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Ferramenta para acompanhamento do processo de ensino-aprendizagem de programação de computadores utilizando o método de aprendizagem por competênciasRatola, Guilherme Barbosa 09 March 2010 (has links)
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Previous issue date: 2010-03-09 / Fundo Mackenzie de Pesquisa / The learning of computer programming is fundamental in the formation of a computing professional. However, its learning is difficult and longlife, considering that every day new languages and environments appear in the labor market. In the Computer Science courses, many students have difficulties programming, the activity requires the learning of complex concepts. The development of computational environments to support the learning of programming is of great value in this scenario, which involves students, teachers and professionals. Many researches and studies have been developed and they provide important contributions in the construction of learning computing environments. This dissertation proposes the development of a tool to support the process of teaching and learning of programming to students, prioritizing interdisciplinary, with an approach based on the Method of Learning by Competence. It presents also a mechanism of Concept Pyramid as an alternative to the planning of learning for a student. To support teaching of computer programming, the tool, presented in this work, uses the Java programming language, motivated by the high demand for use in undergraduate courses. The students are classified by their prior knowledge of each concept and it is expected that from this information and the measure of the student s Conceptual Gap regarding Conceptual Pyramid of a concept is possible to develop a learning plan for each student. It is expected that the use of this tool, helping the process of teaching and learning in the classroom, contribute to make the representation of concepts, exercises and skills related to each discipline from an appropriate course. / O aprendizado de programação de computadores é fundamental na formação de um profissional de computação. No entanto, esta atividade é de aprendizagem difícil, contínua e permanente, uma vez que a cada dia novas linguagens e ambientes surgem no mercado de trabalho. Nos cursos da área de computação, muitos estudantes apresentam dificuldades para aprender a programar, pois a atividade requer alto nível de competência e o aprendizado e domínio de conceitos complexos. O desenvolvimento de ambientes computacionais que apóiem a aprendizagem de programação é de grande valia nesse cenário, que envolve estudantes, professores e profissionais. Muitas pesquisas e trabalhos têm sido desenvolvidos nessa área, na medida em que fornecem contribuições importantes na construção de ambientes computacionais. Este trabalho apresenta uma ferramenta de suporte ao processo de ensinoaprendizagem de programação a alunos de graduação, priorizando a interdisciplinaridade,
com uma abordagem baseada no método de aprendizagem por competências. Apresenta-se aqui também o mecanismo de Pirâmide Conceitual como uma alternativa ao planejamento de
aprendizagem para o aluno. Como suporte ao ensino de programação, este trabalho utiliza a linguagem de programação Java, motivado pela alta demanda de utilização nos cursos superiores. Os estudantes são classificados por seus conhecimentos prévios em cada um dos conceitos e é esperado que a partir dessas informações e com a medida do Conceptual Gap com relação a Pirâmide Conceitual de determinado conceito seja possível desenvolver um plano de aprendizagem para esse aluno. Espera-se que a utilização desta ferramenta, auxiliando o processo de aprendizagem, contribua no sentido de tornar a representação de conceitos, exercícios e competências relacionados às disciplinas de um curso de Computação adequada.
