812 resultados para Virtual Reality,Cloud Gaming,Cloud Computing,Client-Server,Android,Unity,Multiutenza
Resumo:
This work aims to understand how cloud computing contextualizes the IT government and decision agenda, in the light of the multiple streams model, considering the current status of public IT policies, the dynamics of the agenda setting for the area, the interface between the various institutions, and existing initiatives on the use of cloud computing in government. Therefore, a qualitative study was conducted through interviews with a group of policy makers and the other group consists of IT managers. As analysis technique, this work made use of content analysis and analysis of documents, with some results by word cloud. As regards the main results to overregulation to the area, usually scattered in various agencies of the federal government, which hinders the performance of the managers. Identified a lack of knowledge of standards, government programs, regulations and guidelines. Among these he highlighted a lack of understanding of the TI Maior Program, the lack of effectiveness of the National Broadband Plan in view of the respondents, as well as the influence of Internet Landmark as an element that can jam the advances in the use of computing cloud in the Brazilian government. Also noteworthy is the bureaucratization of the acquisition of goods to IT services, limited, in many cases, technological advances. Regarding the influence of the actors, it was not possible to identify the presence of a political entrepreneur, and it was noticed a lack of political force. Political flow was affected only by changes within the government. Fragmentation was a major factor for the theme of weakening the agenda formation. Information security was questioned by the respondents pointed out that the main limitation coupled with the lack of training of public servants. In terms of benefits, resource economy is highlighted, followed by improving efficiency. Finally, the discussion about cloud computing needs to advance within the public sphere, whereas the international experience is already far advanced, framing cloud computing as a responsible element for the improvement of processes, services and economy of public resources
Resumo:
This work presents an application of a hybrid Fuzzy-ELECTRE-TOPSIS multicriteria approach for a Cloud Computing Service selection problem. The research was exploratory, using a case of study based on the actual requirements of professionals in the field of Cloud Computing. The results were obtained by conducting an experiment aligned with a Case of Study using the distinct profile of three decision makers, for that, we used the Fuzzy-TOPSIS and Fuzzy-ELECTRE-TOPSIS methods to obtain the results and compare them. The solution includes the Fuzzy sets theory, in a way it could support inaccurate or subjective information, thus facilitating the interpretation of the decision maker judgment in the decision-making process. The results show that both methods were able to rank the alternatives from the problem as expected, but the Fuzzy-ELECTRE-TOPSIS method was able to attenuate the compensatory character existing in the Fuzzy-TOPSIS method, resulting in a different alternative ranking. The attenuation of the compensatory character stood out in a positive way at ranking the alternatives, because it prioritized more balanced alternatives than the Fuzzy-TOPSIS method, a factor that has been proven as important at the validation of the Case of Study, since for the composition of a mix of services, balanced alternatives form a more consistent mix when working with restrictions.
Resumo:
Increasingly, the Information Technology (IT) has been used to sustain the business strategies, causing increased its relevance. Therefore IT governance is seen as one of the priorities of organizations at the time. The search for strategic alignment between business and IT is debated as a factor for business success, but even with that importance, usually the main business managers are reluctant to take responsibility for decisions involving IT, mainly due to the complexity of your infrastructure. Since cloud computing is being seen as an element capable of assisting in the implementation of organizational strategies, because their characteristics enable greater efficiency and agility in IT, and is considered as a new computing paradigm. The main objective of the analyze the relationship between IT governance arrangements and strategic alignment with the infrastructure as a service (IaaS) of public cloud computing. Therefore, an exploratory, descriptive and inferential was developed, with approach to the problem of quantitatively research, with descriptive survey method and cross section. An electronic questionnaire that was applied to the ISACA chapters Associates of São Paulo and the Distrito Federal, totaling 164 respondents was used. The instrument used based on the theories of Weill and Ross (2006) for array of IT governance arrangement; Henderson and Venkatraman (1993) and Luftman (2000), for maturity of the strategic alignment model; and NIST (2011 b), ITGI (2007) and CSA (2010) for infrastructure maturity as a service (IaaS) public in its essential characteristics. As regards the main results, this research proved that with public IaaS decision-making structures have changed, with a greater participation of senior executives in all five key IT decisions (IT governance arrangement array) including more technical decisions as architecture and IT infrastructure. With increased participation of senior executives the decrease was also observed in the share of IT specialists, characterizing the decision process with the duopoly archetype (shared decision). With regard to strategic alignment, it was observed that it changes with cloud computing, and organizations with public IaaS, a maturity of strategic alignment with statistically significant and greater difference when compared to organizations without IaaS. The maturity of public IaaS is at the intermediate level (level 3 - "defined process"), with the elasticity and measurement achieved level 4 - "managed and measurable" It was also possible to infer in organizations with public IaaS, there are positive correlations between the key decisions and the maturity of IaaS, especially at the beginning, architecture and infrastructure, and the archetypes involving senior executives and IT specialists. In the correlation between the maturity and mature strategic alignment of public IaaS therefore the higher the strategic alignment, the greater the maturity of the public IaaS and vice versa.
