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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
51

Estudo e desenvolvimento de algoritmos criptogr?ficos para redes de sensores sem fio, utilizando t?cnicas de programa??o gen?tica

Semente, Rodrigo Soares 07 December 2015 (has links)
Submitted by Automa??o e Estat?stica (sst@bczm.ufrn.br) on 2016-08-09T22:51:26Z No. of bitstreams: 1 RodrigoSoaresSemente_TESE.pdf: 2370466 bytes, checksum: 49b2c032e886eb4cc9db1b6d08d9b617 (MD5) / Approved for entry into archive by Arlan Eloi Leite Silva (eloihistoriador@yahoo.com.br) on 2016-08-11T00:12:44Z (GMT) No. of bitstreams: 1 RodrigoSoaresSemente_TESE.pdf: 2370466 bytes, checksum: 49b2c032e886eb4cc9db1b6d08d9b617 (MD5) / Made available in DSpace on 2016-08-11T00:12:44Z (GMT). No. of bitstreams: 1 RodrigoSoaresSemente_TESE.pdf: 2370466 bytes, checksum: 49b2c032e886eb4cc9db1b6d08d9b617 (MD5) Previous issue date: 2015-12-07 / Conselho Nacional de Desenvolvimento Cient?fico e Tecnol?gico (CNPq) / A criptografia ? a principal forma de obter a seguran?a em qualquer rede. Mesmo em redes com grandes restri??es de consumo de energia, processamento e mem?ria, como as Redes de Sensores Sem Fio isso n?o ? diferente. Objetivando melhorar o desempenho da criptografia, a seguran?a e o tempo de vida nessas redes, ser? proposto um novo algoritmo criptogr?fico desenvolvido atrav?s da t?cnica de Programa??o Gen?tica. Para o desenvolvimento de crit?rios de aptid?o do algoritmo criptogr?fico pelo algoritmo de Programa??o Gen?tica, nove algoritmos criptogr?ficos diferentes foram testados: AES, Blowfish, DES, RC6, Skipjack, Twofish, T-DES, XTEA e XXTEA. A partir desses testes uma fun??o de aptid?o foi desenvolvida levando em conta o tempo de execu??o, o espa?o ocupado em mem?ria, desvio m?ximo, desvio irregular, coeficiente de correla??o, e efeito avalanche. A partir do algoritmo de Programa??o Gen?tica otimizado foi criado o CRYSEED, um algoritmo para dispositivos de 8-bits, otimizado pra Redes de Sensores Sem Fio, i.e. baixa complexidade, pouco consumo de mem?ria e boa seguran?a para as aplica??es de sensoriamento e instrumenta??o. / Cryptography is the main form to obtain security in any network. Even in networks with great energy consumption restrictions, processing and memory limitations, as the Wireless Sensors Networks (WSN), this is no different. Aiming to improve the cryptography performance, security and the lifetime of these networks, we propose a new cryptographic algorithm developed through the Genetic Programming (GP) techniques. For the development of the cryptographic algorithm?s fitness criteria, established by the genetic GP, nine new cryptographic algorithms were tested: AES, Blowfish, DES, RC6, Skipjack, Twofish, T-DES, XTEA and XXTEA. Starting from these tests, fitness functions was build taking into account the execution time, occupied memory space, maximum deviation, irregular deviation and correlation coefficient. After obtaining the genetic GP, the CRYSEED and CRYSEED2 was created, algorithms for the 8-bits devices, optimized for WSNs, i.e., with low complexity, few memory consumption and good security for sensing and instrumentation applications.
52

Algoritmos meta-heur?sticos para a solu??o do problema do caixeiro viajante com m?ltiplas caronas / Metaheuristic algorithms for the solution of the traveling salesman with multiple ridesharing

