985 resultados para Software architectures


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They’re cheap. They’re in every settlement of significance in Britain, Ireland and elsewhere. We all use them but perhaps do not always admit to it. Especially, if we are architects.
Over the past decades Aldi/Lidl low cost supermarkets have escaped from middle Europe to take over large tracts of the English speaking world remaking them according to a formula of mass-produced sheds, buff-coloured cobble-lock car parks, logos in primary colours, bare-shelves and eclectic special offers. Response within architectural discourse to this phenomenon has been largely one of indifference and such places remain, perhaps reiterating Pevsner’s controversial insights into the bicycle shed, on the peripheries of what we might term architecture. This paper seeks to explore the spatial complexities of the discount supermarket and in doing so open up a discussion on the architecture of cheapness. As a road-map, it takes former managing director Dieter Brandes’ treatise on the Aldi formula, Bare Essentials: the Aldi Way to Retailing, and investigates the strategies through which economic exigencies manifest themselves in a series of spatial tactics which involve building. Central to this is the idea of architecture as system rather than form and, in Aldi/Lidl’s case, the result of a spatial network of flows. To understand the architecture of the supermarket, then, it is necessary to measure the times and spaces of supply across the scales of intersection between global and local.
Evaluating the energy, economy and precision of such systems challenges the liminal position of the commercial, the placeless and especially the cheap within architectural discourse. As is well known, architectures of mass-production and prefabrication and their origins exercised modernist thinkers such as Sigfried Giedion and Walter Gropius in the early twentieth century and has undergone a resurgence in recent times. Meanwhile, the mapping of the hitherto overlooked forms and iconography of commerce in Learning from Las Vegas (1971) was extended by Rem Koolhaas et al into an investigation of the technologies, systems and precedents of retail in the Harvard Design School Guide to Shopping, thirty years later in 2001. While obviously always a criteria for building, to find writings on architecture which explicitly celebrate cheapness as a design virtue or, indeed, even iterate the word cheap is more difficult. Walter Gropius’ essay ‘How can we build cheaper, better, more attractive houses?’ (1927), however, situates the cheap within the discussions – articulated, amongst others, by Karl Teige and Bruno Taut – surrounding the minimal dwelling and the moral benefits of absence of the 1920s and 30s.
In our contemporary age of heightened consumption, it is perhaps fitting that an architecture of bare essentials is defined in retail rather than in housing, a commercial existenzminimum where the Miesian paradox of ‘less is more’ is resold as a paradigm of ‘more for less’ in the ubiquitous yet overlooked architectures of the discount supermarket.

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BACKGROUND: Smart tags attached to freely-roaming animals recording multiple parameters at infra-second rates are becoming commonplace, and are transforming our understanding of the way wild animals behave. Interpretation of such data is complex and currently limits the ability of biologists to realise the value of their recorded information.

DESCRIPTION: This work presents Framework4, an all-encompassing software suite which operates on smart sensor data to determine the 4 key elements considered pivotal for movement analysis from such tags (Endangered Species Res 4: 123-37, 2008). These are; animal trajectory, behaviour, energy expenditure and quantification of the environment in which the animal moves. The program transforms smart sensor data into dead-reckoned movements, template-matched behaviours, dynamic body acceleration-derived energetics and position-linked environmental data before outputting it all into a single file. Biologists are thus left with a single data set where animal actions and environmental conditions can be linked across time and space.

CONCLUSIONS: Framework4 is a user-friendly software that assists biologists in elucidating 4 key aspects of wild animal ecology using data derived from tags with multiple sensors recording at high rates. Its use should enhance the ability of biologists to derive meaningful data rapidly from complex data.

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PURPOSE: To describe and evaluate a new method for measuring anterior chamber volume (ACV). DESIGN: Observational case series. METHODS: The authors measured ACV using the anterior chamber (AC) optical coherence tomographer (OCT) and applied image-processing software developed by them. Repeatability was evaluated. The ACV was measured in patient groups with normal ACs, shallow ACs, and deep ACs. The volume difference before and after laser peripheral iridotomy (LPI) was analyzed for the shallow and deep groups. RESULTS: Coefficients of repeatability for intraoperator, interoperator, and interimage measurements were 0.406%, 0.958%, and 0.851%, respectively. The limits of agreement for intraoperator and interoperator measurement were -0.911 microl to 1.343 microl and -7.875 microl to -2.463 microl, respectively. There were significant ACV differences in normal, shallow, and deep AC eyes (P < .001) and before and after LPI in shallow AC (P < .001) and deep AC (P = .008) eyes. CONCLUSIONS: The ACV values obtained by this method were repeatable and in accord with clinical observation.

