2020
Authors
Goncharov, S; Neves, R; Proenca, J;
Publication
THEORETICAL ASPECTS OF COMPUTING, ICTAC 2020
Abstract
Hybrid programs combine digital control with differential equations, and naturally appear in a wide range of application domains, from biology and control theory to real-time software engineering. The entanglement of discrete and continuous behaviour inherent to such programs goes beyond the established computer science foundations, producing challenges related to e.g. infinite iteration and combination of hybrid behaviour with other effects. A systematic treatment of hybridness as a dedicated computational effect has emerged recently. In particular, a generic idealized functional language HYBCORE with a sound and adequate operational semantics has been proposed. The latter semantics however did not provide hints to implementing HYBCORE as a runnable language, suitable for hybrid system simulation (e.g. the semantics features rules with uncountably many premises). We introduce an imperative counterpart of HYBCORE, whose semantics is simpler and runnable, and yet intimately related with the semantics of HYBCORE at the level of hybrid monads. We then establish a corresponding soundness and adequacy theorem. To attest that the resulting semantics can serve as a firm basis for the implementation of typical tools of programming oriented to the hybrid domain, we present a web-based prototype implementation to evaluate and inspect hybrid programs, in the spirit of GHCI for HASKELL and UTOP for OCAML. The major asset of our implementation is that it formally follows the operational semantic rules.
2020
Authors
Matos, M;
Publication
Distributed Applications and Interoperable Systems - 20th IFIP WG 6.1 International Conference, DAIS 2020, Held as Part of the 15th International Federated Conference on Distributed Computing Techniques, DisCoTec 2020, Valletta, Malta, June 15-19, 2020, Proceedings
Abstract
Reproducing experimental results is nowadays seen as one of the greatest impairments for the progress of science in general and distributed systems in particular. This stems from the increasing complexity of the systems under study and the inherent complexity of capturing and controlling all variables that can potentially affect experimental results. We argue that this can only be addressed with a systematic approach to all the stages and aspects of the evaluation process, such as the environment in which the experiment is run, the configuration and software versions used, and the network characteristics among others. In this tutorial paper, we focus on the networking aspect, and discuss our ongoing research efforts and tools to contribute to a more systematic and reproducible evaluation of large scale distributed systems. © IFIP International Federation for Information Processing 2020.
2020
Authors
Roque, LAC; Paiva, LT; Fernandes, MCRM; Fontes, DBMM; Fontes, FACC;
Publication
ENERGY REPORTS
Abstract
We consider a farm of Kite Power Systems (KPS) in the field of Airborne Wind Energy (AWE), in which each kite is connected to an electric ground generator by a tether. In particular, we address the problem of selecting the best layout of such farm in a given land area such that the total electrical power generated is maximized. The kites, typically, fly at high altitudes, sweep a greater area than that of traditional wind turbines, and move within a conic shaped volume with vertex on the ground station. Therefore, constraints concerning kite collision avoidance and terrain boundaries must be considered. The efficient use of a given land area by a set of KPS depends on the location of each unit, on its tether length and on the elevation angle. In this work, we formulate the KPS farm layout optimization problem. Considering a specific KPS and wind characteristics of the given location, we study the power curve as a function of the tether length and elevation angle. Combining these results with an area with specified length and width, we develop and implement a heuristic optimization procedure to devise the layout of a KPS farm that maximizes wind power generation. © 2019
2020
Authors
Bezerra, VMR; Leao, AAS; Oliveira, JF; Santos, MO;
Publication
JOURNAL OF THE OPERATIONAL RESEARCH SOCIETY
Abstract
The two-dimensional level strip packing problem has received little attention from the scientific community. To the best of our knowledge, the most competitive model is the one proposed in 2004 by Lodi et al., where the items are packed by levels. In 2015, an arc flow model addressing the two-dimensional level strip cutting problem was proposed by Mrad. The literature presents some mathematical models, despite not addressing specifically the two-dimensional level strip packing problem, they are efficient and can be adapted to the problem. In this paper, we adapt two mixed integer linear programming models from the literature, rewrite the Mrad's model for the strip packing problem and add well-known valid inequalities to the model proposed by Lodi et al. Computational results were performed on instances from the literature and show that the model put forward by Lodi et al. with valid inequalities outperforms the remaining models with respect to the number of optimal solutions found.
2020
Authors
Silva, B; Costelha, H; Bento, LC; Barata, M; Assuncao, P;
Publication
SENSORS
Abstract
2020
Authors
Coelho, A; Zeller, Mv; Cardoso, P; Santos, L; Vaz, R; Raimundo, J;
Publication
XCR
Abstract
Museums continue to exert fascination in their visitors. However, the new generation of visitors expects museological experiences that promote their active participation. It is in this context that games and the gamification of such experiences capitalize on experiential learning by experimenting and enacting with in-game embedded artefact surrogates and know-how. In this article, we present four distinct projects that aim to enhance the visitors' experience in museums and green spaces, and also their effectiveness in informal learning. In the first project, gamification is used in combination with Augmented Reality to provide a more engaging experience in a boat museum. The drive of this experience is the metaphor of the stickers album collection to unleash the relevant information of the key-artefacts of the museum collection. The second and third projects focus on the use of pervasive games, more specifically location-based games, to enhance the visitors' experience and informal learning in a natural park and a botanical garden, respectively. The second project presents the concept of a mobile app for outdoor nature experiences. The drive for the experience in the third project is the narrative that intertwines specific locations in the botanic garden and a story inspired by the same place. Finally, in the fourth project, we focus on the potential of technology to provide accessibility in museums for people with special needs or disability, focusing more specifically on blind visitors. Copyright © 2020 for this paper by its authors.
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