888 resultados para Faculdade de Ciências Exatas e da Engenharia


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The purpose of this study was to examine the relationships between sport commitment and three types of sport consumer behaviors: participation frequency, sporting goods and media consumption. A survey was conducted among sport participants of both individual and team sports, fitness and outdoor activities (n= 900). The survey included questions related to demographic information, measures of sport commitment and sport consumption behavior. The results analyzed trough structural equation modeling showed that the sport commitment influences positively the participation frequency, sporting goods consumption and media consumption. Implications of these results are discussed and suggestions for future research on sport consumers are provided.

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Background: The enduring aging of the world population and prospective increase of age-related chronic diseases urge the implementation of new models for healthcare delivery. One strategy relies on ICT (Information and Communications Technology) home-based solutions allowing clients to pursue their treatments without institutionalization. Stroke survivors are a particular population that could strongly benefit from such solutions, but is not yet clear what the best approach is for bringing forth an adequate and sustainable usage of home-based rehabilitation systems. Here we explore two possible approaches: coaching and gaming. Methods: We performed trials with 20 healthy participants and 5 chronic stroke survivors to study and compare execution of an elbow flexion and extension task when performed within a coaching mode that provides encouragement or within a gaming mode. For each mode we analyzed compliance, arm movement kinematics and task scores. In addition, we assessed the usability and acceptance of the proposed modes through a customized self-report questionnaire. Results: In the healthy participants sample, 13/20 preferred the gaming mode and rated it as being significantly more fun (p < .05), but the feedback delivered by the coaching mode was subjectively perceived as being more useful (p < .01). In addition, the activity level (number of repetitions and total movement of the end effector) was significantly higher (p <.001) during coaching. However, the quality of movements was superior in gaming with a trend towards shorter movement duration (p=.074), significantly shorter travel distance (p <.001), higher movement efficiency (p <.001) and higher performance scores (p <.001). Stroke survivors also showed a trend towards higher activity levels in coaching, but with more movement quality during gaming. Finally, both training modes showed overall high acceptance. Conclusions: Gaming led to higher enjoyment and increased quality in movement execution in healthy participants. However, we observed that game mechanics strongly determined user behavior and limited activity levels. In contrast, coaching generated higher activity levels. Hence, the purpose of treatment and profile of end-users has to be considered when deciding on the most adequate approach for home based stroke rehabilitation.

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O objetivo principal deste trabalho consiste na caracterizao dinmica da Torre Sineira da S Catedral do Funchal. Esta caracterizao tem como base o recurso a tcnicas de anlise experimental, e em simultneo, a simulaes numricas. As tcnicas experimentais utilizadas baseiam-se na utilizao de metodologias de identificao dinmica com base em medies da resposta estrutural provocada pela excitao ambiente, i.e. vento e trfego. A campanha de ensaios foi realizada em cinco sries de medio com acelermetros piezoeltricos de alta sensibilidade e recorrendo a equipamento de aquisio de dados de alto desempenho. Ao longo do trabalho so descritas as principais caractersticas dos ensaios, bem como os resultados obtidos recorrendo a tcnicas de anlise modal operacional, culminando na obteno dos parmetros modais dos principais modos de vibrao da estrutura. Aps o tratamento dos resultados obtidos experimentalmente, estes foram usados para calibrar um modelo numrico implementado num software comercial de elementos finitos. Este modelo tem como base tcnicas de modelao correntemente utilizadas na simulao deste tipo de estruturas, bem como parmetros plausveis para definir o comportamento mecnico dos materiais. Posteriormente, os resultados obtidos em ambas as abordagens so diretamente comparados, tendo sido possvel observar uma boa correspondncia entre ambos. Esta dissertao termina com as principais concluses e com a identificao dos principais desenvolvimentos para trabalhos futuros.