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Network management tools must be able to monitor and analyze traffic flowing through network systems. According to the OpenFlow protocol applied in Software-Defined Networking (SDN), packets are classified into flows that are searched in flow tables. Further actions, such as packet forwarding, modification, and redirection to a group table, are made in the flow table with respect to the search results. A novel hardware solution for SDN-enabled packet classification is presented in this paper. The proposed scheme is focused on a label-based search method, achieving high flexibility in memory usage. The implemented hardware architecture provides optimal lookup performance by configuring the search algorithm and by performing fast incremental update as programmed the software controller.

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Recent trends, such as Software-Defined Networking (SDN), introduce programmability to the network with the opportunity to dynamically route traffic based on flow descriptions. Packet header lookup is the first phase in this process. In this paper, we illustrate improved header lookup and flow rule update speeds over conventional lookup algorithms. This is achieved by performing individual packet header field searches and combining the search results. We propose that individual algorithms should be selected for packet classification based on the application requirements. Improving the network processing performance with our configurable solution will directly support the proposed capability of programmability in SDN.

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PURPOSE: To provide a tool to enable gamma analysis software algorithms to be included in a quality assurance (QA) program.

METHODS: Four image sets were created comprising two geometric images to independently test the distance to agreement (DTA) and dose difference (DD) elements of the gamma algorithm, a clinical step and shoot IMRT field and a clinical VMAT arc. The images were analysed using global and local gamma analysis with 2 in-house and 8 commercially available software encompassing 15 software versions. The effect of image resolution on gamma pass rates was also investigated.

RESULTS: All but one software accurately calculated the gamma passing rate for the geometric images. Variation in global gamma passing rates of 1% at 3%/3mm and over 2% at 1%/1mm was measured between software and software versions with analysis of appropriately sampled images.

CONCLUSION: This study provides a suite of test images and the gamma pass rates achieved for a selection of commercially available software. This image suite will enable validation of gamma analysis software within a QA program and provide a frame of reference by which to compare results reported in the literature from various manufacturers and software versions.

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Virtual Reality techniques are relatively new, having experienced significant development only during the last few years, in accordance with the progress achieved by computer science and hardware and software technologies. The study of such advanced design systems has led to the realization of an immersive environment in which new procedures for the evaluation of product prototypes, ergonomics and manufacturing operations have been simulated. The application of the environment realized to robotics, ergonomics, plant simulations and maintainability verifications has allowed us to highlight the advantages offered by a design methodology: the possibility of working on the industrial product in the first phase of conception; of placing the designer in front of the virtual reproduction of the product in a realistic way; and of interacting with the same concept. The aim of this book is to present an updated vision of VM through different aspects. We will describe the trends and results achieved in the automotive, aerospace and railway fields, in terms of the Digital Product Creation Process to design the product and the manufacturing process.

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Background: Gene expression connectivity mapping has proven to be a powerful and flexible tool for research. Its application has been shown in a broad range of research topics, most commonly as a means of identifying potential small molecule compounds, which may be further investigated as candidates for repurposing to treat diseases. The public release of voluminous data from the Library of Integrated Cellular Signatures (LINCS) programme further enhanced the utilities and potentials of gene expression connectivity mapping in biomedicine. Results: We describe QUADrATiC (http://go.qub.ac.uk/QUADrATiC), a user-friendly tool for the exploration of gene expression connectivity on the subset of the LINCS data set corresponding to FDA-approved small molecule compounds. It enables the identification of compounds for repurposing therapeutic potentials. The software is designed to cope with the increased volume of data over existing tools, by taking advantage of multicore computing architectures to provide a scalable solution, which may be installed and operated on a range of computers, from laptops to servers. This scalability is provided by the use of the modern concurrent programming paradigm provided by the Akka framework. The QUADrATiC Graphical User Interface (GUI) has been developed using advanced Javascript frameworks, providing novel visualization capabilities for further analysis of connections. There is also a web services interface, allowing integration with other programs or scripts.Conclusions: QUADrATiC has been shown to provide an improvement over existing connectivity map software, in terms of scope (based on the LINCS data set), applicability (using FDA-approved compounds), usability and speed. It offers potential to biological researchers to analyze transcriptional data and generate potential therapeutics for focussed study in the lab. QUADrATiC represents a step change in the process of investigating gene expression connectivity and provides more biologically-relevant results than previous alternative solutions.

