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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
111

Escoamento ao redor de um cilindro circular: derivação da equação de Landau a partir das equações de Navier-Stokes. / Flow around a circular cylinder: derivation of the Landau equation from the Navier-Stokes equations.

Pedro Nery Lavinas 13 October 2010 (has links)
Este trabalho aborda o escoamento incompressível ao redor de um cilindro circular. A tese que se quer defender, com base em experimentos numéricos, é: A equação de Landau pode ser obtida a partir das equações de Navier-Stokes por uma análise de estabilidade não-linear global. A teoria produz um procedimento bem-definido para determinação dos coeficientes da equação de Landau, permitindo assim a sua interpretação como um modelo simplificado (equações reduzidas de Navier-Stokes) para a predição das forças aplicadas pelo fluido ao cilindro, que podem ser comparados com resultados experimentais. O modelo não-linear se baseia em uma teoria assintótica que, como se sabe, tem sua faixa de validade no espaço de parâmetros determinada a posteriori, por meio da própria comparação com dados de laboratório. Resultados na faixa 46 <= Re <= 80 são apresentados. Descobriu-se, que a faixa de aplicabilidade da teoria como aqui exposta é restrita, não excedendo em muito o valor crítico do número de Reynolds. Argumentos são expostos para justificar esta afirmação e possíveis maneiras de modificar a teoria para estender esta faixa são apresentadas. São reportados, ainda, teoria e resultados sobre um novo tipo de condição de contorno,denominado impedância fluida, que permite reduzir o tamanho do domínio de cálculo necessário para simulação de escoamentos externos, comparativamente à comumente utilizada condição de outflow. Neste caso, abordou-se a faixa 20 <= Re <= 600. / This work adresses the incompressible flow around a circular cylinder. What we want to prove, based on numerical experiments, reads: The Landau equation can be derived from the Navier-Stokes equations by means of a global nonlinear stability analysis. The theory leads to a procedure for calculating numerically the coefficients of these equation, thus permitting their interpretation as a simplified model - reduced Navier-Stokes equation - for the prediction of the forces applied by the fluid on the cylindrical structure, which can be compared against experimental data. The nonlinear model is based on an asymptotic theory which, as is known, has its validity range in the parameter space determined a posteriori. The focus lies in the range 46 <= Re <= 80. It was found that the theorys applicability range as presented here is restricted to a small neighborhood of Rec. This affirmation in justified and possible means of modifying the theory in order to enlarge this range are proposed. Theory and results concerning a new type of boundary condition called fluid impedance are also reported, permitting the reduction of the domain size necessary for simulating external flows, comparatively to the commonly used outflow condition. In this case, the range 20 <= Re <= 600 was considered.
112

Uso da estratégia \"ensinar ao redor do ciclo de aprendizagem de David Kolb\" em associação com o sistema de resposta interativa (clikers) como instrumento em biologia para o ensin médio / Usage strategy \"Teaching around of Kolb\'s experiential learning style\" in association with interactive response system (clikers) as a tool in biology for high school

