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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

Ασύρματα δίκτυα αισθητήρων : ανάπτυξη γραφικού περιβάλλοντος με το Μatlab για τη λήψη μετρήσεων με χρήση του MTS400/420 board της Crossbow

Χαρτουμπέκης, Γιώργος 20 April 2011 (has links)
Στην παρούσα εργασία έγινε μια πρώτη προσπάθεια ενασχόλησης με τα Ασύρματα Δίκτυα Αισθητήρων, πιο γνωστά στον επιστημονικό κόσμο ως Wireless Sensor Networks ή WSNs. Μελετήσαμε τα βασικά χαρακτηριστικά των δικτύων αυτών, όπως οι τοπολογίες τους και η αρχιτεκτονική τους. Επίσης, μελετήσαμε την αρχιτεκτονική των ασύρματων κόμβων που απαρτίζουν το δίκτυο, που είναι γνωστά σαν motes. Τα motes έχουν την ικανότητα τοπικής επεξεργασίας των δεδομένων που συλλέγουν και την ασύρματη μετάδοσή τους σε έναν κεντρικό σταθμό για περαιτέρω επεξεργασία. Τη λειτουργία αυτή διεκπαιρεώνει μια μονάδα μικροεπεξεργαστή με τη χρήση ενός ολοκληρωμένου chip για την ασύρματη μετάδοση. Για τη συλλογή των μετρήσεων μπορούν να φιλοξενήσουν διάφορες πλατφόρμες ψηφιακών αισθητήρων. Στην παρούσα εργασία έγινε χρήση της υπολογιστικής μονάδας micaz και της πλατφόρμας αισθητήρων MTS400/420. Οι πλατφόρμες αυτές φιλοξενούν αισθητήρες υγρασίας/θερμοκρασίας, βαρομετρικής πίεσης/θερμοκρασίας, φωτεινότητας, μέτρησης δονήσεων και ειδικά η 420 πλατφόρμα έχει υποδοχή και για μονάδα GPS. Σκοπός μας ήταν η ανάπτυξη ενός γραφικού περιβάλλοντος μέσω του οποίου θα απεικονίζαμε τις μετρήσεις που έστελναν στον υπολογιστή τα motes. Η ανάπτυξη του γραφικού περιβάλλοντος έγινε στο Matlab. Για το σκοπό αυτό, ήταν απαραίτητη η σύνδεση ενός mote στον υπολογιστή που θα λειτουργούσε σαν ενδιάμεσος αποδέκτης των δεδομένων και θα τα προωθούσε στον υπολογιστή μέσω της σειριακής θύρας. Για την προβολή και αποθήκευση των δεδομένων στον υπολογιστή, έγινε χρήση του interface Χlisten. / At this thesis there was a first attempt of occupation with Wireless Sensor Networks, most kown to the scientific world as WSNs. We studied the basic characteristics of these networks such as topologies and architecture. We also studied the architecture of the wireless nodes which form the network, also known as motes.The motes have the ability of local data computation and the wireless transmition of them to a base station, where they can further processed. This ability is performed by a microprocessor unit with the use of a single integrated chip responsible for the radio transmition. The data collection can be performed by many digital sensor platforms. At this paper, it has been used the micaz computional unit and the MTS400/420 sensor platform of Crossbow company. These platforms are integrated with sensors that measure relative humidity/temperature, barometric pressure/temperature, illumination, acceleration on axis x and y and especially the 420 platform can integrate a GPS module. Our goal is the development of a Graphical User Interface (GUI) through which we can plot the data that the sensors would send. The development of GUI made with Matlab. For this purpose, it was necessary the connection of a mote to the computer, that would behave like an intermediate receiver and would forward the data packets to the computer through the serial port. The MIB520 board was used for this purpose. For the data projection and saving to the computer, the xlisten interface was used.
32

Entwicklung einer grafischen Benutzeroberfläche zur Erprobung von Wechselwirkungen zwischen den Prozessparametern des Tiefziehprozesses / Development of a graphical user interface for testing the interaction of the different parameters of the deep drawing process

