491 research outputs found
Repeater-based hybrid wired/wireless PROFIBUS network simulator
This technical report describes the Repeater-Based Hybrid Wired/Wireless PROFIBUS Network Simulator that
implements a simulation model of the repeater-based approach. This approach defines the mechanism to extend the
PROFIBUS protocol to supprot wireless communication, in which the interconnection of the wired and wireless
segments is done by a intermediate system operating at Physical Layer, as repeater
Probability distribution functions
This technical report describes the PDFs which have been implemented to model the behaviours of certain parameters
of the Repeater-Based Hybrid Wired/Wireless PROFIBUS Network Simulator (RHW2PNetSim) and Bridge-Based
Hybrid Wired/Wireless PROFIBUS Network Simulator (BHW2PNetSim)
Bit error models
The use of bit error models in communication simulation has been widely studied. In this technical report we present
three models: the Independent Channel Model; the Gilbert-Elliot Model and the Burst-Error Periodic Model
Mobility simulator
This technical report describes the Mobility Simulator that implements a simulation model of the station mobility and
the radio wave propagation
Tools for simulation output analysis
This technical report presents a description of the output data files and the tools used to validate and to extract
information from the output data files generated by the Repeater-Based Hybrid Wired/Wireless Network Simulator and
the Bridge-Based Hybrid Wired/Wireless Network Simulator
Design de software de entretenimento: a criação de H20-Space Quest
O designer de software de entretenimento rege-se por metodologias de produção, por uma sequência de tarefas que lhe permitem criar o jogo idealizado, e o interface físico para o jogo. O modo como se interage com o software de entretenimento é actualmente a batalha na indústria dos jogos, e embora desde o início da história do software de entretenimento existam interfaces físicos, as novas funcionalidades adquiridas fazem reescrever a maneira como se joga. Com a tecnologia actual a ser bastante acessível, novos interfaces físicos podem ser desenvolvidos por designers independentes, ampliando a interactividade do software de entretenimento.
H2O - Space Quest é um protótipo de software de entretenimento com um interface físico, executado com o software de multimédia authoring Director e com o extra Track Them Colors Pro. O protótipo apenas contempla a plataforma computador necessitando de uma webcam ou câmara de filmar para funcionar correctamente, no entanto evidencia a potencialidade que a criação de software de entretenimento com interfaces físicos contém. Baseado nos jogos de tiros (shooters), H20-Space Quest sistematiza o processo criativo de projectar tanto o jogo como o interface físico, abordando as questões de design document, produção e fase de testes
PROTECÇÃO DO CIBERESPAÇO: VISÃO ANALÍTICA
Vários factores têm contribuído para destacar na agenda política dos Estados a protecção do ciberespaço. Por um lado assistimos a um desenvolvimento acelerado da sociedade da informação e a uma crescente dependência das TIC em praticamente todas as funções vitais do funcionamento de infra-estruturas críticas nacionais. Por outro, este “mundo em rede” desenvolveu um novo plano de condução de conflitos com características únicas, que obriga a uma redefinição das políticas de segurança e de defesa nacionais.
Para a redefinição destas políticas devem contribuir, de forma inclusiva, o conjunto de domínios de actuação que contribuem para a Segurança e Defesa Nacional, designadamente o da protecção simples, o da prossecução criminal e o da defesa do Estado e condução da guerra. Não sendo totalmente disjuntos, estes domínios apresentam diferenças relevantes nos respectivos objectivos, nos seus principais actores, nos meios técnicos disponíveis e no enquadramento jurídico aplicável.
O presente artigo tem como objectivo analisar os diferentes domínios de actuação associados à Segurança e Defesa, a sua adequação ao contexto do ciberespaço e dos novos tipos de ciberconflitualidade, bem como a necessidade de garantir uma estreita articulação entre eles
Providing location everywhere
Anacleto R., Figueiredo L., Novais P., Almeida A., Providing Location Everywhere, in Progress in Artificial Intelligence, Antunes L., Sofia Pinto H. (eds), Lecture Notes in Artificial Intelligence 7026, Springer-Verlag, ISBN 978-3-540-24768-2, (Proceedings of the 15th Portuguese conference on Artificial Intelligence - EPIA 2011, Lisboa, Portugal), pp 15-28, 2011.The ability to locate an individual is an essential part of many applications, specially the mobile ones. Obtaining this location
in an open environment is relatively simple through GPS (Global Positioning System), but indoors or even in dense environments this type of
location system doesn’t provide a good accuracy. There are already systems that try to suppress these limitations, but most of them need the
existence of a structured environment to work. Since Inertial Navigation Systems (INS) try to suppress the need of a structured environment we
propose an INS based on Micro Electrical Mechanical Systems (MEMS) that is capable of, in real time, compute the position of an individual everywhere
Server to mobile device communication: A case study
When we want to implement a client-server applications we must consider
the mobile devices limitations. So, in this paper we discuss what can be the
more reliable way to exchange information between a server and an Android mobile
application, since it is important for users to have an application that really works
in a responsive way and preferably without any errors. In this discussion two data
transfer protocols (Socket and HTTP) and to serialize data three different data structure
formats (XML, JSON and Protocol Buffers) were tested using some metrics to
evaluate which is the most practical and fast to use.(undefined
Differential Internalization of Amphotericin B - Conjugated Nanoparticles in Human Cells and the Expression of Heat Shock Protein 70
Although a variety of nanoparticles (NPs) functionalized with amphotericin B, an antifungal agent widely used in the clinic, have been studied in the last years their cytotoxicity profile remains elusive. Here we
show that human endothelial cells take up high amounts of silica nanoparticles (SNPs) conjugated with amphotericin B (AmB) (SNP-AmB) (65.4 12.4 pg of Si per cell) through macropinocytosis while human fibroblasts internalize relatively low amounts (2.3 0.4 pg of Si per cell) because of their low capacity for macropinocytosis. We further show that concentrations of SNP-AmB and SNP up to 400 mg/mL do not substantially affect fibroblasts. In contrast, endothelial cells are sensitive to low concentrations of NPs
(above 10 mg/mL), in particular to SNP-AmB. This is because of their capacity to internalize high concentration of NPs and high sensitivity of their membrane to the effects of AmB. Low-moderate concentrations
of SNP-AmB (up to 100 mg/mL) induce the production of reactive oxygen species (ROS), LDH release, high expression of pro-inflammatory cytokines and chemokines (IL-8, IL-6, G-CSF, CCL4, IL-1b and CSF2) and high expression of heat shock proteins (HSPs) at gene and protein levels. High concentrations
of SNP-AmB (above 100 ug/mL) disturb membrane integrity and kill rapidly human cells(60% after 5 h). This effect is higher in SNP-AmB than in SNP
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