957 resultados para simple game


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Este trabalho desenvolve um novo modelo Fuzzy-DEA-Game (FDG) para apoiar o estabelecimento de estratégias de produção. Esse modelo combina a Análise Envoltória de Dados (DEA) com conceitos da Teoria dos Conjuntos Fuzzy e do Jogo da Barganha de Nash. O modelo permite uma avaliação da eficiência produtiva e econômica dos produtos, o que pode resultar num portfólio de produtos mais rentáveis e de interesse do mercado consumidor. O modelo foi aplicado em uma empresa do segmento de energia. Os resultados obtidos com a aplicação do modelo FDG mostraram-se aderentes à realidade da empresa estudada e forneceram metas para a redução dos níveis de recursos (entradas) necessários para a fabricação dos produtos e para aumento dos níveis de resultados (saídas) oriundos da comercialização desses produtos. Como resultado adicional importante, o modelo FDG permitiu a identificação dos produtos do portfólio que são mais sensíveis à ocorrência de incerteza.

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Resumen:Este artículo es un estudio de caso sobre cómo un grupo de mujeres se empoderan, conforman una ONG y generan empoderamiento en su comunidad, argumentando que el empoderamiento es un proceso en el tiempo, el cual se da en tres niveles psicológico, organizacional y comunitario. El empoderamiento en las mujeres es interdependiente, emerge como producto de la acción de ellas sobre los problemas sociales y públicos de su comunidad, e impacta el desarrollo social en la medida en que se transforman los valores que tienen las mujeres sobre qué es una mujer y cómo es en su realidad. La ONGD de mujeres genera empoderamiento a partir de la Teología de la liberación basada en la eliminación de la opresión de género. Los hallazgos del estudio son un aporte a la comprensión del empoderamiento en organizaciones de mujeres que desarrollan políticas públicas sociales.

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We use the first and second laws of thermodynamics to analyze the behavior of an ideal jet engine. Simple analytical expressions for the thermal efficiency, the overall efficiency, and the reduced thrust are derived. We show that the thermal efficiency depends only on the compression ratio r and on the velocity of the aircraft. The other two performance measures depend also on the ratio of the temperature at the turbine to the inlet temperature in the engine, T-3/T-i. An analysis of these expressions shows that it is not possible to choose an optimal set of values of r and T-3/T-i that maximize both the overall efficiency and thrust. We study how irreversibilities in the compressor and the turbine decrease the overall efficiency of jet engines and show that this effect is more pronounced for smaller T-3/T-i.

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The first examples of low temperature N-oxy-3-aza Cope rearrangements, leading to functionalised allenes are described, where the Z-configuration of the enaminic double bond in the rearranging system proves critical.

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Th The purpose of this article is to share the implementation of workgroup activities: a game of learning supported by web technology; Effective educational strategies that encourage a dynamic combination of being flexible, individualized and personalized must be the aim of every school; The blended-learning plays an important role; In this article we describe an online collaborative game which uses an inside and outside collaboration in order to promote the motivation and effective learning; Pedagogical strategies, that use technologies appropriately, in higher education, can promote active learning, centered on students and thus valuing their personal experiences and participation;

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In this paper is presented a Game Theory based methodology to allocate transmission costs, considering cooperation and competition between producers. As original contribution, it finds the degree of participation on the additional costs according to the demand behavior. A comparative study was carried out between the obtained results using Nucleolus balance and Shapley Value, with other techniques such as Averages Allocation method and the Generalized Generation Distribution Factors method (GGDF). As example, a six nodes network was used for the simulations. The results demonstrate the ability to find adequate solutions on open access environment to the networks.