Ana Carolina da Silva Antunes Carvalho 10 March 2017 (has links)
O homem produz conhecimentos científicos e tecnológicos que interferem em seu cotidiano. Para que todo cidadão possa compreender como essas novas tecnologias vão afetar a sua vida se faz necessária uma compreensão do conhecimento básico a respeito da genética, dos mecanismos de transmissão das características hereditárias, bem como de genética molecular, da estrutura do material genético, o DNA. Nessa fase, o aprendizado, conforme descrito por Kolb (1984) pode ser compreendido como um processo de ressignificação da realidade, que ocorre por meio da relação dialética entre as experiências anteriores e a reflexão com relação a novas informações adquiridas pelo sujeito. Este mesmo autor, com base nesse processo dialético de aprendizagem, desenvolveu o ciclo de aprendizagem experiencial composto por quatro modelos de aprendizagem: experiência concreta (EC), a observação reflexiva (OR), a conceitualização abstrata (CA) até alcançar a experiência ativa (EA). Por meio dos modelos expostos e da relação dialética entre eles, Kolb desenvolveu categorias de estilos de aprendizagem (acomodadores, assimiladores, convergentes, divergentes) nas quais seria possível verificar o perfil que se adequa a cada fase do aprendizado. O ambiente cultural em associação com o ambiente de ensino estabelece o estilo de aprendizado de cada aluno influenciando no modo de aprender. Desta forma, a cultura e os estilos de aprendizagem caminham correlatos e influenciam no comportamento do aluno. Neste sentido, Geert Hofstede (1980) apresentou um método de identificação de dimensões culturais (distância hierárquica, individualismo versus coletivismo, masculinidade versus feminilidade, aversão a incerteza e orientação a longo prazo). Neste contexto, este trabalho foi desenvolvido com alunos de biologia do ensino médio de uma escola particular de Guaratinguetá-SP para trabalhar o conceito do DNA objetivando especificamente: verificar a existência de predominância de algum estilo de aprendizagem, bem como, detectar a existência ou não de congruência entre os estilos de aprendizagem dos alunos e as dimensões culturais de Hofstede. Foi possível também usar a estratégia \"Ensinar ao redor do ciclo de aprendizagem de David Kolb\" para propor ações de melhoria da qualidade e da aprendizagem. Nesta etapa, utilizou-se o sistema de resposta interativa (clikers). O sistema interativo de respostas é uma tecnologia portátil por meio da qual o professor consegue medir o grau de entendimento dos alunos em sala de aula sobre determinado assunto, de forma imediata. Como resultado tem-se que o grupo de alunos em que a aprendizagem foi baseada no ciclo de David Kolb levando em consideração as atividades baseadas no perfil cultural dos alunos apresentou coeficiente de variação menor do que o outro grupo, ou seja, o desempenho dos alunos foi mais homogêneo em termos de nota, provavelmente pela abordagem baseada nos diferentes estilos de aprendizagem destes alunos. Assim, levar em consideração os estilos de aprendizagem e as dimensões culturais do grupo de alunos contribuiu para praticamente duplicar a média final deste grupo em relação ao outro grupo de alunos. Desta forma, acredita-se que a partir do momento que o professor entender que suas atitudes pedagógicas podem ser alteradas em função do grupo ocorrerá uma aproximação do professor e aluno de uma forma mais significativa para melhorias efetivas na educação de nosso país. / Men produce scientific and technological knowledge that interfere in their daily life. In order to have every citizen understand how these technologies will affect their lives, it is necessary a basic genetic understanding, as well as the understanding of the mechanisms of genetic inheritance transmission of traits, molecular genetics and the structure of DNA. In this phase, learning, as described by Kolb (1984), can be understood as a process of resignification of reality, which occurs through a dialectical relation between previous experiences and the thinking regarding new information acquired by the individual. Kolb, based on this dialectical learning process, has developed the four-stage learning cycle: immediate or concrete experience (CE), reflective observation (RO), abstract conceptualization (AC) and the active experimentation (AE). Through the exposed models and the dialectical relation between them, Kolb has developed categories of learning styles (accommodating, assimilating, converging and diverging), in which it would be possible to verify the profile that fits in each phase of the learning process. The cultural environment together with the teaching environment will determine the learning style of each student, influencing his way of learning. Therefore, culture and learning styles are correlated and influence the student\'s behavior. In this way, Geert Hofstede (1980) has presented an identification method of cultural dimensions (power distance, individualism versus collectivism, masculinity versus femininity, uncertainty avoidance and time orientation). Within this context, the current research was developed with biology high school students from a private school in Guaratinguetá - SP, in order to work the concept of DNA, aiming specifically to verify whether there is the existence of prevalence of any learning style, as well as to find out whether the congruence between the learning styles and the cultural dimension of Hosfede exists. It was also possible to use the strategy \"teaching around Kolb learning cycle\" to propose improvement actions in learning quality. This phase used the system of interactive response (clickers). This system of interactive response is a mobile technology through which the teacher is able to immediate measure the students\' level of understanding of a subject in the classroom. As a result, it could be observed that the students who had their learning based on David Kolb learning cycles, taking into account tasks based on the cultural profile of the students, presented a lower variation coefficient. That is, the performance of this group was more homogeneous in terms of grades, which is probably due to the approach based on different learning styles of these students. Therefore, taking into account the learning styles and the cultural dimension of the group of students contributed to increase nearly two times the final average of this group, comparing to the other group of students. It is believed that by the time the teacher understands that his pedagogical attitudes could be modified according to the group, this teacher will get closer to his students in a more substantial way, so as to achieve improvements in the education in our country.
113

Local rural community participation in ecotourism : the case of Madikwe Game Park, North-West Province, South Africa

