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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.
1

Simulation driven design : An iterative approach for mechanical engineers with focus on static analysis

Karlsson, Filip January 1900 (has links)
This thesis of 15 hp has been implemented at Halmstad University, in collaboration with Saab Dynamics in Linköping. Saab Dynamics is a company operating in the defence industry where competition is tough. This necessitates new ways to increase efficiency in the company, which is the basis for this thesis. Saab Dynamics wants to introduce simulation driven design. Since Saab Dynamics engineers have little experience of simulation, required a user methodology with clear guidelines. Due to lack of time, they chose to assign the task to students, which resulted in this thesis. The aim of the thesis is to develop a methodology in mechanical design, where the designer uses the FE analysis early in the design process to develop the structures' mechanical properties. The methodology should be seen as a guide and a source of information to enable an iterative approach with FE-analysis, which is the basis of simulation-driven design. The iterative process of simulation driven design, which can lead to reduced lead times and cost savings in the design process. The work was carried out by three students from the mechanical engineering program between December 2014 and May 2015. Because of the scale of the project, it has been carried out by a total of three students with individual focus areas. The work has followed a self-developed method and the project began with theoretical studies of the topic to get an understanding of what has been done and what research in simulation driven design. Then conducted an empirical study on the Saab Dynamics in Linköping, in order to increase understanding of how the design process looks like. Meanwhile, sustainable development and ethical aspects has been taken into account. Much time has been devoted to investigate the possibilities and limitations of 3D Experience, which is Dassault Systèmes latest platform for 3D modelling- and simulation software. 3D Experience is the software, the methodology is based on. This thesis has resulted in a methodology for simulating at the designer level that the project team in consultation with the supervisor at Saab Dynamics managed to adapt to the company's requirements.
2

Simulation driven design : An iterative approach for mechanical engineerswith focus on mesh, quality and convergence

Truedsson, Stefan January 2015 (has links)
This thesis of 15 hp has been implemented at Halmstad University, incollaboration with Saab Dynamics in Linköping. Saab Dynamics is a companyoperating in the defence industry where competition is tough. This necessitatesnew ways to increase efficiency in the company, which is the basis for this thesis.Saab Dynamics wants to introduce simulation driven design. Since SaabDynamics engineers have little experience of simulation, required a usermethodology with clear guidelines. Due to lack of time, they chose to assign thetask to students, which resulted in this thesis.The aim of the thesis is to develop a methodology in mechanical design, wherethe designer uses the FE analysis early in the design process to develop thestructures' mechanical properties. The methodology should be seen as a guide anda source of information to enable an iterative approach with FE-analysis, which isthe basis of simulation-driven design. The iterative process of simulation drivendesign, which can lead to reduced lead times and cost savings in the designprocess.The work was carried out by three students from the mechanical engineeringprogram between December 2014 and May 2015. Because of the scale of theproject, it has been carried out by a total of three students with individual focusareas.The work has followed a self-developed method and the project began withtheoretical studies of the topic to get an understanding of what has been done andwhat research in simulation driven design. Then conducted an empirical study onthe Saab Dynamics in Linköping, in order to increase understanding of how thedesign process looks like. Meanwhile, sustainable development and ethicalaspects has been taken into account.Much time has been devoted to investigate the possibilities and limitations of 3DExperience, which is Dassault Systèmes latest platform for 3D modelling- andsimulation software. 3D Experience is the software, the methodology is based on.This thesis has resulted in a methodology for simulating at the designer level thatthe project team in consultation with the supervisor at Saab Dynamics managed toadapt to the company's requirements.
3

Simulation driven design : An iterative approach for mechanical engineers with focus on modal analysis

