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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.
31

Blend Uniformity and Vitamin Stability in Dairy-Based Foods Fortified with Lipid-Encapsulated Ferrous Sulfate

Lee, Garth Anthony 01 March 2020 (has links)
Homogeneity of powder blends is an important metric for industrial applications in fortified dairy foods including commercial pediatric nutrition products. Product development practices evaluating physical properties and nutrient stability performance are reliant on blending parameters that deliver a uniform powder at both the pilot and commercial scale. Quantities of individual micronutrients in finished products are particularly critical for formulated infant foods. The two preliminary phases of this study focused on developing a simple, efficient method, specifically for a pilot scale ribbon blender, in which maximum homogeneity in fortified dairy-based powder blends could be reached. In phase one, a red iron oxide pigment powder was mixed throughout a white dairy powder and color homogeneity was measured by comparing L*a*b* color values from powder samples extracted from different areas of the ribbon blender. For phase two, sixteen similar fortified dairy blends were produced with varying ribbon blade shaft rpm, fill level, and blending durations according to a response surface method (RSM). The level of homogeneity of ferrous sulfate in the dairy blend was measured in these fortified mixtures to determine optimal blender parameters. After operating parameters were determined for uniform blending, phase three was enacted using these parameters. A comparison study of nutrient stability in fortified model non-agglomerated powder infant formula (PIF) and agglomerated whey protein concentrate (WPC) powder blends was executed to evaluate the degradative effect of microencapsulated ferrous sulfate (MFS) vs. unencapsulated ferrous sulfate (UFS) in these fortified dairy blends. The nutrient degradation rates of vitamins A, E and C in both PIF and WPC base powder, fortified with either MFS or UFS, were determined and compared during an accelerated eight-week stability study. Using p = 0.05, no statistically significant differences in vitamin degradation rates were observed when comparing independent spray-dried dairy-based blends containing unencapsulated or microencapsulated ferrous sulfate (using an encapsulating composition of 60% stearic acid) during eight weeks of accelerated shelf-life storage conditions (37 °C with a 75% relative humidity, RH). Of note, the degradation rates of vitamins A and E in blends containing PIF and UFS were more rapid than the control and suggestively significantly different (p = 0.07).
32

Acca : En 3D-animerad kortfilm om klimatkrisen.

Torefeldt, Erik January 2023 (has links)
Mitt projekt är en animerad kortfilm där vi får följa ekollonet Acca och hennes dagliga rutiner. Vi ser henne gå från ung till gammal och hur förutsättningarna runt henne förändras. Examensarbetet är också ett utforskande för mig i en nyfunnen teknik och även ett undersökandeav hur en visuell kreatör kan hålla sin process mer hållbar och klimatsmart. / An animated short film in which we follow the acorn Acca through her daily routines. We watch her go from young to old and observe how the conditions around her change. The degree project is also an exploration for me in a newfound technique, as well as an examination of how a visual creator can keep their process more sustainable and climate-smart.
33

Automating the identification of components in 3D models

Olofsson, Oliver January 2024 (has links)
Online house building tools are robust instruments that have transformed the approach to home planning and design. The significance of 3D models on online house building and design platforms lies in their ability to elevate the user experience, enhance design precision, and foster collaboration. The creation of 3D house models is a demanding and detail-oriented undertaking that requires significant dedication and expertise. This thesis plans to investigate possibilities of implementing AI with a limited amount of data, to help streamline the manual process of working on 3D models for use in online house building tools. Multiple problems arouse related to issues with the acquired house mesh data, issues with the chosen AI models and hardware issues.  The problems during the different stages of work made any meaningful analyses hard but some evaluations could still be extracted. Time was a central aspect in that the time taken to train the AI models greatly correlated with the amount of data used for said training. It was also made apparent that there was a great need for more data if the AI was to be able to be trained on a dataset made from 3D house meshes. If this type of project was to be picked up in the future, a recommendation would be to not go at it alone as the time needed to perform the different steps should not be underestimated.
34

Detection of facade cracks using deep learning

Eriksson, Linus January 2020 (has links)
Facade cracks are a common problem in the north of Sweden due to shifting temperatures creating frost in the facades which ultimately damages the facades, often in the form of cracks. To fix these cracks, workers must visually inspect the facades to find them which is a difficult and time-consuming task. This project explores the possibilities of creating an algorithm that can classify cracks on facades with the help of deep learning models. The idea is that in the future, an algorithm like this could be implemented on a drone that hoovers around buildings, filming the facade, and reporting back if there are any damages to the facade. The work in this project is exploratory and the path of convolutional neural networks has been explored, as well as the possibility to simulate training data due to the lack of real-world data. The experimental work in this project led to some interesting conclusions for further work. The relatively small amount of data used in this project points towards the possibility of using simulated data as a complement to real data, as well as the possibility of using convolutional neural networks as a means of classifying facades for crack recognition. The data and conclusions collected in this report can be used as a preparatory work for a working prototype algorithm.
35