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NanoStreams explores the design, implementation,and system software stack of micro-servers aimed at processingdata in-situ and in real time. These micro-servers can serve theemerging Edge computing ecosystem, namely the provisioningof advanced computational, storage, and networking capabilitynear data sources to achieve both low latency event processingand high throughput analytical processing, before consideringoff-loading some of this processing to high-capacity datacentres.NanoStreams explores a scale-out micro-server architecture thatcan achieve equivalent QoS to that of conventional rack-mountedservers for high-capacity datacentres, but with dramaticallyreduced form factors and power consumption. To this end,NanoStreams introduces novel solutions in programmable & con-figurable hardware accelerators, as well as the system softwarestack used to access, share, and program those accelerators.Our NanoStreams micro-server prototype has demonstrated 5.5×higher energy-efficiency than a standard Xeon Server. Simulationsof the microserver’s memory system extended to leveragehybrid DDR/NVM main memory indicated 5× higher energyefficiencythan a conventional DDR-based system. 

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No panorama atual do desenvolvimento de software educativo é importante que os processos de desenvolvimento sejam adequados e compatíveis com o contexto em que serão utilizados este tipo de recursos. Desta forma, é importante melhorar continuamente os processos de desenvolvimento bem como se proceder à avaliação de forma a garantir a sua qualidade e viabilidade económica. Este estudo propõe uma Metodologia Híbrida de Desenvolvimento Centrado no Utilizador (MHDCU) aplicada ao software educativo. Trata-se de um processo de desenvolvimento simples, iterativo e incremental que tem como “alicerces” princípios do Design Centrado no Utilizador, especificados na International Organization for Standardization - ISO 13407. Na sua base encontra-se a estrutura disciplinada de processos de desenvolvimento, bem como práticas e valores dos métodos ágeis de desenvolvimento de software. O processo é constituído por 4 fases principais: planeamento (guião didático), design (storyboard), implementação e manutenção/operação. A prototipagem e a avaliação são realizadas de modo transversal a todo o processo. A metodologia foi implementada numa Pequena e Média Empresa de desenvolvimento de recursos educacionais, com o objetivo de desenvolver recursos educacionais com qualidade reconhecida e simultaneamente viáveis do ponto de vista económico. O primeiro recurso que teve por base a utilização desta metodologia foi o Courseware Sere – “O Ser Humano e os Recursos Naturais”. O trabalho seguiu uma metodologia de investigação & desenvolvimento, de natureza mista, em que se pretendeu descrever e analisar/avaliar uma metodologia de desenvolvimento de software educativo, i.e., o processo, bem como o produto final. O estudo é fundamentalmente descritivo e exploratório. A metodologia de desenvolvimento do software (primeira questão de investigação) foi proposta, essencialmente, com base na revisão integrativa da literatura da especialidade e com base nos resultados que emergiram das Fases 2 e 3. Do ponto de vista exploratório, foi avaliado, por um lado, o potencial técnico e didático da 1ª versão do software inserido no Courseware Sere (segunda questão de investigação), e, por outro lado, analisar os pontos fortes e as fragilidades da metodologia utilizada para o seu desenvolvimento (terceira questão de investigação). Como técnicas de recolha de dados recorreu-se a dois inquéritos por questionário e à observação direta participante (mediada pela plataforma moodle). Quanto às técnicas de análise de dados optou-se pela análise estatística descritiva e pela análise de conteúdo. Os resultados indicam que o recurso desenvolvido possui qualidade técnica e didática. Relativamente a análise da Metodologia Híbrida de desenvolvimento Centrado no Utilizador foram propostas algumas melhorias relacionadas com o envolvimento do utilizador e introdução de novos métodos. Apesar de identificadas algumas limitações, este projeto permitiu que a empresa melhorasse significativamente os processos de desenvolvimento de recursos (mesmo os que não são informatizados), bem como permitiu o aumento do seu portefólio com o desenvolvimento do Courseware Sere.

