858 resultados para Electrical engineering|Computer science
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Published also at Lecture Notes in Engineering and Computer Science
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This paper reports on the creation of an interface for 3D virtual environments, computer-aided design applications or computer games. Standard computer interfaces are bound to 2D surfaces, e.g., computer mouses, keyboards, touch pads or touch screens. The Smart Object is intended to provide the user with a 3D interface by using sensors that register movement (inertial measurement unit), touch (touch screen) and voice (microphone). The design and development process as well as the tests and results are presented in this paper. The Smart Object was developed by a team of four third-year engineering students from diverse scientific backgrounds and nationalities during one semester.
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A elaboração deste trabalho surge no âmbito da unidade curricular de Tese/Dissertação, pertencente ao Mestrado em Engenharia Eletrotécnica e Computadores, ramo de Automação e Sistemas, do Instituto Superior de Engenharia do Porto (ISEP). Este trabalho enquadra-se no âmbito da robótica de inspiração biológica no meio aquático. Pretendeu-se com este trabalho desenvolver e implementar um robô nadador de inspiração biológica. Inicialmente foi realizado um estudo acerca da locomoção dos peixes, para perceber a sua forma de se movimentar. Foi ainda efetuado um estudo acerca dos robôs nadadores existentes, de forma a verificar a sua constituição e formas de locomoção. Numa fase inicial foi desenvolvido um protótipo e, de seguida, procedeu-se à implementação do robô de uma forma sequencial. Implementou-se a estrutura do robô, com o objetivo de se assemelhar o mais possível com um peixe biológico. Foram utilizados servomotores para a locomoção do robô. Para que o robô possua a capacidade de se movimentar numa determinada direção recorreu-se à utilização de uma bússola digital. Posteriormente introduziu-se um emissor/recetor de radiofrequência (RF) para ligar/desligar o robô. Numa fase final procederam-se aos testes da locomoção do robô. Nos ensaios realizados verificou-se que o robô conseguiu nadar com estabilidade e com sentido de direção.
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Thesis to obtain the Master of Science Degree in Computer Science and Engineering
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Dynamic and distributed environments are hard to model since they suffer from unexpected changes, incomplete knowledge, and conflicting perspectives and, thus, call for appropriate knowledge representation and reasoning (KRR) systems. Such KRR systems must handle sets of dynamic beliefs, be sensitive to communicated and perceived changes in the environment and, consequently, may have to drop current beliefs in face of new findings or disregard any new data that conflicts with stronger convictions held by the system. Not only do they need to represent and reason with beliefs, but also they must perform belief revision to maintain the overall consistency of the knowledge base. One way of developing such systems is to use reason maintenance systems (RMS). In this paper we provide an overview of the most representative types of RMS, which are also known as truth maintenance systems (TMS), which are computational instances of the foundations-based theory of belief revision. An RMS module works together with a problem solver. The latter feeds the RMS with assumptions (core beliefs) and conclusions (derived beliefs), which are accompanied by their respective foundations. The role of the RMS module is to store the beliefs, associate with each belief (core or derived belief) the corresponding set of supporting foundations and maintain the consistency of the overall reasoning by keeping, for each represented belief, the current supporting justifications. Two major approaches are used to reason maintenance: single-and multiple-context reasoning systems. Although in the single-context systems, each belief is associated to the beliefs that directly generated it—the justification-based TMS (JTMS) or the logic-based TMS (LTMS), in the multiple context counterparts, each belief is associated with the minimal set of assumptions from which it can be inferred—the assumption-based TMS (ATMS) or the multiple belief reasoner (MBR).
