982 resultados para Seguranca : Computadores


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The project is a platform for education that provides a way where teachers can create and share educational content for their classes, and students can download that content to refer to it at any time. The solution is based on two Windows Phone 7 Apps: Kookaburra Teachers, where teachers can add content to their classes, and Kookaburra Students, where students can download and view the content of classroom. To realize the communication between these two applications, we use a Windows Azure server, that server is also responsible for processing some conversions, enabling real-time translation. In addition to storing all the content that is generated during the lessons

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The Software Engineering originated with the motivation to mass produce components for increased productivity in production systems. Since its origins, numerous studies have been proposed on the subject as new features in the creation of systems, like the Object- Oriented Programming and Aspect-Oriented Programming, have been established and methodologies have been developed to control them efficiently. However, years of studies in the area were not sufficient to create a methodology for reusing software artifacts really efficient and easy enough to be widespread. Given this, the Model-Driven Development (MDD) is trying to promote it using the modeling of systems as a reference, becoming part of it and establishing a huge productivity gain. One of his approaches is called Model-Driven Software Development (MDSD), which focuses on improving the practices and systems development using Domain-Specific Languages (DSL) for this purpose. In this Final Paper, Xtext is used as a tool to prove the productivity and efficiency of this approach, and for that bibliographic studies were made on the approach and the tool, and show the methodology and a case study to demonstrate results and conclusions regarding this work

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This work presents a study about the use of standards and directions on parallel programming in distributed systems, using the MPI standard and PETSc toolkit, performing an analysis of their performances over certain mathematic operations involving matrices. The concepts are used to develop applications to solve problems involving Principal Components Analysis (PCA), which are executed in a Beowulf cluster. The results are compared to the ones of an analogous application with sequencial execution, and then it is analized if there was any performance boost on the parallel application

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The use of physical characteristics for human identification is known as biometrics. Among the many biometrics traits available, the fingerprint is the most widely used. The fingerprint identification is based on the impression patterns, as the pattern of ridges and minutiae, characteristics of first and second levels respectively. The current identification systems use these two levels of fingerprint features due to the low cost of the sensors. However, the recent advances in sensor technology, became possible to use third level features present within the ridges, such as the perspiration pores. Recent studies show that the use of third-level features can increase security and fraud protection in biometric systems, since they are difficult to reproduce. In addition, recent researches have also focused on multibiometrics recognition due to its many advantages. The goal of this research project was to apply fusion techniques for fingerprint recognition in order to combine minutia, ridges and pore-based methods and, thus, provide more robust biometrics recognition systems, and also to develop an automated fingerprint identification system using these three methods of recognition. We evaluated isotropic-based and adaptive-based automatic pore extraction methods, and the fusion of pore-based method with the identification methods based on minutiae and ridges. The experiments were performed on the public database PolyUHRF and showed a reduction of approximately 16% in the EER compared to the best results obtained by the methods individually

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This work aims to give greater visibility to the issue of software security, due to people talk a lot in security conferences, that much of both IT (Information Technology) staff and, more specifically, IS (Information Security) staff does not know this, and, thanks to the spread of the mobile computing and of the cloud computing, this lack of deeper knowledge on this subject is increasingly becoming worrisome. It aims too, make applications to be developed in a security manner, priorizing the security of the information processed. It attempts to demonstrate the secure coding techniques, the principles of software security, the means to identify software vulnerabilities, the cutting-edge software exploitation techniques and the mechanisms of mitigation. Nowadays, the security guys are in charge of the most of the security tests in applications, audits and pentests, and it is undeniable that the so-called security experts, most often come from computer network field, having few experience in software development and programming. Therefore, the development process does not consider the security issue, thanks to the lack of knowledge on the subject by the developer, and the security tests could be improved whether security experts had a greater know-how on application development. Given this problem, the goal here is to integrate information security with software development, spreading out the process of secure software development. To achieve this, a Linux distribution with proof of concept applicati... (Complete abstract click electronic access below)