Ara?jo, Guilherme Fernandes de 12 February 2016 (has links)
Submitted by Automa??o e Estat?stica (sst@bczm.ufrn.br) on 2016-08-16T20:15:31Z No. of bitstreams: 1 GuilhermeFernandesDeAraujo_DISSERT.pdf: 1848505 bytes, checksum: eaa10d2add37ab0c93d005b148c492ee (MD5) / Approved for entry into archive by Arlan Eloi Leite Silva (eloihistoriador@yahoo.com.br) on 2016-08-17T22:17:58Z (GMT) No. of bitstreams: 1 GuilhermeFernandesDeAraujo_DISSERT.pdf: 1848505 bytes, checksum: eaa10d2add37ab0c93d005b148c492ee (MD5) / Made available in DSpace on 2016-08-17T22:17:58Z (GMT). No. of bitstreams: 1 GuilhermeFernandesDeAraujo_DISSERT.pdf: 1848505 bytes, checksum: eaa10d2add37ab0c93d005b148c492ee (MD5) Previous issue date: 2016-02-12 / O Problema do Caixeiro Viajante com Caronas M?ltiplas (PCV-MCa) ? uma classe do Caixeiro Viajante Capacitado que apresenta a possibilidade de compartilhamento de assentos para passageiros aproveitando os deslocamentos do caixeiro entre as localidades do ciclo. O caixeiro divide o custo do trajeto com os passageiros embarcados. O modelo pode representar uma situa??o real em que, por exemplo, motoristas est?o dispostos a compartilhas trechos de sua viagem com turistas que pretendem se deslocar entre duas localidades visitadas pela rota do motorista, aceitando compartilhar o ve?culo com outros indiv?duos e visitando outras localidades do ciclo. / The Traveling Salesman with Multiple Ridesharing (TSP-MR) is a type of the Capacitated Traveling Salesman, which presents the possibility of sharing seats with passengers taking advantage of the paths the salesman travels through his cycle. The salesman shares the cost of a path with the boarded passengers. This model can portray a real situation in which, for example, drivers are willing to share parts of a trip with tourists that wish to move between two locations visited by the driver?s route, accepting to share the vehicle with other individuals visiting other locations within the cycle. This work proposes a mathematical formulation for the problem, and an exact and metaheuristics algorithms for its solution, comparing them.
53

Algoritmos para o problema de localiza??o de uma facilidade com dist?ncias limitadas e restri??es de atendimento / Algorithms for locating a facility with limited distances and side constraints

Fernandes, Isaac Franco 22 December 2010 (has links)
Made available in DSpace on 2014-12-17T14:53:06Z (GMT). No. of bitstreams: 1 IsaacFF_DISSERT.pdf: 1166658 bytes, checksum: 2cf318ebd7fdf1f86eeab55fd1fe0aa0 (MD5) Previous issue date: 2010-12-22 / Coordena??o de Aperfei?oamento de Pessoal de N?vel Superior / The objective in the facility location problem with limited distances is to minimize the sum of distance functions from the facility to the customers, but with a limit on each distance, after which the corresponding function becomes constant. The problem has applications in situations where the service provided by the facility is insensitive after a given threshold distance (eg. fire station location). In this work, we propose a global optimization algorithm for the case in which there are lower and upper limits on the numbers of customers that can be served / O objetivo no problema de localiza??o de uma facilidade com dist?ncias limitadas ? minimizar a soma das dist?ncias da facilidade para seus clientes, por?m com um limite em cada uma das dist?ncias onde, ap?s esse limite, o impacto na fun??o objetivo torna-se constante. O problema tem aplica??es em situa??es onde o servi?o fornecido pela facilidade ? indiferente depois de um limiar maximo (ex. localiza??o de um corpo de bombeiros). Nesta disserta??o, s?o propostos algoritmos de otimiza??o global para o caso em que existem limites inferior e superior no numero de clientes atendidos
54