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Multi-agent architectures are well suited for complex inherently distributed problem solving domains. From the many challenging aspects that arise within this framework, a crucial one emerges: how to incorporate dynamic and conflicting agent beliefs? While the belief revision activity in a single agent scenario is concentrated on incorporating new information while preserving consistency, in a multi-agent system it also has to deal with possible conflicts between the agents perspectives. To provide an adequate framework, each agent, built as a combination of an assumption based belief revision system and a cooperation layer, was enriched with additional features: a distributed search control mechanism allowing dynamic context management, and a set of different distributed consistency methodologies. As a result, a Distributed Belief Revision Testbed (DiBeRT) was developed. This paper is a preliminary report presenting some of DiBeRT contributions: a concise representation of external beliefs; a simple and innovative methodology to achieve distributed context management; and a reduced inter-agent data exchange format.
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MSc. Dissertation presented at Faculdade de Ciências e Tecnologia of Universidade Nova de Lisboa to obtain the Master degree in Electrical and Computer Engineering
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he expansion of Digital Television and the convergence between conventional broadcasting and television over IP contributed to the gradual increase of the number of available channels and on demand video content. Moreover, the dissemination of the use of mobile devices like laptops, smartphones and tablets on everyday activities resulted in a shift of the traditional television viewing paradigm from the couch to everywhere, anytime from any device. Although this new scenario enables a great improvement in viewing experiences, it also brings new challenges given the overload of information that the viewer faces. Recommendation systems stand out as a possible solution to help a watcher on the selection of the content that best fits his/her preferences. This paper describes a web based system that helps the user navigating on broadcasted and online television content by implementing recommendations based on collaborative and content based filtering. The algorithms developed estimate the similarity between items and users and predict the rating that a user would assign to a particular item (television program, movie, etc.). To enable interoperability between different systems, programs characteristics (title, genre, actors, etc.) are stored according to the TV-Anytime standard. The set of recommendations produced are presented through a Web Application that allows the user to interact with the system based on the obtained recommendations.
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This paper presents a step count algorithm designed to work in real-time using low computational power. This proposal is our first step for the development of an indoor navigation system, based on Pedestrian Dead Reckoning (PDR). We present two approaches to solve this problem and compare them based in their error on step counting, as well as, the capability of their use in a real time system.
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Thesis submitted to Faculdade de Ciências e Tecnologia of Universidade Nova de Lisboa in partial fulfilment of the requirements for the degree of Master in Computer Science
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Thesis presented in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the subject of Electrical and Computer Engineering by the Universidade Nova de Lisboa,Faculdade de Ciências e Tecnologia
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A elaboração deste trabalho surge no âmbito da unidade curricular de Tese/Dissertação, integrada no Mestrado em Engenharia Eletrotécnica e de Computadores do Instituto Superior de Engenharia do Porto. O trabalho enquadra-se no âmbito da robótica de inspiração biológica, mais concretamente no desenvolvimento de um robô que apresente caraterísticas de locomoção similares ao inseto Alfaiate, modificando para este efeito um robô hexápode já existente. Inicialmente efetuou-se um estudo sobre a biologia do Alfaiate e dos vários tipos de padrões de locomoção adotados pelos animais. De seguida foi realizado um estudo sobre alguns robôs já existentes inspirados neste inseto. Após a realização desta fase de estudo, foram implementadas modificações ao robô hexápode, de forma a este conseguir apoiar-se e movimentar-se sobre a superfície da água. Para tal foram utilizados apoios em esferovite para as pernas, servomotores para a atuação e um sensor de IRPD para orientar o robô na sua trajetória. Em termos de controlo da estabilidade do corpo utilizou-se um giroscópio para permitir ao robô manter o seu corpo horizontal durante a locomoção em águas agitadas. Este trabalho termina com a realização de testes a diferentes padrões de locomoção, de forma a validar o que apresenta a melhor resposta em termos de velocidade.
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Dissertation presented at the Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa to obtain the Master degree in Electrical and Computer Engineering.
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Dissertation presented at Faculdade de Ciências e Tecnologia of Universidade Nova de Lisboa to obtain the Master degree in Electrical and Computer Engineering
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Dissertation to obtain the degree of Doctor in Electrical and Computer Engineering, specialization of Collaborative Networks