1000 resultados para CNPQ::OUTROS::CIENCIAS


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The Quadratic Minimum Spanning Tree Problem (QMST) is a version of the Minimum Spanning Tree Problem in which, besides the traditional linear costs, there is a quadratic structure of costs. This quadratic structure models interaction effects between pairs of edges. Linear and quadratic costs are added up to constitute the total cost of the spanning tree, which must be minimized. When these interactions are restricted to adjacent edges, the problem is named Adjacent Only Quadratic Minimum Spanning Tree (AQMST). AQMST and QMST are NP-hard problems that model several problems of transport and distribution networks design. In general, AQMST arises as a more suitable model for real problems. Although, in literature, linear and quadratic costs are added, in real applications, they may be conflicting. In this case, it may be interesting to consider these costs separately. In this sense, Multiobjective Optimization provides a more realistic model for QMST and AQMST. A review of the state-of-the-art, so far, was not able to find papers regarding these problems under a biobjective point of view. Thus, the objective of this Thesis is the development of exact and heuristic algorithms for the Biobjective Adjacent Only Quadratic Spanning Tree Problem (bi-AQST). In order to do so, as theoretical foundation, other NP-hard problems directly related to bi-AQST are discussed: the QMST and AQMST problems. Bracktracking and branch-and-bound exact algorithms are proposed to the target problem of this investigation. The heuristic algorithms developed are: Pareto Local Search, Tabu Search with ejection chain, Transgenetic Algorithm, NSGA-II and a hybridization of the two last-mentioned proposals called NSTA. The proposed algorithms are compared to each other through performance analysis regarding computational experiments with instances adapted from the QMST literature. With regard to exact algorithms, the analysis considers, in particular, the execution time. In case of the heuristic algorithms, besides execution time, the quality of the generated approximation sets is evaluated. Quality indicators are used to assess such information. Appropriate statistical tools are used to measure the performance of exact and heuristic algorithms. Considering the set of instances adopted as well as the criteria of execution time and quality of the generated approximation set, the experiments showed that the Tabu Search with ejection chain approach obtained the best results and the transgenetic algorithm ranked second. The PLS algorithm obtained good quality solutions, but at a very high computational time compared to the other (meta)heuristics, getting the third place. NSTA and NSGA-II algorithms got the last positions

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In this work, we propose a multi agent system for digital image steganalysis, based on the poliginic bees model. Such approach aims to solve the problem of automatic steganalysis for digital media, with a case study on digital images. The system architecture was designed not only to detect if a file is suspicious of covering a hidden message, as well to extract the hidden message or information regarding it. Several experiments were performed whose results confirm a substantial enhancement (from 67% to 82% success rate) by using the multi-agent approach, fact not observed in traditional systems. An ongoing application using the technique is the detection of anomalies in digital data produced by sensors that capture brain emissions in little animals. The detection of such anomalies can be used to prove theories and evidences of imagery completion during sleep provided by the brain in visual cortex areas

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Programs manipulate information. However, information is abstract in nature and needs to be represented, usually by data structures, making it possible to be manipulated. This work presents the AGraphs, a representation and exchange format of the data that uses typed directed graphs with a simulation of hyperedges and hierarchical graphs. Associated to the AGraphs format there is a manipulation library with a simple programming interface, tailored to the language being represented. The AGraphs format in ad-hoc manner was used as representation format in tools developed at UFRN, and, to make it more usable in other tools, an accurate description and the development of support tools was necessary. These accurate description and tools have been developed and are described in this work. This work compares the AGraphs format with other representation and exchange formats (e.g ATerms, GDL, GraphML, GraX, GXL and XML). The main objective this comparison is to capture important characteristics and where the AGraphs concepts can still evolve