Uma abordagem comportamental para inser??o de rob?s em ambientes culturais

Antunes, Viviane Andr? 22 December 2004 (has links)
Made available in DSpace on 2014-12-17T14:55:32Z (GMT). No. of bitstreams: 1 VivianeAA_pag47_ate_pag74.pdf: 8458101 bytes, checksum: b6838ee89eafca0ef9837da1230e9148 (MD5) Previous issue date: 2004-12-22 / In this work, we propose methodologies and computer tools to insert robots in cultural environments. The basic idea is to have a robot in a real context (a cultural space) that can represent an user connected to the system through Internet (visitor avatar in the real space) and that the robot also have its representation in a Mixed Reality space (robot avatar in the virtual space). In this way, robot and avatar are not simply real and virtual objects. They play a more important role in the scenery, interfering in the process and taking decisions. In order to have this service running, we developed a module composed by a robot, communication tools and ways to provide integration of these with the virtual environment. As welI we implemented a set of behaviors with the purpose of controlling the robot in the real space. We studied available software and hardware tools for the robotics platform used in the experiments, as welI we developed test routines to determine their potentialities. Finally, we studied the behavior-based control model, we planned and implemented alI the necessary behaviors for the robot integration to the real and virtual cultural spaces. Several experiments were conducted, in order to validate the developed methodologies and tools / Neste trabalho, propomos metodologias e ferramentas computacionais visando inserir rob?s em ambientes culturais. O objetivo ? que um rob? localizado em um contexto real (espa?o cultural) possa representar tanto um usu?rio conectado ao sistema via Internet (avatar real para o visitante virtual), como tamb?m ter seu avatar em um ambiente de Realidade Mista (avatar para o rob? no ambiente virtual). Nesse sentido, o rob? e seu avatar deixam de ser meros objetos, real e virtual, e passam a ter uma fun??o mais importante no cen?rio, podendo interferir no processo e tomar decis?es. Para que esse servi?o possa ser disponibilizado, desenvolvemos um m?dulo composto por um rob?, ferramentas de comunica??o e provemos maneiras de realizar a integra??o entre este e o ambiente virtual, bem como implementamos um conjunto de comportamentos com a finalidade de controle do prot?tipo no seu ambiente real. Estudamos ferramentas de software e Hardware dispon?veis para a plataforma rob?tica usada nos experimentos, bem como desenvolvemos rotinas de testes para determinar suas potencialidades. Ainda, estudamos o modelo de controle baseado em comportamentos, planejamos e implementamos todos os comportamentos necess?rios ? integra??o do rob? aos ambientes real e virtual. V?rios experimentos foram realizados para valida??o das metodologias e ferramentas desenvolvidas, permitindo concluir que as mesmas atendem de forma satisfat?ria ao prop?sito inicial para o qual foram desenvolvidas
55

Um ambiente interativo de apoio ao ensino de l?gica de programa??o nos cursos t?cnicos (EaD) do Instituto Metr?pole Digital/UFRN / An interactive environment to support the teaching of logic of programming in the technical courses (e-learning) of Instituto Metr?pole Digital / UFRN

Oliveira, Nelson Ion de 24 July 2017 (has links)
Submitted by Automa??o e Estat?stica (sst@bczm.ufrn.br) on 2017-11-01T21:17:48Z No. of bitstreams: 1 NelsonIonDeOliveira_DISSERT.pdf: 4399398 bytes, checksum: c5204c8d781df4ba3815c95ed32af8c8 (MD5) / Approved for entry into archive by Arlan Eloi Leite Silva (eloihistoriador@yahoo.com.br) on 2017-11-07T21:01:50Z (GMT) No. of bitstreams: 1 NelsonIonDeOliveira_DISSERT.pdf: 4399398 bytes, checksum: c5204c8d781df4ba3815c95ed32af8c8 (MD5) / Made available in DSpace on 2017-11-07T21:01:50Z (GMT). No. of bitstreams: 1 NelsonIonDeOliveira_DISSERT.pdf: 4399398 bytes, checksum: c5204c8d781df4ba3815c95ed32af8c8 (MD5) Previous issue date: 2017-07-24 / O principal objetivo deste trabalho ? apresentar uma proposta de interven??o no material did?tico da disciplina de L?gica de Programa??o dos cursos t?cnicos, ofertados na modalidade a dist?ncia, do Instituto Metr?pole Digital da Universidade Federal do Rio Grande do Norte. Essa interven??o foi proposta como resultado de uma pesquisa mista-explorat?ria online com centenas de alunos dos referidos cursos ofertados. Para a implementa??o da proposta, realizou-se an?lise de frequ?ncia descritiva sobre dados quantitativos acerca do desempenho acad?mico de 2.500 discentes dos primeiros semestres letivos dos anos de 2015 e 2016. Foram aplicados question?rios online com mais de 600 alunos para identificar o perfil desses estudantes. Tamb?m realizaram-se entrevistas semiestruturadas com efetivo de 37 alunos, com crit?rios de nota e idade para a defini??o dos grupos de entrevista. Com base nos dados obtidos e analisados na pesquisa, implementou-se uma proposta de interven??o que consiste na inser??o de um recurso no material did?tico utilizado na disciplina de L?gica de Programa??o para o referido curso. Essa interven??o adiciona o recurso que permite a realiza??o, pelo aluno, de exerc?cios de programa??o utilizando uma linguagem de programa??o de alto n?vel aliada ao recurso de feedback automatizado. / The main objective of this work is to present a proposal of intervention in the didactic material of the discipline of Logic of Programming of the technical courses offered at the Digital Metropolis Institute of the Federal University of Rio Grande do Norte. This intervention was proposed as a result of a mixed-exploratory research with hundreds of students of the our courses. For the implementation of the proposal, a descriptive frequency analysis was performed on quantitative data about the academic performance of 2,500 students from the first semesters of the years 2015 and 2016. Online questionnaires were applied with more than 600 students to identify the profile of these students. We also conducted semi-structured interviews with 37 students, with score and age criteria to define the groups interview. Based on the data obtained and analyzed in the research, a proposal of intervention was implemented by inserting a resource in the didactic material used in the Logic of Programming course. This intervention adds the feature that allows the student to perform programming exercises using a high-level programming language coupled with the automated feedback feature.
56

