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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.
21

Método QFD como ferramenta para desenvolvimento conceitual de produtos de madeiras da Amazônia

Nascimento, Raimunda do 16 September 2008 (has links)
Made available in DSpace on 2015-04-13T12:17:05Z (GMT). No. of bitstreams: 1 raimunda.pdf: 5751997 bytes, checksum: 4fc7bd5e29d81db042660799ebd5837f (MD5) Previous issue date: 2008-09-16 / The method QFD is new in Brazil and has been used by the few companies in different segments, aimed at improving the process of developing products and service needs of consumers. It can be used to identify requirements for different qualities of products. In this context, may be adopted by companies in the industry furniture to add value to products because of this industry be characterized as a segment of the wide variety of products in different forms and raw materials and which need to highlight differential. And particularly in the city of Manaus, because the industry furniture find itself in a stage of constant evolution and that presents a large supply of timber products so unorganized. We need to know the preferences of consumers, to define the requirements for primary products of wood. In order to apply the method to generate QFD the concept of wood-based products of the Amazon of consumers of three classes A1, B2 and C, selected on the basis of economic representative in the city of Manaus. A search was conducted with application of a questionnaire distributed to 100 per class, totaling 300 questionnaires. The data indicated the profile of consumers, products and preferred the quality of products. We used the program QFD designer5 for construction of dams quality. The definitions of the concepts of products by economic classes were generated from the selection of quality characteristics of greater value the relative importance of quality in the matrix. The results showed that there is little variability in preferences for products of wood between the economic classes. The products preferred by the three classes examined were: beds, for dining room table, chairs, and preferably only in Class A1 mobile office, only the Class B2 products for decoration as pictures guard, lights and magazines guard, only to Class C as objects of domestic use of wood and iron spoon to cut meat and the Class B2 and C wardrobes. The characteristics of quality for products of Class A1 involving raw material quality, good finish, innovative design, fitness for purpose; B2 solid wood, simple shapes, safety and durability and low price to C, be comfortable and durability. Based on the study concludes is a Class A1 prioritizes the design followed the quality of products, the B2 prioritizes quality followed by comfort and the quality C followed by the price of products. Conceptually products must be of solid wood with the possibility to merge with other materials such as metal or glass, have design, be of quality and price consistent with the cost benefit to being seen by consumers as products of high added value. / O método QFD é novo no Brasil e vem sendo utilizado aos poucos por empresas de diferentes segmentos, visando à melhoria no processo de desenvolvimento de produtos e atendimento das necessidades dos consumidores. Podendo ser adotado para identificar requisitos de qualidades para diferentes produtos. Neste contexto, pode ser adotado por empresas do setor moveleiro para agregar valor aos produtos em virtude deste setor ser caracterizado como um segmento de grande variedade de produtos quanto a diferentes formas e matérias-primas e que precisam ter diferenciais para se destacar. E em particular na cidade de Manaus, pelo fato do setor moveleiro encontrar-se num estágio de constante evolução e que apresenta uma grande oferta de produtos de madeira de forma desorganizada. Há necessidade de se conhecer as preferências dos consumidores, para definir os requisitos primordiais para produtos de madeira. Com o intuito de aplicar o método QFD para gerar o conceito de produtos à base de madeira da Amazônia dos consumidores de três classes A1, B2 e C, selecionadas com base na representatividade econômica na cidade de Manaus. Foi realizada uma pesquisa com aplicação de questionário distribuindo-se 100 por classe, totalizando 300 questionários. Os dados informaram o perfil dos consumidores, os produtos preferidos e as características de qualidade dos produtos. Foi utilizado o programa QFD designer5 para construção das matrizes da qualidade. As definições dos conceitos dos produtos por classes econômicas foram gerados a partir da seleção das características de qualidade de maior valor da importância relativa na matriz da qualidade. Os resultados mostraram que há pouca variabilidade nas preferências por produtos de madeira entre as classes econômicas. Os produtos preferidos pelas três classes analisadas foram: camas, mesa para sala de jantar, cadeiras; sendo preferência apenas da classe A1 móveis para escritório, apenas da classe B2 produtos para decoração como porta retratos, luminárias e porta revistas; apenas para a classe C objetos de uso domésticos como colher de pau e tábua para cortar carne e da classe B2 e C guarda-roupas. As características de qualidade para os produtos da classe A1 envolvem matéria-prima de qualidade, bom acabamento, design inovador, adequação ao uso; B2 madeira maciça, formas simples, segurança e durabilidade e para C preço baixo, ser confortável e durabilidade. Com base no estudo conclui-se que a classe A1 prioriza o design seguido da qualidade dos produtos; a B2 prioriza qualidade seguida pelo conforto e a C a qualidade seguida pelo preço dos produtos. Conceitualmente os produtos devem ser de madeira maciça com a possibilidade de mesclagem com outros materiais como metal ou vidro, ter design, ser de qualidade e ter preço condizente com o custo benefício para poder serem vistos pelos consumidores como produtos de grande valor agregado.
22