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The technological advances of recent decades combined with digital inc1usion in Brazil sparked the country's population to the constant use of computers to perform tasks in many different natures. Whether it's for communication, entertainment, work or school, computers are tools with increasing numbers in Brazilian homes. Along with this evolution the Brazilian Physics teaching should be aware of the use of teaching tools that relate directly to the computer to student learning. Highlighting in this work we have scanned the contents of the Wikipedia community, a wide variety of educational videos placed on YouTube, educational games that try to teach the player in a fun way and a variety educational softwares placed on the World Wide Web. It is with special attention to educational softwares as tools for teaching physics, which describe some strategies for use of these software, combined with the textbooks, to illustrate some ways to introduce the use of educational softwares directly in the classroom

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In the information society, the use of Technologies has been incorporated to our quotidian. The use of personal computers and internet, however, does not reach to all the individuals, creating the problem of digital exclusion. Nowadays, many inclusion politics are being developed to diminish the digital abyss in society, in a way to enable a plural access to the internet. Between these initiatives, we highlight the projects of digital inclusion among the elderly, slice of the population that grows more each day and seek quality of life, social reinclusion and health. In this context, the open universities for the elderly bring to the aged courses and workshops, in order to encourage the activity in this age group. An example of this idea is the Unati of UNESP Bauru, that develops the project “Terceira Idade Digital”. This work aims to analyze the relation between the elderly with certain technologies, apart from showing the digital inclusion scenario, with its delays and progresses

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It is possible to note that the teaching done in the usual way goes against the language of youth today. It is essential that there be incentives and subsidies regarding the use of such media, whether the responsible government agencies and their members, be they principals and teachers, so there is a reform in the existing educational models and teaching. Currently, teaching is in a purely encyclopedic context of teaching models with pre-defined, ignoring the teaching based on the context in which the student lives (ethnomathematics). The objective of this work is to show how the use of audiovisual best known, such as newspapers, magazines, TV and computers can assist in teaching and learning of mathematics education, making teaching more enjoyable and inserted into the day-to-day student

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In radiation theraphy with electron beam, the electrons are produced in linear accelerators, and energy the most used have between 4MeV and 20MeV. Generally, the treatments are done for superficial injuries, because the low penetration of these particles. In this work a system for calculation of monitor units (U.M.) for cases of treatments with electron beam was developed. The Excel program of Microsoft was used and is easily found in the operational system of the personal microcomputers. In the Excel has been inserted the pertinent data of the linear accelerator of Varian, model 2100C, used in the Service of radiation theraphy of the Hospital of the Clinics of the College of Medicine of the UNESP of Botucatu. For some values of the physical parameters, such as: factors field and factors calibration, not supplied in the tests of acceptance of the machine, still proceeded calculations from interpolation and extrapolation. The mathematical formulas for automatic search of these and others factors used in the calculations of the determination of the U.M had been developed in agreement available routines in Excel. For this the functions had been used the function IF (that it imposes search condition) and the PROCH (that looks a value in a column from determined line), beyond the basic functions of addition, multiplication and division. It is intended to optimize the routine of the Services of radiation theraphy that perform through eletrontheraphy procedures, speeding the calculations and minimizing the occurrence of errors and uncertainties deriving of the maken a mistake manipulation of the parameters gotten in tables of data of electron beams

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Over the last decades changes have occurred in communication within and between enterprises, made easier by technologies suchas E-commerce, Internet, ERP systems and remote meetings and there was a rapid progress in network technology, which has changed the way business is done. A standardized way to offer services over the internet is using web services. Web services are a kind of remote procedure call and are generally used to integrate systems, independent of language, both client and server. It is common to use several web services run in sequence to perform a business process. To this type of process, gives the name of workflow. Thus, Web services are the primary components of workflows. A tool that provides a way of visualizing the behavior of a workflow can assist the administrator and is required. The present work presents the development of a tool that allows the administrator to classify visually services components and evaluate their importance in the final performance of a workflow. As proof of concept we used several virtual servers and computers where each computer has received a set of web services. A proxy was added between each call of workflows collecting relevant information and storing them in a database for later analysis. The analysis was based on Quality of Service parameters