Algoritmos de solu??o para o problema do caixeiro viajante com passageiros e quota / Solution algorithms for the traveling salesman problem with rideshare and quota

Silva, Jean Gleison de Santana 31 July 2017 (has links)
Submitted by Automa??o e Estat?stica (sst@bczm.ufrn.br) on 2017-11-01T21:17:50Z No. of bitstreams: 1 JeanGleisonDeSantanaSilva_DISSERT.pdf: 1141115 bytes, checksum: 891de7a8a9407e8af54f241f1a174785 (MD5) / Approved for entry into archive by Arlan Eloi Leite Silva (eloihistoriador@yahoo.com.br) on 2017-11-07T22:09:47Z (GMT) No. of bitstreams: 1 JeanGleisonDeSantanaSilva_DISSERT.pdf: 1141115 bytes, checksum: 891de7a8a9407e8af54f241f1a174785 (MD5) / Made available in DSpace on 2017-11-07T22:09:47Z (GMT). No. of bitstreams: 1 JeanGleisonDeSantanaSilva_DISSERT.pdf: 1141115 bytes, checksum: 891de7a8a9407e8af54f241f1a174785 (MD5) Previous issue date: 2017-07-31 / Coordena??o de Aperfei?oamento de Pessoal de N?vel Superior (CAPES) / O Problema do Caixeiro Viajante com Passageiros e Quota pertence ? classe de Problemas do Caixeiro Viajante com Quota. Neste problema, considera-se uma vantagem econ?mica quando o caixeiro, viajando em um ve?culo privado, embarca passageiros que passam a dividir as despesas da viagem com ele. O modelo pode representar situa??es reais onde o motorista tem uma rota de visita de cidade predefinida, na qual a cada cidade est? associado um b?nus, sendo demandada a coleta de um valor m?nimo desses b?nus, na fun??o objetivo da variante investigada leva-se em conta a possibilidade da redu??o dos custos do caixeiro embarcando pessoas em seu ve?culo. Um modelo matem?tico, seis algoritmos evolucion?rios, um GRASP e um heur?stico s?o apresentados para o problema. O comportamento dos algoritmos propostos ? analisado em um experimento computacional com 48 inst?ncias. / The Traveling Salesman Problem with Ridesharing and Quota belongs to the class of Quota Traveling Salesman problems. In this problem, it is considered the economic advantage achieved when the salesman, traveling in a private vehicle, gives ride to passengers who share travel expenses with him. The model can represent real situations where a driver programs a route to visit cities, each of which associated with a bonus, with the requirement of collecting a minimum sum of bonuses and taking into account the possibility of reducing costs due to people embarked in his vehicle. A math model, six evolutionary algorithms, a GRASP and one heuristic are presented for the problem addressed. The behavior of the proposed algorithms is analyzed on a computational experiment with 48 instances.
57

Uma avalia??o emp?rica sobre a aprendizagem colaborativa em Coding Dojo Randori no contexto de desenvolvimento de software