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O método de combinação de Nelson-Oppen permite que vários procedimentos de decisão, cada um projetado para uma teoria específica, possam ser combinados para inferir sobre teorias mais abrangentes, através do princípio de propagação de igualdades. Provadores de teorema baseados neste modelo são beneficiados por sua característica modular e podem evoluir mais facilmente, incrementalmente. Difference logic é uma subteoria da aritmética linear. Ela é formada por constraints do tipo x − y ≤ c, onde x e y são variáveis e c é uma constante. Difference logic é muito comum em vários problemas, como circuitos digitais, agendamento, sistemas temporais, etc. e se apresenta predominante em vários outros casos. Difference logic ainda se caracteriza por ser modelada usando teoria dos grafos. Isto permite que vários algoritmos eficientes e conhecidos da teoria de grafos possam ser utilizados. Um procedimento de decisão para difference logic é capaz de induzir sobre milhares de constraints. Um procedimento de decisão para a teoria de difference logic tem como objetivo principal informar se um conjunto de constraints de difference logic é satisfatível (as variáveis podem assumir valores que tornam o conjunto consistente) ou não. Além disso, para funcionar em um modelo de combinação baseado em Nelson-Oppen, o procedimento de decisão precisa ter outras funcionalidades, como geração de igualdade de variáveis, prova de inconsistência, premissas, etc. Este trabalho apresenta um procedimento de decisão para a teoria de difference logic dentro de uma arquitetura baseada no método de combinação de Nelson-Oppen. O trabalho foi realizado integrando-se ao provador haRVey, de onde foi possível observar o seu funcionamento. Detalhes de implementação e testes experimentais são relatados

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The use of clustering methods for the discovery of cancer subtypes has drawn a great deal of attention in the scientific community. While bioinformaticians have proposed new clustering methods that take advantage of characteristics of the gene expression data, the medical community has a preference for using classic clustering methods. There have been no studies thus far performing a large-scale evaluation of different clustering methods in this context. This work presents the first large-scale analysis of seven different clustering methods and four proximity measures for the analysis of 35 cancer gene expression data sets. Results reveal that the finite mixture of Gaussians, followed closely by k-means, exhibited the best performance in terms of recovering the true structure of the data sets. These methods also exhibited, on average, the smallest difference between the actual number of classes in the data sets and the best number of clusters as indicated by our validation criteria. Furthermore, hierarchical methods, which have been widely used by the medical community, exhibited a poorer recovery performance than that of the other methods evaluated. Moreover, as a stable basis for the assessment and comparison of different clustering methods for cancer gene expression data, this study provides a common group of data sets (benchmark data sets) to be shared among researchers and used for comparisons with new methods

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It is increasingly common use of a single computer system using different devices - personal computers, telephones cellular and others - and software platforms - systems graphical user interfaces, Web and other systems. Depending on the technologies involved, different software architectures may be employed. For example, in Web systems, it utilizes architecture client-server - usually extended in three layers. In systems with graphical interfaces, it is common architecture with the style MVC. The use of architectures with different styles hinders the interoperability of systems with multiple platforms. Another aggravating is that often the user interface in each of the devices have structure, appearance and behaviour different on each device, which leads to a low usability. Finally, the user interfaces specific to each of the devices involved, with distinct features and technologies is a job that needs to be done individually and not allow scalability. This study sought to address some of these problems by presenting a reference architecture platform-independent and that allows the user interface can be built from an abstract specification described in the language in the specification of the user interface, the MML. This solution is designed to offer greater interoperability between different platforms, greater consistency between the user interfaces and greater flexibility and scalability for the incorporation of new devices

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To manage the complexity associated with the management of multimedia distributed systems, a solution must incorporate concepts of middleware in order to hide specific hardware and operating systems aspects. Applications in these systems can be implemented in different types of platforms, and the components of these systems must interact each with the other. Because of the variability of the state of the platforms implementation, a flexible approach should allow dynamic substitution of components in order to ensure the level of QoS of the running application . In this context, this work presents an approach in the layer of middleware that we are proposing for supporting dynamic substitution of components in the context the Cosmos framework , starting with the choice of target component, rising taking the decision, which, among components candidates will be chosen and concluding with the process defined for the exchange. The approach was defined considering the Cosmos QoS model and how it deals with dynamic reconfiguration