Weber, Paul 05 June 2018 (has links) (PDF)
Die vorliegende Arbeit hat die Entwicklung und Umsetzung einer graphischen Benutzeroberfläche zur Erprobung von Wechselwirkungen zwischen verschiedenen Prozessparametern beim Tiefziehen von faserbasierten Materialien, wie Papier und Karton, zum Ziel. Nach einer Recherche zum Prozess des Tiefziehens und seiner Modellierung folgt das Erarbeiten von Grundsätzen bei der Erstellung und Gestaltung von graphischen Benutzerschnittstellen. Insbesondere steht dabei die Art der Eingabe von numerischen Parametern und die Visualisierung von Informationen im Vordergrund. Bei der Erstellung des Layouts des Graphical User Interface (GUI) werden die aus der Recherche gewonnenen Erkenntnisse genutzt. Dazu werden alle Anforderungen, die an die Benutzerschnittstelle gestellt werden können, zusammengetragen. Bekannte Annahmen zur Modellierung des Tiefziehprozesses werden aus Vorarbeiten verwendet. So wird innerhalb des Programmcodes der GUI der Stempelkraftverlauf beim Tiefziehen mit seinen charakteristischen Kennwerten erzeugt. Diese Kennwerte werden in einer ausgewählten Darstellungsform auf der Oberfläche für den Nutzer anschaulich präsentiert. Ein Vergleich mit den charakteristischen Werten einer Referenz in der Darstellung erlaubt eine Aussage über die Qualität des zu produzierenden Ziehformteiles. Nach der Implementierung der GUI werden abschließend Potentiale für weiterführende Arbeiten offengelegt. / The aim of this thesis is the development and implementation of a GUI for testing interactions between different process parameters in the deep drawing of fibre based materials such as paper and cardboard. After an investigation of the process of deep drawing and its modelling, the elaboration of principles of the creation and the design of the GUI follows. The main focus concentrates in particular on the type of input of numerical parameters and the visualization of information. Based on the findings from the research, the layout of the GUI is created. To this end, all requirements that can be posed on the user interface are combined. Known assumptions for the modelling of the deep drawing process are used from reliminary work. Thus, within the program code of the interface, the punch force profile during deep drawing is generated with its characteristic values. These characteristic values are displayed in a selected presentation form on the user's surface. A comparison with the characteristic values of a reference in the presentation allows a statement about the quality of the drawing part to be produced. After the implementation of the GUI the potentials for further development are finally disclosed.
33

Implementation of vital sign detection algorithms on a high-performance digital signal processor

Pettersson, Tobias January 2017 (has links)
This thesis investigates the possibility of detecting weak vital signs, such as heartbeat and respiration rate, through the implementation of quadrature demodulation and frequency spectrum algorithms on a high performance digital signal processor. This thesis has been part of an ongoing research project at Linkoping University, with the aim to develop a sensor platform for wireless measurements of these vital signs. This sensor platform has been expected to consist of two major physical devices, a RF-radar front-end including a quadrature multi-port and a processing back-end which holds the implementation of the algorithms to detect the vital signs. The back-end consists of a data acquisition- and a processing-part which together forms the digital signal processor. The results show that the implemented algorithms works in terms of being able to find artificial vital signs from quadrature signals. This result also confirms that the hardware solution proposed during this thesis, has been considered as viable for the aim of the project.
34

The Evolution of HUD in The Elder Scrolls and Deus Ex

Pettersson, Jesper, Wigg, August January 2021 (has links)
This thesis explains the process of two researchers conducting a formal analysis of the graphical user interfaces (GUIs), specifically the heads-up displays (HUDs), of the main entries of the two game series The Elder Scrolls (1994 - 2011) and Deus Ex (2000 - 2011). The goal: to see how the evolution of their HUDs over time compare and to analyse them. After playing the games and taking notes about their HUDs, the researchers find that there is a common trend between the two series. The HUDs become more simplified over time, with some non-critical elements of the HUD being removed. They also become more precise at instructing and informing players about how to play the games. While similar additions and changes are made, the timing is different and the researchers conclude that further research is necessary in order to decide if the observed pattern of HUD evolution is unique to the two series or can hold up as a framework for a larger selection of games. As is, this thesis presents the patterns and trends within the heads-up display design of the observed games as well as a library of the observed games’ GUI elements, that future GUI designers and researchers can use to be made aware of past design decisions and revisions that has been common throughout several other games within the genre. / Denna kandidatuppsats går igenom undersökningen utav heads-up displays (Förkortas till HUD, uttalas “hadd”) som en del av de grafiska användargränssnitten tillhörande spelserierna The Elder Scrolls (1994-2011) och Deus Ex (2000-2011). Målet var att se till hur dessa utvecklades med tidens gång. Efter att data hade samlats in från spelen kom författarna fram till att det fanns en gemensam trend för hur HUDar i de två spelserierna utvecklades. Dessa HUDar hade blivit simplifierade med tiden, där icke-kritiska element försvann. De hade också blivit bättre på att instruera och informera spelare i hur de spelar spelen. Samtidigt som liknande tillägg och förändringar skedde för båda spelserierna så skiljde sig tidpunkten för när detta skedde. Författarna kom till slutsatsen att mer forskning är nödvändigt för att det ska kunna fastslås huruvida det observerade mönstret är unikt till de observerade spelserierna eller kan appliceras på andra spelserier också. Denna kandidatuppsats presenterar de mönster, designtrender, samt ett bibliotek av de komponenter, som funnits i datorspelens HUDar och kan användas av gränssnittsdesigners och forskare för att få insikt om tidigare designval och förändringar som har blivit vanligt förekommande genom flera andra spel av samma genre.
35

Klasifikace vad / Defects classification

Benda, Jan January 2021 (has links)
The thesis deals with a concept and creation of classifiers of defects found on continuous production lines. The first part presents an overview of methods used for image classification and a analysis of defects. The main part of the thesis consist of a description of created classifier interface and graphical user interface for classifier. The last part sums up reliability of each implemented classifer.
36

Návrh softwarového prostředí pro zpracování dat z měření telekomunikačních sítí / Design of software environment for processing data from telecommunication network measurement