Mobile technology for interest-based communities: concept design with a knowledge-based approach

Still, K. (Kaisa) 08 December 2009 (has links)
Abstract This research provides a glimpse into the fast-evolving world of mobile technology and maybe even faster evolving world of communities. The communities of this research are about voluntary activities, centered around an interest or hobby, and are technologically mediated. Traditionally they have used computers for their communication and collaborative activities, but the advances of mobile technology as well as its availability are seen to offer novel opportunities for them. The premise of this research is seeing technology as basis for supporting new ways of interactions, through responding to user needs, hence leaning on the tradition of human-computer interaction and user-centered design. The research comprised of an extensive literature review geared toward understanding of these new forms of communities and their technology, as well as toward understanding how to design for them. Both supported case-study approach of this study, which addressed the designing for virtual stable community and birdwatcher community, and resulted in a concept of a dedicated mobile device (for the virtual stable community), and understanding of the importance of integrated technologies (for the bird watcher community). These results were further developed into new propositions for design criteria, overall providing a fresh perspective toward designing mobile technology. Within this research, design was seen as a social activity, where participants communicate and share their knowledge. Getting relevant, appropriate and useful knowledge from users was therefore imperative for this research. Towards this end, a new online method for user involvement called web based storytelling was developed. Furthermore, emphasis was placed on understanding the concept design process with concepts and theories from knowledge management. The nature of knowledge (tacit/explicit and context-specific) as well as knowledge processes of users and designers and their linkages were introduced and systematically used and interpreted toward improving the concept design process. / Tiivistelmä Tämä tutkimus tarjoaa katsauksen mobiiliteknologian nopeasti kehittyvään maailmaan ja ehkä vielä nopeammin kehittyvään yhteisöjen maailmaan. Tutkimuskohteena ovat vapaaehtoiset harrasteyhteisöt. Perinteisesti nämä yhteisöt ovat käyttäneet tietokoneita ja Internettiä toimintaansa, mutta uudet mobiilit laitteet ja niihin liittyvät teknologiat tarjoavat heille mielenkiintoisia mahdollisuuksia. Tutkimuksen lähtökohtana ovatkin uuden teknologian tarjoamat mahdollisuudet yhteisöjen jäsenille ja näiden käyttäjälähtöinen suunnittelu. Tutkimuksessa esitetään laaja kirjallisuuskatsaus sekä uusien yhteisöjen ja niiden teknologioiden ymmärtämiseen, että konseptisuunnitteluprosessin käyttäjälähtöisyyteen. Niiden avulla suoritettiin case-tutkimus, jonka tuloksena syntyi mobiililaitteen konseptiversio virtuaalitalliyhteisölle ja kuvaus kommunikointiteknologioiden integroinnista lintubongariyhteisölle. Nämä jalostuivat mobiiliteknologian konseptisuunnittelua ohjaaviksi kriteereiksi, mitkä tuovat uutta, yhteisöllisyyttä korostavaa näkökulmaa suunnitteluprosessiin. Suunnitteluprosessi käsitettiin tässä tutkimuksessa sosiaalisena toimintona, missä osallistujat kommunikoivat ja jakavat sekä tietojaan että tietämystään. Tarvittavan, oikean ja hyödyllisen käyttäjätiedon merkityksellisyys tutkimuksessa tuotti yhtenä tutkimuksen tuloksena uuden käyttäjätutkimusmenetelmän (verkkopohjainen tarinankerronta). Kaikenkaikkiaan tutkimuksen kantavana voimana oli tietopohjainen lähestymistapa suunnitteluprosessiin, mikä tarkoitti suunnitteluprosessin ymmärtämistä tietojohtamisprosessina ja tulkitsemista tietojohtamisen käsitteiden kautta. Tiedon ominaisuuksien (hiljainen/eksplisiittinen ja kontekstisidonnaisuus) sekä käyttäjien ja suunnittelijoiden tietoprosessien yhteyksien systemaattisen käytön nähtiin parantavan konseptisuunnitteluprosessia.
23