Resumo:
Stroke is the leading cause of long-term disability among adults and motor relearning is essential in motor sequelae recovery. Therefore, various techniques have been proposed to achieve this end, among them Virtual Reality. The aim of the study was to evaluate electroencephalographic activity of stroke patients in motor learning of a virtual reality-based game. The study included 10 patients with chronic stroke, right-hande; 5 with left brain injury (LP), mean age 48.8 years (± 4.76) and 5 with injury to the right (RP), mean age 52 years (± 10.93). Participants were evaluated for electroencephalographic (EEG) activity and performance while performing 15 repetitions of darts game in XBOX Kinect and also through the NIHSS, MMSE, Fugl-Meyer and the modified Ashworth scale. Patients underwent a trainning with 45 repetitions of virtual darts game, 12 sessions in four weeks. After training, patients underwent reassessment of EEG activity and performance in virtual game of darts (retention). Data were analyzed using ANOVA for repeated measures. According to the results, there were differences between the groups (PD and PE) in frequencies Low Alpha (p = 0.0001), High Alpha (p = 0.0001) and Beta (p = 0.0001). There was an increase in alpha activation powers and a decrease in beta in the phase retention of RP group. In LP group was observed increased alpha activation potency, but without decrease in beta activation. Considering the asymmetry score, RP group increased brain activation in the left hemisphere with the practice in the frontal areas, however, LP group had increased activation of the right hemisphere in fronto-central areas, temporal and parietal. As for performance, it was observed a decrease in absolute error in the game for RP group between assessment and retention (p = 0.015), but this difference was not observed for LP group (p = 0.135). It follows then that the right brain injury patients benefited more from darts game training in the virtual environment with respect to the motor learning process, reducing neural effort in ipsilesionais areas and errors with the practice of the task. In contrast, patients with lesions in left hemisphere decrease neural effort in contralesionais areas important for motor learning and showed no performance improvements with practice of 12 sessions of virtual dart game. Thus, the RV can be used in rehabilitation of stroke patients upper limb, but the laterality of the injury should be considered in programming the motor learning protocol.
Resumo:
In questo scritto si analizzeranno alcune alternative nella configurazione di rete della piattaforma di cloud computing open source OpenStack. Verrà mostrata un’ installazione in ambiente di laboratorio di un cluster completo basato sulla release Liberty di Openstack, per poi modificarne la componente dedicata al Networking in modo da sfruttare diversi plugin e diversi protocolli. Si osserverà il traffico generato all’interno e verso l’esterno del sistema Openstack in modo da avere un quadro generale del comportamento dell’infrastruttura.
Resumo:
This study describes the development of a prototype to evaluate the potential of environments based on two-dimensional modeling and virtual reality as power substations learning objects into training environments from a central operation and control of power utility Cemig. Initially, there was an identification modeling features and cognitive processes in 2D and RV, from which it was possible to create frames that serve to guide the preparation of a checklist with assigning a metric weight for measuring cognitive potential learning in the study sites. From these contents twenty-four questions were prepared and each was assigned a weight that was used in the calculation of the metric; the questions were grouped into skill sets and similar cognitive processes called categories. Were then developed two distinct environments: the first, the prototype features an interactive checklist and your individual results. And, second, a system of data management environment for the configuration and editing of the prototype, and the observation and analysis of the survey results. For prototype validation, were invited to access the virtual checklist and answer it, five professionals linked to Cemig's training area. The results confirmed the validity of this instrument application to assess the possible potential of modeling in 2D and RV as learning objects in power substations, as well as provide feedback to developers of virtual environments to improve the system.