Mosidi, Solomon Makobe 11 June 2007 (has links)
Please read the abstract in the section 00front of this document / Dissertation (MA)--University of Pretoria, 2007. / Geography, Geoinformatics and Meteorology / MA / Unrestricted
114

Malby Antonína Hudečka kolem roku 1900 / Antonín Hudeček's Painting around 1900

Kubík, Petr January 2017 (has links)
The diploma work deals with the paintings of Antonín Hudeček from around 1900, which are viewed from two positions. The first thematic area includes the analysis of selected thought sources (the topic of a soul or a mood in the art), the motives (mirroring) and the themes (bathing boys) of Hudeček's paintings, which are treated with regard to the period art criticism a thought currents. The second part is made by analysis of some art sources which were essential for Antonín Hudeček's paintings around 1900. These were especially Hudeček's training with figuralists in Prague and Munich and the possible foreign inspiration, most importantly from the context of the contemporary art colonies and informal art groups. Fundamental theme of the work is the relationship of figure and landscape in the work of Antonín Hudeček around 1900. The catalogue of Hudeček's paintings from this period and excerpts from selected periodicals serve as the main methodological tool for comparison of Hudeček's work with other artists. Hudeček's schematic biography is also presented in the appendix of the work.
115

CREAME: CReation of Educative Affordable Multi-surface Environments

García Sanjuan, Fernando 06 April 2019 (has links)
Los juegos serios colaborativos tienen un impacto positivo en el comportamiento y el aprendizaje, pero siguen desarrollándose para plataformas tecnológicas tradicionales como videoconsolas y ordenadores de sobremesa o portátiles, los cuales han sido identificados como sub-óptimos para niños en diversos estudios. En su lugar, el uso de dispositivos móviles como tabletas y teléfonos inteligentes presenta diversas ventajas: son económicamente asequibles, están ampliamente distribuidos, y pueden ser transportados, lo cual permite la actividad física y poder iniciar un juego sin necesitar que los usuarios se trasladen a una localización fija, especialmente dedicada para tal fin. Además, combinar varios de estos dispositivos y coordinar la interacción entre ellos en lo que se denomina Entorno Multi-Pantalla (EMP) proporciona beneficios adicionales para la colaboración tales como una mayor escalabilidad, conciencia del espacio de trabajo, paralelismo y fluidez de las interacciones. La interacción en estos entornos multi-tableta es por tanto un aspecto crítico. Los dispositivos móviles están diseñados para ser interactuados mediante el toque de los dedos principalmente, lo cual es muy sencillo y directo, pero está normalmente limitado a la pequeña dimensión de las pantallas, lo que puede conllevar la oclusión de la pantalla y la infrautilización del espacio periférico. Por esta razón, esta tesis se centra en la exploración de otro mecanismo de interacción que puede complementar al táctil: interacciones tangibles alrededor del dispositivo. Las interacciones tangibles están basadas en la manipulación de objetos físicos, lo que presenta un valor adicional en la educación de los niños puesto que resuena con los manipulativos educativos tradicionales y permite la exploración del mundo físico. Por otra parte, la explotación del espacio que envuelve a las pantallas tiene diversos beneficios adicionales para actividades educativas colaborativas: reducida oclusión de la pantalla (lo cual puede incrementar la conciencia del espacio de trabajo), el uso de objetos tangibles como contenedores de información digital que puede ser transportada de forma continua entre dispositivos, y la identificación de un determinado estudiante a través de la codificación de su ID en un operador tangible (lo cual facilita el seguimiento de sus acciones y progreso durante el juego). Esta tesis describe dos enfoques distintos para construir juegos educativos colaborativos en EMPs utilizando interacciones tangibles alrededor de los dispositivos. Una, denominada MarkAirs, es una solución óptica aérea que no necesita ningún hardware adicional aparte de las tabletas excepto diversas tarjetas de cartón impresas. La otra, Tangibot, introduce un robot tangiblemente controlado y otro atrezo