Koncepční studie lehkého dvoumotorového proudového letounu / Conceptual study of very light twin jet aircraft

Smýkal, Michal January 2015 (has links)
Tématem diplomové práce je koncepční studie lehkého dvoumotorového letounu. Je provedeno srovnání současných letounů, jejich motorů, technický popis navrhovaného řešení, hmotový rozbor, výpočet aerostatických podkladů, výpočet obálky zatížení, nákladů na vývoj a základní konstrukce hlavních součástí.
24

Konceptframtagning av förarmiljö för elbilen Ecoist Tian

Lesenius, Rebecca, Au, Christine January 2019 (has links)
Fordonstillverkare försöker ständigt utveckla sina bilar, för att stå ut från konkurrensen, genom att förbättra drivmedel, utseende och prestanda och många gånger kan små detaljer vara avgörande för kunden. En relativt ny utveckling är en elbil med lätt vikt för en till två personer. De modeller som finns i dagens läge skiljer sig en hel del ifrån varandra, vilket innebär att det finns en del andrum till att göra en unik design. Designen är viktig eftersom den påverkar vilken känsla och vilket intryck kunden får och designen av interiören är extra viktig eftersom kunden spenderar mest tid inuti bilen.Detta arbete genomförs för att skapa en sportig och futuristisk interiör till lågkostnadsbilen Ecoist Tian. Ett koncept av interiören runt om föraren kommer att tas fram och visualiseras. Förutom visualiseringen kommer även ett materialval och en hållfasthetsberäkning genomföras. För att ta fram ett koncept måste först kundbehoven fastställas genom intervju med Thomas Koch från Ecoist. Därefter utförs en extern sökning för att hitta lösningar på delproblem. Dessa lösningar används som inspiration och vidareutvecklas i den interna sökningen samt testas genom bodystorming. För att säkerställa att konceptet håller för de påfrestningar det kan utsättas för, utförs ett materialval och en hållfasthetsberäkning. Arbetet resulterar i att en 3D-modell av konceptet görs och visualiseras för att ge en realistisk bild av hur det hade sett ut i verkligheten. Interiören kommer att vara tillverkad i polypropen och ha en sportig och futuristisk design med detaljer i grönt ljus för att hänga ihop med exteriören. / Vehicle manufacturers are constantly trying to develop cars that stand out from the competition by improving the fuel, design and performance. A lot of times it is the tiny details that makes the difference. A relatively new development is the lightweight electric car for one or two people. The currently existing models differ quite a lot from each other, which means there is some space for a unique design. The design is important because it affects the feeling and impression the costumer gets and the interior design is even more important because the costumer spends most of the time inside the car.This work was carried out to create a sporty and futuristic interior for the low-cost car Ecoist Tian. A concept of the interior around the driver will be developed and visualized. Besides the visualization a choice of material and calculation of strength will be carried out. To develop a concept, the customer's needs must be established trough an interview with Thomas Koch from Ecoist first. Afterwards an external search will be performed, to find solutions to parts of the problem. These solutions will then be used as inspiration and continued development in the internal search and tested trough bodystorming.To ensure that the concept holds for the stresses it can be exposed to, a material selection and a strength calculation is carried out. The work results in the making of a 3D-model which is visualized to give a realistic picture of what it would look like in a reality. The interior will be made in Polypropylene and have a sporty and futuristic design with details in green light in order to create a completeness with the exterior.
25

Percepción étnica, sentido de identidad y su influencia en la conceptualización de videojuegos peruanos / Ethnic perception, sense of identity and its influence in the conceptualization of peruvian videogames