Resumo:
Based on the possibility of real-time interaction with three-dimensional environments through an advanced interface, Virtual Reality consist in the main technology of this work, used in the design of virtual environments based on real Hydroelectric Plants. Previous to the process of deploying a Virtual Reality System for operation, three-dimensional modeling and interactive scenes settings are very importante steps. However, due to its magnitude and complexity, power plants virtual environments generation, currently, presents high computing cost. This work aims to present a methodology to optimize the production process of virtual environments associated with real hydroelectric power plants. In partnership with electric utility CEMIG, several HPPs were used in the scope of this work. During the modeling of each one of them, the techiniques within the methodologie were addressed. After the evaluation of the computional techniques presented here, it was possible to confirm a reduction in the time required to deliver each hydroelectrical complex. Thus, this work presents the current scenario about development of virtual hydroelectric power plants and discusses the proposed methodology that seeks to optimize this process in the electricity generation sector.
Resumo:
El ciberespacio es un escenario de conflicto altamente complejo al estar en constante evolución. Ni la Unión Europea ni ningún otro actor del sistema internacional se encuentra a salvo de las amenazas procedentes del ciberespacio. Pero los pasos dados desde la UE en el mundo de la ciberseguridad no son en absoluto suficientes. Europa necesita que su Estrategia de ciberseguridad sea realmente capaz de integrar a las diferentes Estrategias nacionales. Es urgente una mayor determinación, unos mayores recursos y unos mejores instrumentos que permitan a la Unión implementar una gestión de crisis y una prevención de ciberconflictos verdaderamente eficaz.
Resumo:
The paper describes the design and implementation of a novel low cost virtual rugby decision making interactive for use in a visitor centre. Original laboratory-based experimental work in decision making in rugby, using a virtual reality headset [1] is adapted for use in a public visitor centre, with consideration given to usability, costs, practicality and health and safety. Movement of professional rugby players was captured and animated within a virtually recreated stadium. Users then interact with these virtual representations via use of a lowcost sensor (Microsoft Kinect) to attempt to block them. Retaining the principles of perception and action, egocentric viewpoint, immersion, sense of presence, representative design and game design the system delivers an engaging and effective interactive to illustrate the underlying scientific principles of deceptive movement. User testing highlighted the need for usability, system robustness, fair and accurate scoring, appropriate level of difficulty and enjoyment.
Resumo:
Con la crescita in complessità delle infrastrutture IT e la pervasività degli scenari di Internet of Things (IoT) emerge il bisogno di nuovi modelli computazionali basati su entità autonome capaci di portare a termine obiettivi di alto livello interagendo tra loro grazie al supporto di infrastrutture come il Fog Computing, per la vicinanza alle sorgenti dei dati, e del Cloud Computing per offrire servizi analitici complessi di back-end in grado di fornire risultati per milioni di utenti. Questi nuovi scenarii portano a ripensare il modo in cui il software viene progettato e sviluppato in una prospettiva agile. Le attività dei team di sviluppatori (Dev) dovrebbero essere strettamente legate alle attività dei team che supportano il Cloud (Ops) secondo nuove metodologie oggi note come DevOps. Tuttavia, data la mancanza di astrazioni adeguata a livello di linguaggio di programmazione, gli sviluppatori IoT sono spesso indotti a seguire approcci di sviluppo bottom-up che spesso risulta non adeguato ad affrontare la compessità delle applicazione del settore e l'eterogeneità dei compomenti software che le formano. Poichè le applicazioni monolitiche del passato appaiono difficilmente scalabili e gestibili in un ambiente Cloud con molteplici utenti, molti ritengono necessaria l'adozione di un nuovo stile architetturale, in cui un'applicazione dovrebbe essere vista come una composizione di micro-servizi, ciascuno dedicato a uno specifica funzionalità applicativa e ciascuno sotto la responsabilità di un piccolo team di sviluppatori, dall'analisi del problema al deployment e al management. Poichè al momento non si è ancora giunti a una definizione univoca e condivisa dei microservices e di altri concetti che emergono da IoT e dal Cloud, nè tantomento alla definzione di linguaggi sepcializzati per questo settore, la definzione di metamodelli custom associati alla produzione automatica del software di raccordo con le infrastrutture potrebbe aiutare un team di sviluppo ad elevare il livello di astrazione, incapsulando in una software factory aziendale i dettagli implementativi. Grazie a sistemi di produzione del sofware basati sul Model Driven Software Development (MDSD), l'approccio top-down attualmente carente può essere recuperato, permettendo di focalizzare l'attenzione sulla business logic delle applicazioni. Nella tesi viene mostrato un esempio di questo possibile approccio, partendo dall'idea che un'applicazione IoT sia in primo luogo un sistema software distribuito in cui l'interazione tra componenti attivi (modellati come attori) gioca un ruolo fondamentale.
