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Effekter av energidryck på korrigerad QT-tid, hjärtfrekvens och blodtryck på kvinnor : En placebostudie / Effects of energy drink on corrected QT interval, heart rate and blood pressure in women. - : A placebo study.Memedovska, Zamira Edaet, Hsino, Bayan January 2023 (has links)
Syftet med denna placebostudie är att studera energidryckens effekter på QTc-tiden, hjärtfrekvens (HR), systoliskt blodtryck (SBP) och diastoliskt blodtryck (DBP) efter konsumtion av 2 mg koffein per kilogram kroppsvikt. Dessutom belysa om skillnader finns beroende på koffeinkonsumtions vanor. Variabler registrerades av ett 12-avlednings-elektrokardiogram och en automatiserad blodtrycksanordning. Undersökningen genomfördes före intag av sockerfri (ED) och 30–40 minuter efter ED konsumtion. I resultatet inkluderades 58 deltagare i åldrarna 18–30 år. En signifikant skillnad mellan QTc, HR, SBP och DBP identifierades före och efter konsumtion av ED, genom ett parvis t-test. Ingen signifikant skillnad identifierades på HR (P=0,2), SBP (P=0,4) och DBP (P=o,4) före och efter konsumtion av placebodryck. En signifikant skillnad på QTc (P=0,03) före och efter konsumtion av placebo dryck påvisades. Ingen signifikant skillnad påvisades mellan variablerna i relation till dryckerna, genom ett oberoende t-test. Ingen signifikant skillnad identifierades mellan variablerna, i relation till sällan konsumenter respektive ofta konsumenter, genom ett oberoende t-test. Ingen signifikant skillnad påvisades mellan ED respektive placebo dryck per konsumtions grupp, utfört med två-vägs ANOVA. / Effects of energy drink on corrected QT interval, heart rate and blood pressure in womena placebo study The purpose of this placebo study is to study the effects of the energy drink on the QTc time, heart rate (HR), systolic blood pressure (SBP), and diastolic blood pressure (DBP) after consumption of 2 mg of caffeine per kilogram of body weight. Additionally, highlight whether differences exist depending on caffeine consumption habits. Variables were recorded by a 12-lead-electrocardiogram and an automated blood pressure device. The survey was conducted before consuming a sugar-free energy drink (ED) and 30–40 minutes after ED consumption. The results included 58 participants aged 18-30 years. A significant difference between QTc, HR, SBP, and DBP was identified before and after consumption of ED, by a paired t-test. No significant difference was identified in HR (P=0.2), SBP (P=0.4), and DBP (P=0.4) before and after consumption of the placebo drink. A significant difference in QTc (P=0.03) before and after consumption of the placebo drink was demonstrated. No significant difference was detected between the variables about the drinks, through an independent t-test. No significant difference was identified between the variables, to infrequent and frequent consumers, using an independent t-test. No significant difference was detected between the ED and placebo drink per consumption group, performed with two-way ANOVA.
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Avaliação do rendimento luminoso e a vida útil das lâmpadas fluorescentes compactas em regime de uso intermitente. / Evaluation of luminous performance and lifetime of compact fluorescent lamps in the regime of intermittent use.Espínola Velázquez, Emigdio Concepcion 09 November 2016 (has links)
Esta tese tem como principal objetivo medir o desempenho das lâmpadas fluorescentes compactas em regime de uso intermitente instaladas em residências. Utiliza a Norma NBR 14539 e a PORTARIA 489/2010 como referência, para a comparação dos valores obtidos nas medições de campo com as medições do laboratório. A metodologia aplicada tem a finalidade de medir o desempenho em um ambiente real e muito mais agressivo que o laboratório. Foram instaladas 95lâmpadas de três marcas diferentes e dividida em três grupos, previamente as lâmpadas foram sazonadas ou \"envelhecidas\" por 100 horas e posteriormente instaladas nas residências. Neste estágio, as medições de campo foram realizadas durante dezoito meses em quatro oportunidades, (a primeira como referência), posteriormente foram retiradas e levadas novamente ao laboratório para medir a depreciação do fluxo luminoso. As variáveis medidas foram: Fluxo luminoso, iluminância, tensão, temperatura, umidade relativa e quantidade de chaveamento para o acendimento das lâmpadas. Para ter uma visão mais ampla, os resultados, foram comparados à norma brasileira com as normas internacionais em relação aos requisitos de desempenho das lâmpadas fluorescentes compactas. Também foi feito um questionário com os consumidores que participaram desta pesquisa, para verificar o conhecimento ou a \"cultura energética\" relacionada com a forma de uso da iluminação, manutenção dos