962 resultados para Dynamic environments


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The purpose of this paper is to present an alternate framework for evaluating strategic decisions of hospitality businesses in developing nations, particularly small- and medium-sized enterprises (SMEs). While strategy literature is extensive and diverse, it remains focused on developed nation contexts. By default, so is the case with hospitality strategy literature. This has created a paucity of research for hospitality businesses in developing nations; these businesses are largely SMEs in dynamic environments seldom similar to the ones in developed nations. Therefore, the proposed framework emphasizes the role of environment, and its relationship to strategic choice, resource allocation, and strategy evaluation. A set of research questions is also proposed.

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Developmental evaluation (DE) is an evaluation approach that aims to support the development of an innovation (Patton, 1994, 2011). This aim is achieved through supporting clients’ information needs through evaluative inquiry as they work to develop and refine the innovation. While core concepts and principles are beginning to be articulated and refined, challenges remain as to how to focus a developmental evaluation beyond those knowledge frameworks most immediate to clients to support innovation development. Anchoring a DE in knowledge frameworks other than those of the clients might direct attention to issues not yet obvious to clients, but which might further the goal of supporting innovation development if attended to. Drawing concepts and practices from the field of design may be one avenue with which to inform developmental evaluation in achieving its aim. Through a case study methodology, this research seeks to understand the nuances of operationalizing the guiding principles of DE as well as to investigate the utility, feasibility, and consequences of integrating design concepts and practices into developmental evaluation (design-informed developmental evaluation, “DI-DE”). It does so by documenting the efforts of a design-informed developmental evaluator and a task force of educators and researchers in a Faculty of Education as they work to develop a graduate-level education program. A systematic review into those purposeful efforts made to introduce DI-DE thinking into task force deliberations, and an analysis into the responses and consequences of those efforts shed light on what it had meant to practice DI-DE. As a whole, this research on evaluation is intended to further contemporary thinking about the closely coupled relationship between program development and evaluation in complex and dynamic environments.

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This work presents a study about a the Baars-Franklin architecture, which defines a model of computational consciousness, and use it in a mobile robot navigation task. The insertion of mobile robots in dynamic environments carries a high complexity in navigation tasks, in order to deal with the constant environment changes, it is essential that the robot can adapt to this dynamism. The approach utilized in this work is to make the execution of these tasks closer to how human beings react to the same conditions by means of a model of computational consci-ousness. The LIDA architecture (Learning Intelligent Distribution Agent) is a cognitive system that seeks tomodel some of the human cognitive aspects, from low-level perceptions to decision making, as well as attention mechanism and episodic memory. In the present work, a computa-tional implementation of the LIDA architecture was evaluated by means of a case study, aiming to evaluate the capabilities of a cognitive approach to navigation of a mobile robot in dynamic and unknown environments, using experiments both with virtual environments (simulation) and a real robot in a realistic environment. This study concluded that it is possible to obtain benefits by using conscious cognitive models in mobile robot navigation tasks, presenting the positive and negative aspects of this approach.

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O problema de planejamento de rotas de robôs móveis consiste em determinar a melhor rota para um robô, em um ambiente estático e/ou dinâmico, que seja capaz de deslocá-lo de um ponto inicial até e um ponto final, também em conhecido como estado objetivo. O presente trabalho emprega o uso de uma abordagem baseada em Algoritmos Genéticos para o planejamento de rotas de múltiplos robôs em um ambiente complexo composto por obstáculos fixos e obstáculos moveis. Através da implementação do modelo no software do NetLogo, uma ferramenta utilizada em simulações de aplicações multiagentes, possibilitou-se a modelagem de robôs e obstáculos presentes no ambiente como agentes interativos, viabilizando assim o desenvolvimento de processos de detecção e desvio de obstáculos. A abordagem empregada busca pela melhor rota para robôs e apresenta um modelo composto pelos operadores básicos de reprodução e mutação, acrescido de um novo operador duplo de refinamento capaz de aperfeiçoar as melhores soluções encontradas através da eliminação de movimentos inúteis. Além disso, o calculo da rota de cada robô adota um método de geração de subtrechos, ou seja, não calcula apenas uma unica rota que conecta os pontos inicial e final do cenário, mas sim várias pequenas subrotas que conectadas formam um caminho único capaz de levar o robô ao estado objetivo. Neste trabalho foram desenvolvidos dois cenários, para avaliação da sua escalabilidade: o primeiro consiste em um cenário simples composto apenas por um robô, um obstáculo movel e alguns obstáculos fixos; já o segundo, apresenta um cenário mais robusto, mais amplo, composto por múltiplos robôs e diversos obstáculos fixos e moveis. Ao final, testes de desempenho comparativos foram efetuados entre a abordagem baseada em Algoritmos Genéticos e o Algoritmo A*. Como critério de comparação foi utilizado o tamanho das rotas obtidas nas vinte simulações executadas em cada abordagem. A analise dos resultados foi especificada através do Teste t de Student.