Resumo:
The Twitter System is the biggest social network in the world, and everyday millions of tweets are posted and talked about, expressing various views and opinions. A large variety of research activities have been conducted to study how the opinions can be clustered and analyzed, so that some tendencies can be uncovered. Due to the inherent weaknesses of the tweets - very short texts and very informal styles of writing - it is rather hard to make an investigation of tweet data analysis giving results with good performance and accuracy. In this paper, we intend to attack the problem from another aspect - using a two-layer structure to analyze the twitter data: LDA with topic map modelling. The experimental results demonstrate that this approach shows a progress in twitter data analysis. However, more experiments with this method are expected in order to ensure that the accurate analytic results can be maintained.
Resumo:
Once the preserve of university academics and research laboratories with high-powered and expensive computers, the power of sophisticated mathematical fire models has now arrived on the desk top of the fire safety engineer. It is a revolution made possible by parallel advances in PC technology and fire modelling software. But while the tools have proliferated, there has not been a corresponding transfer of knowledge and understanding of the discipline from expert to general user. It is a serious shortfall of which the lack of suitable engineering courses dealing with the subject is symptomatic, if not the cause. The computational vehicles to run the models and an understanding of fire dynamics are not enough to exploit these sophisticated tools. Too often, they become 'black boxes' producing magic answers in exciting three-dimensional colour graphics and client-satisfying 'virtual reality' imagery. As well as a fundamental understanding of the physics and chemistry of fire, the fire safety engineer must have at least a rudimentary understanding of the theoretical basis supporting fire models to appreciate their limitations and capabilities. The five day short course, "Principles and Practice of Fire Modelling" run by the University of Greenwich attempt to bridge the divide between the expert and the general user, providing them with the expertise they need to understand the results of mathematical fire modelling. The course and associated text book, "Mathematical Modelling of Fire Phenomena" are aimed at students and professionals with a wide and varied background, they offer a friendly guide through the unfamiliar terrain of mathematical modelling. These concepts and techniques are introduced and demonstrated in seminars. Those attending also gain experience in using the methods during "hands-on" tutorial and workshop sessions. On completion of this short course, those participating should: - be familiar with the concept of zone and field modelling; - be familiar with zone and field model assumptions; - have an understanding of the capabilities and limitations of modelling software packages for zone and field modelling; - be able to select and use the most appropriate mathematical software and demonstrate their use in compartment fire applications; and - be able to interpret model predictions. The result is that the fire safety engineer is empowered to realise the full value of mathematical models to help in the prediction of fire development, and to determine the consequences of fire under a variety of conditions. This in turn enables him or her to design and implement safety measures which can potentially control, or at the very least reduce the impact of fire.
Resumo:
In the last few years a branch of pain research has been focussing on the modulatory effects of the vision of the body on pain perception. So, for instance, the vision of one’s own real body has been proven to induce analgesic effects. On the other hand, bodily illusions such as the rubber hand illusion have provided new tools for the study of perceptual processes during altered body ownership states. Recently, new paradigms of body ownership made use of a technology that is going places both in clinical and in experimental settings, i.e. virtual reality. While the vision of one’s own real body has been proven to yield compelling analgesic effects, slightly more controversial are those attributed to the vision of “owned” dummy bodies. This review will discuss the studies that examined the effects on pain perception of the vision of the own body, with or without body ownership illusions.