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In the modern society, communications and digital transactions are becoming the norm rather than the exception. As we allow networked computing devices into our every-day actions, we build a digital lifestyle where networks and devices enrich our interactions. However, as we move our information towards a connected digital environment, privacy becomes extremely important as most of our personal information can be found in the network. This is especially relevant as we design and adopt next generation networks that provide ubiquitous access to services and content, increasing the impact and pervasiveness of existing networks. The environments that provide widespread connectivity and services usually rely on network protocols that have few privacy considerations, compromising user privacy. The presented work focuses on the network aspects of privacy, considering how network protocols threaten user privacy, especially on next generation networks scenarios. We target the identifiers that are present in each network protocol and support its designed function. By studying how the network identifiers can compromise user privacy, we explore how these threats can stem from the identifier itself and from relationships established between several protocol identifiers. Following the study focused on identifiers, we show that privacy in the network can be explored along two dimensions: a vertical dimension that establishes privacy relationships across several layers and protocols, reaching the user, and a horizontal dimension that highlights the threats exposed by individual protocols, usually confined to a single layer. With these concepts, we outline an integrated perspective on privacy in the network, embracing both vertical and horizontal interactions of privacy. This approach enables the discussion of several mechanisms to address privacy threats on individual layers, leading to architectural instantiations focused on user privacy. We also show how the different dimensions of privacy can provide insight into the relationships that exist in a layered network stack, providing a potential path towards designing and implementing future privacy-aware network architectures.

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O presente trabalho tem por objectivo estudar a caracterização e modelação de arquitecturas de rádio frequência para aplicações em rádios definidos por software e rádios cognitivos. O constante aparecimento no mercado de novos padrões e tecnologias para comunicações sem fios têm levantado algumas limitações à implementação de transceptores rádio de banda larga. Para além disso, o uso de sistemas reconfiguráveis e adaptáveis baseados no conceito de rádio definido por software e rádio cognitivo assegurará a evolução para a próxima geração de comunicações sem fios. A ideia base desta tese passa por resolver alguns problemas em aberto e propor avanços relevantes, tirando para isso partido das capacidades providenciadas pelos processadores digitais de sinal de forma a melhorar o desempenho global dos sistemas propostos. Inicialmente, serão abordadas várias estratégias para a implementação e projecto de transceptores rádio, concentrando-se sempre na aplicabilidade específica a sistemas de rádio definido por software e rádio cognitivo. Serão também discutidas soluções actuais de instrumentação capaz de caracterizar um dispositivo que opere simultaneamente nos domínios analógico e digital, bem como, os próximos passos nesta área de caracterização e modelação. Além disso, iremos apresentar novos formatos de modelos comportamentais construídos especificamente para a descrição e caracterização não-linear de receptores de amostragem passa-banda, bem como, para sistemas nãolineares que utilizem sinais multi-portadora. Será apresentada uma nova arquitectura suportada na avaliação estatística dos sinais rádio que permite aumentar a gama dinâmica do receptor em situações de multi-portadora. Da mesma forma, será apresentada uma técnica de maximização da largura de banda de recepção baseada na utilização do receptor de amostragem passa-banda no formato complexo. Finalmente, importa referir que todas as arquitecturas propostas serão acompanhadas por uma introdução teórica e simulações, sempre que possível, sendo após isto validadas experimentalmente por protótipos laboratoriais.

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This thesis addresses the problem of word learning in computational agents. The motivation behind this work lies in the need to support language-based communication between service robots and their human users, as well as grounded reasoning using symbols relevant for the assigned tasks. The research focuses on the problem of grounding human vocabulary in robotic agent’s sensori-motor perception. Words have to be grounded in bodily experiences, which emphasizes the role of appropriate embodiments. On the other hand, language is a cultural product created and acquired through social interactions. This emphasizes the role of society as a source of linguistic input. Taking these aspects into account, an experimental scenario is set up where a human instructor teaches a robotic agent the names of the objects present in a visually shared environment. The agent grounds the names of these objects in visual perception. Word learning is an open-ended problem. Therefore, the learning architecture of the agent will have to be able to acquire words and categories in an openended manner. In this work, four learning architectures were designed that can be used by robotic agents for long-term and open-ended word and category acquisition. The learning methods used in these architectures are designed for incrementally scaling-up to larger sets of words and categories. A novel experimental evaluation methodology, that takes into account the openended nature of word learning, is proposed and applied. This methodology is based on the realization that a robot’s vocabulary will be limited by its discriminatory capacity which, in turn, depends on its sensors and perceptual capabilities. An extensive set of systematic experiments, in multiple experimental settings, was carried out to thoroughly evaluate the described learning approaches. The results indicate that all approaches were able to incrementally acquire new words and categories. Although some of the approaches could not scale-up to larger vocabularies, one approach was shown to learn up to 293 categories, with potential for learning many more.