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Les temps du passé ont toujours constitué une pierre d’achoppement aussi bien dans l’enseignement du français aux étudiants lusophones que dans celui du portugais aux francophones. Le flot continu d’articles sur ce sujet attesterait, à lui seul, la difficulté du problème. Mais aussi étonnant que cela puisse paraître, il n’existe à ce jour aucune étude systématique qui aborde sur une base théorique le présent simple dans le passage du français vers le portugais et/ou vice-versa. Or, une telle étude nous paraît une voie de recherche intéressante et fructueuse qui ouvre de nombreuses perspectives de recherche, dont les possibilités d’application, que ce soit au domaine de l’enseignement des langues étrangères ou celui de la traduction, ne sont pas négligeables. Cette réflexion est d’autant plus urgente que l’emploi du présent simple pose de sérieux problèmes aux élèves lusophones plus inexpérimentés. En effet, ces derniers ont parfois beaucoup de peine à trouver les bonnes correspondances du présent simple en portugais. Afin d’aboutir à des conclusions fiables sur les similarités et les divergences entre le français et le portugais quant aux conditions d’apparition et au mode de fonctionnement du présent simple, nous nous attacherons, dans l’étude contrastive qui suit, à examiner des échantillons de textes littéraires français traduits en portugais et des extraits de textes littéraires portugais traduits en français1. Il s’agira essentiellement de montrer, en recourant à la Théorie des Opérations Énonciatives d’Antoine Culioli (Culioli, 1990; Campos & Xavier, 1991; Campos, 1997, 1998, entre autres), par quels moyens linguistiques le portugais exprime les valeurs aspectuo-temporelles associées au présent simple en français.

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Dissertação de Mestrado, Ciências Económicas e Empresariais, 8 de Janeiro de 2016, Universidade dos Açores.

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O objectivo da Realidade Virtual é simples de entender mas muito difícil de implementar: criar ambientes completamente indiferenciáveis do mundo real com os quais se possa interagir de um modo natural. Desde a criação do Sensorama por Morton Heiling em 1962, passando pela difusão do conceito pelo público geral na década de 90 até os dias de hoje, a evolução da Realidade Virtual tem sido constante. Este conjunto de tecnologias tem estado envolvido por uma certa descrença por parte da sociedade, motivada pelas grandes expectativas que lhe foram atribuídas e pelo estado de desenvolvimento do hardware aquando do seu auge. No entanto, actualmente assiste-se a um ressurgimento do seu interesse no público geral com a introdução de imagem estereoscópica no cinema ou o sucesso dos controladores da consola Nintendo Wii. Hoje em dia as suas aplicações são muito variadas: desde o treino de pilotos de avião ao tratamento de fobias, passando pela industria do entretenimento e a visita virtual de locais com interesse histórico ou turístico. O objectivo desta tese de mestrado é explorar uma área que ainda não tem sido muito abrangida pela Realidade Virtual e que cobre também aspectos educacionais e lúdicos de modo a ser um factor de atracção para os estudantes do ensino secundário: a simulação de instrumentos musicais. Para tal foi implementado um sistema capaz de simular instrumentos musicais de percussão (uma bateria) utilizando imagem estereoscópica, som posicional e interfaces com o utilizador realistas. Os resultados obtidos nas sessões de avaliação efectuadas por alunos recentemente ingressados no ensino superior demonstram que o sistema desenvolvido, bem como a inovação em interfaces do utilizador com os dispositivos electrónicos de uma forma geral, constituem um meio efectivo na sua motivação para a escolha de um curso na área da engenharia.

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The TIMEMESH game, developed in the scope of the European Project SELEAG, is an educational game for learning history, culture and social relations. It is supported by an extensible, online, multi-language, multi-player, collaborative and social platform for sharing and acquiring knowledge of the history of European regions. The game has been already used, with remarkable success, in different European countries like Portugal, Spain, England, Slovenia, Estonia and Belgium.