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Uma abordagem para incorporar mecanismos de inteligencia artificial a agentes moveisSilva, Paulo Sergio da 11 August 2004 (has links)
Orientador: Manuel de Jesus Mendes / Tese (doutorado) - Universidade Estadual de Campinas, Faculdade de Engenharia Eletrica e de Computação / Made available in DSpace on 2018-08-04T00:34:30Z (GMT). No. of bitstreams: 1
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Previous issue date: 2004 / Resumo: Este trabalho contribui para a convergência de agentes móveis e agentes inteligentes através da proposta de um framework para incorporar técnicas de Inteligência Artificial (IA) a agentes móveis criados com os principais sistemas de mobilidade contemporâneos baseados em
Java. Os requisitos a serem satisfeitos pelo framework são identificados e sua arquitetura é estabelecida. Um dos principais mecanismos de IA, o mecanismo de inferência com encadeamento progressivo baseado em regras, é implementado de acordo com o framework sugerido. Uma metodologia de desenvolvimento de software orientada a objetos e vários padrões de projeto são utilizados na concepção tanto do framework quanto do mecanismo de inferência. Os modelos resultantes são documentados através da Linguagem Unificada de Modelagem (UML) e as principais decisões de projeto, na forma de diretrizes a serem adotadas na criação
de outros mecanismos. A proposta é avaliada através da construção de agentes móveis controlados pelo mecanismo desenvolvido e pelo levantamento do custo de transporte de seu código e dados. Os resultados mostram que o framework é viável e que o custo de transporte do mecanismo implementado é bem menor que o dos equivalentes encontrados na literatura / Abstract: This thesis contributes for the convergence of mobile and intelligent agents by proposing a framework for embedding Artificial Intelligence (AI) techniques in mobile agents built with the main actual Java-based mobile agent systems. The requirements to be satisfied by the
framework are identified and its architecture is established. One of the most essential AI engines, the rule-based forward-chaining inference engine is implemented in agreement with the suggested framework. An object-oriented software development methodology and several design patterns are used in the conception of both, the framework and the inference engine. The resulting models are documented using the Unified Modeling Language (UML) and the main design decisions, as directions to be adopted in the development of other engines. The proposal is evaluated by the construction of mobile agents controlled by the developed engine
and by the estimation of the transportation cost of the engine¿s code and data. The results show the framework is feasible and that the transportation cost of the implemented engine is much lower than the cost of similar engines found in literature / Doutorado / Engenharia de Computação / Doutor em Engenharia Elétrica
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Suporte a colaboração em redes P2P / Collaborative support in P2P networksMartins, Dalton Lopes 20 December 2004 (has links)
Orientador: Ivan Luiz Marques Ricarte / Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Eletrica e de Computação / Made available in DSpace on 2018-08-04T04:08:09Z (GMT). No. of bitstreams: 1
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Previous issue date: 2004 / Resumo: O suporte à colaboração e as redes P2P (peer-to-peer) tem sido dois assuntos que, por muitos momentos, se cruzam no estudo e na pesquisa do uso das novas tecnologias em ambientes colaborativos de aprendizado. O presente estudo trata das motivações sociais e técnicas para o uso das redes P2P como um suporte ao trabalho colaborativo entre grupos. Inicialmente, realizamos um estudo das características de uso e da mudança de paradigmas de trabalho em rede que o P2P nos fornece. Como base de aplicação prática
deste trabalho, também apresentamos um estudo de protocolos e sistemas computacionais já existentes que tratam, de alguma forma, da questão da colaboração através de redes P2P. Por final, com base no estudo apresentado, elaboramos a especificação e a implementação de um sistema de colaboração, o SemiCode, de forma a validar algumas das idéias desenvolvidas neste trabalho, além de apresentarmos algumas soluções onde o P2P pode atuar em conjunto com sistemas cliente-servidor / Abstract: The support to the collaboration and P2P network are two related subjects in the study and research involving new technologies for collaboratives learning environments. The present study deals with social motivations and techniques for the use of P2P nets as a support to the collaborative work. Initially, we carry through a study of the characteristics of use and the change of paradigms of work in net P2P supplies. Supporting the development of a application in this work, also we present a study of protocols and existing computational systems that, in some way, deal with collaboration through P2P nets. Finally, based on this study, we elaborate the specification and the implementation of a collaborative system, the SemiCode, wich validates some of these ideas. We also present some solutions based on the integra from between P2P and client-server systems / Mestrado / Engenharia de Computação / Mestre em Engenharia Elétrica
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IMPLEMENTERING AV PHONGLJUSSÄTTNINGI 2D-SPELMILJÖSetterberg, Joel, Elsgard, Jonatan January 2014 (has links)