Rendering an avatar from sign writing notation for sign language animation

Moemedi, Kgatlhego Aretha January 2010 (has links)
<p>This thesis presents an approach for automatically generating signing animations from a sign language notation. An avatar endowed with expressive gestures, as subtle as changes in facial expression, is used to render the sign language animations. SWML, an XML format of SignWriting is provided as input. It transcribes sign language gestures in a format compatible to virtual signing. Relevant features of sign language gestures are extracted from the SWML. These features are then converted to body animation pa- rameters, which are used to animate the avatar. Using key-frame animation techniques, intermediate key-frames approximate the expected sign language gestures. The avatar then renders the corresponding sign language gestures. These gestures are realistic and aesthetically acceptable and can be recognized and understood by Deaf people.</p>
36

Rendering an avatar from sign writing notation for sign language animation

Moemedi, Kgatlhego Aretha January 2010 (has links)
<p>This thesis presents an approach for automatically generating signing animations from a sign language notation. An avatar endowed with expressive gestures, as subtle as changes in facial expression, is used to render the sign language animations. SWML, an XML format of SignWriting is provided as input. It transcribes sign language gestures in a format compatible to virtual signing. Relevant features of sign language gestures are extracted from the SWML. These features are then converted to body animation pa- rameters, which are used to animate the avatar. Using key-frame animation techniques, intermediate key-frames approximate the expected sign language gestures. The avatar then renders the corresponding sign language gestures. These gestures are realistic and aesthetically acceptable and can be recognized and understood by Deaf people.</p>
37

Game art workflow: Open-source and comercial programs

Aspenfelt, Zebastian January 2012 (has links)
For years, game companies have been using different programs for the creation of the newest most inspiring games. A short presentation about different programs used for game art is provided with key aspects in developing art for games in character production. One aim is to showcase the potential of open-source programs. Two projects with two different characters were created for games testing the workflow between open-source, free application and also commercial programs. The results of the projects are discussed and then the document focuses on explaining what the negative side of open-source programs is and why they should not be used. After the discussion, a conclusion is made explaining the similarities and differences between open-source and commercial programs.
38

Robust facial expression recognition in the presence of rotation and partial occlusion

Mushfieldt, Diego January 2014 (has links)
>Magister Scientiae - MSc / This research proposes an approach to recognizing facial expressions in the presence of rotations and partial occlusions of the face. The research is in the context of automatic machine translation of South African Sign Language (SASL) to English. The proposed method is able to accurately recognize frontal facial images at an average accuracy of 75%. It also achieves a high recognition accuracy of 70% for faces rotated to 60◦. It was also shown that the method is able to continue to recognize facial expressions even in the presence of full occlusions of the eyes, mouth and left/right sides of the face. The accuracy was as high as 70% for occlusion of some areas. An additional finding was that both the left and the right sides of the face are required for recognition. As an addition, the foundation was laid for a fully automatic facial expression recognition system that can accurately segment frontal or rotated faces in a video sequence.
39

Simulated Laser Triangulation with Focus on Subsurface Scattering

Kihl, Hilma, Källberg, Simon January 2021 (has links)
Practical laser triangulation sessions were performed for each measurement object to obtain ground truth data. Three methods for laser line simulations were implemented: reshaping the built-in light sources of Blender, creating a texture projector and approximating a Gaussian beam as a light emitting volume. The camera simulation was based on the default camera of Blender together with settings from the physical camera. Three approaches for creating wood material were tested: procedural texturing, using microscopic image textures to create 3D-material and UV-mapping high resolution photograph onto the geometry. The blister package was simulated with one material for the pills and another for the semi-transparent plastic packaging. A stand-alone Python script was implemented to simulate anisotropic/directed subsurface scattering of a point laser in wood. This algorithm included an approach for creating vector fields that represented subsurface scattering directions. Three post-processing scripts were produced to simulate sensor noise, blurring/blooming of the laser line and lastly to apply simulated speckle patterns to the laser lines. Sensor images were simulated by rendering a laser line projected onto a measurement object. The sensor images were post-processed with the three mentioned scripts. Thousands of sensor images were simulated, with a small displacement of the measurement object between each image. After post-processing, these images were combined to a single scattering image. SICK IVP AB provided the algorithms needed for laser centre extraction as well as for scattering image creation. / <p>Examensarbetet är utfört vid Institutionen för teknik och naturvetenskap (ITN) vid Tekniska fakulteten, Linköpings universitet</p>
40

3D Autoškola / Driving School - Rules of the Road

Melcer, Pavel January 2019 (has links)
This work deals with driving skills training problematics using a driving school 3D simulator, which monitors the observance of road traffic rules. Existing simulators are categorized by characteristics and described. The text contains a list of implemented rules and a summary of suitable tools. The resultant application is based on the Unreal engine and the text describes the various stages of development.

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