957 resultados para Programação estocastica
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Pós-graduação em Ciência e Tecnologia Animal - FEIS
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Pós-graduação em Engenharia Elétrica - FEIS
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Techniques of image combination, with extraction of objects to set a final scene, are very used in applications from photos montages to cinematographic productions. These techniques are called digital matting. With them is possible to decrease the cost of productions, because it is not necessary for the actor to be filmed in the location where the final scene occurs. This feature also favors its use in programs made to digital television, which demands a high quality image. Many digital matting algorithms use markings done on the images, to demarcate what is the foreground, the background and the uncertainty areas. This marking is called trimap, which is a triple map containing these three informations. The trimap is done, typically, from manual markings. In this project, methods were created that can be used in digital matting algorithms, with restriction of time and without human interaction, that is, the creation of an algorithm that generates the trimap automatically. This last one can be generated from the difference between a color of an arbitrary background and the foreground, or by using a depth map. It was also created a matting method, based on the Geodesic Matting (BAI; SAPIRO, 2009), which has an inferior processing time then the original one. Aiming to improve the performance of the applications that generates the trimap and of the algorithms that generates the alphamap (map that associates a value to the transparency of each pixel of the image), allowing its use in applications with time restrictions, it was used the CUDA architecture. Taking advantage, this way, of the computational power and the features of the GPGPU, which is massively parallel
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With the technology evolution for school proposals, became necessary the creation and modifica- tion of the pedagogical paradigms applied in the classroom. With this in mind, this monograph attempts to explain clearly and succinctly how to develop a complete game, following the precepts of appropriate pedagogy and software engineering steps, explaining the main entertainment devices and graphics suitable for the student’s intellectual development. Therefore, it is studied throughout this academic work, the complete process of development, making use of the development language ActionScript 3.0 , aided by some other technologies, show- ing that the use of technology articles in the classroom is possible and highly indicated
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This paper presents the development of a Web application called CityFreedom based on 3D modeling. The developed system demonstrates the use of most revolutionary and innovative techniques to create Web portals with the integrated 3D navigation scenarios to their own pages, without requiring any kind of plug-ins or external software. Everything works on the basis of compatible browsers. The CtyFreedom aims to give the user the feeling of immersion in virtual reality so get to interact with a three-dimensional city in order to see new places, traveling in an area of town that has always thought of knowing or even analyze establishments long before attend-them. It's the freedom to know and traveling around the city in a simple and trivial way. It is a new trend, the future of Web systems development
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Alterações nas competências motoras da infância até a idade adulta envolvem vários aspectos do comportamento humano. Na perspectiva cognitiva, indivíduos planejam ações motoras através de três estágios seqüenciais e interdependentes: identificação do estímulo, seleção da resposta e programação da resposta. Após tais estágios que correspondem à preparação motora, o tempo de execução inicia. A partir do sinal imperativo, o executante seleciona e programa a ação. Se o estímulo é apresentado consistentemente da mesma forma, então a resposta a tal estímulo será mais rápida, comparada a uma situação em que o estímulo é apresentado de forma diferente do esperado. Neste último caso, o executante necessitará reprogramar sua ação motora e consequentemente levará mais tempo para planejá-la. O objetivo deste estudo foi examinar o efeito de informação prévia (i.e., dica) na preparação e execução de tarefa de alcance a um alvo por crianças de 6, 8, e 10 anos e adultos. Informação prévia era fornecida em três condições experimentais: correta, incorreta e neutra. As variáveis dependentes foram: tempo de reação (TR), tempo de movimento (TM), tempo de desaceleração (TD), índice de retidão (IR) e número de unidades de movimento (UnM). Com respeito à preparação da ação motora, os resultados indicaram que o TR diminuiu com a idade. Para as crianças de 6 anos, o TR com dica correta foi ligeiramente mais rápido do que na condição sem dica. Todavia, na condição com dica incorreta, o TR para as crianças de 6 anos era mais lento comparado com os demais grupos. Com respeito à execução da ação motora, os resultados indicaram mudanças desenvolvimentais em todas as variáveis dependentes, TM, TD, IR, UnM. De modo geral, os resultados do presente estudo mostraram que aos 6 anos de idade crianças são capazes de utilizar informação antecipada para preparar uma simples ação de alcance...
