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Publicações

2011

Using Feedback in a Regulatory Network Computational Device Generative and Developmental Systems

Autores
Lopes, RL; Costa, E;

Publicação
GECCO-2011: PROCEEDINGS OF THE 13TH ANNUAL GENETIC AND EVOLUTIONARY COMPUTATION CONFERENCE

Abstract
The relationship between the genotype and the phenotype in Evolutionary Algorithms (EA) is a recurrent issue among researchers. Based on our current understanding of the multitude of the regulatory mechanisms that are fundamental in both processes of inheritance and of development in natural systems, some researchers start exploring computationally this new insight, including those mechanism in the EA. The Artificial Gene Regulatory (ARN) model, proposed by Wolfgang Banzhaf was one of the first tentatives. Following his seminal work some variants were proposed with increased capabilities. In this paper, we present another modification of this model, consisting in the use the regulatory network as a computational device where feedback edges are used. Using two classical benchmarks, the n-bit parity and the Fibonacci sequence problems, we show experimentally the effectiveness of the proposal.

2011

Knowledge management and the organisational learning: Towards a framework definition

Autores
Amaral, A; Araujo, M;

Publicação
Handbook of Research on Business Social Networking: Organizational, Managerial, and Technological Dimensions

Abstract
The process of learning is emphasised in all organisations as a way to improve performance, to more effectively manage projects, processes, and activities, and thus, it is of extreme importance to the business in general, because it enables sustainable competitive advantage. However, organisations do not seem to learn from their mistakes, rarely exploring the reasons for their projects' success or failure, and very rarely applying those lessons learned to the business management. In fact, there is little or no point in learning unless management adapts its behavior accordingly. Our proposal is aimed at creating an organisational framework for managing the knowledge produced, as well as incorporating the lessons learned in the daily organisational routines. The purpose is to better respond to the problems that may occur and therefore, strategically realign the organisation towards efficiency and results improvement. © 2012, IGI Global.

2011

A conceptual model for collaborative learning activities design

Autores
Mota, D; Vaz De Carvalho, C; Reis, LP;

Publicação
2011 IEEE Global Engineering Education Conference, EDUCON 2011

Abstract
This paper presents the Advanced Collaborative Educational Model (ACEM) for conception of collaborative learning activities. It is based on collaboration between teachers through virtual interactions, reutilization, interoperability and adaptability of learning activities. The definition of learning activity is oriented to a constructivist approach. Tagging collaboration and ontologies are also considered in order to facilitate sharing knowledge in a more effective and personalized way. The main goal of this research is to describe teachers' procedures when interacting with the collaborative environment and to develop mechanisms to support teachers in their tasks, mainly in the creation of learning activities to be used in an e-learning context. The model will be implemented through a high-level graphical tool that facilitates synchronous and asynchronous communication. © 2011 IEEE.

2011

MODELING SETTLEMENT PATTERNS IN REAL TERRITORIES

Autores
Carvalho, J; Lopes, RL; Tojo, J;

Publicação
ADVANCES IN COMPLEX SYSTEMS

Abstract
This paper, describes an agent based model of the spreading of a population over a territory. The models aims at reproducing a distribution of settlements with statistical and spatial characteristics similar to a historically produced pattern. The model operates on a representation of a real territory, taking into account hydrography and relief. The two main goals are to obtain a rank size distribution of the size of settlements which corresponds to a power law (also known as the Zipf Law of settlements) and to place the settlements in the territory in patterns that are close to the real ones, in zones where settlements were the result of a long historical process. The goal of the project was to demonstrate that a set of relatively simple rules could produce a complex pattern, similar to the result of a long and complex historical process. Therefore, it is an assumed reductionist approach. Our conclusions show that a simple territorial logic, taking into account the quality of land, accessibility, population growth and migration preferences could reproduce Zipf distributions and interesting patterns of agent flow among the settlements created. However, achieving spatial patterns closer to the historical record needs an extra dimension involving field of sight. The best results were achieved by creating an artifical population which chooses to create settlements in places where a wide field of view exists of quality territory.

2011

Application of Fractional Controllers for Quad Rotor

Autores
Lebres, C; Santos, V; Fonseca Ferreira, NMF; Tenreiro Machado, JAT;

Publicação
NONLINEAR SCIENCE AND COMPLEXITY

Abstract
This paper studies the application of fractional algorithms in the control of a quad-rotor rotorcraft. The development of a flight simulator provide the evaluation of the controller algorithm. Several basic maneuvers are investigated, namely the elevation and the position control.

2011

Multi-robot coordination using Setplays in the middle-size and simulation leagues

Autores
Mota, L; Reis, LP; Lau, N;

Publicação
MECHATRONICS

Abstract
Strategic planning and multi-agent coordination are major research topics in the domain of RoboCup. Innovations in these areas are, however, often developed and applied to only a single RoboCup league and/or one domain, without proper generalization. Moreover, the more technical leagues, like middle-size and humanoid, tend to focus development on low-level skills, that often suffice to gain a competitive edge over other teams. In these leagues, the development of high-level cooperation is secondary. Although the importance of the concept of Setplay, to structure a robotic soccer team behaviour, has been acknowledged by many researchers, no general framework for the development and execution of generic Setplays has been introduced in the context of RoboCup. This paper presents such a framework for high-level Setplay definition and execution, applicable to any RoboCup cooperative league and similar domains. The framework is based on a flexible, standard and league-independent language, which defines Setplays that are interpreted and executed at run-time, using inter-robot communication. An initial major step in the development of the Setplay framework was its usage and testing in the scope of the FCPortugal team, which participates in the RoboCup 2D-simulation and 3D-simulation leagues, where it won several titles both in the 2D and 3D leagues. This framework was also recently implemented in the middle-size team CAMBADA. This team has, in the recent past and with previous versions of the control software, ranked first and third in RoboCup's 2008 and 2009 editions. The implementation is described with concrete examples of Setplay definition and execution, which shows the usefulness of this approach and motivate its use as a major coordination tool for teams participating in the simulation, small-size, middle-size, standard platform and humanoid leagues of RoboCup.

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