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A análise estatística multivariada, extensão da análise univariada, consiste num conjunto de técnicas estatísticas, aplicadas quando há diversas variáveis relacionadas simultaneamente, sendo todas elas, em princípio, consideradas importantes no fenômeno em estudo. É de grande aplicação a conjuntos de dados das mais diversas áreas do conhecimento, principalmente da área biológica. Seu desenvolvimento teve um grande impulso na primeira metade do século passado. Entretanto, devido a complexidade dos cálculos matemáticos, principalmente envolvendo operações com matrizes de altas ordens, as aplicações somente se popularizaram nos dias atuais, com o desenvolvimento dos computadores e aplicativos computacionais. Técnicas estudadas: distâncias multivariadas, componentes principais, análise fatorial, correlações canônicas, análise de correspondência, teste t² de Hotelling, análise de variância multivariada (Manova), teste de normalidade multivariada, igualdade de matrizes de variâncias e covariâncias para populações multinormais

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Given the exponential growth in the spread of the virus world wide web (Internet) and its increasing complexity, it is necessary to adopt more complex systems for the extraction of malware finger-prints (malware fingerprints - malicious software; is the name given to extracting unique information leading to identification of the virus, equivalent to humans, the fingerprint). The architecture and protocol proposed here aim to achieve more efficient fingerprints, using techniques that make a single fingerprint enough to compromise an entire group of viruses. This efficiency is given by the use of a hybrid approach of extracting fingerprints, taking into account the analysis of the code and the behavior of the sample, so called viruses. The main targets of this proposed system are Polymorphics and Metamorphics Malwares, given the difficulty in creating fingerprints that identify an entire family from these viruses. This difficulty is created by the use of techniques that have as their main objective compromise analysis by experts. The parameters chosen for the behavioral analysis are: File System; Records Windows; RAM Dump and API calls. As for the analysis of the code, the objective is to create, in binary virus, divisions in blocks, where it is possible to extract hashes. This technique considers the instruction there and its neighborhood, characterized as being accurate. In short, with this information is intended to predict and draw a profile of action of the virus and then create a fingerprint based on the degree of kinship between them (threshold), whose goal is to increase the ability to detect viruses that do not make part of the same family

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This work aims to investigate more deeply the concept of Newsgame in order to map essencial features for this new type of media product. Based on several examples, we will analyze the different ways in which a game can behave journalistically. We shall seek the author who coined the term “newsgame”, Gonzalo Frasca, and other international authors, based or not on the first, that attempt to point out limits for these electronic games that aspire Journalism. Some models are harsh, while others are more embracing, but all are intended to achieve a new paradigm in communication that releases itself from static representation stemmed from analog media and ventures into the potential of simulation brought from the digital platform. Examples of newsgames and its theories set forth herein also include Brazilian cases, which we will try to prove to be the most laymen on the subject

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Tendo em vista as inúmeras possibilidades de utilização dos recursos tecnológicos, como computadores, internet e jogos eletrônicos, em todos os contextos da vida humana, o campo de educação não pode ficar alheio às vantagens desses recuros. Entretanto, esta inserção de jogos eletrônicos como estratégias no contexto da educação, seja no âmbito formal, quanto no informal ainda precisa vencer algumas barreiras. Torna-se importante que os educadores busquem aliar esses dispositivos e jogos ao ensino, com o intuito de atender às demandas e expectativas crescentes sobre o uso cada vez mais constante desses recursos em todos os âmbitos da sociedade. Assim, este estudo teve por objetivo analisar o uso do jogo eletrônico não-didático e de entretenimento Zoo Tycoon® 2 para o ensino de Ciências e Biologia, observando-se a autenticidade dos conteúdos de Ciências e Biologia presentes no mesmo e, também, a forma como esse conteúdo é apresentado aos usuários. Para tanto, foi realizado um levantamento bibliográfico acerca do significado do ensino formal, não-formal e informal e a inserção do jogo Zoo Tycoon® 2 no contexto da aprendizagem, no que tange ao ensino de Ciências e Biologia. Os dados obtidos foram analisados com base na técnica de análise de conteúdo temático e classificados em três categorias, de acordo com o modo que aparecem no jogo, tal como interagem com o jogador. As categorias de classificação foram referentes aos conteúdos Meramente Ilustrativos (MI), Simplesmente Informativos (SI) e Educativos (E), estando cada uma relacionada, gradativamente, com o maior conteúdo de informações e a maior interação do jogador para com as informações, representando um acesso mais fácil e direto ao conteúdo. Os resultados apontam que este jogo transmite, efetivamente, conteúdos educativos, e também funciona como uma ferramenta despertadora e embasadora, isto é, ele estimula a busca por conhecimento e dá base...