circuitos, idade, gênero, situação laboral, classe social, consumo, escolha de lâmpadas na hora da compra, uso da iluminação natural, utilização de tintas claras no interior das residências. Todo procedimento de medições foi realizado no Laboratório de Fotometria do Instituto de Energia e Ambiente-IEE da Universidade de São Paulo/USP. / This thesis aims to verify the performance of compact fluorescent lamps (CFLs) that are installed in residences in intermittent use regime. It uses NBR 14539 and Ordinance 489/2010 as a reference for comparing the values measured in the field in the laboratory measurements. The methodology used to verify the performance in a real environment is more aggressive than the laboratory\'s. 95 lamps of three different brands were installed, which were divided into three groups, The lamps were previously seasoned or \"aged\" for 100 hours and then installed in residences. At this stage, the field measurements were conducted for eighteen months, four times until reaching 2,000 hours of use. Later, they were removed and taken back to the laboratory to check the depreciation. Measured variables were: Iluminância, voltage, temperature, relative humidity and the amount of switching to lighting the lamps. To consolidate, Brazilian standards were compared to international standards in order to verify if there are differences or coinciding points. A questionnaire was also filled in by consumers who participated in this research to verify the knowledge or \"energy culture\" related to the proper use of lighting, maintenance of circuits, age, gender, employment status, social class, consumption, choice of lamps at the time of purchase, use of natural lighting, use of clear paint inside the residences. Finally, it is worth mentioning that the entire measurement procedure was performed in the photometry laboratory of the Institute of Energy and Environment-IEE, University of São Paulo/USP.
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Do físico ao digital: um olhar sobre a mudança dos hábitos de consumo de produtos e serviços financeiros com a entrada das instituições financeiras digitais no mercado nacionalPandolfo, Thiago Nery 26 April 2018 (has links)
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Previous issue date: 2018-04-26 / SICREDI - Banco Cooperativo SICREDI S A / Nos últimos anos, o mercado financeiro nacional vem observando a entrada de instituições financeiras digitais. Este movimento tem provocado uma mudança nos hábitos de consumo de produtos financeiros. As fintechs e os bancos digitais vêm entrando no mercado oferecendo produtos e serviços com alta tecnologia embarcada. O presente trabalho busca trazer uma visão sobre estas mudanças, sustentado na teoria do arranjo desenvolvida por Deleuze e Gattari e explorada por outros pesquisadores como Manuel Delanda, Jon Roffe e Bernardo Figueiredo. De caráter qualitativo exploratório, o estudo entrevistou oito consumidores que possuem uma utilização constante de produtos e serviços digitais. Os resultados destas pesquisas apresentam quais são os elementos que compõem este ambiente complexo e de que forma elementos externos vêm auxiliando seu processo de transformação. Sob a perspectiva acadêmica, o presente trabalho tem por objetivo ampliar as discussões a respeito da teoria do arranjo, demonstrando de que forma ela pode ser aplicada para analisar mudanças nas práticas de consumo. No olhar da empresa, ele fornece informações importantes sobre este processo de transformação dos hábitos de consumo no mercado financeiro, auxiliando as organizações nas tomadas de decisão estratégicas sobre este mercado. / Recently the national financial market has been watching the entry of digital financial institutions. This movement has caused a change in the habits of consumption of financial products. Fintech and digital banks are entering on the market offering products and services with high technology embedded. The present work seeks to bring a vision of these changes sustained in the assemblage theory, developed by Deleuze and Gattari and explored by other researchers like Manuel Delanda, Jon Roffe and Bernardo Figueiredo. With an exploratory qualitative research, the study interviewed 8 consumers who have a constant use of digital products and services. The results of these researches present what are the elements that make up this complex environment and how external elements have aided its transformation process. From the academic point of view, this paper aims to broaden the discussions about the theory of the arrangement, demonstrating how it can be applied to analyze changes in consumption practices. In the company's view, it provides important information about this process of transforming consumption habits in the financial market, helping organizations to make strategic decisions about this market.