Erlandsson, Andreas January 2015 (has links)
This thesis of 15 hp has been implemented at Halmstad University, in collaboration with Saab Dynamics in Linköping. Saab Dynamics is a company operating in the defence industry where competition is tough. This necessitates new ways to increase efficiency in the company, which is the basis for this thesis. Saab Dynamics wants to introduce simulation driven design. Since Saab Dynamics engineers have little experience of simulation, required a user methodology with clear guidelines. Due to lack of time, they chose to assign the task to students, which resulted in this thesis. The aim of the thesis is to develop a methodology in mechanical design, where the designer uses the FE analysis early in the design process to develop the structures' mechanical properties. The methodology should be seen as a guide and a source of information to enable an iterative approach with FE-analysis, which is the basis of simulation-driven design. The iterative process of simulation driven design, which can lead to reduced lead times and cost savings in the design process. The work was carried out by three students from the mechanical engineering program between December 2014 and May 2015. Because of the scale of the project, it has been carried out by a total of three students with individual focus areas. The work has followed a self-developed method and the project began with theoretical studies of the topic to get an understanding of what has been done and what research in simulation driven design. Then conducted an empirical study on the Saab Dynamics in Linköping, in order to increase understanding of how the design process looks like. Meanwhile, sustainable development and ethical aspects has been taken into account. Much time has been devoted to investigate the possibilities and limitations of 3D Experience, which is Dassault Systèmes latest platform for 3D modelling- and simulation software. 3D Experience is the software, the methodology is based on. This thesis has resulted in a methodology for simulating at the designer level that the project team in consultation with the supervisor at Saab Dynamics managed to adapt to the company's requirements.
4

A Comparision Study for Robot Planning Automation Between CATIA V5 & 3D Experience

Rimmalapudi, Veera Venkata Manikanta Virupaksha Raja Chowdary, Acharya, Vinayak Ramachandra January 2021 (has links)
As the world is evolving very fast with the developments of new technologies and softwares in design and manufacturing, business organizations and manufacturing industries will always be adapting to the new technologies and softwares for increasing the cost and time efficiency in the development of products. So, this thesis focuses on a comparative study between two Dassault Systems softwares in which, one is mostly used CAD software by industries for a long time, and one is the latest developments in the CAD softwares with satisfying business requirements. For this comparison study, the two methods called design automation and robot simulation are used in the development of modular fixtures platforms used in automobile manufacturing industries. In the first method, the design and assembly of modular fixtures platform are done which holds the automotive car sheet pillars together. With a single mouse click, the complete design and assembly of the modular fixtures can be done using automation. In the second method, the spot-welding manufacturing operation is done to join the car sheet pillars together to produce the B-pillar of the Body in white (BIW) for the automobile, with the help of a welding gun connected to ABB robot arm, using automation in robot simulation. This work takes place in CATIA V5 and 3D Experience, and the final results obtained in both the software are compared and discussed in the results part of this report. Automation in CAD has been one of the advanced developments that happened in the 21st century through which most of the engineering knowledge and intent can be captured and reutilized. CATIA V5 & 3D Experience Automation is done using two programming languages called VB (Visual Basics) and VB.net.
5