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The distribution of petroleum products through pipeline networks is an important problem that arises in production planning of refineries. It consists in determining what will be done in each production stage given a time horizon, concerning the distribution of products from source nodes to demand nodes, passing through intermediate nodes. Constraints concerning storage limits, delivering time, sources availability, limits on sending or receiving, among others, have to be satisfied. This problem can be viewed as a biobjective problem that aims at minimizing the time needed to for transporting the set of packages through the network and the successive transmission of different products in the same pipe is called fragmentation. This work are developed three algorithms that are applied to this problem: the first algorithm is discrete and is based on Particle Swarm Optimization (PSO), with local search procedures and path-relinking proposed as velocity operators, the second and the third algorithms deal of two versions based on the Non-dominated Sorting Genetic Algorithm II (NSGA-II). The proposed algorithms are compared to other approaches for the same problem, in terms of the solution quality and computational time spent, so that the efficiency of the developed methods can be evaluated

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Research on Wireless Sensor Networks (WSN) has evolved, with potential applications in several domains. However, the building of WSN applications is hampered by the need of programming in low-level abstractions provided by sensor OS and of specific knowledge about each application domain and each sensor platform. We propose a MDA approach do develop WSN applications. This approach allows domain experts to directly contribute in the developing of applications without needing low level knowledge on WSN platforms and, at the same time, it allows network experts to program WSN nodes to met application requirements without specific knowledge on the application domain. Our approach also promotes the reuse of the developed software artifacts, allowing an application model to be reused across different sensor platforms and a platform model to be reused for different applications

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The Multiobjective Spanning Tree is a NP-hard Combinatorial Optimization problem whose application arises in several areas, especially networks design. In this work, we propose a solution to the biobjective version of the problem through a Transgenetic Algorithm named ATIS-NP. The Computational Transgenetic is a metaheuristic technique from Evolutionary Computation whose inspiration relies in the conception of cooperation (and not competition) as the factor of main influence to evolution. The algorithm outlined is the evolution of a work that has already yielded two other transgenetic algorithms. In this sense, the algorithms previously developed are also presented. This research also comprises an experimental analysis with the aim of obtaining information related to the performance of ATIS-NP when compared to other approaches. Thus, ATIS-NP is compared to the algorithms previously implemented and to other transgenetic already presented for the problem under consideration. The computational experiments also address the comparison to two recent approaches from literature that present good results, a GRASP and a genetic algorithms. The efficiency of the method described is evaluated with basis in metrics of solution quality and computational time spent. Considering the problem is within the context of Multiobjective Optimization, quality indicators are adopted to infer the criteria of solution quality. Statistical tests evaluate the significance of results obtained from computational experiments

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Software Product Line (SPL) consists of a software development paradigm, whose main focus is to identify features common and variability among applications in a specific domain. An LPS is designed to attend all products requirements from its product family. These requirements and LPS may have changes over time due to several factors, such as evolution of product requirements, evolution of the market, evolution of SLP process, evolution of the technologies used to develop the products. To handle these changes, LPS should be modified and evolve in order to not become obsolete, and adapt itself to new requirements. The Changes Impact Analysis is an activity that understand and identify what consequences these changes are cause on LPS. Impact Analysis on LPS may be supported by traceability relationships, which identify relationships between artefacts created during all phases of software development. Despite the solutions of change impact analysis based on traceability for software, there is a lack of solutions for assessing the change impact analysis based on traceability for LPS, since existing solutions do not include estimates specific to the artefacts of LPS. Thus, this paper proposes a process of change impact analysis and an tool for assessing the change impact through traceability of artefacts in LPS. For this purpose, we specified a process of change impact analysis that considers artifacts produced during the development of LPS. We have also implemented a tool which allows estimating and identifying artefacts and products of LPS affected from changes in other products, changes in class, changes in features, changes between releases of LPS and artefacts related to changes in core assets and variability. Finally, the results were evaluated through metrics

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In development of Synthetic Agents for Education, the doubt still resides about what would be a behavior that could be considered, in fact, plausible for this agent's type, which can be considered as effective on the transmission of the knowledge by the agent and the function of emotions this process. The purpose of this labor has an investigative nature in an attempt to discover what aspects are important for this behavior consistent and practical development of a chatterbot with the function of virtual tutor, within the context of learning algorithms. In this study, we explained the agents' basics, Intelligent Tutoring Systems, bots, chatterbots and how these systems need to provide credibility to report on their behavior. Models of emotions, personality and humor to computational agents are also covered, as well as previous studies by other researchers at the area. After that, the prototype is detailed, the research conducted, a summary of results achieved, the architectural model of the system, vision of computing and macro view of the features implemented.

