Spelling suggestions: "subject:"4digital simulationlation"" "subject:"4digital motionsimulation""
21 |
Číslicová simulace kytarových zesilovačů jako zvukových efektů v reálném čase / Real-time Digital Simulation of Guitar Amplifiers as Audio EffectsMačák, Jaromír January 2012 (has links)
Práce se zabývá číslicovou simulací kytarových zesilovačů, jakož to nelineárních analogových hudebních efektů, v reálném čase. Hlavním cílem práce je návrh algoritmů, které by umožnily simulaci složitých systémů v reálném čase. Tyto algoritmy jsou prevážně založeny na automatizované DK-metodě a aproximaci nelineárních funkcí. Kvalita navržených algoritmů je stanovana pomocí poslechových testů.
|
22 |
While Stands the Colosseum: A Ground-Up Exploration of Ancient Roman Construction Techniques using Virtual RealityTan, Adrian Hadipriono 14 May 2015 (has links)
No description available.
|
23 |
Modeling, Advance Control, and Grid Integration of Large-Scale DFIG-Based Wind Turbines during Normal and Fault Ride-Through ConditionsAlsmadi, Yazan M. 14 October 2015 (has links)
No description available.
|
24 |
Variable Denudation in the Evolution of the Bolivian Andes: Controls and Uplift-Climate-Erosion FeedbacksBarnes, Jason B. January 2002 (has links)
Controls on denudation in the eastern Bolivian Andes are evaluated by synthesis of new and existing denudation estimates from basin-morphometry, stream - powered fluvial incision, landslide mapping, sediment flux, erosion surfaces, thermochronology, foreland basin sediment volumes, and structural restorations. Centered at 17.5 °S, the northeastern Bolivian Andes exhibit high relief, a wet climate, and a narrow fold- thrust belt. In contrast, the southeastern Bolivian Andes have low relief, a semi-arid climate, and a wide fold-thrust belt. Basin -morphometry indicates a northward increase in relief and relative denudation. Stream-power along river profiles shows greater average incision rates in the north by a factor of 2 to 4. In the south, profile knickpoints with high incision rates are controlled by fold-thrust belt structures such as the surface expressions of basement megathrusts, faults, folds, and lithologic boundaries. Landslide and sediment-flux data are controlled by climate, elevation, basin morphology, and size and show a similar trend; short -term denudation-rate averages are greater in the north (1- 9 mm/yr) than the south (0.3-0.4 mm/yr). Long-term denudation-rate estimates including fission track, basin fill, erosion surfaces, and structural restorations also exhibit greater values in the north (0.2-0.8 mm/yr) compared to the south (0.04-0.3 mm/yr). Controls on long-term denudation rates include relief, orographic and global atmospheric circulation patterns of precipitation, climate change, glaciation, and fold-thrust belt geometry and kinematics. The denudation synthesis supports two conclusions: 1) denudation rates have increased towards the present 2) an along-strike disparity in denudation (greater in the north) has existed since at least the Miocene and has increased towards the present. Denudation rates and controls suggest that Bolivian mountain morphology is controlled by both its orientation at mid-latitude, and the feedbacks between uplift, kinematics, orographic effects on precipitation, glaciation, and the increased erosion that accompanies orogenesis.
|
25 |
Simulator for optimizing performance and power of embedded multicore processorsGoska, Benjamin J. 26 April 2012 (has links)
This work presents improvements to a multi-core performance/power simulator. The improvements which include updated power models, voltage scaling aware models, and an application specific benchmark, are done to increase the accuracy of power models under voltage and frequency scaling. Improvements to the simulator enable more accurate design space exploration for a biomedical application. The work flow used to modify the simulator is also presented so similar modifications could be used on future simulators. / Graduation date: 2012
|
26 |
Ökad användarberedskap för digitala miljösimuleringar : Kravställning,utveckling och utvärdering av digital prototyp för användarintroduktionPaakkola, Dennis, Rännar, Robin January 2019 (has links)
Digital environmental simulations can be performed with different techniques and the most common technologies are virtual reality, augmented reality and mixed reality. Digital environmental simulations have proven to be effective in practicing surgery, industrial activities and for military exercises. Previous studies have shown that technology habits are a factor that affects whether digital environmental simulations can be used effectively. Thus, the purpose of the study was to investigate how users can be introduced to digital environmental simulations. To achieve the purpose, the following question was needed: How can a digital prototype be designed to introduce users to digital environmental simulations based on user needs? The study was based on design science as a research strategy, which meant that the study was carried out in three phases: development of requirements, development and evaluation of digital prototype. The production of requirements was made through a qualitative data collection in the form of semi-structured interviews. The interview questions were developed using a theoretical framework on digital competence. The interviews resulted in a requirement specification containing 15 user stories that were prioritized.Based onthe requirement specification, a digital prototype was developed in thedevelopment environment Unity. The evaluation of the digital prototype wascarried out in two stages, where the first was to evaluate internally and thesecond step was to evaluate externally. The external evaluation was conductedwith respondents who carried out a use test of the digital prototype thatresulted in proposals for further development. But it also resulted in usershaving increased knowledge and ability to see opportunities with digitalenvironmental simulations. The conclusion is that users can be introduced to digitalenvironmental simulations through a digital prototype designed based on userneeds. / Digitala miljösimuleringar kan utföras med olika tekniker och de vanligaste teknikerna är virtual reality, augmented reality och mixed reality. Digitala miljösimuleringar har visat sig vara effektiva för att öva på kirurgi, industrimoment samt för militärövningar. Tidigare studier har visat att teknikvana är en faktor som påverkar om digitala miljösimuleringar kan användas effektivt. Således var syftet med studien att undersöka hur användare kan introduceras till digitala miljösimuleringar. För att uppnå syftet behövdes följande frågeställning besvaras: Hur kan en digital prototyp utformas för att introducera användare till digitala miljösimuleringar baserat på användares behov? Studien har utgått från design science som forskningsstrategi, vilket medförde att studien har utförts i tre faser: framtagning av krav, utveckling och utvärdering av digital prototyp. Framtagning av krav skedde genom en kvalitativ datainsamling i form av semistrukturerade intervjuer. Intervjufrågorna togs fram med hjälp av ett teoretiskt ramverk om digital kompetens. Intervjuerna resulterade i en kravspecifikation innehållande 15 användarberättelser som prioriterades. Utifrån kravspecifikationen utvecklades en digital prototyp i utvecklingsmiljön Unity. Utvärderingen av den digitala prototypen genomfördes i två steg, där det första var att utvärdera internt och det andra steget var att utvärdera externt. Den externa utvärderingen genomfördes med respondenter som utförde ett användningstest av den digitala prototypen som resulterade i förslag till vidareutvecklingMen det resulterade även i att användare fick ökadkunskap och förmåga att se möjligheter med digitala miljösimuleringar.Slutsatsen är att användare kan introduceras till digitala miljösimuleringargenom en digital prototyp som utformats baserat på användares behov.
|
Page generated in 0.0708 seconds