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Avaliação do rendimento luminoso e a vida útil das lâmpadas fluorescentes compactas em regime de uso intermitente. / Evaluation of luminous performance and lifetime of compact fluorescent lamps in the regime of intermittent use.Emigdio Concepcion Espínola Velázquez 09 November 2016 (has links)
Esta tese tem como principal objetivo medir o desempenho das lâmpadas fluorescentes compactas em regime de uso intermitente instaladas em residências. Utiliza a Norma NBR 14539 e a PORTARIA 489/2010 como referência, para a comparação dos valores obtidos nas medições de campo com as medições do laboratório. A metodologia aplicada tem a finalidade de medir o desempenho em um ambiente real e muito mais agressivo que o laboratório. Foram instaladas 95lâmpadas de três marcas diferentes e dividida em três grupos, previamente as lâmpadas foram sazonadas ou \"envelhecidas\" por 100 horas e posteriormente instaladas nas residências. Neste estágio, as medições de campo foram realizadas durante dezoito meses em quatro oportunidades, (a primeira como referência), posteriormente foram retiradas e levadas novamente ao laboratório para medir a depreciação do fluxo luminoso. As variáveis medidas foram: Fluxo luminoso, iluminância, tensão, temperatura, umidade relativa e quantidade de chaveamento para o acendimento das lâmpadas. Para ter uma visão mais ampla, os resultados, foram comparados à norma brasileira com as normas internacionais em relação aos requisitos de desempenho das lâmpadas fluorescentes compactas. Também foi feito um questionário com os consumidores que participaram desta pesquisa, para verificar o conhecimento ou a \"cultura energética\" relacionada com a forma de uso da iluminação, manutenção dos circuitos, idade, gênero, situação laboral, classe social, consumo, escolha de lâmpadas na hora da compra, uso da iluminação natural, utilização de tintas claras no interior das residências. Todo procedimento de medições foi realizado no Laboratório de Fotometria do Instituto de Energia e Ambiente-IEE da Universidade de São Paulo/USP. / This thesis aims to verify the performance of compact fluorescent lamps (CFLs) that are installed in residences in intermittent use regime. It uses NBR 14539 and Ordinance 489/2010 as a reference for comparing the values measured in the field in the laboratory measurements. The methodology used to verify the performance in a real environment is more aggressive than the laboratory\'s. 95 lamps of three different brands were installed, which were divided into three groups, The lamps were previously seasoned or \"aged\" for 100 hours and then installed in residences. At this stage, the field measurements were conducted for eighteen months, four times until reaching 2,000 hours of use. Later, they were removed and taken back to the laboratory to check the depreciation. Measured variables were: Iluminância, voltage, temperature, relative humidity and the amount of switching to lighting the lamps. To consolidate, Brazilian standards were compared to international standards in order to verify if there are differences or coinciding points. A questionnaire was also filled in by consumers who participated in this research to verify the knowledge or \"energy culture\" related to the proper use of lighting, maintenance of circuits, age, gender, employment status, social class, consumption, choice of lamps at the time of purchase, use of natural lighting, use of clear paint inside the residences. Finally, it is worth mentioning that the entire measurement procedure was performed in the photometry laboratory of the Institute of Energy and Environment-IEE, University of São Paulo/USP.
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The market strategies alternatives of an e-business start-up in BrazilBiondi, Charleyne 24 April 2012 (has links)
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Previous issue date: 2012-04-24 / The e-business market is one of the fastest growing markets in Brazil, with e-business sales accounting for BRL 14.8 billion in 2010 and a growth of 40% per year (+1000% over the past 7 years). Sales-event clubs and collective bargaining websites are one of the most dynamic segments of the e-business market: the number of new players is increasing rapidly, with over 1200 collective bargaining websites currently operating in Brazil. In that context, growth and differentiation seem to be two key success factors for Coquelux. According to webshopper (23rd Edition, e-bit), growth can be achieved by targeting middle and low-income consumers from class C, who represent 50% of the total e-commerce sales. But Coquelux, which is specialized in desire and luxury brands, has built its reputation and competitive advantage through its 'exclusivity', by targeting wealthier consumers from classes A and B who are attracted by its fashionable and high-end positioning. The evolution (growth?) of this market and the development of its competition naturally raise a strategic question for Coquelux’s managers: can Coquelux grow and still maintain its competitive advantage? Should it grow by expanding its consumer base to class C? If so, how? Consumers from classes A, B or C must be targeted through the same online communication channels. Recent studies from the ABEP/ABIPEME emphasized the importance of social networks as a tool for converting new clients and gaining their loyalty, regardless of their social class. However, high-income and low-income e-consumers do not have the same consumption habits, do not respond to the same type of marketing strategies, and most importantly, do not share the same values. Thus, it seems difficult to expand Coquelux’s consumer base to class C without changing its marketing strategies and altering its image Three options were identified for Coquelux: reinforcing its leadership on the luxury segment and focusing on a small niche market (1), which would threaten its survival in the long run; completely changing its strategy and competing for a mass market through commercial brands (2), which requires major financial investments that managers don’t have access to; or finding an intermediary solution (3). This thesis’ recommendation for the third option consists in focusing on premium brands (rather than luxury) in order to increase sales volume (Coquelux’s most profitable sales happened with local desire brands) with products that appeal to class B but also attract the emerging class C which is looking for brand recognition. It could thus implement a slow entry strategy towards the mass market without damaging its main competitive advantage.