VR systems for memory assessment and depth perception

Cárdenas Delgado, Sonia Elizabeth 15 January 2018 (has links)
La evolución de la tecnología de Realidad Virtual (RV) ha contribuido en todos los campos, incluyendo la psicología. Esta evolución implica mejoras tanto en hardware como en software, que permiten experiencias más inmersivas. En un entorno de RV los usuarios pueden percibir la sensación de "presencia" y sentirse "inmersos". Estas sensaciones son posibles utilizando HMDs. Hoy en día, el desarrollo de los HMDs se ha centrado en mejorar sus características técnicas para ofrecer inmersión total. En psicología, los entornos de RV son una herramienta de investigación. Hay algunas aplicaciones para evaluar la memoria espacial que utilizan métodos básicos de interacción. Sin embargo, sistemas de RV que incorporen estereoscopía y movimiento físico todavía no se han explotado en psicología. En esta tesis, se ha desarrollado un nuevo sistema de RV que combina características inmersivas, interactivas y de movimiento. El sistema de RV (tarea en un laberinto virtual) se ha utilizado para evaluar la memoria espacial y la percepción de profundidad. Se han integrado dos tipos diferentes de interacción: una basada en locomoción que consistió en pedalear en una bicicleta fija (condición1) y otra estacionaria usando un gamepad (condición2). El sistema integró dos tipos de visualización: 1) Oculus Rift (OR); 2) Una gran pantalla estéreo. Se diseñaron dos estudios. El primer estudio (N=89) evaluó la memoria espacial a corto plazo usando el OR y los dos tipos de interacción. Los resultados indican que existían diferencias significativas entre ambas condiciones. Los participantes que utilizaron la condición2 obtuvieron mejor rendimiento que los que utilizaron la tarea en la condición1. Sin embargo, no se encontraron diferencias significativas en las puntuaciones de satisfacción e interacción entre ambas condiciones. El desempeño en la tarea correlacionó con el desempeño en las pruebas neuropsicológicas clásicas, revelando la verosimilitud entre ellas. El segundo estudio (N=59) incluyó participantes con y sin estereopsis. Este estudio evaluó la percepción de profundidad comparando los dos sistemas de visualización. Los participantes realizaron la tarea usando la condición2. Los resultados mostraron que las diferentes características del sistema de visualización no influyeron en el rendimiento en la tarea entre los participantes con y sin estereopsis. Se encontraron diferencias significativas a favor del HMD entre las dos condiciones y entre los dos grupos de participantes respecto a la percepción de profundidad. Los participantes que no tenían estereopsis y no podían percibir la profundidad cuando utilizaban otros sistemas de visualización, tuvieron la ilusión de percepción de profundidad cuando utilizaron el OR. El estudio sugiere que para las personas que no tienen estereopsis, el seguimiento de la cabeza influye en gran medida en la experiencia 3D. Los resultados estadísticos de ambos estudios han demostrado que el sistema de RV desarrollado es una herramienta apropiada para evaluar la memoria espacial a corto plazo y la percepción de profundidad. Por lo tanto, los sistemas de RV que combinan inmersión total, interacción y movimiento pueden ser una herramienta útil para la evaluación de procesos cognitivos humanos como la memoria. De estos estudios se han extraído las siguientes conclusiones generales: 1) La tecnología de RV y la inmersión proporcionada por los actuales HMDs son herramientas adecuadas para aplicaciones psicológicas, en particular, la evaluación de la memoria espacial a corto plazo; 2) Un sistema de RV como el presentado podría ser utilizado como herramienta para evaluar o entrenar adultos en habilidades relacionadas con la memoria espacial a corto plazo; 3) Los dos tipos de interacción utilizados para la navegación en el laberinto virtual podrían ser útiles para su uso con diferentes colectivos; 4) El OR permite que los usuarios sin estereopsis puedan percibir l / The evolution of Virtual Reality (VR) technology has contributed in all fields, including psychology. This evolution involves improvements in hardware and software allowing more immersive experiences. In a VR environment users can perceive the sensation of "presence" and feel "immersed". These sensations are possible using VR devices as HMDs. Nowadays, the development of the HMDs has focused on improving their technical features to offer full immersion. In psychology, VR environments are research tools because they allow the use of new paradigms that are not possible to employ in a real environment. There are some applications for assessing spatial memory that use basic methods of HCI. However, VR systems that incorporate stereoscopy and physical movement have not yet been exploited in psychology. In this thesis, a novel VR system combining immersive, interactive and motion features was developed. This system was used for the assessment of the spatial memory and the evaluation of depth perception. For this system, a virtual maze task was designed and implemented. In this system, two different types of interaction were integrated: a locomotion-based interaction pedaling a fixed bicycle (condition1), and a stationary interaction using a gamepad (condition2). This system integrated two types of display systems: 1) The Oculus Rift; 2) A large stereo screen. Two studies were designed to determine the efficacy of the VR system using physical movement and immersion. The first study (N=89) assessed the spatial short term memory using the Oculus Rift and the two types of interaction The results showed that there were statistically significant differences between both conditions. The participants who performed the condition2 got better performance than participants who performed the condition1. However, there were no statistically significant differences in satisfaction and interaction scores between both conditions. The performance on the task correlated with the performance on other classical neuropsychological tests, revealing a verisimilitude between them. The second study (N=59) involved