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Nos tempos que correm a gesto de topo das empresas tem como desafio adaptar-se s exigncias do mercado, tendo em conta a crise atravessada nos diversos setores. O lean mais do que uma ferramenta, uma filosofia de vida que visa a excelncia. Esta filosofia contm dois pilares importantes, a melhoria contnua e o respeito pelas pessoas. A melhoria contnua pretendida visa a obteno do valor esperado e definido perante um desafio. O lean uma filosofia de gesto que nasce aps a segunda guerra mundial caracterizado como sistema de produo enxuto que visa eliminao de desperdcios. Algumas empresas do setor da construo aps verificar os resultados satisfatrios noutras reas, impuseram a implementao da filosofia lean nas suas organizaes. Esta implementao passa por adotar ferramentas que visam a eliminao de desperdcios, produo puxada e a flexibilidade de processos. A construo adotou ferramentas tais como: just in time, definio de valor, definio de desperdcio, fluxo contnuo, task time, sistema puxado, poka-yoke, kanban, heijunka (nivelamento de produo), seis sigmas, last planner, kaizen, fluxo de valor, 5S`s. A presente tese pretende clarificar algumas destas ferramentas e conceitos, aproximando-os da rea da construo. Inclui-se um questionrio a um grupo de trabalhadores de uma empresa de construo que est na fase inicial de implementao do lean. O questionrio visou entender em que fase se encontra a implementao e a importncia dada ao tema pelos trabalhadores. Foram analisados alguns casos prticos onde a gesto da empresa decidiu implementar o lean.

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Este trabalho foi realizado devido aos novos desafios existentes na rea petrolfera, pois tem-se verificado novas necessidades na transferncia de calor em tubagens em guas profundas. Com estes novos cenrios de produo em guas profundas, existe a preocupao de garantir o escoamento do produto evitando cenrios de obstruo nas tubagens. Os principais problemas aquando da explorao petrolfera prendem-se com a ocorrncia de parafinas nas paredes dos tubos bem como a formao de hidratos. descrito neste trabalho as solues existentes para a transferncia do produto e comparao das mesmas. Numa segunda fase realizado um modelo matemtico para anlise trmica das tubagens comparando os materiais isolantes propostos, afim de garantir a temperatura mnima do fluido circulante. De salientar que houve a preocupao de ter em conta uma paragem na explorao do petrleo, por motivos de manuteno por exemplo, e garantir dessa maneira a temperatura mnima do mesmo. Este trabalho prope solues de isolamento trmico e discute todos os desafios e problemas existentes.

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Esta dissertao contextualiza e descreve a actividade prtica do quotidiano de um gestor de redes informticas modernas. Define Network Operations Center (NOC) e a sua importncia como provedor de servios de Internet, e aborda a gesto de redes como alicerce terico mediante a tomada de decises que a tarefa de gesto coloca. com base na complexidade da tarefa de gesto que surge a necessidade e o aparecimento consequente de Plataformas de Gesto. Estas plataformas no s auxiliam na tarefa para a qual foram desenvolvidas como substituem todo um conjunto de ferramentas tradicionais, limitadas para a realidade das infraestruturas de telecomunicaes actuais. O estudo do NOC da NOS Madeira enfatiza a problemtica que as infra-estruturas de mdia e grande dimenso comportam para os gestores de redes que l operam. As limitaes da plataforma de gesto em uso referentes definio e organizao de utilizadores, dispositivos e grupos respectivos, conjuntamente com a falta de parametrizao em notificaes justificam uma soluo. Aqui, feita uma anlise e um levantamento de requisitos para a seleco da nova plataforma de gesto seguida da proposta de uma soluo integrada para resoluo do problema. Esta proposta envolve a definio de uma arquitectura, o desenho e a implementao de software prprios para um sistema particular ao qual designamos: ZenDash.

