933 resultados para server-side
Resumo:
In distributed video coding, motion estimation is typically performed at the decoder to generate the side information, increasing the decoder complexity while providing low complexity encoding in comparison with predictive video coding. Motion estimation can be performed once to create the side information or several times to refine the side information quality along the decoding process. In this paper, motion estimation is performed at the decoder side to generate multiple side information hypotheses which are adaptively and dynamically combined, whenever additional decoded information is available. The proposed iterative side information creation algorithm is inspired in video denoising filters and requires some statistics of the virtual channel between each side information hypothesis and the original data. With the proposed denoising algorithm for side information creation, a RD performance gain up to 1.2 dB is obtained for the same bitrate.
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Workplace aggression is a factor that shapes the interaction between individuals and their work environment and produces many undesirable outcomes, sometimes introducing heavy costs for organizations. Only through a comprehensive understanding of the genesis of workplace aggression is possible to develop strategies and interventions to minimize its nefarious effects. The existent body of knowledge has already identified several individual, situational and contextual antecedents of workplace aggression, although this is a research area where significant gaps occur and many issues were still not addressed Dupré and Barling (2006). According to Baron and Neuman (1998) one of these predictors is organizational change, since certain changes in the work environment (e.g., changes in management) can lead to increased aggression. This paper intends to contribute to workplace aggression research by studying its relationship with organizational change, considering a moderating role of political behaviors and organizational cynicism (Ammeter et al., 2002, Ferris et al., 2002). The literature review suggests that mediators and moderators that intervene in the relationships between workplace aggression and its antecedents are understudied topics. James (2005) sustains that organizational politics is related to cynicism and the empirical research of Miranda (2008) has identified leadership political behavior as an antecedent of cynicism but these two variables were not yet investigated regarding their relationship with workplace aggression. This investigation was operationalized using several scales including the Organizational Change Questionnaire-climate of change, processes, and readiness (Bouckenooghe, Devos and Broeck, 2009), a Workplace Aggression Scale (Vicente and D’Oliveira, 2008, 2009, 2010), an Organizational Cynicism Scale (Wanous, Reichers and Austin, 1994) and a Political Behavior Questionnaire (Yukl and Falbe, 1990). Participants representing a wide variety of jobs across many organizations were surveyed. The results of the study and its implications will be presented and discussed. This study contribution is also discussed in what concerns organizational change practices in organizations.
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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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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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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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Multicore platforms have transformed parallelism into a main concern. Parallel programming models are being put forward to provide a better approach for application programmers to expose the opportunities for parallelism by pointing out potentially parallel regions within tasks, leaving the actual and dynamic scheduling of these regions onto processors to be performed at runtime, exploiting the maximum amount of parallelism. It is in this context that this paper proposes a scheduling approach that combines the constant-bandwidth server abstraction with a priority-aware work-stealing load balancing scheme which, while ensuring isolation among tasks, enables parallel tasks to be executed on more than one processor at a given time instant.
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Most research work on WSNs has focused on protocols or on specific applications. There is a clear lack of easy/ready-to-use WSN technologies and tools for planning, implementing, testing and commissioning WSN systems in an integrated fashion. While there exists a plethora of papers about network planning and deployment methodologies, to the best of our knowledge none of them helps the designer to match coverage requirements with network performance evaluation. In this paper we aim at filling this gap by presenting an unified toolset, i.e., a framework able to provide a global picture of the system, from the network deployment planning to system test and validation. This toolset has been designed to back up the EMMON WSN system architecture for large-scale, dense, real-time embedded monitoring. It includes network deployment planning, worst-case analysis and dimensioning, protocol simulation and automatic remote programming and hardware testing tools. This toolset has been paramount to validate the system architecture through DEMMON1, the first EMMON demonstrator, i.e., a 300+ node test-bed, which is, to the best of our knowledge, the largest single-site WSN test-bed in Europe to date.
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Developing an efficient server-based real-time scheduling solution that supports dynamic task-level parallelism is now relevant to even the desktop and embedded domains and no longer only to the high performance computing market niche. This paper proposes a novel approach that combines the constantbandwidth server abstraction with a work-stealing load balancing scheme which, while ensuring isolation among tasks, enables a task to be executed on more than one processor at a given time instant.
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This paper proposes a dynamic scheduler that supports the coexistence of guaranteed and non-guaranteed bandwidth servers to efficiently handle soft-tasks’ overloads by making additional capacity available from two sources: (i) residual capacity allocated but unused when jobs complete in less than their budgeted execution time; (ii) stealing capacity from inactive non-isolated servers used to schedule best-effort jobs. The effectiveness of the proposed approach in reducing the mean tardiness of periodic jobs is demonstrated through extensive simulations. The achieved results become even more significant when tasks’ computation times have a large variance.
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Trabalho Final de Mestrado para obtenção do grau de Mestre em Engenharia de Redes de Comunicação e Multimédia
Employment of the side product of biodiesel production in the formation of surfactant like molecules
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Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa para obtenção do grau de Mestre em Engenharia Química e Bioquímica
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Beam-like structures are the most common components in real engineering, while single side damage is often encountered. In this study, a numerical analysis of single side damage in a free-free beam is analysed with three different finite element models; namely solid, shell and beam models for demonstrating their performance in simulating real structures. Similar to experiment, damage is introduced into one side of the beam, and natural frequencies are extracted from the simulations and compared with experimental and analytical results. Mode shapes are also analysed with modal assurance criterion. The results from simulations reveal a good performance of the three models in extracting natural frequencies, and solid model performs better than shell while shell model performs better than beam model under intact state. For damaged states, the natural frequencies captured from solid model show more sensitivity to damage severity than shell model and shell model performs similar to the beam model in distinguishing damage. The main contribution of this paper is to perform a comparison between three finite element models and experimental data as well as analytical solutions. The finite element results show a relatively well performance.
Resumo:
Develop a client-server application for a mobile environment can bring many challenges because of the mobile devices limitations. So, in this paper is discussed what can be the more reliable way to exchange information between a server and an Android mobile application, since it is important for users to have an application that really works in a responsive way and preferably without any errors. In this discussion two data transfer protocols (Socket and HTTP) and three serialization data formats (XML, JSON and Protocol Buffers) were tested using some metrics to evaluate which is the most practical and fast to use.
Resumo:
Mobile devices are embedded systems with very limited capacities that need to be considered when developing a client-server application, mainly due to technical, ergonomic and economic implications to the mobile user. With the increasing popularity of mobile computing, many developers have faced problems due to low performance of devices. In this paper, we discuss how to optimize and create client-server applications for in wireless/mobile environments, presenting techniques to improve overall performance.