945 resultados para digital forensic tool testing


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More and more current software systems rely on non trivial coordination logic for combining autonomous services typically running on different platforms and often owned by different organizations. Often, however, coordination data is deeply entangled in the code and, therefore, difficult to isolate and analyse separately. COORDINSPECTOR is a software tool which combines slicing and program analysis techniques to isolate all coordination elements from the source code of an existing application. Such a reverse engineering process provides a clear view of the actually invoked services as well as of the orchestration patterns which bind them together. The tool analyses Common Intermediate Language (CIL) code, the native language of Microsoft .Net Framework. Therefore, the scope of application of COORDINSPECTOR is quite large: potentially any piece of code developed in any of the programming languages which compiles to the .Net Framework. The tool generates graphical representations of the coordination layer together and identifies the underlying business process orchestrations, rendering them as Orc specifications

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With the number of elderly people increasing tremendously worldwide, comes the need for effective methods to maintain or improve older adults' cognitive performance. Using continuous neurofeedback, through the use of EEG techniques, people can learn how to train and alter their brain electrical activity. A software platform that puts together the proposed rehabilitation methodology has been developed: a digital game protocol that supports neurofeedback training of alpha and theta rhythms, by reading the EEG activity and presenting it back to the subject, interleaved with neurocognitive tasks such as n-Back and Corsi Block-Tapping. This tool will be used as a potential rehabilitative platform for age-related memory impairments.

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This paper investigates realism in character computer animation, which triggered the development of new techniques and aesthetic in spectacular cinema and contemporary culture. With the advent of motion or performing capture, animation has made possible that virtual characters or digital creatures reach higher levels in emotional acting, taking place in virtual cinematic worlds or even special effects movies. This technology, when placed at the service of imagination and fantasy can provide new dimensions in character motion and communication. In this context, projects like Peter Jackson’s (2001) The Lord of the Rings, James Cameron’s Avatar (2009) and more recently Steven Spielberg’s Tintin (2011) demonstrate that motion technology is constantly evolving, and it represents a credible option to explore new techniques and aesthetic in contemporary animation.

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O presente estudo tem como objecto central o livro ilustrado e tem como objectivo principal compreender as diferenças entre dois modelos: o livro impresso e o livro digital. Partindo de um objecto de estudo concreto, um livro tradicional em formato impresso desenvolvido na disciplina de Ilustração no contexto do Mestrado de Ilustração e Animação do Instituto Politécnico do Cávado e do Ave, é nosso objectivo perceber as principais diferenças que ocorrem na transição para um suporte digital, especificamente num formato iPad, assim como enunciar algumas das metodologias possíveis para que esta transição seja eficaz. Num momento de transição como o que vivemos actualmente, em que o ilustrador tem cada vez mais necessidade de se adaptar a novos meios, novas ferramentas de trabalho e novas formas de comunicação, importa reflectir sobre a natureza do livro e sobre as características que distinguem os dois suportes, o tradicional e o digital. Assim, é nossa intenção perceber essas diferenças e enunciar alguns dos procedimentos que o ilustrador deve ter em conta quando experimenta a transição de um objecto de ilustração para um meio digital táctil como é o iPad.

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Purpose – Castings defects are usually easy to characterize, but to eradicate them can be a difficult task. In many cases, defects are caused by the combined effect of different factors, whose identification is often difficult. Besides, the real non-quality costs are usually unknown, and even neglected. This paper aims to describe the development of a modular tool for quality improvement in foundries, and its main objective is to present the application potential and the foundry process areas that are covered and taken into account. Design/methodology/approach – The integrated model was conceived as an expert system, designated Qualifound, which performs both qualitative and quantitative analyses. For the qualitative analyses mode, the nomenclature and the description of defects are based on the classification suggested by the International Committee of the Foundry Technical Association. Thus, a database of defects was established, enabling one to associate the defects with the relevant process operations and the identification of their possible causes. The quantitative analysis mode deals with the number of produced and rejected castings and includes the calculation of the non-quality costs. Findings – The validation of Qualifound was carried out in a Portuguese foundry, whose quality system had been certified according to the ISO 9000 standards. Qualifound was used in every management area and it was concluded that the application had the required technological requisites to provide the necessary information for the foundry management to improve process quality. Originality/value – The paper presents a successful application of an informatics tool on quality improvement in foundries.

