2016
Autores
Maia, ACN; Jacobina, CB; Freitas, NB; Queiroz, APD; Silva, ERC;
Publicação
2016 IEEE Energy Conversion Congress and Exposition (ECCE)
Abstract
2016
Autores
Manesh, ARK; Javadi, MS;
Publicação
IIOAB JOURNAL
Abstract
Developing an inverter with high efficiency and with the ability of starting with inductive, capacitive, and resistive loads along with output voltage stability is a challenging problem. Considering higher reliability and convenient maintenance, this paper focuses on the use of analog circuits. In this regard, this paper uses pulse width modulation techniques, intelligent feedback, and peak as well as effective voltage supply are employed. Results indicated that this designed inverter with a power of 700 W can be started with ohmic loads (100% quality), inductive loads (97% quality), and capacitive loads (83% quality).
2016
Autores
Almeida, F; Monteiro, J; Lousã, M;
Publicação
Encyclopedia of E-Health and Telemedicine
Abstract
2016
Autores
Nogueira, PA; Torres, V; Rodrigues, R; Oliveira, E; Nacke, LE;
Publicação
JOURNAL ON MULTIMODAL USER INTERFACES
Abstract
To understand the impact of emotionally driven games on player experience, we developed a procedural horror game (Vanish) capable of run-time level, asset, and event generation. Vanish was augmented to interpret players' physiological data as a simplified emotional state, mapping it to a set of adaptation rules that modify the player experience. To explore the effects of adaptation mechanisms on player experience, we conducted a mixed-methods study on three different versions of the game, two of which integrated varying biofeedback mechanisms. Players' affective experiences were objectively measured by analysing physiological data. Additionally, subjective experience was recorded through the use of the Game Experience Questionnaire. Our study confirmed that biofeedback functionality had a statistically significant effect on the ratings of player experience dimensions: immersion, tension, positive affect, and negative affect. Furthermore, participants reported noticeable differences in player experience, favouring the added depth present in the biofeedback-enabled iterations of the game. In the future, these conclusions will help to develop more immersive and engaging player experiences.
2016
Autores
Rodrigues, N; Leitao, P; Oliveira, E;
Publicação
2016 11TH IBERIAN CONFERENCE ON INFORMATION SYSTEMS AND TECHNOLOGIES (CISTI)
Abstract
The failure to meet production requirements, e.g., due to condition dynamic environment condition changes, operational performance deviations or missing opportunities to adapt, leads to a decrease of competitiveness. Technological advances are then required to promote flexible and adaptive systems with the ability to reconfigure their offered services in a cost effective manner. In spite of the current research efforts, there is still a lack of automated tools to support the service reconfiguration capability at run-time, being the understanding of when and how to reconfigure crucial to support an efficient reconfiguration process. This paper focuses on the problematic of when to reconfigure a system, with the proposed service-based multi-agent system performing the dynamic service reconfiguration based on triggering strategies. This allows to discover reconfiguration opportunities to maintain the system stable and competitive, but also to explore and promote new system configurations when needed. The envisaged triggering strategies, implemented through the intelligence mechanisms embedded in the agents' behaviors, consist in the event, periodic and trend approaches following the reactive, predictive and preventive behaviors. The preliminary experimental results validate the feasibility of such triggering strategies for service reconfiguration leading to more efficient and agile systems.
2016
Autores
Bruno M P M Oliveira; Paulo, Joana Becker; Pinto, Alberto A.;
Publicação
Abstract
The access to the final selection minute is only available to applicants.
Please check the confirmation e-mail of your application to obtain the access code.