Est?cio, Bernardo Jos? da Silva 28 March 2017 (has links)
Submitted by Caroline Xavier (caroline.xavier@pucrs.br) on 2017-10-10T12:16:56Z No. of bitstreams: 1 TES_BERNARDO_JOSE_DA_SILVA_ESTACIO_COMPLETO.pdf: 2897422 bytes, checksum: 05dc8bc747cd44506004602bad614975 (MD5) / Made available in DSpace on 2017-10-10T12:16:56Z (GMT). No. of bitstreams: 1 TES_BERNARDO_JOSE_DA_SILVA_ESTACIO_COMPLETO.pdf: 2897422 bytes, checksum: 05dc8bc747cd44506004602bad614975 (MD5) Previous issue date: 2017-03-28 / Software development has become increasingly an activity that requires a social and collaborative effort. In this context, there is not only a need to develop technical skills but also to know how to develop teamwork skills. Collaborative programming practices are important tools for collaborative learning and training among software developers. The Coding Randori Dojo (CRD) is a collaborative coding practice that has been increasingly adopted in the software industry, and its main purpose is to provide collaborative learning. The goal of this dissertation is to evaluate collaborative learning in CRD. The methodology is structured in three stages: Exploratory, Evaluation and, Consolidation. In the first stage, a characterization of collaborative coding practices was performed, as well as an execution of two feasibility studies. In the second stage, we conducted observational studies and case studies, where collaborative learning has been evaluated with more emphasis. The last stage consolidated the results by the conception of a set of guidelines. The research methodology of this dissertation leads to an extensive evaluation of CRD, and the identification of approaches that can be used to evaluate collaborative learning during the practice. The findings present benefits perceived by the participants regarding CRD, as well an understanding of collaboration levels that can contribute to the collaborative learning. / O desenvolvimento de software tem se tornado cada vez mais uma atividade que necessita de um esfor?o social e colaborativo. Neste cen?rio, n?o h? apenas a necessidade de desenvolver compet?ncias t?cnicas, mas tamb?m de saber trabalhar em equipe. As pr?ticas de codifica??o colaborativa representam uma importante ferramenta de aprendizagem colaborativa e treinamento entre desenvolvedores. O Coding Dojo Randori (CDR) ? uma pr?tica de codifica??o colaborativa que tem sido adotada de forma crescente na ind?stria de software e seu principal prop?sito ? a aprendizagem colaborativa. Esta tese tem por objetivo avaliar a aprendizagem colaborativa em CDR. A metodologia de pesquisa foi estruturada em tr?s etapas: Explorat?ria, Avalia??o e Consolida??o. Na primeira etapa, realizou-se a caracteriza??o do estado da arte de pr?ticas de codifica??o colaborativa, assim como a execu??o de dois estudos de viabilidade de CDR. Na segunda etapa foram conduzidos estudos observacionais e estudos de caso, onde se p?de avaliar com mais ?nfase a aprendizagem colaborativa em CDR. A ?ltima etapa consolidou os resultados por meio da concep??o de um conjunto de diretrizes para apoiar a ado??o de CDR com foco na aprendizagem colaborativa. A metodologia de pesquisa deste trabalho possibilitou uma avalia??o extensiva de CDR, e a identifica??o de abordagens que podem ser utilizadas para avaliar a aprendizagem colaborativa em CDR. Os resultados apresentaram uma percep??o positiva dos participantes em rela??o a pr?tica, assim como um entendimento de n?veis de colabora??o que podem contribuir para a aprendizagem colaborativa.
58

Real-time shadow detection and removal in aerial motion imagery application

Silva, Guilherme Fr?es 14 August 2017 (has links)
Submitted by PPG Engenharia El?trica (engenharia.pg.eletrica@pucrs.br) on 2017-11-08T12:48:45Z No. of bitstreams: 1 Guilherme_Silva_Dissertacao.pdf: 5806780 bytes, checksum: dd97b70975650b889aaa277b7e6f2b19 (MD5) / Approved for entry into archive by Caroline Xavier (caroline.xavier@pucrs.br) on 2017-11-17T12:39:26Z (GMT) No. of bitstreams: 1 Guilherme_Silva_Dissertacao.pdf: 5806780 bytes, checksum: dd97b70975650b889aaa277b7e6f2b19 (MD5) / Made available in DSpace on 2017-11-17T12:50:25Z (GMT). No. of bitstreams: 1 Guilherme_Silva_Dissertacao.pdf: 5806780 bytes, checksum: dd97b70975650b889aaa277b7e6f2b19 (MD5) Previous issue date: 2017-08-14 / Coordena??o de Aperfei?oamento de Pessoal de N?vel Superior - CAPES
59

