919 resultados para GRAPHICAL LASSO


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Due to advances in the manufacturing process of orthopedic prostheses, the need for better quality shape reading techniques (i.e. with less uncertainty) of the residual limb of amputees became a challenge. To overcome these problems means to be able in obtaining accurate geometry information of the limb and, consequently, better manufacturing processes of both transfemural and transtibial prosthetic sockets. The key point for this task is to customize these readings trying to be as faithful as possible to the real profile of each patient. Within this context, firstly two prototype versions (α and β) of a 3D mechanical scanner for reading residual limbs shape based on reverse engineering techniques were designed. Prototype β is an improved version of prototype α, despite remaining working in analogical mode. Both prototypes are capable of producing a CAD representation of the limb via appropriated graphical sheets and were conceived to work purely by mechanical means. The first results were encouraging as they were able to achieve a great decrease concerning the degree of uncertainty of measurements when compared to traditional methods that are very inaccurate and outdated. For instance, it's not unusual to see these archaic methods in action by making use of ordinary home kind measure-tapes for exploring the limb's shape. Although prototype β improved the readings, it still required someone to input the plotted points (i.e. those marked in disk shape graphical sheets) to an academic CAD software called OrtoCAD. This task is performed by manual typing which is time consuming and carries very limited reliability. Furthermore, the number of coordinates obtained from the purely mechanical system is limited to sub-divisions of the graphical sheet (it records a point every 10 degrees with a resolution of one millimeter). These drawbacks were overcome by designing the second release of prototype β in which it was developed an electronic variation of the reading table components now capable of performing an automatic reading (i.e. no human intervention in digital mode). An interface software (i.e. drive) was built to facilitate data transfer. Much better results were obtained meaning less degree of uncertainty (it records a point every 2 degrees with a resolution of 1/10 mm). Additionally, it was proposed an algorithm to convert the CAD geometry, used by OrtoCAD, to an appropriate format and enabling the use of rapid prototyping equipment aiming future automation of the manufacturing process of prosthetic sockets.

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This master thesis is an overview of how the Egyptian writing became a ruin, and then was mythunderstood by the Western culture through speculations based on its figurative appeal or by its magical nature this invention results not only in new idea of writing, but also in many graphical experiments which take part in the creation of the Renaissance and Baroque visual identity

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The sleep is an active brain process that allows the efficient realization of daily tasks. The changes on sleep patterns may influence the different cognitive processes performance. Many recent studies show the possibility of cognitive performance improvement, through the cognitive training with the use of computer games. The question is if these interventions may be influenced by the sleep quality. Thus, we evaluated the sleep quality effect about the efficacy of an intervention with computers games based on the working memory and attention for a cognitive performance training of elementary school students. The sample was constituted by 42 students with average age of 10,43 years old (SD=1,23), with 22 male participants and 20 female participants. We used to evaluate the sleep with the parents a sleep questionnaire, a sleep diary and the Sleep Behavior Questionnaire. In regard to intervention, the subjectives were distributed in an experimental and in a control group, both with 21 participants. In the first group occurred the intervention that consisted in the working memory and attention training with two cognitive tasks (Safari e Brain Workshop) during 30 daily minutes, for a 6 weeks period. In an equal period, the students from the control group should reproduce an artwork using drawing software. To evaluate the cognitive performance we applied before and after the intervention period the Wechsler Intelligence Scale for Children (WISC-III). The results showed that in both the groups the performance of the intelligence, working memory, attention and visuospatial skills was below of the mean. The cognitive processes evaluated after of intervention in the experimental group had a performance significantly higher in the Perceptual Reasoning Index (t = -6,24; p < 0,01) and in the Full Scale IQ (t = -5,09; p < 0,01) and Performance IQ (t = -6,52; p < 0,01), suggesting a improvement on the visuospatial skills, attention, working memory and processing speed. On the control group, the performance was significantly higher in the Coding subtest (t = -5,38; p< 0,01) and in the Perceptual Reasoning Index (t = -3,66; p = 0,01), suggesting a improvement on the visuospatial skills and attention. The mean obtained with the Sleep Behavior Questionnaire was 53,76 (SD=14,96) for an experimental group and 61,19 (SD=12,82) for a control group, indicating tendency for a bad sleep quality in that last one. Not only during the first days, but also in the last fifteen days of the intervention we verified in the two groups an adequate time to sleep, duration and regularity, in the weekdays and on the weekends. We didn t find significant differences between the two groups in none of the sleep variables. We verified statistically meaningful improvement on the performance of the experimental group with the intervention in the two games. We didn t verify significant correlations between the games performance index and in the sleep variables of the experimental group individuals. We verified significant correlations among the performance on the Brain Workshop and the Cubes subtest, the Perceptual Reasoning Index and the Scale Performance IQ, suggesting that the significant improvement of the visuospatial skills and of the attention was correlated with the performance in the Brain Workshop. Although the absence of correlations with the performance in the Safari, possibly it also has relieved in the improvement of the cognitive performance. The findings support the hypothesis that the computer games might be a satisfactory tool for the improvement of the performance in visuospatial skills and attention. This can be resulted of the insertion of visuospatial stimulations in the task, for example, graphical elements with thematic for children that increase the interest. The IQ below mean the individuals might have influenced the improvement absence on the cognitive processes like the working memory with games. Moreover, it wasn t verified a relation between the sleep quality and the intervention efficacy. It might have been influenced by the n of the sample. Future studies must focalize in the improvement of the effect of the interventions with games