físico en el entorno, y se basa en tecnología RFID. Ambas interacciones son respectivamente evaluadas, y se observa que MarkAirs es usable y poco exigente tanto para adultos como para niños, y que se pueden realizar con éxito gestos de grano fino encima de las tabletas con ella. Además, al aplicarse en juegos colaborativos, puede ayudar a reducir la oclusión de las pantallas y la interferencia entre las distintas acciones de los usuarios, lo cual es un problema que puede surgir en este tipo de escenarios cuando solamente se dispone de interacciones táctiles. Se evalúa un juego educativo colaborativo con MarkAirs con niños de educación primaria, y se concluye que este mecanismo es capaz de crear experiencias de aprendizaje colaborativo y de presentar un valor añadido en términos de experiencia de usuario, aunque no en eficiencia. Con respecto a Tangibot, se muestra que controlar colaborativamente un robot móvil mediante unas palas tangibles con cierta precisión es factible para niños a partir de los tres años de edad, e incluso para personas mayores con un deterioro cognitivo leve. Además, proporciona una experiencia divertida / Collaborative serious games have a positive impact on behavior and learning, but the majority are still being developed for traditional technological platforms, e.g., video consoles and desktop/laptop computers, which have been deemed suboptimal for children by several studies. Instead, the use of handheld devices such as tablets and smartphones presents several advantages: they are affordable, very widespread, and mobile---which enables physical activity and being able to engage in a game without requiring users to gather around a fixed, dedicated, location. Plus, combining several of these devices and coordinating interactions across them in what is called a Multi-Display Environment (MDE) brings on additional benefits to collaboration like higher scalability, awareness, parallelism, and fluidity of the interaction. How to interact with these multi-tablet environments is therefore a critical issue. Mobile devices are designed to be interacted mainly via touch, which is very straightforward but usually limited to the small area of the displays, which can lead to the occlusion of the screen and the underuse of the peripheral space. For this reason, this thesis focuses on the exploration of another interaction mechanism that can complement touch: tangible around-device interactions. Tangible interactions are based on the manipulation of physical objects, which have an added value in childhood education as they resonate with traditional learning manipulatives and enable the exploration of the physical world. On the other hand, the exploitation of the space surrounding the displays has several potential benefits for collaborative-learning activities: reduced on-screen occlusion (which may increase workspace awareness), the use of tangible objects as containers of digital information that can be seamlessly moved across devices, and the identification of a given student through the encoding of their ID in a tangible manipulator (which facilitates the tracking of their actions and progress throughout the game). This thesis describes two different approaches to build collaborative-learning games for MDEs using tangible around-device interactions. One, called MarkAirs, is a mid-air optical solution relying on no additional hardware besides the tablets except for several cardboard printed cards. The other, Tangibot, introduces a tangible-mediated robot and other physical props in the environment and is based on RFID technology. Both interactions are respectively evaluated, and it is observed that MarkAirs is usable and undemanding both for adults and for children, and that fine-grained gestures above the tablets can be successfully conducted with it. Also, when applied to collaborative games, it can help reduce screen occlusion and interference among the different users' actions, which is a problem that may arise in such settings when only touch interactions are available. A collaborative learning game with MarkAirs is evaluated with primary school children, revealing this mechanism as capable of creating collaborative learning experiences and presenting an added value in user experience, although not in performance. With respect to Tangibot, we show how collaboratively