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The growing research in vehicular network solutions provided the rise of interaction in these highly dynamic environments in the market. The developed architectures do not usually focus, however, in security aspects. Common security strategies designed for the Internet require IP. Since nodes' addresses in a vehicular network are too dynamic, such solutions would require cumbersome negotiations, which would make them unsuitable to these environments. The objective of this dissertation is to develop, and test a scalable, lightweight, layer 3 security protocol for vehicular networks, in which nodes of the network are able to set up long-term security associations with a Home Network, avoiding session renegotiations due to lack of connectivity and reduce the protocol stacking. This protocol allows to provide security independent of the nodes (vehicles) position, of its addressing and of the established path to access the Internet, allowing the mobility of vehicles and of its active sessions seamlessly without communication failures.

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Dynamically reconfigurable hardware is a promising technology that combines in the same device both the high performance and the flexibility that many recent applications demand. However, one of its main drawbacks is the reconfiguration overhead, which involves important delays in the task execution, usually in the order of hundreds of milliseconds, as well as high energy consumption. One of the most powerful ways to tackle this problem is configuration reuse, since reusing a task does not involve any reconfiguration overhead. In this paper we propose a configuration replacement policy for reconfigurable systems that maximizes task reuse in highly dynamic environments. We have integrated this policy in an external taskgraph execution manager that applies task prefetch by loading and executing the tasks as soon as possible (ASAP). However, we have also modified this ASAP technique in order to make the replacements more flexible, by taking into account the mobility of the tasks and delaying some of the reconfigurations. In addition, this replacement policy is a hybrid design-time/run-time approach, which performs the bulk of the computations at design time in order to save run-time computations. Our results illustrate that the proposed strategy outperforms other state-ofthe-art replacement policies in terms of reuse rates and achieves near-optimal reconfiguration overhead reductions. In addition, by performing the bulk of the computations at design time, we reduce the execution time of the replacement technique by 10 times with respect to an equivalent purely run-time one.

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The eutrophication (cultural or anthropogenic) is induced by man and can have different origins, such as domestic sewage, industrial and agricultural activities, including the effluent still breeding systems of aquatic organisms. The expansion of aquaculture, with production of biomass and increase of nutrients in water may cause acceleration of productivity of algae, changing the ecology of aquatic systems. In addition, these waste water may present a risk to health through the transfer of pathogens from manure, plant residues, composted material, among others that are major sources of organic waste in some farming systems. Depending on the trophic level of fish ponds, which are dynamic environments, different planktonic species with short reproductive cycle and adapted to the changes contained in these systems can appear in high abundance. Water quality in the systems for raising fish is related to several factors, such as water source, management (liming, fertilizing, cleaning), cultivated species and quantity and composition of exogenous food. In order to minimize environmental impacts, there are techniques to improve the quality of water in fish farming systems and thus satisfactory answers can be obtained through the application of management practices. This paper aims to review the subject that deals with changes in water quality resulting from the activity of freshwater fish culture in Brazil. Search also recommend techniques of good management practices to minimize the impact generated by the activity.