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It is increasingly common use of a single computer system using different devices - personal computers, telephones cellular and others - and software platforms - systems graphical user interfaces, Web and other systems. Depending on the technologies involved, different software architectures may be employed. For example, in Web systems, it utilizes architecture client-server - usually extended in three layers. In systems with graphical interfaces, it is common architecture with the style MVC. The use of architectures with different styles hinders the interoperability of systems with multiple platforms. Another aggravating is that often the user interface in each of the devices have structure, appearance and behaviour different on each device, which leads to a low usability. Finally, the user interfaces specific to each of the devices involved, with distinct features and technologies is a job that needs to be done individually and not allow scalability. This study sought to address some of these problems by presenting a reference architecture platform-independent and that allows the user interface can be built from an abstract specification described in the language in the specification of the user interface, the MML. This solution is designed to offer greater interoperability between different platforms, greater consistency between the user interfaces and greater flexibility and scalability for the incorporation of new devices

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Using formal methods, the developer can increase software s trustiness and correctness. Furthermore, the developer can concentrate in the functional requirements of the software. However, there are many resistance in adopting this software development approach. The main reason is the scarcity of adequate, easy to use, and useful tools. Developers typically write code and test it. These tests usually consist of executing the program and checking its output against its requirements. This, however, is not always an exhaustive discipline. On the other side, using formal methods one might be able to investigate the system s properties further. Unfortunately, specification languages do not always have tools like animators or simulators, and sometimes there are no friendly Graphical User Interfaces. On the other hand, specification languages usually have a compiler which normally generates a Labeled Transition System (LTS). This work proposes an application that provides graphical animation for formal specifications using the LTS as input. The application initially supports the languages B, CSP, and Z. However, using a LTS in a specified XML format, it is possible to animate further languages. Additionally, the tool provides traces visualization, the choices the user did, in a graphical tree. The intention is to improve the comprehension of a specification by providing information about errors and animating it, as the developers do for programming languages, such as Java and C++.

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The activity of requirements engineering is seen in agile methods as bureaucratic activity making the process less agile. However, the lack of documentation in agile development environment is identified as one of the main challenges of the methodology. Thus, it is observed that there is a contradiction between what agile methodology claims and the result, which occurs in the real environment. For example, in agile methods the user stories are widely used to describe requirements. However, this way of describing requirements is still not enough, because the user stories is an artifact too narrow to represent and detail the requirements. The activities of verifying issues like software context and dependencies between stories are also limited with the use of only this artifact. In the context of requirements engineering there are goal oriented approaches that bring benefits to the requirements documentation, including, completeness of requirements, analysis of alternatives and support to the rationalization of requirements. Among these approaches, it excels the i * modeling technique that provides a graphical view of the actors involved in the system and their dependencies. This work is in the context of proposing an additional resource that aims to reduce this lack of existing documentation in agile methods. Therefore, the objective of this work is to provide a graphical view of the software requirements and their relationships through i * models, thus enriching the requirements in agile methods. In order to do so, we propose a set of heuristics to perform the mapping of the requirements presented as user stories in i * models. These models can be used as a form of documentation in agile environment, because by mapping to i * models, the requirements will be viewed more broadly and with their proper relationships according to the business environment that they will meet