controlling a mobile robot with tangible paddles and achieving certain precision with it is feasible for children from 3 years of age, and even for elderly people with mild cognitive impairment. Furthermore, it provides a fun experience for children and maintains them in a constant state of flow. / Els jocs seriosos col·laboratius tenen un impacte positiu en el comportament i l'aprenentatge, però continuen sent desenvolupats per a plataformes tecnològiques tradicionals com videoconsoles i ordinadors de sobretaula o portàtils, els quals han sigut identificats com sub-òptims per a xiquets en diversos estudis. D'altra banda, l'ús de dispositius mòbils com ara tabletes i telèfons intel·ligents presenta diversos avantatges: són econòmicament assequibles, estan àmpliament distribuïts i poden ser transportats, la qual cosa permet l'activitat física i poder iniciar un joc sense necessitat de què els usuaris es traslladen a una localització fixa i especialment dedicada per a eixa finalitat. A més, combinar diversos d'estos dispositius i coordinar la interacció entre ells en el que es denomina Entorn Multi-Pantalla (EMP) proporciona beneficis addicionals per a la col·laboració tals com una major escalabilitat, consciència de l'espai de treball, paral·lelisme i fluïdesa de les interaccions. La interacció amb estos entorns multi-tableta és per tant crítica. Els dispositius mòbils estan dissenyats per a ser interactuats mitjançant tocs de dit principalment, mecanisme molt senzill i directe, però està normalment limitat a la reduïda dimensió de les pantalles, cosa que pot ocasionar l'oclusió de la pantalla i la infrautilització de l'espai perifèric. Per aquesta raó, la present tesi se centra en l'exploració d'un altre mecanisme d'interacció que pot complementar al tàctil: interaccions tangible al voltant dels dispositius. Les interaccions tangibles estan basades en la manipulació d'objectes físics, cosa que presenta un valor addicional en l'educació dels xiquets ja que ressona amb els manipulatius tradicionals i permet l'exploració del món físic. D'altra banda, l'explotació de l'espai que envolta a les pantalles té diversos beneficis addicionals per a activitats educatives col·laboratives: reduïda oclusió de la pantalla (la qual cosa pot incrementar la consciència de l'espai de treball), l'ús d'objectes tangibles com a contenidors d'informació digital que pot ser transportada de forma continua entre dispositius, i la identificació d'un estudiant determinat a través de la codificació de la seua identitat en un operador tangible (cosa que facilita el seguiment de les seues accions i progrés durant el joc). Aquesta tesi descriu dos enfocaments distints per a construir jocs educatius col·laboratius en EMPs utilitzant interaccions tangibles al voltant dels dispositius. Una, denominada MarkAirs, és una solució òptica aèria que no precisa de cap maquinari addicional a banda de les tabletes, exceptuant diverses targetes de cartró impreses. L'altra, Tangibot, introdueix un robot controlat tangiblement i attrezzo físic addicional en l'entorn, i es basa en tecnologia RFID. Ambdues interaccions són avaluades respectivament, i s'observa que MarkAirs és usable i poc exigent tant per a adults com per a xiquets, i que es poden realitzar gestos de granularitat fina dalt de les tabletes amb ella. A més a més, en aplicar-se a jocs col·laboratius, pot ajudar a reduir l'oclusió de les pantalles i la interferència entre les distintes accions dels usuaris, problema que pot aparèixer en este tipus d'escenaris quan solament es disposa d'interaccions tàctils. S'avalua un joc educatiu col·laboratiu amb MarkAirs amb xiquets d'educació primària, i es conclou que aquest mecanisme és capaç de crear experiències d'aprenentatge col·laboratiu i de presentar un valor afegit en termes d'experiència d'usuari, tot i que no en eficiència. Respecte a Tangibot, es mostra que controlar conjuntament un robot mòbil mitjançant unes pales tangibles amb certa precisió és factible per a xiquets a partir de tres anys i inclús per a persones majors amb un lleu deteriorament cognitiu. A més, proporciona una experiència divertida per als xiquets i els manté en un estat constant de flow. / García Sanjuan, F. (2018). CREAME: CReation of Educative Affordable Multi-surface Environments [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/101942 / TESIS
116

