de diferenças idiomáticas, de terminologia, além de utilizar instrumentos que lhe forneçam parâmetros para obter maior pertinência e relevância nos dados. O uso de agentes inteligentes para melhoria de resultados e a diminuição de ruídos semânticos têm sido apontados como soluções para aumento da precisão no resultado das buscas. O estudo de casos exploratório realizado analisa a pesquisa em linha a partir da teoria da informação e propõe duas formas de otimizar o processo comunicacional com vistas à pertinência e relevância dos dados obtidos: a primeira sugere a aplicação de algoritmos que utilizem o vocabulário controlado como mediador do processo de comunicação utilizando-se dos descritores para recuperação em linha. , e a segunda ressalta a importância dos agentes inteligentes no processo de comunicação homem-máquina.(AU)
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O pesquisador científico necessita de informações precisas, em tempo hábil para conclusão de seus trabalhos. Com o advento da INTERNET, o processo de comunicação em linha, homem x máquina, mediado pelos mecanismos de busca, tornou-se, simultaneamente, um auxílio e uma dificuldade no processo de recuperação de informações. O pesquisador teve que adaptar-se ao modo de operar da INTERNET e incluiu conhecimentos de diferenças idiomáticas, de terminologia, além de utilizar instrumentos que lhe forneçam parâmetros para obter maior pertinência e relevância nos dados. O uso de agentes inteligentes para melhoria de resultados e a diminuição de ruídos semânticos têm sido apontados como soluções para aumento da precisão no resultado das buscas. O estudo de casos exploratório realizado analisa a pesquisa em linha a partir da teoria da informação e propõe duas formas de otimizar o processo comunicacional com vistas à pertinência e relevância dos dados obtidos: a primeira sugere a aplicação de algoritmos que utilizem o vocabulário controlado como mediador do processo de comunicação utilizando-se dos descritores para recuperação em linha. , e a segunda ressalta a importância dos agentes inteligentes no processo de comunicação homem-máquina.(AU)
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National Highway Traffic Safety Administration, Washington, D.C.
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Federal Highway Administration, Washington, D.C.
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National Highway Traffic Safety Administration, Washington, D.C.