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Two-level factorial designs are widely used in industrial experimentation. However, many factors in such a design require a large number of runs to perform the experiment, and too many replications of the treatments may not be feasible, considering limitations of resources and of time, making it expensive. In these cases, unreplicated designs are used. But, with only one replicate, there is no internal estimate of experimental error to make judgments about the significance of the observed efects. One of the possible solutions for this problem is to use normal plots or half-normal plots of the efects. Many experimenters use the normal plot, while others prefer the half-normal plot and, often, for both cases, without justification. The controversy about the use of these two graphical techniques motivates this work, once there is no register of formal procedure or statistical test that indicates \which one is best". The choice between the two plots seems to be a subjective issue. The central objective of this master's thesis is, then, to perform an experimental comparative study of the normal plot and half-normal plot in the context of the analysis of the 2k unreplicated factorial experiments. This study involves the construction of simulated scenarios, in which the graphics performance to detect significant efects and to identify outliers is evaluated in order to verify the following questions: Can be a plot better than other? In which situations? What kind of information does a plot increase to the analysis of the experiment that might complement those provided by the other plot? What are the restrictions on the use of graphics? Herewith, this work intends to confront these two techniques; to examine them simultaneously in order to identify similarities, diferences or relationships that contribute to the construction of a theoretical reference to justify or to aid in the experimenter's decision about which of the two graphical techniques to use and the reason for this use. The simulation results show that the half-normal plot is better to assist in the judgement of the efects, while the normal plot is recommended to detect outliers in the data

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The increasing use of shallow seismic methods of high resolution, for investigations of geological problems, environmental or industrial, has impelled the development of techniques, flows and computational algorithms. The practice of applying techniques for processing this data, until recently it wasn t used and the interpretation of the data was made as they were acquired. In order to facilitate and contribute to the improvement of the practices adopted, was developed a free graphical application and open source, called OpenSeismic which is based on free software Seismic Un*x, widely used in the treatment of conventional seismic data used in the exploration of hydrocarbon reservoirs. The data used to validate the initiative were marine seismic data of high resolution, acquired by the laboratory of Geology and Marine Geophysics and Environmental Monitoring - GGEMMA, of the Federal University of Rio Grande do Norte UFRN, for the SISPLAT Project, located at the region of paleo-valley of the Rio Acu. These data were submitted to the processing flow developed by Gomes (2009), using the free software developed in this work, the OpenSeismic, as well other free software, the Seismic Un*x and the commercial software ProMAX, where despite its peculiarities has presented similar results

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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The analysis of large amounts of data is better performed by humans when represented in a graphical format. Therefore, a new research area called the Visual Data Mining is being developed endeavoring to use the number crunching power of computers to prepare data for visualization, allied to the ability of humans to interpret data presented graphically.This work presents the results of applying a visual data mining tool, called FastMapDB to detect the behavioral pattern exhibited by a dataset of clinical information about hemoglobinopathies known as thalassemia. FastMapDB is a visual data mining tool that get tabular data stored in a relational database such as dates, numbers and texts, and by considering them as points in a multidimensional space, maps them to a three-dimensional space. The intuitive three-dimensional representation of objects enables a data analyst to see the behavior of the characteristics from abnormal forms of hemoglobin, highlighting the differences when compared to data from a group without alteration.

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This paper describes an interactive environment built entirely upon public domain or free software, intended to be used as the preprocessor of a finite element package for the simulation of three-dimensional electromagnetic problems.

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O modelo matemático apresentado tem como objetivos: (1) simular as dinâmicas populacionais de um sistema hospedeiro parasitóide de três níveis tróficos composto pelas populações de mosca-do-mediterrâneo Ceratitis capitata (Wiedemann), vespa braconídea parasitóide Diachasmimorpha longicaudata (Ashmed) e frutos cítricos; (2) auxiliar no melhor entendimento dos principais fatores biológicos e ecológicos que regem as interações populacionais e (3) colaborar com programas mais eficientes de controle biológico para o sistema em questão. A metodologia empregada baseou-se na formulação de sistemas de equações de diferenças que descrevessem os processos de interação do sistema trófico. Posteriormente, foram elaboradas resoluções numéricas desses sistemas de equações e sua representação gráfica, utilizando-se o programa computacional Matlab, versão 6.1. Os dados biológicos e ecológicos necessários para a formulação das equações matemáticas foram fornecidos por especialistas em controle de C. capitata e retirados da literatura referente ao controle biológico das moscas-das-frutas em plantações de citros no Brasil, principalmente através da utilização de vespas parasitóides, como D. longicaudata. Os resultados obtidos nas simulações sugerem que o modelo proposto descreve adequadamente o sistema ecológico em questão e permite entender melhor suas principais características biológicas e ecológicas. em conseqüência pode auxiliar na escolha do modo e momento para liberação da vespa parasitóide para o controle mais efetivo de C. capitata.