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Gamification som motivation till ett förändrat konsumtionsbeteende : En studie hur spelmekanismer och spelelement kan användas inom hållbar konsumtionStrandberg, Anna, Vlk, Vendela January 2019 (has links)
Today, the climate has become an increasingly important question where consumption is one of the main contributing factors to global warming. The climate changes will continue to have a negative impact, not only on the environment but also on people, if nothing is done to reduce the greenhouse gases in the atmosphere. Although, the increased awareness regarding how consumption affects the environment, where individuals usually have a positive attitude towards sustainable consumption, their attitudes do not always correspond with their actions. Recent years development in the field of Information and communication technology (ICT) has resulted in an era of new innovative ideas and functionalities. One area within the ICT field that specifically aims to change certain behaviour amongst individuals is gamification. Compared to games, gamification has the ability to involve and motivate users to change a certain behaviour. Gamification includes different mechanisms and elements from games and if the implementation is made properly it can reach out and affect individuals on a higher level than before. The research question that this study aimed to investigate was which game mechanisms and elements in gamification that can influence people’s behaviour so that they maintain and consume more sustainably. The aim of the study was to evaluate various game mechanisms within gamification and the goal was to conclude which game mechanisms and elements that could be used to change the behaviour of the consumers to make them become more aware of their consumption habits. The study used a qualitative research method and interviews to evaluate the selected game mechanisms. The result consisted of the summarized interviews that was analysed and compared to previous research where gamification had been used and implemented. The answer to the study’s research question was determined to be that all implementations of gamification generally yield positive results on people’s consumption behaviour if they are implemented properly. Furthermore, long-term usage is essential as it contributes to develop a sustainable habit of consumption. The reached conclusion intended to contribute to an extended insight in how gamification can be implemented in the context to make consumers more aware of their behaviour regarding their consumption. / Dagens klimatproblem har blivit en allt viktigare fråga där konsumtion är en av de största bidragande orsakerna till den fortsatta globala uppvärmningen. Detta får fortsatta negativa konsekvenser på miljö, klimat och människor där det krävs en gemensam kraftansträngning för att minska växthusgaserna i atmosfären. Fastän den ökade medvetenhet bland människor gällande vilken påverkan konsumtionen har på klimatet där individer oftast har en positiv inställning till att konsumera mer hållbart, överensstämmer deras inställning inte alltid med deras handlingar. Utvecklingen inom informationoch kommunikationsteknik (IKT) har resulterat i en ny era som lett till diverse framsteg där framförallt applikationer som kan få användare att förändra ett beteende eller bidra till ett ökat miljötänk avses. Ett område som just riktar in sig på att förändra en individs beteende är gamification och används idag inom en rad olika områden. Gamification har till skillnad från spel en förmåga att involvera och motivera användaren till att förändra ett visst beteende. Gamification består av flera olika spelmekanismer med diverse spelelement och om det implementeras på rätt sätt kan individer nås och influeras i högre grad än tidigare. Den forskningsfråga som studien valt att undersöka blev därmed vilka spelmekanismer och spelelement inom gamification som kan påverka människors beteende så att de upprätthåller och konsumerar mer hållbart. Studiens syfte var att utvärdera de olika koncepten inom gamification och målet var att nå ett förslag på en lösning som kan användas för att få konsumenter att förändra sitt konsumtionsbeteende och bli mer medvetna kring deras konsumtion. En kvalitativ forskningsmetod med intervjuer som användes för att utvärdera de olika spelmekanismerna. Studiens resultat bestod av en sammanställning av samtliga intervjuer som därefter analyserades och jämfördes med tidigare forskning där gamification implementerats. Svaret på studiens frågeställning fastställdes vara att alla implementationer av gamification generellt ger ett positivt resultat på människors beteende vid konsumtion om de implementeras rätt. Vidare är långvarigt användande avgörande då det bidrar till att bygga upp en hållbar konsumtionsvana. Den slutsats som nåddes avsågs kunna bidra till ytterligare insikter hur en implementation av gamification inom kontext av ett mer hållbart konsumtionsbeteende skulle utvecklas.