Under de senaste åren har en ny trend inom spelindustrin uppstått då en stor del av spelen har gått tillbaka till de tvådimensionella miljöerna som var vanligare i tv-spelens barndom, detta tack vare att mobiltelefoner och deras spel har tagit allt större plats på marknaden och de är ofta tvådimensionella på grund av sin begränsade hårdvara. De tvådimensionella spelen har enligt tradition inte haft någon dynamisk ljussättning, utan de har bestått utav färdig grafik med förutbestämda intensiteter vilket gör att spelen kan se platta ut. Men inom andra områden av spelindustrin, framförallt tredimensionella spel, har utvecklingen av dynamiska ljussättningsmetoder kommit långt. Problemet med dessa metoder är att de kräver objektens normaler, vilka normalt inte finns tillgängligt i tvådimensionella bilder. Idag är mobiltelefonerna kraftfulla och klarar av mycket tyngre beräkningar än vad de gjorde för bara några år sedan. Därför undersökte vi möjligheten att implementera dynamisk ljussättning i ett tvådimensionellt spel på androidbaserade mobiltelefoner. För att genomföra detta krävdes också att vi undersökte metoder för att generera normaler för tvådimensionell grafik. För att ett fullständigt spel skulle kunna skapas så implementerades också saker som kollisionshantering, artificiell intelligens och procedurell generering av banor. / In recent years, a new trend in the gaming industry has emerged since a large part of the games have gone back to the two-dimensional environments that were more common in the early days of the video games history . This is due to mobile phones and their games have taken more and more space on the market and they are often two-dimensional because of the limited harware. The twodimensional games have traditionally never had any dynamic lighting , they have consisted of premade graphics with predetermined intensities , which means that the games may look flat. But in other areas within the gaming industry, especially three-dimensional games, the evolution of dynamic lighting techniques have come a long way. The problem with these methods is that they require the object's normals, which are not normally available in two-dimensional images. Today mobile phones are powerful and capable of much heavier computations than they did just a few years ago. Therefore, we examined the possibility of implementing dynamic lighting in a twodimensional games on Androidbased mobile phones. To accomplish this it required that we investigated methods to generate normals for two-dimensional graphics. In order to create a full game we also implemented features such as collision handling, artificial intelligence and procedural generation of maps.
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Development of a location-based taxi service : using open-source toolsMaechel, Lars January 2016 (has links)
The aim of this project is to develop a component able to retrieve taxi providers in Sweden, based on input of coordinates and a search radius. The result should be available in a well-structured and accessible way through an RESTful web service. The study is conducted based on a customer inquiry stating that the component should be built using open-source tools and be developed in such a way that allows the component, or parts of the component, to be integrated in a larger system. Therefore, a preliminary study was conducted in order to find suitable open-source tools that are able to solve the specific customer requirements. The component uses an ad hoc company search engine to retrieve the taxi providers, contact information and coordinates. Additional information needed for determining the correctness of the taxi providers are retrieved from external resources and a filtering process is then performed before they are saved in persistent store. The project is successful in solving the main purpose and most of the customer requirements, while the RESTful service is unable too fully meet the requirement stating that the component should be able to handle multiple concurrent clients while still maintain responsiveness. This, is mainly due to the decision not to use an ad hoc framework in handling geospatial data structures and calculations and was a trade-off to ensure re-usability and integration of the component in a larger system. / Avsikten med denna studie är att bygga en komponent som kan returnera taxiföretag i Sverige baserat på koordinater och en sökradie. Resultatet skall presenteras för användare eller andra tjänster på ett välstrukturerat och tillgängligt sätt via en RESTbaserat webbtjänst. Projektet är ett resultat av en kundförfrågan i vilken det även specificeras att komponenten skall använda sig av data eller verktyg som är fritt tillgängliga och att den skall vara byggd på ett sådant sätt att det går att använda hela, eller delar av, komponenten i ett större system. En kortare förstudie genomfördes med syfte att hitta lämpliga verktyg som bygger på öppen källkod för att lösa de specifika krav kunden ställt på komponenten. Komponenten använder sig av en sökmotor för företag-sök där resultaten görs tillgängliga via ett RESTbaserat API. Varje företag genomgår sedan en filtreringsprocess innan de sparas i databas för att avgöra om det uppfyller de kriterier som är uppsatta. Denna filtrering baseras på information som inhämtats genom en automatiserad process. Denna studie har varit framgångsrik i avseendet att bygga en komponent som kan returnera företag inom ett visst område baserat på koordinater och en given sökradie. Den uppfyller även de allra flesta av de krav kunden har satt upp, med undantag för det krav som efterfrågar en responsiv hantering av många samtidiga användare. Detta beror främst på valet att inte använda sig av ett ramverk avsett för hantering av geospatial data. Detta var en avvägning som gjordes för att försäkra sig om att komponenten skulle vara återanvändbar i ett större system.
