909 resultados para client acceptance
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Projeto de Intervenção apresentado à Escola Superior de Educação de Lisboa para obtenção de grau de mestre em Educação Especial
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Trabalho Final de Mestrado para obtenção do grau de Mestre em Engenharia Mecânica
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Mestrado em Radiações Aplicadas às Tecnologias da Saúde - Ramo de especialização: Imagem por Ressonância Magnética
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Nowadays, due to the incredible grow of the mobile devices market, when we want to implement a client-server applications we must consider mobile devices limitations. In this paper we discuss which can be the more reliable and fast way to exchange information between a server and an Android mobile application. This is an important issue because with a responsive application the user experience is more enjoyable. In this paper we present a study that test and evaluate two data transfer protocols, socket and HTTP, and three data serialization formats (XML, JSON and Protocol Buffers) using different environments and mobile devices to realize which is the most practical and fast to use.
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The current work can be seen as a starting point for the discussion of the problematic on risk acceptance criteria in occupational environments. Some obstacles to the quantitative acceptance criteria formulation and use were analyzed. A look to the long tradition of major hazards accidents was also performed. This work shows that organizations can have several difficulties in acceptance criteria formulation and that the use of pre-defined acceptance criteria in risk assessment methodologies can be inadequate in some cases. It is urgent to define guidelines that can help organizations in the formulation of risk acceptance criteria for occupational environments.
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Users of wireless devices increasingly demand access to multimedia content with speci c quality of service requirements. Users might tolerate di erent levels of service, or could be satis ed with di erent quality combinations choices. However, multimedia processing introduces heavy resource requirements on the client side. Our work tries to address the growing demand on resources and performance requirements, by allowing wireless nodes to cooperate with each other to meet resource allocation requests and handle stringent constraints, opportunistically taking advantage of the local ad-hoc network that is created spontaneously, as nodes move in range of each other, forming a temporary coalition for service execution. Coalition formation is necessary when a single node cannot execute a speci c service, but it may also be bene cial when groups perform more e ciently when compared to a single s node performance.
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Virtual Reality (VR) has grown to become state-of-theart technology in many business- and consumer oriented E-Commerce applications. One of the major design challenges of VR environments is the placement of the rendering process. The rendering process converts the abstract description of a scene as contained in an object database to an image. This process is usually done at the client side like in VRML [1] a technology that requires the client’s computational power for smooth rendering. The vision of VR is also strongly connected to the issue of Quality of Service (QoS) as the perceived realism is subject to an interactive frame rate ranging from 10 to 30 frames-per-second (fps), real-time feedback mechanisms and realistic image quality. These requirements overwhelm traditional home computers or even high sophisticated graphical workstations over their limits. Our work therefore introduces an approach for a distributed rendering architecture that gracefully balances the workload between the client and a clusterbased server. We believe that a distributed rendering approach as described in this paper has three major benefits: It reduces the clients workload, it decreases the network traffic and it allows to re-use already rendered scenes.
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When exploring a virtual environment, realism depends mainly on two factors: realistic images and real-time feedback (motions, behaviour etc.). In this context, photo realism and physical validity of computer generated images required by emerging applications, such as advanced e-commerce, still impose major challenges in the area of rendering research whereas the complexity of lighting phenomena further requires powerful and predictable computing if time constraints must be attained. In this technical report we address the state-of-the-art on rendering, trying to put the focus on approaches, techniques and technologies that might enable real-time interactive web-based clientserver rendering systems. The focus is on the end-systems and not the networking technologies used to interconnect client(s) and server(s).
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Virtual and augmented reality (VR/AR) are increasingly being used in various business scenarios and are important driving forces in technology development. However the usage of these technologies in the home environment is restricted due to several factors including lack of low-cost (from the client point of view) highperformance solutions. In this paper we present a general client/server rendering architecture based on Real-Time concepts, including support for a wide range of client platforms and applications. The idea of focusing on the real-time behaviour of all components involved in distributed IP-based VR scenarios is new and has not been addressed before, except for simple sub-solutions. This is considered as “the most significant problem with the IP environment” [1]. Thus, the most important contribution of this research will be the holistic approach, in which networking, end-systems and rendering aspects are integrated into a cost-effective infrastructure for building distributed real-time VR applications on IP-based networks.
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Ethernet is the most popular LAN technology. Its low price and robustness, resulting from its wide acceptance and deployment, has created an eagerness to expand its responsibilities to the factory-floor, where real-time requirements are to be fulfilled. However, it is difficult to build a real-time control network using Ethernet, because its MAC protocol, the 1-persistent CSMA/CD protocol with the BEB collision resolution algorithm, has unpredictable delay characteristics. Many anticipate that the recent technological advances in Ethernet such as the emerging Fast/Gigabit Ethernet, micro-segmentation and full-duplex operation using switches will also enable it to support time-critical applications. This technical report provides a comprehensive look at the unpredictability inherent to Ethernet and at recent technological advances towards real-time operation.
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A Cooperativa Agrícola de Vila do Conde desenvolve um negócio de fabrico e comercialização de misturas complementares para alimentação bovina, sobretudo para vacas leiteiras. Há alguns anos a esta parte, esta Cooperativa sabe que terá que deslocalizar a unidade fabril existente devido a imposições da Direção Geral de Alimentação e Veterinária, relacionadas com questões de natureza ambiental. A necessidade de ser realizado um novo investimento, para garantir a sustentabilidade do negócio mais rentável gerido por esta Cooperativa, levou a pensar-se na possibilidade de construção de uma nova unidade fabril, de dimensão superior, capaz de servir outras cooperativas, visando o desejado entendimento das cooperativas em torno de um objetivo comum, logrando a obtenção de economias de escala, de extrema importância para a sobrevivência do setor leiteiro na região do Entre Douro e Minho. Para o efeito será constituída uma nova sociedade por quotas, designada por AGRIVIL XXI, Lda., de capital exclusivamente cooperativo, possibilitando que, em cada momento, se possa aferir a situação económica e financeira do negócio de forma mais rigorosa e autónoma. Esta realidade foi conducente à elaboração do presente Plano de Negócios que se espera profícuo para definição dos objetivos e metas a atingir num futuro próximo pela Cooperativa Agrícola de Vila do Conde. As análises de viabilidade e do risco do projeto demonstraram estarem criadas as condições de aceitação do mesmo, sendo expectável um VAL de 1.371.764 euros, uma TIR de 12,04% e um pay-back period próximo dos 11 anos. No entanto é notório a existência de um risco inerente ao investimento na medida em que o montante dos fluxos gerados tende a aproximar-se dos fluxos investidos, não gerando um excedente de riqueza significativo.
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Dissertação para a obtenção do grau de Mestre em Engenharia Electrotécnica Ramo de Energia/Automação e Eletrónica Industrial
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The goal of the this paper is to show that the DGPS data Internet service we designed and developed provides campus-wide real time access to Differential GPS (DGPS) data and, thus, supports precise outdoor navigation. First we describe the developed distributed system in terms of architecture (a three tier client/server application), services provided (real time DGPS data transportation from remote DGPS sources and campus wide data dissemination) and transmission modes implemented (raw and frame mode over TCP and UDP). Then we present and discuss the results obtained and, finally, we draw some conclusions.
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Trabalho de Relatório de Estágio para obtenção do grau de Mestre em Engenharia Civil na Área de Especialização de Edificações
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Mestrado em Fiscalidade