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This thesis presents a cloud-based software platform for sharing publicly available scientific datasets. The proposed platform leverages the potential of NoSQL databases and asynchronous IO technologies, such as Node.JS, in order to achieve high performances and flexible solutions. This solution will serve two main groups of users. The dataset providers, which are the researchers responsible for sharing and maintaining datasets, and the dataset users, that are those who desire to access the public data. To the former are given tools to easily publish and maintain large volumes of data, whereas the later are given tools to enable the preview and creation of subsets of the original data through the introduction of filter and aggregation operations. The choice of NoSQL over more traditional RDDMS emerged from and extended benchmark between relational databases (MySQL) and NoSQL (MongoDB) that is also presented in this thesis. The obtained results come to confirm the theoretical guarantees that NoSQL databases are more suitable for the kind of data that our system users will be handling, i. e., non-homogeneous data structures that can grow really fast. It is envisioned that a platform like this can lead the way to a new era of scientific data sharing where researchers are able to easily share and access all kinds of datasets, and even in more advanced scenarios be presented with recommended datasets and already existing research results on top of those recommendations.

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In this thesis we aimed to explore the potential of gamification - defined as the use of game elements in non-game contexts [30] - in increasing children's (aged 5 to 6) engagement with the task. This is mainly due to the fact that our world is living a technological era, and videogames are an example of this engagement by being able to maintain childrens (and adults) engagement for hours straight. For the purpose of limiting complexity, we only addressed the feedback element by introducing it with an anthropomorphic virtual agent (human-like aspect), because research shows that virtual agents (VAs) can influence behavioural change [17], or even induce emotions on humans both through the use of feedback provided and their facial expressions, which can interpreted in the same way as of humans [2]. By pairing the VA with the gamification concept, we wanted to 1) create a VA that is likely to be well-received by children (appearance and behaviour), and 2) have the immediate feedback that games have, so we can give children an assessment of their actions in real-time, as opposed to waiting for feedback from someone (traditional teaching), and with this give students more chances to succeed [32, 43]. Our final system consisted on a virtual environment, where children formed words that corresponded to a given image. In order to measure the impact that the VA had on engagement, the system was developed in two versions: one version of the system was limited to provide a simple feedback environment, where the VA provided feedback, by responding with simple phrases (i.e. correct or incorrect); for the second version, the VA had a more complex approach where it tried to encourage children to complete the word a motivational feedback - even when they werent succeeding. Lastly we conducted a field study with two groups of children, where one group tested the version with the simple feedback, and the other group tested the motivational version of the system. We used a quantitative approach to analyze the collected data that measured the engagement, based on the number of tasks (words) completed and time spent with system. The results of the evaluation showed that the use of motivational feedback may carry a positive effect on engaging children.

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With increasing concerns about the impact of global warming on human life, policy makers around the world and researchers have sought for technological solutions that have the potential to attenuate this process. This thesis describes the design and evaluation of an information appliance that aims to increase the use of public transportation. We developed a mobile glanceable display that, being aware of the users transportation routines, provides awareness cues about bus arrival time, grounded upon the vision of Ambient Intelligence. We present the design process we followed, from ideation to building a prototype and conducting a field study, and conclude with a set of guidelines for the design of relevant personal information systems. More specifically we seek to test the following hypotheses: 1) That the tangible prototype that provides ambient cues will be used more frequently than a similar purpose mobile app, 2) That the tangible prototype will reduce the waiting time at the bus stop, 3) That the tangible prototype will result to reduced anxiety on passengers, 4) That the tangible prototype will result to an increase in the perceived reliability of the transit service, 5) That the tangible prototype will enhance users efficiency in reading the bus schedules and 6) That the tangible prototype will make individuals more likely to use public transit. In a field study, we compare the tangible prototype against the mobile app and a control condition where participants were given no external support in obtaining bus arrival information, other than their existing routines. Using qualitative and quantitative data, we test the aforementioned hypotheses and explore users reactions to the prototype we developed.