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Study of Development of Java Applications in Eclipse Environment and Development of Java Based Calendar Application with Email NotificationsNazir, Muhammad Abid January 2013 (has links)
Eclipse is one of the mostly used software in professional development of programming applications and software solutions. It is open source software and provides extensive availability of free libraries. In this thesis work, Eclipse was studied for Java applications development. To enhance the study and to get hands on experience over Eclipse IDE, an application was developed using Java programming language. The proposed application is a desktop application that can be used on all modern operating systems. Application was developed using Java SE (standard edition) version 1.7, which is the latest version available from Oracle Corporation. Java Swing API has been used for building GUI (graphical user interface) of the application. Database for event credentials was developed by MySQL database management system. The connection between application and database has been done through Java database connectivity JDBC. Some additional Java APIs were loaded to Eclipse project work space, and a comprehensive explanation has been provided on how to use external libraries in Eclipse environment. / tel # : +46720107602 email: abidnazir89@gmail.com
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Utveckling av ett inkassohanteringssystem / Development of a debt collection management programOlsson, Johannes January 2006 (has links)
Denna uppsats beskriver arbetet med att utveckla ett inkassohanteringsprogram. Arbetet är utfört åt inkassobyrån Exactor International Debt Collection från Mariestad. Bakgrunden till projektet är att Exactor behöver en programvara för att hålla ordning på de inkassoärenden som de har. En programvara som passar deras sätt att arbeta. I programmet finns det möjlighet för användaren att registrera ärenden som var och en innehåller en klient, en eller flera betalningsskyldiga (gäldenärer) och en eller flera fakturor. Vidare finns det möjlighet att söka och redigera de olika delarna i ett ärende. Uppsatsen beskriver hur programmet är konstruerat och hur det fungerar. Den beskriver också grundligt hur det kommer sig att ett ärende kommer till inkassoförfarandet. Detta för att lättare få förståelse kring resterande del av uppsatsen. Vidare beskrivs databasens design samt hur information lagras i den. / This paper describes the work of developing a debt collection management program. The work was carried out as an assignment from Exactor, an international debt collection company in Mariestad. The motivation was that Exactor needed a program to manage the debt collection errands they have. The program would have to fit their way of working. In the program, it is possible for the user to register errands that each contains a client, one or more that is liable for payment (debtors), and one or more invoices. The program also implements a feature for searching and editing the different parts of an errand. The paper describes how the program is designed and how it works. The paper also describes the basic process from the beginning of a debt to the debt collection procedures. This description is for understanding the rest of the paper. Furthermore, the database design and how information is stored in the database is described.
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INTERACTIVE GALLERYBasar, Murat January 2012 (has links)
Today, there are many high-level interactive applications and products around the world which are developed by using programming languages or software. Basically, games, virtual museums, educational applications, interactive architectural products are the simplest examples about these interactive solutions. In this thesis, interactive gallery means moving objects in a three-dimensional room. Objects can be re-placed by using keyboard keys in this three-dimensional room. Thus, user can move these interactive objects in accordance with intended purpose. Interactive gallery is similar with a room that has furniture, door and windows. Also, this room includes interactive objects in it. The main focal point is about how these objects can be displayed interactively and how different methods are used, when these processes are started to be made. This thesis helps to solve these questions. Interactive gallery bases on model loading structure and on the following thesis, this process is parted. It starts with 3D modelling, continuous with model loading and it ends with key implementation.
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Parallel Simulation : Parallel computing for high performance LTE radio network simulationsAndersson, Håkan January 2010 (has links)
Radio access technologies for cellular mobile networks are continuously being evolved to meet the future demands for higher data rates, and lower end‐to‐end delays. In the research and development of LTE, radio network simulations play an essential role. The evolution of parallel processing hardware makes it desirable to exploit the potential gains of parallelizing LTE radio network simulations using multithreading techniques in contrast to distributing experiments over processors as independent simulation job processes. There is a hypothesis that parallel speedup gain diminishes when running many parallel simulation jobs concurrently on the same machine due to the increased memory requirements. A proposed multithreaded prototype of the Ericsson LTE simulator has been constructed, encapsulating scheduling, execution and synchronization of asynchronous physical layer computations. In order to provide implementation transparency, an algorithm has been proposed to sort and synchronize log events enabling a sequential logging model on top of non‐deterministic execution. In order to evaluate and compare multithreading techniques to parallel simulation job distribution, a large number of experiments have been carried out for four very diverse simulation scenarios. The evaluation of the results from these experiments involved analysis of average measured execution times and comparison with ideal estimates derived from Amdahl’s law in order to analyze overhead. It has been shown that the proposed multithreaded task‐oriented framework provides a convenient way to execute LTE physical layer models asynchronously on multi‐core processors, still providing deterministic results that are equivalent to the results of a sequential simulator. However, it has been indicated that distributing parallel independent jobs over processors is currently more efficient than multithreading techniques, even though the achieved speedup is far from ideal. This conclusion is based on the observation that the overhead caused by increased memory requirements, memory access and system bus congestion is currently smaller than the thread management and synchronization overhead of the proposed multithreaded Java prototype.