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Visual inputs to artificial and biological visual systems are often quantized: cameras accumulate photons from the visual world, and the brain receives action potentials from visual sensory neurons. Collecting more information quanta leads to a longer acquisition time and better performance. In many visual tasks, collecting a small number of quanta is sufficient to solve the task well. The ability to determine the right number of quanta is pivotal in situations where visual information is costly to obtain, such as photon-starved or time-critical environments. In these situations, conventional vision systems that always collect a fixed and large amount of information are infeasible. I develop a framework that judiciously determines the number of information quanta to observe based on the cost of observation and the requirement for accuracy. The framework implements the optimal speed versus accuracy tradeoff when two assumptions are met, namely that the task is fully specified probabilistically and constant over time. I also extend the framework to address scenarios that violate the assumptions. I deploy the framework to three recognition tasks: visual search (where both assumptions are satisfied), scotopic visual recognition (where the model is not specified), and visual discrimination with unknown stimulus onset (where the model is dynamic over time). Scotopic classification experiments suggest that the framework leads to dramatic improvement in photon-efficiency compared to conventional computer vision algorithms. Human psychophysics experiments confirmed that the framework provides a parsimonious and versatile explanation for human behavior under time pressure in both static and dynamic environments.

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Location based games (LBGs) provide an opportunity to look at how new technologies can support a reciprocal relationship between formal classroom learning and learning that can potentially occur in other everyday environments. Fundamentally many games are intensely engaging due to the resulting social interactions and technical challenges they provide to individual and group players. By introducing the use of mobile devices we can transport these characteristics of games into everyday spaces. LBGs are understood as a broad genre incorporating ideas and tools that provide many unique opportunities for us to to reveal, create and even subvert various social, cultural, technical, and scientific interpretations of place, in particular places where learning is sometimes problematic.--------- A team of Queensland game developers have learnt a great deal through designing a range of LBGs such as SCOOT for various user groups and places. While these LBGs were primarily designed as social events, we found that the players recognised and valued the game as an opportunity to learn about their environment, it's history, cultural significance, inhabitants, services etc. Since identifying the strong pedagogical outcomes of LBGs, the team has created a set of authoring tools for people to design and host their own LBGs. A particular version of this is known as MiLK the mobile learning kit for schools.---------- This presentation will include examples of how LBGs have been used to improve the teaching and learning outcomes in various contexts. Participants will be introduced to MiLK and invited to trial it in their own classrooms with students.

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The control and coordination of multiple mobile robots is a challenging task; particularly in environments with multiple, rapidly moving obstacles and agents. This paper describes a robust approach to multi-robot control, where robustness is gained from competency at every layer of robot control. The layers are: (i) a central coordination system (MAPS), (ii) an action system (AES), (iii) a navigation module, and (iv) a low level dynamic motion control system. The multi-robot coordination system assigns each robot a role and a sub-goal. Each robots action execution system then assumes the assigned role and attempts to achieve the specified sub-goal. The robots navigation system directs the robot to specific goal locations while ensuring that the robot avoids any obstacles. The motion system maps the heading and speed information from the navigation system to force-constrained motion. This multi-robot system has been extensively tested and applied in the robot soccer domain using both centralized and distributed coordination.

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Recognizing the impact of reconfiguration on the QoS of running systems is especially necessary for choosing an appropriate approach to dealing with dynamic evolution of mission-critical or non-stop business systems. The rationale is that the impaired QoS caused by inappropriate use of dynamic approaches is unacceptable for such running systems. To predict in advance the impact, the challenge is two-fold. First, a unified benchmark is necessary to expose QoS problems of existing dynamic approaches. Second, an abstract representation is necessary to provide a basis for modeling and comparing the QoS of existing and new dynamic reconfiguration approaches. Our previous work [8] has successfully evaluated the QoS assurance capabilities of existing dynamic approaches and provided guidance of appropriate use of particular approaches. This paper reinvestigates our evaluations, extending them into concurrent and parallel environments by abstracting hardware and software conditions to design an evaluation context. We report the new evaluation results and conclude with updated impact analysis and guidance.

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Service robots that operate in human environments will accomplish tasks most efficiently and least disruptively if they have the capability to mimic and understand the motion patterns of the people in their workspace. This work demonstrates how a robot can create a humancentric navigational map online, and that this map re ects changes in the environment that trigger altered motion patterns of people. An RGBD sensor mounted on the robot is used to detect and track people moving through the environment. The trajectories are clustered online and organised into a tree-like probabilistic data structure which can be used to detect anomalous trajectories. A costmap is reverse engineered from the clustered trajectories that can then inform the robot's onboard planning process. Results show that the resultant paths taken by the robot mimic expected human behaviour and can allow the robot to respond to altered human motion behaviours in the environment.

