2,980 research outputs found
Row reduced representations of behaviors over finite rings
Row reduced representations of behaviors over fields posses a number of useful properties. Perhaps the most important feature is the predictable degree property. This property allows a finite parametrization of the module generated by the rows of the row reduced matrix with prior computable bounds. In this paper we study row-reducedness of representations of behaviors over rings of the form , where is a prime number. Using a restricted calculus within we derive a meaningful and computable notion of row-reducedness
Pulmonary mycobiome of patients with suspicion of respiratory fungal infection – an exploratory study
Objective: This pilot study aimed to characterize the pulmonary mycobiome of patients with suspicion of fungal infection of the respiratory tract as well as to identify potentially pathogenic fungi colonizing/infecting their lungs.
Methods: A cohort of 10 patients was analyzed, including HIV+ patients and patients with active infection caused by Mycobacterium species. Their respiratory samples (bronchoalveolar lavage fluid/ bronchial secretions) were pre-treated with lyticase and proteinase K; DNA was extracted using the High Pure PCR Template Preparation kit following the manufacturer’s instructions. The internal transcribed spacer region 1 (ITS1) and calmodulin gene were amplified by PCR and the resulting amplicons were sequenced using the Illumina MiSeq platform with pair-end reads of 150 bp. The obtained results were analyzed using the PIPITS pipeline as described by Gweon et al. [1]. Operational taxonomic units (OTU) to which less than 0.1% of the total reads attributed were disregarded.
Results: Thirty-seven different OTU were identified from which two belonged to the Plantae kingdom, 11 had less than the 0.1% threshold of the total reads and were therefore disregarded. The remaining 24 different OTU (grouped in 17 phylotypes), were considered as part of the pulmonary mycobiome of patients. Two phyla were identified: Basidiomycota (33.3%) and Ascomycota (54.2%). Regarding the Basidiomycota phylum, reads were classified in three classes (Agaricomycetes, Tremellomycetes and Walleomycetes), while for the Ascomycota phylum four different taxonomical classes were identified: Pneumocystidomycetes, Dothideomycetes, Eurotiomycetes and Saccharomycetes, with the latter being the most frequent class. Twelve fungal genera were identified, being Candida the most frequently detected. The median number of fungal genera detected in patients’ pulmonary mycobiome was six (ranging from two up to nine). The genus Papilotrema and the potentially pathogenic genera Cryptococcus and Pneumocystis were exclusively found in the pulmonary mycobiome of HIV+ + patients. Other potentially pathogenic fungi such as Aspergillus spp., Trichosporon spp., Saccharomyces spp. and Schizophyllum spp. were also detected.
Conclusion: This pilot study illustrates how the pulmonary mycobiome is rich and highly variable in patients with fungal infections. The obtained results suggest that the described metagenomic analysis may possess a great ability to quickly and effectively detect potentially pathogenic fungi in the mycobiome of patients, making it a promising future diagnostic tool. Thus, further optimization, standardization and clinical validation of these NGS methodologies should be warranted in the future.info:eu-repo/semantics/publishedVersio
New Pact for Europe - National Report - PORTUGAL. EPC Project Report, October 2017
This is the seventh in a series of National Reports to be published as part of the new phase of the New Pact for Europe project.* According to the Portuguese NPE Reflection Group, the EU has shown a lot of resilience in the past few years when it had to deal with a multitude of crises, but it also warns of the dangers of being complacent. The EU is still facing several identity, legitimacy and institutional challenges, which are very complex and multi-dimensional
The dual of convolutional codes over
An important class of codes widely used in applications is the class of
convolutional codes. Most of the literature of convolutional codes is devoted
to con- volutional codes over finite fields. The extension of the concept of
convolutional codes from finite fields to finite rings have attracted much
attention in recent years due to fact that they are the most appropriate codes
for phase modulation. However convolutional codes over finite rings are more
involved and not fully understood. Many results and features that are
well-known for convolutional codes over finite fields have not been fully
investigated in the context of finite rings. In this paper we focus in one of
these unexplored areas, namely, we investigate the dual codes of convolutional
codes over finite rings. In particular we study the p-dimension of the dual
code of a convolutional code over a finite ring. This contribution can be
considered a generalization and an extension, to the rings case, of the work
done by Forney and McEliece on the dimension of the dual code of a
convolutional code over a finite field.Comment: submitte
O Storytelling como processo pedagógico de apropriação artístico-cultural : viagem na obra de Hieronymus Bosch mediatizada por uma superfície tangível
Com este trabalho, pretende-se conceber um novo modelo de comunicação para uso em museus. Este modelo será realizado com recurso à tecnologia de superfícies tangíveis e enquadrado na metodologia do desenvolvimento. Será concebido e desenvolvido um protótipo (conteúdo a ser usado numa mesa multitoque) com base na obra “O Último Julgamento” do pintor Hieronymus Bosch. Este modelo permite que o visitante