Fernandez Flores, Joyce Jazmin 27 November 2019 (has links)
En esta investigación se evaluaron las estrategias de representación gráfica utilizadas para construir la identidad étnica en la conceptualización de videojuegos peruanos, a lo cual se postuló la hipótesis de que esta representación identitaria logra el objetivo de generar un interés e influencia sobre los jugadores peruanos. Para llegar a esta conclusión, se analizaron documentalmente seis videojuegos locales y de concepto peruano producidos del 2009 al 2019. Asimismo, se encuestó a sesenta usuarios peruanos, a quienes se les presentaron tráilers de estas entregas seleccionadas para que evalúen la percepción identitaria en su gráfica, y respondan si es que consideran importante la representación peruana y si esta influye en su intención adquisitiva. Los resultados del análisis documental sugieren una tendencia al tema de la cosmovisión y cultura andina, con casos excepcionales en donde las locaciones son la selva peruana o Lima Metropolitana. En los resultados de las encuestas se encontró que los usuarios consideraban la jugabilidad mucho más importante que la representación peruana en los videojuegos, además que el 50% de los usuarios consideró que este concepto peruano afectaba su interés. Podemos concluir entonces que existe un estereotipo no discriminante que coincide con la percepción internacional que se tiene del peruano exclusivamente andino. Las opiniones de los usuarios presentaron un indicio respecto a que, aunque la representación peruana fuese importante hasta cierto punto, no es indispensable y no es competencia junto a la importancia de la jugabilidad o trama de una entrega. / In this paper we evaluated the graphic representation strategies that were used in the construction of ethnic identities in the conceptualization of peruvian video games, in which we offered the hypothesis about how this ethnic representation successfully accomplishes at developing interest and influencing over peruvian gamers. To achieve this conclusion, six local video games with a peruvian concept that were produced between 2009 and 2019 were evaluated. Likewise, sixty peruvian gamers tested and were shown the trailers of the previously chosen games so they could evaluate their self-identity perception in the graphic and answer if they consider such peruvian representation as important or influential over their purchase intention. The results of this analysis suggest a tendency towards andean worldview and culture, with exceptional cases where games were in the peruvian rainforest or the city of Lima. The user tests found that most users considered playability, as much more important than peruvian representation and, 50% of the users considered that this representation influenced their interest in the releases. Therefore, we can conclude that there’s a non-discriminative stereotype that matches the international perception that the world has of the exclusively andean peruvian. The general user opinions showed an indication that, even if peruvian representation is important to a degree, it isn’t essential and doesn’t compete against the importance of the playability and story of a videogame release. / Trabajo de investigación
26

Urbanears Ugglan - Studying Usercentered Designin Product Development / Urbanears Ugglan - En studie av användarcentrerad design inom produktutveckling

Ahmed, Sunny, Olsson, Linnéa January 2018 (has links)
This report describes the master’s thesis conducted by Sunny Ahmed and Linnéa Olssonat KTH Royal Institute of Technology for the client Zound Industries. By exploringemerging technologies and user needs, the project members developed a design proposal forheadphones for active users that can be released in three to five years’ time.Urbanears Ugglan is the headphone solution that allows you to take control of your physicalactivities and experience true freedom. It consists of two parts: true wireless earphonesand a wearable wrist accessory that stores and charges the earphones on the go, while alsofunctioning as a fitness tracker.Aside from the first purpose of creating the design proposal, the second purpose of the thesiswas to investigate the impact of involving the intended user in the design process duringproduct development when adopting a user-centered design approach.Different methods were used to gather relevant information. Both market research and atechnical trend analysis were done as background research, and complemented the userstudies. The insights discovered from these phases were used to generate concepts, fromwhich one was selected for further development after discussion with the client company. Thisconcept evolved into the final design proposal, Urbanears Ugglan.The project team found a positive impact from using user-centered design and involving theuser in several stages of the project. Including the intended user in the development led toa better understanding of their needs and values, which in turn allowed the project team toquickly verify the potential of product ideas. / I denna rapport beskrivs examensarbetet utfört av Sunny Ahmed och Linnéa Olsson påKungliga Tekniska Högskolan för kunden Zound Industries. Arbetet gick ut på att ta fram ettdesignförslag på hörlurar för aktiva användare som kan vara realiserbart inom tre till fem årstid.Urbanears Ugglan är hörlurslösningen som låter dig ta kontroll av dina fysiska aktiviteteroch uppleva sann frihet. Den består av två delar: trådlösa hörlurar och ett armband som kanförvara och ladda hörlurarna samt fungera som en fitness tracker.Utöver det första syftet att ta fram designförslaget var examensarbetets andra syfte att utforskainverkan av att involvera den avsedda användaren i designprocessen under produktutveckling.Olika metoder användes för att samla relevant information. Både en marknadsundersökningoch en analys av tekniktrender utfördes och tillämpades som underlag till användarstudier.Insikterna som upptäcktes från dessa faser användes för att generera koncept, varav ett valdesut tillsammans med kundföretaget för vidareutveckling. Konceptet kom sedan till att bli detslutliga designförslaget Urbanears Ugglan.Projektgruppen fann positiv inverkan av att tillämpa användarcentrerad design och attinvolvera användaren i flera delar av projektet. Att inkludera den avsedda användaren idesignprocessen ledde till en bättre förståelse av deras behov och värderingar, vilket i sin turgjorde det möjligt för projektgruppen att snabbt verifiera om idéer och koncept var önskvärda.
27