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Aspect-Oriented Software Development (AOSD) is a technique that complements the Object- Oriented Software Development (OOSD) modularizing several concepts that OOSD approaches do not modularize appropriately. However, the current state-of-the art on AOSD suffers with software evolution, mainly because aspect definition can stop to work correctly when base elements evolve. A promising approach to deal with that problem is the definition of model-based pointcuts, where pointcuts are defined based on a conceptual model. That strategy makes pointcut less prone to software evolution than model-base elements. Based on that strategy, this work defines a conceptual model at high abstraction level where we can specify software patterns and architectures that through Model Driven Development techniques they can be instantiated and composed in architecture description language that allows aspect modeling at architecture level. Our MDD approach allows propagate concepts in architecture level to another abstraction levels (design level, for example) through MDA transformation rules. Also, this work shows a plug-in implemented to Eclipse platform called AOADLwithCM. That plug-in was created to support our development process. The AOADLwithCM plug-in was used to describe a case study based on MobileMedia System. MobileMedia case study shows step-by-step how the Conceptual Model approach could minimize Pointcut Fragile Problems, due to software evolution. MobileMedia case study was used as input to analyses evolutions on software according to software metrics proposed by KHATCHADOURIAN, GREENWOOD and RASHID. Also, we analyze how evolution in base model could affect maintenance on aspectual model with and without Conceptual Model approaches

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Formal methods and software testing are tools to obtain and control software quality. When used together, they provide mechanisms for software specification, verification and error detection. Even though formal methods allow software to be mathematically verified, they are not enough to assure that a system is free of faults, thus, software testing techniques are necessary to complement the process of verification and validation of a system. Model Based Testing techniques allow tests to be generated from other software artifacts such as specifications and abstract models. Using formal specifications as basis for test creation, we can generate better quality tests, because these specifications are usually precise and free of ambiguity. Fernanda Souza (2009) proposed a method to define test cases from B Method specifications. This method used information from the machine s invariant and the operation s precondition to define positive and negative test cases for an operation, using equivalent class partitioning and boundary value analysis based techniques. However, the method proposed in 2009 was not automated and had conceptual deficiencies like, for instance, it did not fit in a well defined coverage criteria classification. We started our work with a case study that applied the method in an example of B specification from the industry. Based in this case study we ve obtained subsidies to improve it. In our work we evolved the proposed method, rewriting it and adding characteristics to make it compatible with a test classification used by the community. We also improved the method to support specifications structured in different components, to use information from the operation s behavior on the test case generation process and to use new coverage criterias. Besides, we have implemented a tool to automate the method and we have submitted it to more complex case studies

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The game industry has been experiencing a consistent increase in production costs of games lately. Part of this increase refers to the current trend of having bigger, more interactive and replayable environments. This trend translates to an increase in both team size and development time, which makes game development a even more risky investment and may reduce innovation in the area. As a possible solution to this problem, the scientific community is focusing on the generation of procedural content and, more specifically, on procedurally generated levels. Given the great diversity and complexity of games, most works choose to deal with a specific genre, platform games being one of the most studied. This work aims at proposing a procedural level generation method for platform/adventure games, a fairly more complex genre than most classic platformers which so far has not been the subject of study from other works. The level generation process was divided in two steps, planning and viusal generation, respectively responsible for generating a compact representation of the level and determining its view. The planning stage was divided in game design and level design, and uses a goaloriented process to output a set of rooms. The visual generation step receives a set of rooms and fills its interior with the appropriate parts of previously authored geometry