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Serious games are starting to attain a higher role as tools for learning in various contexts, but in particular in areas such as education and training. Due to its characteristics, such as rules, behavior simulation and feedback to the player's actions, serious games provide a favorable learning environment where errors can occur without real life penalty and students get instant feedback from challenges. These challenges are in accordance with the intended objectives and will self-adapt and repeat according to the student’s difficulty level. Through motivating and engaging environments, which serve as base for problem solving and simulation of different situations and contexts, serious games have a great potential to aid players developing professional skills. But, how do we certify the acquired knowledge and skills? With this work we intend to propose a methodology to establish a relationship between the game mechanics of serious games and an array of competences for certification, evaluating the applicability of various aspects in the design and development of games such as the user interfaces and the gameplay, obtaining learning outcomes within the game itself. Through the definition of game mechanics combined with the necessary pedagogical elements, the game will ensure the certification. This paper will present a matrix of generic skills, based on the European Framework of Qualifications, and the definition of the game mechanics necessary for certification on tour guide training context. The certification matrix has as reference axes: skills, knowledge and competencies, which describe what the students should learn, understand and be able to do after they complete the learning process. The guides-interpreters welcome and accompany tourists on trips and visits to places of tourist interest and cultural heritage such as museums, palaces and national monuments, where they provide various information. Tour guide certification requirements include skills and specific knowledge about foreign languages and in the areas of History, Ethnology, Politics, Religion, Geography and Art of the territory where it is inserted. These skills are communication, interpersonal relationships, motivation, organization and management. This certification process aims to validate the skills to plan and conduct guided tours on the territory, demonstrate knowledge appropriate to the context and finally match a good group leader. After defining which competences are to be certified, the next step is to delineate the expected learning outcomes, as well as identify the game mechanics associated with it. The game mechanics, as methods invoked by agents for interaction with the game world, in combination with game elements/objects allows multiple paths through which to explore the game environment and its educational process. Mechanics as achievements, appointments, progression, reward schedules or status, describe how game can be designed to affect players in unprecedented ways. In order for the game to be able to certify tour guides, the design of the training game will incorporate a set of theoretical and practical tasks to acquire skills and knowledge of various transversal themes. For this end, patterns of skills and abilities in acquiring different knowledge will be identified.

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Serious games are games where the entertainment aspect is not the most relevant motivation or objective. TimeMesh is an online, multi-language, multiplayer, collaborative and social game platform for sharing and acquiring knowledge of the history of European regions. As such it is a serious game with educational characteristics. This article evaluates the use of TimeMesh with students of 13 and 14 years-old. It shows that this game is already a significant learning tool about European citizenship.

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Paracetamol is among the most worldwide consumed pharmaceuticals. Although its occurrence in the environment is well documented, data about the presence of its metabolites and transformation products is very scarce. The present work describes the development of an analytical method for the simultaneous determination of paracetamol, its principal metabolite (paracetamol-glucuronide) and its main transformation product (p-aminophenol) based on solid phase extraction (SPE) and high performance liquid chromatography coupled to diode array detection (HPLC-DAD). The method was applied to analysis of river waters, showing to be suitable to be used in routine analysis. Different SPE sorbents were compared and the use of two Oasis WAX cartridges in tandem proved to be the most adequate approach for sample clean up and pre-concentration. Under optimized conditions, limits of detection in the range 40–67 ng/L were obtained, as well as mean recoveries between 60 and 110% with relative standard deviations (RSD) below 6%. Finally, the developed SPE-HPLC/DAD method was successfully applied to the analysis of the selected compounds in samples from seven rivers located in the north of Portugal. Nevertheless all the compounds were detected, it was the first time that paracetamol-glucuronide was found in river water at concentrations up to 3.57 μg/L.

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Electricity markets are complex environments, involving a large number of different entities, with specific characteristics and objectives, making their decisions and interacting in a dynamic scene. Game-theory has been widely used to support decisions in competitive environments; therefore its application in electricity markets can prove to be a high potential tool. This paper proposes a new scenario analysis algorithm, which includes the application of game-theory, to evaluate and preview different scenarios and provide players with the ability to strategically react in order to exhibit the behavior that better fits their objectives. This model includes forecasts of competitor players’ actions, to build models of their behavior, in order to define the most probable expected scenarios. Once the scenarios are defined, game theory is applied to support the choice of the action to be performed. Our use of game theory is intended for supporting one specific agent and not for achieving the equilibrium in the market. MASCEM (Multi-Agent System for Competitive Electricity Markets) is a multi-agent electricity market simulator that models market players and simulates their operation in the market. The scenario analysis algorithm has been tested within MASCEM and our experimental findings with a case study based on real data from the Iberian Electricity Market are presented and discussed.