Data-Driven Operator Behavior Visualization : Developing a Prototype for Wheel Loader / Datadriven visualisering av operatörsbeteende : Utveckling av en prototyp för hjullastare

Tian, Huahua January 2022 (has links)
To realize key business capabilities and secure long-term growth, Volvo Construction Equipment (Volvo CE) set out to define a vision for digital transformation. The latest trends in AI-powered smart electronics open up endless opportunities to help Volvo CE's operators use Wheel Loaders – Construction machines to increase productivity. To ensure operators are working in a way that delivers optimum fuel efficiency and productivity to achieve optimum results on-site, the company aspires to create visual tools to keep track of operator behavior in the operator environment. Monitor operator behavior with key indicators then visualized to inform how this affects important results for the customers and for Volvo CE. The audience is operators themselves, and internal staff like UX engineers and Product owners. Data-driven concept design (DDCD) is a decision-making approach that heavily relies on collected data and highlights the need to proactively plan and design. It is a popular approach to capturing tacit customer needs and makes a great contribution to data visualization design. Also, an emerging concept like the digital twin provides inspired ideas in data visualization conceptual design. However, little research is on the DDCD for data visualization. Thus, this work aims to explore appropriate data visualization techniques under the DDCD framework. The result is to help Volvo CE, primarily via data visualization, keep track of operator behaviors, and how these affect wheel loader productivity and energy efficiency data on different levels and in a wider context. To carry out, A series of DDCD cases for the improvement of wheel loader operator behaviors are researched and designed, to present data in a clear and concise visual way for both internal audience and operator training. As the result, a prototype containing a series of visualization techniques is proposed for two target groups and corresponding application scenarios including coaching and aid decision-making. Created a series of dashboards with expected functionalities based on understanding the current machine. The prototype for the internal audience has functionality: site and time selection, weekly overview window, phase selection, cycle thread trace, insight window, data presentation, and toolbox. The prototype for operator training has functionality: site and time selection, opponent selection, phase selection, cycle thread trace, external data window, individual comparison section, and insights block. / För att förverkliga viktiga affärsmöjligheter och säkra långsiktig tillväxt har Volvo Construction Equipment (Volvo CE) tagit fram en vision för digital omvandling. De senaste trenderna inom AIdriven smart elektronik öppnar oändliga möjligheter att hjälpa Volvo CE:s operatörer att använda hjullastare - anläggningsmaskiner för att öka produktiviteten. För att säkerställa att förarna arbetar på ett sätt som ger optimal bränsleeffektivitet och produktivitet för att uppnå optimala resultat på plats strävar företaget efter att skapa visuella verktyg för att hålla koll på förarens beteende i förarmiljön. Övervaka operatörens beteende med nyckelindikatorer som sedan visualiseras för att informera om hur detta påverkar viktiga resultat för kunderna och för Volvo CE. Målgruppen är operatörerna själva och intern personal som UX-ingenjörer och produktägare. Datadriven konceptdesign (DDCD) är en beslutsmetod som i hög grad bygger på insamlade data och belyser behovet av proaktiv planering och design. Det är ett populärt tillvägagångssätt för att fånga upp tysta kundbehov och ger ett stort bidrag till design av datavisualisering. Dessutom ger ett framväxande koncept som den digitala tvillingen inspirerande idéer för konceptuell utformning av datavisualisering. Det finns dock lite forskning om DDCD för datavisualisering. Det här arbetet syftar därför till att utforska lämpliga datavisualiseringstekniker inom ramen för DDCD. Resultatet är att hjälpa Volvo CE, främst via datavisualisering, att hålla koll på förarnas beteenden och hur dessa påverkar data om hjullastares produktivitet och energieffektivitet på olika nivåer och i ett större sammanhang. För att genomföra, En serie DDCD-fall för förbättring av beteenden hos hjullastarförare undersöks och utformas, för att presentera data på ett tydligt och kortfattat visuellt sätt för både intern publik och förarutbildning. Som resultat föreslås en prototyp som innehåller en serie visualiseringstekniker för två målgrupper och motsvarande tillämpningsscenarier, inklusive coaching och stöd för beslutsfattande. Skapade en serie instrumentpaneler med förväntade funktioner baserat på förståelse av den nuvarande maskinen. Prototypen för den interna målgruppen har följande funktioner: val av plats och tid, fönster för veckoöversikt, val av fas, spårning av cykeltråd, insiktsfönster, datapresentation och verktygslåda. Prototypen för operatörsutbildning har följande funktioner: val av plats och tid, val av motståndare, val av fas, spårning av cykeltråd, fönster för externa data, avsnitt för individuella jämförelser och block för insikter.
28