participants who had and who had not stereopsis. This study assessed the depth perception by comparing the two display systems. The participants performed the task using the condition2. The results showed that the different features of the display system did not influence the performance on the task between the participants with and without stereopsis. Statistically significant differences were found in favor of the HMD between the two conditions and between the two groups of participants regard to depth perception. The participants who did not have stereopsis and could not perceive the depth when they used other display systems (e.g. CAVE); however, they had the illusion of depth perception when they used the Oculus Rift. The study suggests that for the people who did not have stereopsis, the head tracking largely influences the 3D experience. The statistical results of both studies have proven that the VR system developed for this research is an appropriate tool to assess the spatial short-term memory and the depth perception. Therefore, the VR systems that combine full immersion, interaction and movement can be a helpful tool for the assessment of human cognitive processes as the memory. General conclusions from these studies are: 1) The VR technology and immersion provided by current HMDs are appropriate tools for psychological applications, in particular, the assessment of spatial short-term memory; 2) A VR system like the one presented in this thesis could be used as a tool to assess or train adults in skills related to spatial short-term memory; 3) The two types of interaction (condition1 and condition2) used for navigation within the virtual maze could be helpful to use with different collectives; 4) The Oculus Rift allows that the users without stereopsis can perceive the depth perception of 3D objects and have rich 3D experiences. / L'evolució de la tecnologia de Realitat Virtual (RV) ha contribuït en tots els camps, incloent la psicologia. Aquesta evolució implica millores en el maquinari i el programari que permeten experiències més immersives. En un entorn de RV, els usuaris poden percebre la sensació de "presència" i sentir-se "immersos". Aquestes sensacions són possibles utilitzant HMDs. Avui dia, el desenvolupament dels HMDs s'ha centrat a millorar les seves característiques tècniques per oferir immersió plena. En la psicologia, els entorns de RV són eines de recerca. Hi ha algunes aplicacions per avaluar la memòria espacial que utilitzen mètodes bàsics d'interacció. Tanmateix, sistemes de RV que incorporen estereoscòpia i moviment físic no s'han explotat en psicologia. En aquesta tesi, s'ha desenvolupat un sistema de RV novell que combina immersió, interacció i moviment. El sistema (tasca en un laberint virtual) s'ha utilitzat per a l'avaluació de la memòria espacial i la percepció de profunditat. S'han integrat dos tipus d'interacció: una interacció basada en locomoció pedalejant una bicicleta fixa (condició1), i l'altra una interacció estacionària usant un gamepad (condició2). S'han integrat dos tipus de sistemes de pantalla: 1) L'Oculus Rift; 2) Una gran pantalla estereoscòpica. Dos estudis van ser dissenyats. El primer estudi (N=89) va avaluar la memòria a curt termini i espacial utilitzant l'Oculus Rift i els dos tipus d'interacció. Els resultats indiquen que hi havia diferències significatives entre les dues condicions. Els participants que van utilitzar la condició2 van obtenir millor rendiment que els participants que van utilitzar la condició1. Tanmateix, no hi havia diferències significatives dins satisfacció i puntuacions d'interacció entre les dues condicions. El rendiment de la tasca va correlacionar amb el rendiment en les proves neuropsicològiques clàssiques, revelant versemblança entre elles. El segon estudi (N=59) va implicar participants que van tenir i que van haver-hi no estereopsis. Aquest estudi va avaluar la percepció de profunditat comparant els dos sistemes de pantalla. Els participants realitzen la tasca utilitzant la condició2. Els resultats van mostrar que les diferents característiques del sistema de pantalla no va influir en el rendiment en la tasca entre els participants qui tenien i els qui no tenien estereopsis. Diferències significatives van ser trobades a favor del HMD entre les dues condicions i entre els dos grups de participants. Els participants que no van tenir estereopsis i no podien percebre la profunditat quan van utilitzar altres sistemes de pantalla (per exemple, CAVE), van tenir la il.lusió de percepció de profunditat quan van utilitzar l'Oculus Rift. L'estudi suggereix que per les persones que no van tenir estereopsis, el seguiment del cap influeix en gran mesura en l'experiència 3D. Els resultats estadístics dels dos estudis han provat que el sistema de RV desenvolupat per aquesta recerca és una eina apropiada per avaluar la memòria espacial a curt termini i la percepció de profunditat. Per això, els sistemes de RV que combinen immersió plena, interacció i moviment poden ser una eina útil per la avaluació de processos cognitius humans com la memòria Les conclusions generals que s'han extret d'aquests estudis, són les següents: 1) La tecnologia de RV i la immersió proporcionada pels HMDs són eines apropiades per aplicacions psicològiques, en particular, la avaluació de memòria espacial a curt termini; 2) Un sistema de RV com el presentat podria ser utilitzat com a eina per avaluar o entrenar adults en habilitats relacionades amb la memòria espacial a curt termini; 3) Els dos tipus d'interacció utilitzats per navegació dins del laberint virtual podrien ser útils per al seu ús amb diferent col.lectius; 3) L'Oculus Rift permet que els usuaris que no tenen estereopsis puguen percebre la percepció de profunditat dels objectes 3D i tenir / Cárdenas Delgado, SE. (2017). VR systems for memory assessment and depth perception [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/94629
6

A Comprehensive Comparative Analysis of Catia V6 and PTC Creo Parametric

Sheela Syam, Kannan, Raju, Jithin January 2024 (has links)
No description available.

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