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The continuous demand for highly efficient wireless transmitter systems has triggered an increased interest in switching mode techniques to handle the required power amplification. The RF carrier amplitude-burst transmitter, i.e. a wireless transmitter chain where a phase-modulated carrier is modulated in amplitude in an on-off mode, according to some prescribed envelope-to-time conversion, such as pulse-width or sigma-delta modulation, constitutes a promising architecture capable of efficiently transmitting signals of highly demanding complex modulation schemes. However, the tested practical implementations present results that are way behind the theoretically advanced promises (perfect linearity and efficiency). My original contribution to knowledge presented in this thesis is the first thorough study and model of the power efficiency and linearity characteristics that can be actually achieved with this architecture. The analysis starts with a brief revision of the theoretical idealized behavior of these switched-mode amplifier systems, followed by the study of the many sources of impairments that appear when the real system is implemented. In particular, a special attention is paid to the dynamic load modulation caused by the often ignored interaction between the narrowband signal reconstruction filter and the usual single-ended switched-mode power amplifier, which, among many other performance impairments, forces a two transistor implementation. The performance of this architecture is clearly explained based on the presented theory, which is supported by simulations and corresponding measured results of a fully working implementation. The drawn conclusions allow the development of a set of design rules for future improvements, one of which is proposed and verified in this thesis. It suggests a significant modification to this traditional architecture, where now the phase modulated carrier is always on – and thus allowing a single transistor implementation – and the amplitude is impressed into the carrier phase according to a bi-phase code.

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When developing software for autonomous mobile robots, one has to inevitably tackle some kind of perception. Moreover, when dealing with agents that possess some level of reasoning for executing their actions, there is the need to model the environment and the robot internal state in a way that it represents the scenario in which the robot operates. Inserted in the ATRI group, part of the IEETA research unit at Aveiro University, this work uses two of the projects of the group as test bed, particularly in the scenario of robotic soccer with real robots. With the main objective of developing algorithms for sensor and information fusion that could be used e ectively on these teams, several state of the art approaches were studied, implemented and adapted to each of the robot types. Within the MSL RoboCup team CAMBADA, the main focus was the perception of ball and obstacles, with the creation of models capable of providing extended information so that the reasoning of the robot can be ever more e ective. To achieve it, several methodologies were analyzed, implemented, compared and improved. Concerning the ball, an analysis of ltering methodologies for stabilization of its position and estimation of its velocity was performed. Also, with the goal keeper in mind, work has been done to provide it with information of aerial balls. As for obstacles, a new de nition of the way they are perceived by the vision and the type of information provided was created, as well as a methodology for identifying which of the obstacles are team mates. Also, a tracking algorithm was developed, which ultimately assigned each of the obstacles a unique identi er. Associated with the improvement of the obstacles perception, a new algorithm of estimating reactive obstacle avoidance was created. In the context of the SPL RoboCup team Portuguese Team, besides the inevitable adaptation of many of the algorithms already developed for sensor and information fusion and considering that it was recently created, the objective was to create a sustainable software architecture that could be the base for future modular development. The software architecture created is based on a series of di erent processes and the means of communication among them. All processes were created or adapted for the new architecture and a base set of roles and behaviors was de ned during this work to achieve a base functional framework. In terms of perception, the main focus was to de ne a projection model and camera pose extraction that could provide information in metric coordinates. The second main objective was to adapt the CAMBADA localization algorithm to work on the NAO robots, considering all the limitations it presents when comparing to the MSL team, especially in terms of computational resources. A set of support tools were developed or improved in order to support the test and development in both teams. In general, the work developed during this thesis improved the performance of the teams during play and also the e ectiveness of the developers team when in development and test phases.