Constrained coalition formation among heterogeneous agents for the multi-agent programming contest

Rodrigues, Tabajara Krausburg 26 March 2018 (has links)
Submitted by PPG Ci?ncia da Computa??o (ppgcc@pucrs.br) on 2018-05-28T12:31:15Z No. of bitstreams: 1 TABAJARA_KRAUSBURG_RODRIGUES_DIS.pdf: 4049392 bytes, checksum: 154302eff9df959cfa74d6c0faec5d4e (MD5) / Approved for entry into archive by Sheila Dias (sheila.dias@pucrs.br) on 2018-06-06T13:05:51Z (GMT) No. of bitstreams: 1 TABAJARA_KRAUSBURG_RODRIGUES_DIS.pdf: 4049392 bytes, checksum: 154302eff9df959cfa74d6c0faec5d4e (MD5) / Made available in DSpace on 2018-06-06T13:35:29Z (GMT). No. of bitstreams: 1 TABAJARA_KRAUSBURG_RODRIGUES_DIS.pdf: 4049392 bytes, checksum: 154302eff9df959cfa74d6c0faec5d4e (MD5) Previous issue date: 2018-03-26 / Esta disserta??o apresenta um estudo sobre forma??o de coaliz?es entre agentes heterog?neos para a competi??o de programa??o multiagente de 2017. Foi investigado e aplicado a forma??o de estruturas de coaliz?es entre agentes para resolver problemas log?sticos simulados sobre o mapa de uma cidade real. A fim de atingir o objetivo deste trabalho, foram integrados algoritmos formadores de coaliz?es na plataforma JaCaMo por meio de um artefato CArtAgO chamado CFArtefact. Foi utilizada a implementa??o provida pelo time SMART-JaCaMo (time participante da competi??o multiagente), para experimentar a forma??o de coaliz?es na competi??o. Tr?s abordagens foram avaliadas no dom?nio da competi??o em diferentes configura??es. A primeira abordagem utiliza somente aloca??o de tarefas para resolver o problema. A segunda e a terceira abordagem utilizam a t?cnica de forma??o de coaliz?es anteriormente ? aloca??o de tarefas; dentre estas abordagens, uma utiliza um algor?timo ?timo para resolver o problema e a outra um heur?stico. As an?lises dos experimentos realizados mostram que algor?timos formadores de coaliz?es podem melhorar a performance do time participante da competi??o quando a taxa de trabalhos gerados pelo simulador ? baixa. Entretanto, conforme a taxa de trabalhos aumenta, a abordagem que realiza somente aloca??o de tarefas obt?m um desempenho melhor quando comparada as demais. Mesmo a abordagem heur?stica tem desempenho pr?ximo ? abordagem ?tima para coaliz?es. Desta forma, ? poss?vel concluir que forma??o de coaliz?es possui grande valia para balancear os agentes para um conjunto de trabalhos que precisa ser completado. / This work focuses on coalition formation among heterogeneous agents for the 2017 multiagent programming contest. An agent is a computer system that is capable of independent action to achieve its goals. In order to increase the effectiveness of the agents, we can organise them into coalitions, in which the agents collaborate with each other to achieve individual or common goals. We investigate and apply coalition structure generation (the first activity of the coalition formation process) in simulated scenarios, specifically the 2017 contest scenario, where the agents forming a competing team cooperate to solve logistic problems simulated on the map of a real city. In order to achieve our goal, we integrate coalition formation algorithms into the JaCaMo platform by means of a CArtAgO artefact, named CFArtefact. We use the implementation of the SMART JaCaMo team for experimenting with the coalition formation approach in the contest scenario. We experiment on three approaches in the contest domain with different configurations. In the first, we use only a taskallocation mechanism, while the other approaches use an optimal coalition formation algorithm and a heuristic coalition formation algorithm. We conducted several experiments to compare the advantages of each approach. Our results show that coalition formation algorithms can improve the performance of a participating team when dealing with low job rates (i.e., how quickly new jobs are created by the simulation). However, as we increase the job rate, the approach using only task allocation has better performance. Even a heuristic coalition formation approach has close performance to the optimal one in that case. Coalition formation can play an important role when we aim to balance each group of agents to accomplish some particular goal given a larger team of cooperating agents.
60