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Analisamos alguns modelos de fluxo de fluido utilizando o software gráfico F(C): Funções Complexas. Descrevemos as equações que expressam o potencial complexo, bem como a velocidade complexa para cada modelo. Os modelos estudados são fluxo uniforme, com fonte, com sumidouro, composto, circular e com obstáculo. Apresentamos o conceito de Domínio de Cores e o mecanismo de leitura dos gráficos. Cada modelo é apresentado de forma exemplificada, incluindo representações geométricas das curvas de fluxo e equipotenciais, bem como os gráficos do potencial complexo e velocidade complexa.

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A dispersão da amostra de solo é uma etapa fundamental da análise granulométrica, sendo realizada mediante o uso de dispersantes químicos e agitação mecânica. O objetivo deste trabalho foi avaliar a eficiência de mesa agitadora reciprocante de baixa rotação na dispersão mecânica de amostras de solos de diferentes classes texturais. Foram realizadas análises granulométricas em 61 amostras com quatro repetições, empregando o método da pipeta para determinação da fração argila e tamisagem para determinação das frações areia grossa, areia fina e areia total, sendo o silte determinado por diferença. Na avaliação de desempenho, os resultados obtidos com uso da mesa agitadora reciprocante (MAR) foram comparados com dados disponíveis para as mesmas amostras oriundos de relatórios do Ensaio de Proficiência IAC para Laboratórios de Análises de Solos - Prolab/IAC. Análises de acurácia foram realizadas com base nos valores dos intervalos de confiança definidos para cada fração granulométrica componente de cada amostra ensaiada. Indicadores gráficos também foram utilizados na comparação de dados, por meio de dispersão e ajuste linear. A estatística descritiva indicou preponderância de baixa variabilidade em mais de 90 % dos resultados obtidos para as amostras de texturas arenosa, média e argilosa e em 68 % dos obtidos para as amostras de textura muito argilosa, indicando boa repetibilidade dos resultados obtidos com a MAR. Média variabilidade foi mais frequentemente associada à fração silte, seguida da fração areia fina. Os resultados das análises de sensibilidade indicam acurácia de 100 % nas três frações granulométricas - areia total, silte e argila - para todas as amostras analisadas pertencentes às classes texturais muito argilosa, argilosa e média. Para as nove amostras de textura arenosa, a acurácia média foi de 85,2 %, e os maiores desvios ocorreram em relação à fração silte. Nas aproximações lineares, coeficientes de correlação igual (silte) ou superiores (areia total e argila) a 0,93, bem como diferenças menores do que 0,16 entre os coeficientes angulares das retas e o valor unitário, indicam alta correlação entre os resultados de referência (Prolab/IAC) e os obtidos nos ensaios com a MAR. Conclui-se pelo desempenho satisfatório da mesa agitadora reciprocante de baixa rotação para dispersão mecânica de amostras de solo de diferentes classes texturais para fins de análise granulométrica, permitindo recomendar o uso alternativo do equipamento quando se emprega agitação lenta. As vantagens do uso do equipamento nacional incluem o baixo custo, a possibilidade de análise simultânea de grande número de amostras e o uso de frascos comuns, de vidro ou de plástico, baratos e de fácil reposição.

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O objetivo deste trabalho foi avaliar, por meio da meta-análise, o efeito da fitase e da xilanase sobre a digestibilidade ileal aparente (DIa) de aminoácidos, cálcio e fósforo, em suínos em fase de crescimento. A base de dados consistiu de 21 artigos publicados entre 1998 e 2009, no total de 82 tratamentos e 644 suínos. A meta-análise foi realizada por análise gráfica, de correlação, de variância-covariância. As concentrações de fósforo fítico e as frações fibra em detergente neutro, fibra em detergente ácido e lignina em detergente ácido, nas dietas, apresentaram correlações baixas e negativas com a DIa do cálcio, fósforo e aminoácidos. A adição de fitase às dietas aumentou em 2% a DIa da arginina, em 14% a do cálcio e em 34% a do fósforo. A DIa da arginina, fenilalanina, isoleucina e lisina foi 3,3% superior em suínos alimentados com dietas com xilanase, em relação às dietas sem a enzima. O fósforo fítico e as fibras, nas dietas, reduzem a DIa do cálcio, do fósforo e dos aminoácidos essenciais. O uso de fitase e xilanase, nas dietas, melhora o aproveitamento de cálcio, fósforo e alguns aminoácidos. No entanto, o excesso de cálcio e fósforo nas dietas reduz a ação da fitase sobre a digestibilidade ileal dos nutrientes.