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Aide à la décision pour l’analyse de la vulnérabilité des réseaux d’infrastructure face à une crise de catastrophe naturelle / Decision support for infrastructure network vulnerability assessment in natural disaster crisis situationsKamissoko, Daouda 25 November 2013 (has links)
Cette thèse traite de la Vulnérabilité des réseaux face aux catastrophes naturelles. Elle part du constat que les infrastructures telles que les réseaux d’eau, d’électricité influencent considérablement les conséquences indirectes des catastrophes naturelles. Elle vise donc à modéliser la vulnérabilité dans de telles situations pour une prise de décision efficace. La démarche scientifique est divisée en deux parties complémentaires. La première traite de la vulnérabilité des dits systèmes, tandis que la seconde se concentre sur le processus d’aide à la décision à mettre en œuvre en vue de réduire la vulnérabilité. L’analyse proprement dite de la vulnérabilité repose sur la modélisation des objets de l’analyse. Pour ce faire nous adopterons une représentation par la théorie des graphes. La revue de la littérature à ce niveau nous a permis d’identifier les structures de graphe les mieux adaptées au contexte de la thèse. Dans un environnement d’analyse multi réseau, les interdépendances, c’est-à-dire les liens entre les composants d’un même réseau ou de réseaux différents-sont un facteur déterminant pour tout modèle de vulnérabilité. Nous avons ainsi proposé un modèle compatible avec la théorie des graphes. Sont distingués deux types d’interdépendances. La première est fonctionnelle (dépendance), et la seconde est dysfonctionnelle (influence). La vulnérabilité quant à elle, est déterminée par une approche basée sur la simulation. Elle est composée d’une première partie relative à l’aptitude du système à résister à l’évènement redouté ; et d’une seconde partie relative à son aptitude à se recouvrer des conditions opérationnelles après la catastrophe. Le calcul de la vulnérabilité est un point d’entrée pour assister l’analyste dans sa prise de décision. La deuxième partie aborde ce thème. Elle est elle-même divisée en deux sous parties : La première traite du processus à mettre en œuvre pour la gestion de la crise ; la deuxième du Système Interactif d’Aide à la Décision réalisé. Une méthodologie d’aide à la décision et supportée par un outil informatique. À l’ère de l’internet et des réseaux sociaux, il est envisageable de déployer l’application sur internet. / This thesis deals with infrastructure network vulnerability analysis in the natural disaster context. It starts from the observation that infrastructure such as water supply or power grid has significant influence on natural disasters’ indirect consequences. The aim is to model the vulnerability to take efficient actions. The scientific approach is divided into two complementary parts. The first one deals with the vulnerability assessment, while the second one focuses on the decision aiding process to be implemented for the assessed vulnerability reducing. The proper vulnerability analysis is based on the analysis objects modelling. In order to achieve this, we will adopt a graph theory representation. A literature review will allow us to identify the graph structure which best suits the context of the thesis. In a multi network analysis environment, interdependences, i.e. relationships between components of the same network or different networks - are a determining factor for any vulnerability model. We have thus proposed an approach to model interdependence compatible with the graph theory. There are two types of relationships: the one first is functional (dependence), while the second one is dysfunctional (influence). The vulnerability is assessed by a simulation-based approach. It is composed of one part relating to the system ability to resist the feared event; and the other part relative to its ability to be back on its nominal state after the disaster. When the vulnerability is determined, the next step will be to take the necessary decisions to manage it. This part on the decision aiding is itself divided into two sub parts: first of all the process to be used for the crisis management is established. Then a methodology for decision aiding is proposed and results on a Decision Support System development. In the age of the internet and social networks, it is possible to deploy the application on the internet.
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