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O presente estudo tem como objeto central o livro ilustrado e como principal objetivo compreender as diferenças entre dois modelos: o livro impresso e o livro digital. Partindo de um objeto de estudo concreto, um livro tradicional em formato impresso, é nosso objetivo perceber as principais diferenças que ocorrem na transição para um suporte digital, especificamente num formato iPad. Pretendemos também enunciar algumas das metodologias possíveis para que esta transição seja eficaz. Num momento de transição como o que vivemos atualmente, em que o ilustrador tem cada vez mais necessidade de se adaptar a novos meios, novas ferramentas de trabalho e novas formas de comunicação, importa refletir sobre a natureza do livro e sobre as características que distinguem os dois suportes: o tradicional e o digital. Assim, é nossa intenção identificar e perceber essas diferenças e enunciar alguns procedimentos a ter em conta quando o ilustrador experimenta a transição de um objeto de ilustração para um meio digital tátil, como é o iPad.

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Cada vez mais os indivíduos necessitam de competências digitais avançadas para participar plenamente na sociedade. Numa Europa em crescente envelhecimento é atualmente reconhecida a importância e o potencial da indústria de serviços para envelhecer bem baseados nas tecnologias de informação e de comunicação (TIC), de que é exemplo o mercado eletrónico de serviços sociais e de cuidados de saúde, o GuiMarket, proposto pelos autores para um município do Norte de Portugal. Com base nos resultados de um inquérito realizado junto de uma amostra de 315 indivíduos, o artigo discute a importância reconhecida a tal serviço e a frequência de utilização prevista, concluindo existir uma íntima relação entre o acesso às TIC e a utilização que os inquiridos preveem fazer do GuiMarket.

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In a Europe increasingly aging, it is now recognized the importance and potential of the service industry for ageing well based on information and communication technologies (ICT), as exemplified by the electronic market of social services and health care, the GuiMarket, proposed by the authors. However, this new range of services requires that individuals have advanced digital skills to fully participate in society. Based on the results of a survey made on a sample of 315 individuals, this paper discusses the importance granted GuiMarket and the intended frequency of use, concluding there is a close relationship between ICT access and use that respondents anticipate making of GuiMarket and alike services.

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Survival analysis is applied when the time until the occurrence of an event is of interest. Such data are routinely collected in plant diseases, although applications of the method are uncommon. The objective of this study was to use two studies on post-harvest diseases of peaches, considering two harvests together and the existence of random effect shared by fruits of a same tree, in order to describe the main techniques in survival analysis. The nonparametric Kaplan-Meier method, the log-rank test and the semi-parametric Cox's proportional hazards model were used to estimate the effect of cultivars and the number of days after full bloom on the survival to the brown rot symptom and the instantaneous risk of expressing it in two consecutive harvests. The joint analysis with baseline effect, varying between harvests, and the confirmation of the tree effect as a grouping factor with random effect were appropriate to interpret the phenomenon (disease) evaluated and can be important tools to replace or complement the conventional analysis, respecting the nature of the variable and the phenomenon.