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El videojuego como catalizador de innovación tecnológica en videojugadores universitarios que juegan de manera casual e intensiva en Lima Metropolitana / The videogame as a catalyst for technological innovation in university videoplayers who play in a casual and intensive way in Lima MetropolitanaHuamán Mamani, Melany Zarela 28 January 2022 (has links)
La industria del videojuego se ha consolidado como uno de los sectores de entretenimiento con mayor crecimiento económico. Ha generado un incremento en el uso de dispositivos electrónicos en la sociedad. Los jóvenes aprenden sobre nuevas tecnologías para potenciar y mejorar en un videojuego. En consecuencia, la industria del videojuego influye en los hábitos de consumo, pensamiento y comportamiento de una persona. La investigación realizada tiene como objetivo determinar cuáles son los factores que influyen para convertir a los videojugadores universitarios en catalizadores de innovación tecnológica. Se ha trabajado con una muestra de jóvenes universitarios, entre hombres y mujeres, que juegan videojuegos de manera casual e intensiva porque son el mayor segmento que consume este tipo de entretenimiento en el Perú. El enfoque de investigación es de tipo cualitativo porque permite ahondar en la experiencia de ambos tipos de jugadores en el marco del videojuego. Se efectuaron dos focus group, uno para los videojugadores casuales y otro para los intensivos, con categorías relacionadas al videojuego y adopción tecnológica. La primera categoría recopila información sobre la frecuencia, conocimiento y experiencia que tienen los individuos sobre videojuegos. Mientras que, la segunda categoría compila la adopción tecnológica, influencia que ejercen en su entorno social y tipo de adoptante según Everett Rogers, sociólogo precursor de la teoría de la difusión de innovaciones. A partir de los resultados obtenidos se determinó que los videojugadores intensivos poseen mayores conocimientos tecnológicos, cuestionan y reflexionan sobre dispositivos electrónicos no relacionados a los videojuegos e influyen en su entorno social. Son individuos propensos a convertirse en innovadores tecnológicos por la exposición que han tenido con la industria del videojuego. / The videogame industry has established itself as one of the most economically growing entertainment sectors. It has led to an increase in the use of electronic devices in society. Young people learn about new technologies to empower and improve in a video game. As a result, the video game industry influences a person’s habits of consumption, thinking, and behavior. The research carried out aims to determine what are the factors that influence to turn university videoplayers into catalysts of technological innovation. We have worked with a sample of young university students, between men and women, who play videogames in a casual and intensive way because they are the largest segment that consumes this type of entertainment in Peru. The research approach is qualitative because it allows to delve into the experience of both types of players in the framework of the videogame. Two focus groups were made, one for casual videoplayers and one for intensive ones, with categories related to videogames and technological adoption. The first category collects information about the frequency, knowledge, and experience that individuals have about videogames. While, the second category compiles the technological adoption, influence they exert on their social environment and type of adopter according to Everett Rogers, sociologist precursor of the theory of the diffusion of innovations. Based on the results obtained, it was determined that intensive videoplayers have greater technological knowledge, question and reflect on electronic devices unrelated to video games and influence their social environment. They are individuals prone to becoming technological innovators by the exposure they have had with the videogame industry. / Tesis
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Det sociala dilemmat inom generation Z:s konsumtion : En kvalitativ studie med fokus på hållbarhet och köpbeteende / The Social Dilemma in Generation Z's ConsumptionCorneliusson, Ida, Welén, Oscar January 2024 (has links)
Today's society is characterized by consumption and materialism, with e-commerce contributing to increased availability of products and services, leading to overconsumption. Generation Z is an environmentally conscious generation, but previous research claims this is not always reflected in their consumption behavior. The aim of the study is to gain an increased understanding of how factors such as individual intentions, social influences and the dilemma between individuals and the collective interest affect the purchasing behavior of Generation Z. By examining the factors the study aims to contribute to and increase understanding of why Generation Z's attitude to sustainable consumption is not always reflected in their purchasing behavior. We examine this using the Theory of Planned Behavior, the social dilemma, and purchasing behavior. We worked with a convenience sample, limiting Generation Z to the ages 2002-1997. This delimitation is based on the conditions of strong purchasing power and personal responsibility for consumption that the older members of the generation possess. A qualitative method was used in the study, and data were collected through semi-structured interviews. From the 18 interviews conducted, transcription and coding created a result that through analysis led to our conclusions. The study's results show that Generation Z has a lack of knowledge about sustainable consumption and experiences significant pressure from marketing to consume more. The results also show that the decisive factor for changing Generation Z's consumption behavior towards sustainability is influence from close ones. The study has contributed to an increased understanding of why Generation Z's environmental awareness is not always reflected in their consumption behavior and what is required for them to focus on sustainability and the environment in their consumption.