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This project brings the development of an Android application which will allow users to access 3D models on web. The application developed allows Android devices to access web pages which have code that should use OPENGL to renderize. To demonstrate this functionality, an example web application was build, using technologies such as X3DOM and HTML5, which uses WebGL to get renderized. This web application gives to the user an environment of a virtual city, where he could surf by and interact with the objects. The Android application brings this immersion to the mobile world, also. The access and storage of data was developed a Webserver, which bring to the web application a simple API to give access to the database
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This work aims to make the closed loop control of a three phase induction motor, through the integration of the following equipment: a frequency inverter, the actuator system; a programmable logic controller (PLC), the controller; an encoder, the velocity sensor, used as a feedback monitoring the control variable and the three-phase induction motor, the plant to be controlled. The control is performed using a Proportional - Integrative - Derivative (PID) approach. The PLC has a help instruction, which performs the auto adjustment of the controller, that instruction is used and confronted with other adjustment methods. There are several types of methods adjustments to the PID controllers, where the empirical methods are addressed in this work. The system is deployed at the Interface and Electro Electronic Control laboratory in the Universidade Estadual Paulista Júlio Mesquita Filho, Guaratinguetá, São Paulo, then, in the future, this work becomes an experiment to be conducted in the classroom, allowing undergraduate students to develop a greater affinity to the programs used by the PLC as well as studies of undergraduate and graduate works with the help of assembly made
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This scientific research aimed at presenting a comparative analysis of softwares used to represent the processes of flood wave and debris flow. For this, a literature review was performed on these processes and on simulation models used to represent them. Then, a research on scientific database and developers’ websites was performed to identify the softwares used to simulate these processes. This step was performed based on specific criteria such as the type of simulation performed by the software, its practical applications and a user friendly interface. A free distribution and totally functional software was chosen and its simulation mechanisms were tested through a simulation exercise and the results interpreted based on data on measured in the Basin of Ribeirão Marins section Monjolinho located in Piracicaba - SP. With respect to the processes, it was sought to present the dynamics, constraints, parameters and variables used to understand them and for the simulation models were presented the conceptual aspects of mathematical modeling including the steps of the simulation process and the different types of simulation models used to represent them. In total, 20 softwares were identified, and the software object of analysis was the ABC 6 that performs simulation of flood wave. Through the simulation exercise, it was observed that were presented overestimated values of flow compared to measured data in the basin. For both hypotheses were raised about the causes of the discrepancy between the observed and simulated flow. It has been concluded that the simulation process consisted of a complex procedure where generalizations, misrepresentations and simplifications may occur due to the data used and the method adopted, but it is a useful tool in planning and decision making in various types of studies and environmental projects
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Brazil is a major world producer and exporter of agricultural products like soybeans, sugar, coffee, orange and tobacoo. However, the action of phytopathogenic fungi has been one of the largest challenges encountered in the field as they are responsible for approximately 25 to 50 per cent of losses in crops of fruits and vegetables. The presence of these pathogens is always a problem, because the damage on the tissues and organs promote lesions which decreses growth vegetation and often leads the individual (host) to death. Therefore, it is crucial to understand the process of spreading of these pathogens in the field to develop strategies which prevent the epidemics caused by them. In this study, the dispersal of fungi phytopathogenic in the field was modeled using the automata cellular formalism. The growth rate of infected plants population was measured by the radius of gyration and the influence of host different susceptibility degrees into the disease spread was assessed. The spatial anisotropy related to the plant-to-plant space and the system’s response to distinct seasonal patterns were also evaluated. The results obtained by a mean field model (spatially implicit models) emphasized the importance of the spatial structure on the spreading process, and dispersal patterns obtained by simulation (using a cellular automata) were in agreement with thse observed in data. All computational implementation was held in language Cl
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This paper presents a study on the development of a manufacturing system of printed circuit boards through copper milling. An advantage of this system is the replacement of chemical processes by physical process presenting a sustainable solution. The paper uses programs that will generate G-code needed to establish the coordinates where the milling forms the tracks. After obtaining the code, it will be transformed into steps that will be sent through the serial port to the microcontroller and the serial communication control will be in software. After obtaining information the microcontroller will execute the movement of the stepper motors through their drivers, H-bridge, the microcontroller also drives the spindle motor responsible for rotating the grinding tool, using a driver with a optocoupler and TRIAC
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With the advent of technology, many repetitive processes before now was be simplified with the support of a simple computer. Therefore programming has been developed and new softwares appear every day. For the development of this project was used the Microsoft Visual Studio 2010, and with it the program was made in C # Windows Form mode. This work aims to develop a program that can read, send and receive data via the Universal Serial Bus (USB) to the computer, and thereby perform the processing. Thus the milk producer will possess the knowledge of the amount of milk produced by the animal. With the processing of data it is possible to generate graphs of herd production or a specific animal and you can also generate the required report date
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A discussion concerning marine eutrophication, possible generated from an imbalance of fish population is presented. Simulations through a code in FORCE 2.0 considering a predator-prey model have been made and the numerical results for a three different fish species were plot in ORIGIN code. The populations considered in this study were: Sardines being prey and both mackerel and tuna being the sardine’s predators. Some hipotheses concerning to the marine eutrophication have being made according to the stages of the dynamics of the system. For situations were the prey’s populationis very low, the quality of the water experiences a strong depreciation leading to a possible eutrophication of the water.
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With the technology advancement, mobile devices have become increasingly more powerful and have started to have functions beyond of making phone calls. New applications, which perform these new functions, have been launched. The digital entertainment market has become one of the most benefited with this, once the games have become one of the most used applications for various types of users. This monograph presents the development of a game for Android OS, considering concepts like: physics, scenarios/views and character animation
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In a world that is increasingly working with software, the need arises for effective approaches that encourage software reuse. The reuse practice must be aligned to a set of practices, procedures and methodologies that create a stable and high quality product. These questions produce new styles and approaches in the software engineering. In this way, this thesis aims to address concepts related to development and model-driven architecture. The model-driven approach provides significant aspects of the automated development, which helps it with produced models built in the specification phase. The definition of terms such as model, architecture and platform makes the focus becomes clearer, because for MDA and MDD is important to split between technical and business issues. Important processes are covered, so you can highlight the artifacts that are built into each stage of model-driven development. The stages of development: CSM, PIM, PSM and ISM, detailing the purpose of each phase in oriented models, making the end of each stage are gradually produced artifacts that may be specialized. The models are handled by different prospects for modeling, abstracting the concepts and building a set of details that portrays a specific scenario. This retraction can be a graphical or textual representation, however, in most cases is chosen a language modeling, for example, UML. In order to provide a practical view, this dissertation shows some tools that improve the construction of models and the code generate that assists in the development, keeping the documentation systemic. Finally, the paper presents a case study that refers to the theoretical aspects discussed throughout the dissertation, therefore it is expected that the architecture and the model-driven development may be able to explain important features to consider in software engineering