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A fast and direct surface plasmon resonance (SPR) method for the kinetic analysis of the interactions between peptide antigens and immobilised monoclonal antibodies (mAb) has been established. Protocols have been developed to overcome the problems posed by the small size of the analytes (< 1600 Da). The interactions were well described by a simple 1:1 bimolecular interaction and the rate constants were self-consistent and reproducible. The key features for the accuracy of the kinetic constants measured were high buffer flow rates, medium antibody surface densities and high peptide concentrations. The method was applied to an extensive analysis of over 40 peptide analogues towards two distinct anti-FMDV antibodies, providing data in total agreement with previous competition ELISA experiments. Eleven linear 15-residue synthetic peptides, reproducing all possible combinations of the four replacements found in foot-and-mouth disease virus (FMDV) field isolate C-S30, were evaluated. The direct kinetic SPR analysis of the interactions between these peptides and three anti-site A mAbs suggested additivity in all combinations of the four relevant mutations, which was confirmed by parallel ELISA analysis. The four-point mutant peptide (A15S30) reproducing site A from the C-S30 strain was the least antigenic of the set, in disagreement with previously reported studies with the virus isolate. Increasing peptide size from 15 to 21 residues did not significantly improve antigenicity. Overnight incubation of A15S30 with mAb 4C4 in solution showed a marked increase in peptide antigenicity not observed for other peptide analogues, suggesting that conformational rearrangement could lead to a stable peptide-antibody complex. In fact, peptide cyclization clearly improved antigenicity, confirming an antigenic reversion in a multiply substituted peptide. Solution NMR studies of both linear and cyclic versions of the antigenic loop of FMDV C-S30 showed that structural features previously correlated with antigenicity were more pronounced in the cyclic peptide. Twenty-six synthetic peptides, corresponding to all possible combinations of five single-point antigenicity-enhancing replacements in the GH loop of FMDV C-S8c1, were also studied. SPR kinetic screening of these peptides was not possible due to problems mainly related to the high mAb affinities displayed by these synthetic antigens. Solution affinity SPR analysis was employed and affinities displayed were generally comparable to or even higher than those corresponding to the C-S8c1 reference peptide A15. The NMR characterisation of one of these multiple mutants in solution showed that it had a conformational behaviour quite similar to that of the native sequence A15 and the X-ray diffraction crystallographic analysis of the peptide ? mAb 4C4 complex showed paratope ? epitope interactions identical to all FMDV peptide ? mAb complexes studied so far. Key residues for these interactions are those directly involved in epitope ? paratope contacts (141Arg, 143Asp, 146His) as well as residues able to stabilise a particular peptide global folding. A quasi-cyclic conformation is held up by a hydrophobic cavity defined by residues 138, 144 and 147 and by other key intrapeptide hydrogen bonds, delineating an open turn at positions 141, 142 and 143 (corresponding to the Arg-Gly-Asp motif).

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Uma discussão do impacte do digital (dos computadores aos fluxos de informação em rede) Luis Borges Gouveia lmbg@ufp.edu.pt Aula aberta PÓS GRADUÇÃO EM JORNALISMO ESPECIALIZADO, UFP/LUSA Universidade Fernando Pessoa, 23 de Abril de 2016 Discussão do digital, enquanto transformador da informação (meio, conteúdo e mensagem) Breve apresentação de conceitos da sociedade em rede e do seu enquadramento

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Este artigo investiga as representações sociais que emergem da participação pública mediada pelo uso de Tecnologias de Informação e Comunicação (TIC). A prefeitura de Belo Horizonte, em 2006, usou pela primeira vez a TIC no Orçamento Participativo Digital (OP Digital). Foi uma escolha da população das obras prioritárias para o biênio seguinte. O OP Digital foi repetido em 2008 e 2011, mas com participação inferior à obtida na primeira edição. Realizamos este trabalho para compreender o uso da internet pelo cidadão na tomada de decisão pública e para explicar a diminuição da sua participação. Os procedimentos metodológicos estão ancorados na teoria das representações sociais e na análise crítica do discurso de 101 textos - da imprensa e de órgãos públicos ou representantes do governo. Os resultados nos indicam que não está sendo explorado o potencial de interação e construção coletiva da internet, ancorando a nova prática em uma votação, dessa forma, trivializando-a. Essa pode ser uma das razões para o abandono da participação.

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In this article we argue that digital simulations promote and explore complex relations between the player and the machines cybernetic system with which it relates through gameplay, that is, the real application of tactics and strategies used by participants as they play the game. We plan to show that the realism of simulation, together with the merger of artificial objects with the real world, can generate interactive empathy between players and their avatars. In this text, we intend to explore augmented reality as a means to visualise interactive communication projects. With ARToolkit, Virtools and 3ds Max applications, we aim to show how to create a portable interactive platform that resorts to the environment and markers for constructing the games scenario. Many of the conventional functions of the human eye are being replaced by techniques where images do not position themselves in the traditional manner that we observe them (Crary, 1998), or in the way we perceive the real world. The digitalization of the real world to a new informational layer over objects, people or environments, needs to be processed and mediated by tools that amplify the natural human senses.