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Proposta para classifica??o do n?vel de efici?ncia energ?tica individual / Proposal for classification of individual energy efficiency levelPaim Neto, Jos? Roberto 03 February 2015 (has links)
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Previous issue date: 2015-02-03 / The Brazilian electric sector has already presented signs of exhaustion that culminated in power rationing. It is estimated that the Brazilian population shows an increase by 2050 about 50%, so the generation and distribution of more energy becomes a concern. There is a great evolution on the process of evaluating equipment and buildings for their energy efficiency, however it is known that human behavior and consumer habits have huge influence on the energy efficiency of a building. Energy efficiency provided by the deployment of smart grids, suggests an intelligent and efficient city, which depend more and more on human behavior to improve the rational use of electricity. This paper presents a proposal for classification of individual energy efficiency, based on the Brazilian Labeling Program, the research of equipment possession and usage habits in the residential class, held by Eletrobras, and the application of fuzzy logic. / O setor el?trico brasileiro j? apresentou sinais de esgotamento que culminaram em racionamento de energia. Estima-se que popula??o brasileira apresente um crescimento at? 2050 de cerca de 50%, dessa forma a gera??o e a distribui??o de mais energia el?trica torna-se uma preocupa??o. Verifica-se um grande avan?o na avalia??o de equipamentos e constru??es quanto ? sua efici?ncia energ?tica, entretanto sabe-se que o comportamento humano e os h?bitos de consumo t?m grande influ?ncia no resultado final da efici?ncia energ?tica de uma edifica??o. A efici?ncia energ?tica proporcionada pela implanta??o das redes inteligentes, sugere uma cidade inteligente e eficiente, a qual depender? cada vez mais do comportamento do ser humano para melhorar o uso racional da energia el?trica. Este trabalho apresenta uma proposta de classifica??o da efici?ncia energ?tica individual, tendo como base o Programa Brasileiro de etiquetagem, a pesquisa de posse de equipamentos e h?bitos de uso na classe residencial, realizada pela Eletrobras, e a aplica??o da l?gica nebulosa.
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Similaridade comportamental do consumo residencial de eletricidade por rede neural baseada na Teoria da Ressonância Adaptativa /Justo, Daniela Sbizera January 2016 (has links)
Orientador: Carlos Roberto Minussi / Resumo: Esta pesquisa será dedicada ao desenvolvimento de uma metodologia com vistas à compreensão e ao exame do comportamento do hábito de consumo de eletricidade residencial, via análise de similaridade, baseado no uso de uma rede neural da família ART (Adaptive Resonance Theory). Trata-se de uma rede neural composta por dois módulos ART-Fuzzy, cujo treinamento é realizado de modo não supervisionado. No primeiro módulo, serão usadas, como entrada, as informações que caracterizam os hábitos de consumo e a situação socioeconômica. A saída do primeiro módulo junto com os dados referentes aos equipamentos eletroeletrônicos da residência compõem a entrada do segundo módulo que, finalmente, produz informações, na saída, relativas ao diagnóstico pretendido, ou seja, a formação de agrupamentos similares (clusters). Todo o processamento da rede neural modular é realizado com dados binários, os quais são gerados a partir de informações quantitativas e qualitativas. As redes neurais da família ART são estáveis e plásticas. A estabilidade refere-se à garantia de sempre produzir soluções, ou seja, não se observa problemas relativos à má convergência. A plasticidade é uma característica que possibilita a execução do treinamento de forma contínua sem destruir o conhecimento adquirido previamente. É um recurso pouco observado nas demais redes neurais disponíveis na literatura especializada. Com essas propriedades (estabilidade e plasticidade), combinada com o processamento de dados essencialmente ... (Resumo completo, clicar acesso eletrônico abaixo) / Doutor
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