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Publicações

2020

Implementing Hybrid Semantics: From Functional to Imperative

Autores
Goncharov, S; Neves, R; Proenca, J;

Publicação
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

Kollaps/Thunderstorm: Reproducible Evaluation of Distributed Systems - Tutorial Paper

Autores
Matos, M;

Publicação
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

Layout optimization of an airborne wind energy farm for maximum power generation

Autores
Roque, LAC; Paiva, LT; Fernandes, MCRM; Fontes, DBMM; Fontes, FACC;

Publicação
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

Models for the two-dimensional level strip packing problem - a review and a computational evaluation

Autores
Bezerra, VMR; Leao, AAS; Oliveira, JF; Santos, MO;

Publicação
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

User-Experience with Haptic Feedback Technologies and Text Input in Interactive Multimedia Devices

Autores
Silva, B; Costelha, H; Bento, LC; Barata, M; Assuncao, P;

Publicação
SENSORS

Abstract
Remote control devices are commonly used for interaction with multimedia equipment and applications (e.g., smart TVs, gaming, etc.). To improve conventional keypad-based technologies, haptic feedback and user input capabilities are being developed for enhancing the UX and providing advanced functionalities in remote control devices. Although the sensation provided by haptic feedback is similar to mechanical push buttons, the former offers much greater flexibility, due to the possibility of dynamically choosing different mechanical effects and associating different functions to each of them. However, selecting the best haptic feedback effects among the wide variety that is currently enabled by recent technologies, remains a challenge for design engineers aiming to optimise the UX. Rich interaction further requires text input capability, which greatly influences the UX. This work is a contribution towards UX evaluation of remote control devices with haptic feedback and text input. A user evaluation study of a wide variety of haptic feedback effects and text input methods is presented, considering different technologies and different number of actuators on a device. The user preferences, given by subjective evaluation scores, demonstrate that haptic feedback has undoubtedly a positive impact on the UX. Moreover, it is also shown that different levels of UX are obtained, according to the technological characteristics of the haptic actuators and how many of them are used on the device.

2020

Gamifying the Museological Experience

Autores
Coelho, A; Zeller, Mv; Cardoso, P; Santos, L; Vaz, R; Raimundo, J;

Publicação
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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