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During the past few decades, developing efficient methods to solve dynamic facility layout problems has been focused on significantly by practitioners and researchers. More specifically meta-heuristic algorithms, especially genetic algorithm, have been proven to be increasingly helpful to generate sub-optimal solutions for large-scale dynamic facility layout problems. Nevertheless, the uncertainty of the manufacturing factors in addition to the scale of the layout problem calls for a mixed genetic algorithm–robust approach that could provide a single unlimited layout design. The present research aims to devise a customized permutation-based robust genetic algorithm in dynamic manufacturing environments that is expected to be generating a unique robust layout for all the manufacturing periods. The numerical outcomes of the proposed robust genetic algorithm indicate significant cost improvements compared to the conventional genetic algorithm methods and a selective number of other heuristic and meta-heuristic techniques.

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In addition to providing vital ecological services, coastal areas of North Carolina provide prized areas for habitation, recreation, and commercial fisheries. However, from a management perspective, the coasts of North Carolina are highly variable and complex. In-water constituents such as nutrients, suspended sediments, and chlorophyll a concentration can vary significantly over a broad spectrum of time and space scales. Rapid growth and land-use change continue to exert pressure on coastal lands. Coastal environments are also very vulnerable to short-term (e.g., hurricanes) and long-term (e.g., sea-level rise) natural changes that can result in significant loss of life, economic loss, or changes in coastal ecosystem functioning. Hence, the dynamic nature, effects of human-induced change over time, and vulnerability of coastal areas make it difficult to effectively monitor and manage these important state and national resources using traditional data collection technologies such as discrete monitoring stations and field surveys. In general, these approaches provide only a sparse network of data over limited time and space scales and generally are expensive and labor-intensive. Products derived from spectral images obtained by remote sensing instruments provide a unique vantage point from which to examine the dynamic nature of coastal environments. A primary advantage of remote sensing is that the altitude of observation provides a large-scale synoptic view relative to traditional field measurements. Equally important, the use of remote sensing for a broad range of research and environmental applications is now common due to major advances in data availability, data transfer, and computer technologies. To facilitate the widespread use of remote sensing products in North Carolina, the UNC Coastal Studies Institute (UNC-CSI) is developing the capability to acquire, process, and analyze remotely sensed data from several remote sensing instruments. In particular, UNC-CSI is developing regional remote sensing algorithms to examine the mobilization, transport, transformation, and fate of materials between coupled terrestrial and coastal ocean systems. To illustrate this work, we present the basic principles of remote sensing of coastal waters in the context of deriving information that supports efficient and effective management of coastal resources. (PDF contains 4 pages)

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Based on analyses of more than 600 surface sediment samples together with large amounts of previous sedimentologic and hydrologic data, the characteristics of modern sedimentary environments and dynamic depositional systems in the southern Yellow Sea (SYS) are expounded, and the controversial formation mechanism of muddy sediments is also discussed. The southern Yellow Sea shelf can be divided into low-energy sedimentary environment and high-energy sedimentary environment; the low-energy sedimentary environment can be further divided into cyclonic and anticyclonic ones, and the high-energy environment is subdivided into high-energy depositional and eroded environments. In the shelf low-energy environments, there developed muddy depositional system. In the central part of the southern Yellow Sea, there deposited the cold eddy sediments under the actions of a meso-scale cyclonic eddy (cold eddy), and in the southeast of the southern Yellow Sea, an anticyclonic eddy muddy depositional system (warm eddy sediment) was formed. These two types of sediments showed evident differences in grain size, sedimentation rate, sediment thickness and mineralogical characteristics. The high-energy environments were covered with sandy sediments on seabed; they appeared mainly in the west, south and northeast of the southern Yellow Sea. In the high-energy eroded environment, large amounts of sandstone gravels were distributed on seabed. In the high-energy depositional environment, the originally deposited fine materials (including clay and fine silt) were gradually re-suspended and then transported to a low-energy area to deposit again. In this paper, the sedimentation model of cyclonic and anticyclonic types of muddy sediments is established, and a systematic interpretation for the formation cause of muddy depositional systems in the southern Yellow Sea is given.