Uma abordagem de ensino-aprendizagem de programa??o na educa??o superior

Santana, Bianca Leite 06 April 2018 (has links)
Submitted by Verena Pereira (verenagoncalves@uefs.br) on 2018-07-13T21:40:59Z No. of bitstreams: 1 Dissertacao_Mestrado___Bianca_Santana_VF.pdf: 15500523 bytes, checksum: c68a13df2b7edb9a38dcd4a535b47768 (MD5) / Made available in DSpace on 2018-07-13T21:40:59Z (GMT). No. of bitstreams: 1 Dissertacao_Mestrado___Bianca_Santana_VF.pdf: 15500523 bytes, checksum: c68a13df2b7edb9a38dcd4a535b47768 (MD5) Previous issue date: 2018-04-06 / Funda??o de Amparo ? Pesquisa do Estado da Bahia - FAPEB / The proposed approach combines the use of the Scratch environment in a context of game creation, the Python programming language associated with the turtle graphics library, and image manipulation with the Jython Environment for Students (JES). We conducted two exploratory case studies with Civil Engineering students attending a CS1 course at our institution to analyze the impact of this approach on student motivation and learning. Our results describe the motivation present during the course in terms of the Attention, Relevance, Confidence and Satisfaction (ARCS) model, and identify the practical factors that may contribute to increase or decrease student motivation. We also present a framework that shows the positive and negative impacts of the elements of our approach on each of the categories of the ARCS model. Various such elements are common in several teaching-learning situations. From a learning point of view, our findings also show that contextualized and spiral learning has enhanced the learning of concepts such as loops and functions. Scratch facilitates the learning of programming logic, select and repeat structures. Python with Turtle enhances learning of these same concepts with the addition of functions. Finally, the media computation approach has shown potential for learning the concepts of functions and arrays. We believe that the practical factors presented in this work can support the design of CS1 courses for non-majors / Estudantes que n?o s?o da ?rea de TI, chamados non-majors , usualmente apresentam falta de interesse e maiores dificuldades na aprendizagem de programa??o em rela??o a estudantes de cursos como Ci?ncia da Computa??o. Neste trabalho descrevemos a concep??o, aplica??o e avalia??o de uma abordagem de ensino-aprendizagem de Programa??o, destinada a estudantes non-majors , cujo intuito ? aumentar a sua motiva??o e amenizar as suas dificuldades em aprender programa??o. A abordagem proposta combina o uso do ambiente l?dico Scratch em um contexto de cria??o de jogos, a linguagem de Programa??o Python associada ? biblioteca TurtleGraphics e ? manipula??o de imagens por meio do ambiente de desenvolvimento JythonEnvironment for Students (JES) . Realizamos dois estudos de caso explorat?rios com estudantes de Engenharia Civil cursando uma disciplina introdut?ria de programa??o em nossa institui??o para analisar o impacto desta abordagem sobre a motiva??o e aprendizagem dos estudantes. Nossos resultados descrevem a motiva??o presente durante o curso em termos do modelo Aten??o, Relev?ncia, Confian?a e Satisfa??o (ARCS), e identificam os fatores pr?ticos que podem contribuir para aumentar ou diminuir a motiva??o dos estudantes. Geramos um quadro que evidencia os impactos positivos e negativos dos elementos de nossa abordagem sobre cada uma das categorias do modelo ARCS, sendo que muitos destes elementos s?o comuns em diversas situa??es de ensino-aprendizagem. Do ponto de vista da aprendizagem, nossos achados demonstram que o ensino contextualizado e em espiral potencializou a aprendizagem de conceitos como loops e fun??es. Scratch potencializa a aprendizagem de l?gica de programa??o, loops e estruturas de sele??o. J? Python com Turtlepotencializa a aprendizagem destes mesmos conceitos com a adi??o de fun??es. Finalmente, a abordagem com m?dias demonstrou potencial para a aprendizagem dos conceitos de fun??es, vetores e matrizes. Acreditamos que os fatores pr?ticos apresentados nesse trabalho podem apoiar o design de disciplinas introdut?rias de programa??o para non-majors

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