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Ao longo dos ultimos anos tem existido um interesse crescente em estudar o tempo ate `a ocorrencia de varios acontecimentos, os quais podem ser observados mais do que uma vez para um mesmo indivduo. Os dados respeitantes a acontecimentos multiplos tem como principal caracterstica o facto de se registar mais do que um tempo de vida para cada indivduo, o que inviabiliza a aplicacao direta do modelo de regressao de Cox. Assim, surgiu a necessidade de desenvolver novas extensoes deste modelo, sendo que as mais utilizadas na pratica foram sugeridas por: Prentice, Williams e Peterson (PWP); Andersen e Gill (AG); Wei, Lin e Weissfeld (WLW); e Lee, Wei e Amato (LWA). Um dos maiores obstaculos na aplicacao destes modelos e a forte possibilidade de existir correlacao intraindivduos. Neste ponto, os quatro modelos referidos anteriormente sao classicados como modelos marginais, uma vez que o vetor de parametros de regressao e estimado com base no ajustamento de um modelo que ignora a correlacao entre acontecimentos. Para compensar esse facto, nestes modelos e usado um estimador robusto da matriz de covariancia, o qual permite efetuar a correcao necessaria na estimativa da variancia usual. Apos realizar uma descricao detalhada de cada modelo marginal procedeu-se a` respetiva implementacao atraves do software estatstico R. Para o efeito, recorreu-se a` simulacao de dados relativos a acontecimentos multiplos do mesma natureza, isto e, a acontecimentos recorrentes. Os resultados obtidos permitiram realcar e conrmar as caractersticas dos modelos estudados.

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O principal objetivo desta dissertao analisar a classe de distribuies de Panjer, algumas das suas extenses e a utilizao destas na modelao do risco coletivo. Inicialmente, so referidos alguns momentos histricos importantes no estudo da famlia de distribuies de Panjer e no desenvolvimento do modelo do risco coletivo. Apresentamos tambm alguns artigos publicados nos ltimos vinte anos sobre estas temticas. Depois, so apresentados os conceitos e instrumentos fundamentais na construo das extenses da famlia de Panjer e na construo recursiva das distribuies do modelo do risco coletivo. Tais conceitos e instrumentos incluem a funo geradora de probabilidades, a transformada de Laplace, a mistura e modi cao de distribuies de probabilidade. Seguidamente, so caracterizadas as distribuies discretas pertencentes classe de Panjer, distribuies essas denominadas de distribuies de contagem bsicas, de nidas a recurso de Panjer e duas suas extenses e apresentadas as distribuies pertencentes a cada uma delas. Finalmente, apresentado o modelo do risco coletivo, designadamente o modelo composto das indemnizaes agregadas, cujas distribuies, neste caso, so construdas atravs do mtodo recursivo. So tambm expostos dois mtodos de construo de distribuies aritmticas. A dissertao termina com a deduo de alguns modelos particulares para o risco coletivo, obtidos com o auxlio dos programas informticos Mathematica e R.

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A elevada incidncia e mortalidade mundiais associadas ao cancro justificam o desenvolvimento e implementao de estratgias eficazes e no-invasivas conducentes a um diagnstico precoce. Neste contexto, pretendeu-se avaliar a performance de uma metodologia inovadora, a microextrao por needle trap (NTME), na extrao de metabolitos volteis (VOMs) da urina de pacientes oncolgicos com diferentes tipos de cancro - clon, pulmo e mama, e de indivduos saudveis, com a finalidade de identificar um conjunto de VOMs potenciais biomarcadores dos diferentes tipos cancros em estudo. De modo a maximizar a eficincia da extrao dos VOMs, foram otimizados diferentes parmetros experimentais, nomeadamente a natureza do sorvente, a temperatura, o tempo de equilbrio, o volume de headspace, a fora inica, o pH do meio e o volume e a agitao da amostra. Usando como sorvente o DVB/Car1000/CarX, os melhores resultados foram obtidos com 4 mL de urina acidificada (pH= 2), 20% NaCl, 40 mL de headspace e 40 min de equilbrio a 50 C. Foi ainda avaliada a estabilidade dos VOMs no sorvente at 72 h aps a extrao. Nos quatro grupos em estudo foram identificados, por GC-MS, 259 VOMs pertencentes a diversas famlias qumicas, nomeadamente cetonas, compostos sulfurados, furnicos e terpnicos. A matriz de dados obtida para cada grupo em estudo foi submetida a anlise discriminante, usando o mtodo dos mnimos quadrados parciais (PLS-DA), que resultou em clusters distintos diferenciadores de cada grupo. A aplicabilidade do modelo foi avaliada atravs do mtodo de classificao SIMCA (modelagem suave e independente de analogias de classe), com elevadas taxas de classificao, sensibilidade e especificidade. Este foi o primeiro estudo usando NTME para o estabelecimento do padro volatmico da urina. Os resultados obtidos revelam-se muito promissores originando perfis volteis de maior expressividade, mais completos e abrangentes, que os obtidos usando metodologias de referncia.