Tvorba výukových materiálů k oblasti Chemie kolem nás / Setting up educational materials for the topic Chemistry around us

Štefková, Ivona January 2014 (has links)
This dissertation deals with the creation of educational materials to topics from the field Chemistry around us and circumstances of its implementation into teaching chemistry with regard to the needs posed by curricular documents. The connection between real world and the content of the chemistry subject, which is taught at schools, is shown on the curricular topics related to medicinal chemistry and to fertilizer chemistry. This could make the student getting a better overview of the subject itself. Regarding the specialist and didactical part, the teaching material tries to make it easier for the teacher to prepare for the lessons and make them more interesting due to the teaching material's variability and processing (teaching text, powerpoint presentations, plays, laboratory exercises etc.). This way, the student gains access to practical topics through various types of exercises, interesting aspects, plays etc. The evaluation of educational materials and investigation of student's and teacher's attitude was carried out via a questionnaire investigation. The investigation showed that both students and teachers regard these topics as beneficial and belonging to the field of chemistry. The medicinal topics were approached by the girls better than by the boys, which was not the case of the...
117

Utveckling av flexibel fixtur för innerväggar inom byggindustrin

Erkas, Jonas, Nystedt, Gustaf January 2021 (has links)
Det finns företag inom den svenska industrin som är intresserade av att tillämpa fixturer för byggnation av huskomponenter. I förhoppningen av att fixturerna ska medföra samma produktionsmässiga fördelar till byggindustrin som de redan gör inom andra industrier idagsläget. Ändamålet med fixturerna är att huskomponenterna som producerade i fixturerna ska bli billigare att tillverka i jämförelse med traditionell husbyggnation. Vilket leder till möjligheten att uppföra billigare bostäder. Samtidigt som fixturerna skapar en förhoppning av att de ska öppna upp för fler att arbeta med produktion av bostäder, genom att fixturerna sänker kravet på tidigare yrkesskicklighet och utbildning för att kunna producera högkvalitativa produkter. Därigenom har en inkorporering av fixturer inom byggindustrin möjlighet till att bidra positivt i samhällsutvecklingen rörande både bostads- och långtidsarbetslöshet.  Dock är forskning på området bristfällig och det saknas kunskap om hur en eventuell tillämpning av fixturer inom byggindustrin kan se ut. Därför utför det här projektet en fallstudie i utvecklandet av en fixtur. Fallstudien är utgörs av ett pilotprojekt mellan företaget Husmuttern AB och ett av Sveriges ledande byggföretag och ämnar utveckla en fixtur för produktion av innerväggar, vilka ska levereras till ett aktivt bostadsprojekt i Eskilstuna. Projektet följer en produktutvecklingsprocess utvecklad av Ulrich &amp; Eppinger (2019) för att ta fram en adekvat fixturkonstruktion till pilotprojektet. Utöver produktutvecklingsprocessen genomförs en litteraturstudie baserat på metoden framtagen av Hagen-Zanker &amp; Mallet (2013) för att identifiera ett teoretiskt underlag för projektet. Fallstudien syftar till att besvara de tvåforskningsfrågorna: ”Hur kan ergonomin se ut för monteringsarbete vid innerväggsfixturer?”och ”Vilka relationer finns mellan innerväggens byggkrav och tillverkningsfixturens konstruktion?”. Fallstudien resulterade i att en flexibel fixtur konstruerades, vilken: enligt de ergonomiska bedömningsmodeller som applicerades visade på att fixturen bidrog med att skapa en god ergonomisk arbetsplats för de anställda och säkerställde att väggsektionerna som producerades i fixturen uppnådde de rådande byggnationskraven. Den utvecklade konstruktionslösningen visade på förmågan att kunna medföra besparingar på 70 procent för deväggsektionerna som producerades under pilotstudien i jämförelse med den referenskostnad som användes. Besparingen avser produktionskostnaden av innerväggarna där materialkostnaden är exkluderad då den är densamma för båda fallen. Resultatet från fallstudien visade på att det går att tillämpa fixturer inom byggindustrin på ett kostnadseffektivt sätt vid produktion av större volymer komponenter, samtidigt som kravet på erfarenhet reduceras och ergonomin på arbetsplatsen förbättras.  Rapporten innehåller även rekommendationer om fortsatta studier inom ämnet.
118

Cable Shape Optimization - Drag Reduction of Cables Used in Marine Applications

Garpenquist, Simon January 2023 (has links)
It is important to understand the aerodynamic properties of tensioned cables (e.g. used in suspension bridges and yacht riggings), both for drag reduction and vibrational suppression purposes. In this study, the cross-sectional shape and surface structure of solid cables were investigated in order to improve the performance of sailing racing yachts. The apparent wind angle range 15-60° was identified as the most important for drag reduction. Thereafter, the aerodynamic properties of different shapes and surfaces were investigated in the Reynolds number range 5 x 10^3 ≤ Re ≤ 4 x 10^4, by performing computational fluid dynamics simulations and wind tunnel tests (the aerodynamic forces were measured using load cells). No significant effect of changing the surface roughness could be found for the investigated Reynolds number range. The results were compared to literature values for validation. Elliptical shapes with a fineness ratio between 1:1-3:1, together with three complex shapes, were tested. It could be shown that the largest performance gain was obtained for cables with more sail-like aerodynamic properties (for apparent wind angles below 90° a large lift/drag ratio is sought). This study was performed in collaboration with Carbo-Link AG, as an outlook, the manufacturability of carbon fiber reinforced polymer cables in the most aerodynamically efficient shape was explored.
119

Proton-transfer Study of Unbound <sup>19</sup>Ne States via <sup>2</sup>H(<sup>18</sup>F,<i>α</i>+<sup>15</sup>O)<i>n</i> Reaction

Adekola, Aderemi S. 23 April 2009 (has links)
No description available.
120

Art Around Town

Jalkanen, Dayna Marie 03 November 2010 (has links)
No description available.

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