以預測市場理論為基礎之服務概念設計工程 / Service Concept Design Engineering with the Prediction Market Theory

羅國倫, Lo,Kuo Lun Unknown Date (has links)
本研究將原有概念工程的服務設計方法,結合預測市場的理論,設計出一套新的概念設計流程,就是因為服務業的特性與傳統製造業的模式大不相同。過去單方面的由公司或是廠商設計產品,顧客只能從現有產品中挑選買單的狀況將越來越不復存在。在未來服務業的世界中,越發重視與顧客間的互動,在設計的過程中就與顧客有高度的互動,強調服務是與顧客共同創作的成品,服務永遠沒有最後的完成版本,只有不斷因應環境與顧客需求改變的beta測試版本。就是因為加入人這樣極度不安定的因素,造成整體服務在設計上的困難,除此之外,也由於需要顧客的高度參與也導致設計時間成本的激增,環境的瞬息萬變,無法即時掌握顧客的需要並快速做出反應,無論是在現在與未來都將是嚴重的致命傷,也因此組織與個人都將面臨嚴峻的考驗。如何在服務水準與開發成本之間取得一個平衡點,正是本研究所希望能提供的。 / In service exchange, both providers and customers are involved in shaping the continuum of value co-production. Combining the concepts of prediction market and concept engineering, service concept design engaged by providers and customers can become much efficient and economical. The providers and customers in service industry are changing all the time. In this industry, there are many uncertain factors to consider and it is important for a design team to establish the relationship with their customers and unfold a service concept design process which can meet consumers’ expectations and needs. This study proposes an IT-enabled process of new service concept design grounded on the analytical model of precision market to achieve the design goal while minimizing the concept development cost by collective customer involvement. This IT-enabled service concept design process comprises four parts (Collecting the voice of the customers, Requirement rater, Concept generator and Concept selector) unfolding the customer-based design of new service concepts in order to meet the customer needs and potentially improve customer satisfaction in light of the uncertainty and the dynamics in what the customers want for services.
29

Návrh základní koncepce air - mobilu / Conceptual design of air- mobil

Podhorský, Matěj January 2014 (has links)
The topic of the thesis is a conceptual design of a roadable aircraft. The comparison of existing concepts is made, as well as description of proposed solution, aircraft mass analysis, basic aerostatic calculations, flight and gust envelope calculation and a design of truss construction of the fuselage. The CS-VLA, alternatively ELSA-K, has been used as a certification base. The compliance to this certification specification is one of the goals of this thesis.
30

Orbital Fueling Architectures Leveraging Commercial Launch Vehicles for More Affordable Human Exploration

Tiffin, Daniel Joseph 28 January 2020 (has links)
No description available.

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