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Hydroelectric systems are well-known for large scale power generation. However, there are virtually no studies on energy harvesting with these systems to produce tens or hundreds of milliwatts. The goal of this work was to study which design parameters from large-scale systems can be applied to small-scale systems. Two types of hydro turbines were evaluated. The first one was a Pelton turbine which is suitable for high heads and low flow rates. The second one was a propeller turbine used for low heads and high flow rates. Several turbine geometries and nozzle diameters were tested for the Pelton system. For the propeller, a three-bladed turbine was tested for different heads and draft tubes. The mechanical power provided by these turbines was measured to evaluate the range of efficiencies of these systems. A small three-phase generator was developed for coupling with the turbines in order to evaluate the generated electric power. Selected turbines were used to test battery charging with hydroelectric systems and a comparison between several efficiencies of the systems was made. Keywords

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The purpose of this study was to examine the relationships between sport commitment and three types of sport consumer behaviors: participation frequency, sporting goods and media consumption. A survey was conducted among sport participants of both individual and team sports, fitness and outdoor activities (n= 900). The survey included questions related to demographic information, measures of sport commitment and sport consumption behavior. The results analyzed trough structural equation modeling showed that the sport commitment influences positively the participation frequency, sporting goods consumption and media consumption. Implications of these results are discussed and suggestions for future research on sport consumers are provided.

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Background: The enduring aging of the world population and prospective increase of age-related chronic diseases urge the implementation of new models for healthcare delivery. One strategy relies on ICT (Information and Communications Technology) home-based solutions allowing clients to pursue their treatments without institutionalization. Stroke survivors are a particular population that could strongly benefit from such solutions, but is not yet clear what the best approach is for bringing forth an adequate and sustainable usage of home-based rehabilitation systems. Here we explore two possible approaches: coaching and gaming. Methods: We performed trials with 20 healthy participants and 5 chronic stroke survivors to study and compare execution of an elbow flexion and extension task when performed within a coaching mode that provides encouragement or within a gaming mode. For each mode we analyzed compliance, arm movement kinematics and task scores. In addition, we assessed the usability and acceptance of the proposed modes through a customized self-report questionnaire. Results: In the healthy participants sample, 13/20 preferred the gaming mode and rated it as being significantly more fun (p < .05), but the feedback delivered by the coaching mode was subjectively perceived as being more useful (p < .01). In addition, the activity level (number of repetitions and total movement of the end effector) was significantly higher (p <.001) during coaching. However, the quality of movements was superior in gaming with a trend towards shorter movement duration (p=.074), significantly shorter travel distance (p <.001), higher movement efficiency (p <.001) and higher performance scores (p <.001). Stroke survivors also showed a trend towards higher activity levels in coaching, but with more movement quality during gaming. Finally, both training modes showed overall high acceptance. Conclusions: Gaming led to higher enjoyment and increased quality in movement execution in healthy participants. However, we observed that game mechanics strongly determined user behavior and limited activity levels. In contrast, coaching generated higher activity levels. Hence, the purpose of treatment and profile of end-users has to be considered when deciding on the most adequate approach for home based stroke rehabilitation.