experimente a manipulação digital da obra de arte conferindo-lhe novas leituras. Mediante um conjunto de ações que permitem apropriar-se da obra é possibilitada a constituição de um modelo subjetivo de interpretação e de análise da obra. O modelo/protótipo permite também consultar, escrever e gravar no sistema, as suas histórias, as suas impressões e as suas opiniões. A metodologia de trabalho inclui um estudo de caso exploratório para avaliação do protótipo, das interações e para verificação da nossa hipótese de trabalho, ou seja, verificar se: a possibilidade de manipulação da obra pictórica, mediada por uma superfície táctil associada à possibilidade de criação e partilha de narrativas textuais e visuais sobre essa experiência, potencia a apropriação da obra de arte e promove a construção de conhecimento sobre ela.With this work we intend to design a new communication model with an interactive base to be used in museums, thereby promoting literacy and consequently a greater enjoyment of works of visual art. This model will be conducted using the surfaces technology (multi-touch table). The case study will include the development of a prototype which uses the work "The Last Judgment" by Hieronymus Bosch. In this model, the visitor can
digitally manipulate the works giving them new readings. Through a series of actions that allow ownership of the work, the establishment of a model of subjective interpretation and analysis of the work is made possible. The model/prototype also allows to consult, write and record in the system, their stories, their impressions and their
opinions. The work methodology includes an exploratory case study to evaluate the prototype, and for checking the interaction of our hypothesis, that is, to check whether the possibility, considering of images and their manipulation, to create narratives, constitute an act of knowledge construction? Our working hypothesis is that
the possibility of manipulation of pictorial work, mediated by a tactile surface, coupled with the possibility of creating and sharing textual narratives about the experience enhances the appropriation of the artwork and promotes the construction of knowledge about it
Gestures of appropriation in the pictorial universe of painting through the use of a tangible surface
It is in the crossroads between art museum and technology where this project here presented is born. We are referring to a prototype designed to provide involvement of museum visitors through experiences of enjoyment, creation and sharing. The prototype is an interactive application that combines an enjoyment area with a creative exploration area. In the creative exploration area the visitors may, individually or in collaboration, create visual compositions and share them in social networks. This presentation contemplates the description as regards the investigation scenario and the analysis of the first tests results
Jogo de damas, uma recriação fundamentada no storytelling interactivo
Dissertação de mestrado em Tecnologia e Arte DigitalO projecto Jogo de Damas, uma Recriação Fundamentada no Storytelling Interactivo,
constitui uma Instalação interactiva que emergiu no contexto de criação em Tecnologia
e Arte Digital. A Instalação procurou constituir um espaço de reflexão, em torno de
questões que incidissem na violação dos Direitos Humanos, em particular a violação
dos direitos das mulheres. Para o desenvolvimento do projecto foi delimitada a
realidade a contemplar e, nesse sentido, delinear uma ilustração sobre o quadro do
feminismo, no contexto português dos finais do século XIX e século XX. Ao mote de
partida foi associada a exploração do jogo semântico da palavra Dama; instigaram-se,
assim, o início dos trabalhos com a criação de uma narrativa ficcional que reporta para a
Europa, num ambiente futuro, no ano de 3075. Mediante os cenários conferidos pela
narrativa ocorreu, posteriormente, a criação de um espólio de imagens e a constituição
do registo sonoro, a considerar na Instalação. Esta ficou constituída pela interface de
jogo e contemplou a fusão do mundo real com o mundo virtual. A plataforma de jogo
considerou, na sua componente tangível, um cubo e quatro peças de jogo. Na sua
componente digital prevalecem duas projecções associadas ao elemento sonoro. O jogo
pressupõe a participação de dois sujeitos que interajam entre si e com o sistema
computacional desencadeando, desta forma, um conjunto de escolhas e de acções e ou
imagens correspondentes a uma sequência narrativa, previamente estabelecida. Esta
componente sensorial é obtida com recurso à utilização de um sistema de visão por
computador. Às aplicações computacionais implementadas correspondem a linguagem
Processing em conjunto com as bibliotecas OPENCV, Serial e ESS.The project Game of Checkers, a recreation based on Interactive Storytelling is an
interactive installation that emerged in the context of Technology and Digital Art. This
installation provides a space designed for reflection on issues that deal with the
violation of human rights, in particular the violation of women's rights. In order to
develop this project it was necessary to choose a suitable reality to work with, so we
designed an illustration of the structure of feminism in the context of the Portuguese late
nineteenth and twentieth century. As a starter there is a semantic exploration around the
word “Dama”. The scenario and plot of the game are presented through a fictional story
with a futuristic environment - Europe in the year 3075. Throughout the creation of the
different narrative scenarios we also created a collection of images and sound records
that are linked to the game. The installation is constituted by the game interface and
contemplates the fusion of the real world with the virtual world. The platform of the
game is composed by a cube and four pieces, the Checkers. It’s digital component
includes two projections associated with the sound element. This game requires two
players who interact with each other, with the computer system triggering a set of
choices, actions and images corresponding to a previously established narrative
sequence. The sensory component is obtained by using a computer vision system. The
implemented computer applications use the Processing language with OpenCV, Serial
libraries and ESS as well
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