Fornůsek, Jan January 2012 (has links)
This document introduces the reader with measurements related to optical networks. This is not a list of all measurements. There are only mentioned selected measurements related to input files into the developed application. The practical part describes the application's documentation.
37

Designer pro QDevKit / QDevKit Project Designer

Šimek, Petr January 2012 (has links)
The purpose of this thesis is to introduce a reader with existed commercial applications and control the FITkit using QDevKit. The main goal of the thesis is proposed and implemeted modul for application QDevKit which makes easy proposal and progress applications for platform FITkit.
38

Accelerated Graphical User Interfaces / Accelerated Graphical User Interfaces

Navrátil, Ladislav January 2013 (has links)
Tato práce je zaměřena na multiplatformní grafická uživatelské rozhraní a jejich hardwarovou akceleraci. Popisuje, co to uživatelské rozhraní jsou a srovnává nástroje na jejich tvorbu  a způsoby jejich realizace. Hlavním bodem je vlastní návrh a implementace nástroje na tvorbu multiplatformních hardwarově akcelerovaných grafických uživatelských rozhraní. Srovnává vlastní koncept s existujícími řešeními, a uvádí ho do praxe na projektu s externí firmou.
39

Automated Telecommunication Software Testing : An automated model generator for Model-Based Testing

Gutierrez Lopez, Armando, Mulas Viela, Ignacio Manuel January 2012 (has links)
In Model-Based Testing (MBT) the main goal is to test a system by designing models which describe the functionality of the system to test. Subsequently, test cases are obtained from the model, and these test cases can be executed automatically. Experience has shown that the learning curve for learning MBT can be steep - especially for people who do not have previous programming experience. This is because the language used to design models uses programming language concepts. In this thesis we describe a tool which automatically generates models, given an initial set of requirements. The advantage of this tool is that users do not need to learn a model-based testing language to design models, but instead they must learn to use a high-level of abstraction and a Graphical User Interface to specify their test cases. We demonstrate the value of the tool by using it to design models that generate test cases for telecommunications system, but show that this tool can be adapted for use in testing similar systems. The application of this tool can facilitate traditional phase-based software development methods, by saving a considerable amount of time and resources. In addition, when applied to agile software development, the reduced time required for testing because of the use of our tool helps shortening the feedback loops between designing and testing, thus increasing team efficiency within every iteration. / I Model-Based Testing (MBT) är det huvudsakliga målet att testa ett system genom modeller som beskriver systemets unktionalitet för att testa. Därefter erhålls testfall från modellen, och dessa testfall kan utföras automatiskt. Erfarenheten har visat att inlärningskurvan för lärande MBT kan vara branta - särskilt för personer som inte har tidigare erfarenhet av programmering. Detta beror på det språk som används för användning programmeringsspråk begrepp. I denna avhandling beskriver vi ett verktyg som automatiskt genererar modellerna, med tanke på en första uppsättning krav. Fördelen med detta verktyg är att användarna inte behöver lära sig en modellbaserad testning av språket att konstruera modeller, utan de måste lära sig att använda en hög nivåav abstraktion och ett grafiskt användargränssnitt för att ange sina testfall. Vi demonstrerar värdet av verktyget genom att använda den för att konstruera modeller som genererar testfall för telekommunikationssystem, men visar att detta verktyg kan anpassas för användning vid testning av liknande system. Tillämpningen av detta verktyg kan underlätta traditionella fas-baserade metoder mjukvaruutveckling, genom att spara en avsevärd tid och resurser. Dessutom, när det tillämpas på Agile Software utveckling, minskade tid som krävs för att testa på grund av användningen av vårt verktyg hjälper förkorta återkopplingar mellan design och testning, vilket ökar teamet effektiviteten inom varje iteration. / En Model-Based Testing (MBT), el objetivo principal es testear un sistema mediante el diseño de modelos que describan su funcionalidad. En consecuencia, estos modelos generan test cases que pueden ser ejecutados automáticamente en dicho sistema. La experiencia nos muestra que la curva de aprendizaje en el caso de MBT puede ser pronunciada, especialmente para aquellos sin ninguna experiencia previa en programación. Esto se debe a que los lenguajes usados para diseñar modelos usan conceptos intrínsecos a los lenguajes de programación. En este Proyecto Fin de Carrera, describimos una herramienta que genera automáticamente modelos, dado un conjunto de requisitos inicial. La ventaja que ofrece esta herramienta es que los usuarios no requieren el aprendizaje de ninguno lenguaje de modelado a la hora de diseñar modelos, sino que tan solo deben aprender a utilizar una Interfaz de Usuario Gráfica (GUI), a un alto nivel de abstracción, para especificar sus test cases. Demostramos el valor de esta herramienta mediante su aplicación en un nuevo sistema de telecomunicaciones en fase de pruebas de Ericsson, mostrando al mismo tiempo que puede ser utilizada en el testeo de sistemas similares. La aplicación de esta herramienta puede facilitar los métodos de desarrollo de software tradicionales mediante el ahorro de una cantidad considerable de tiempo y recursos. Además, aplicada a métodos de desarrollo ágil de software, el tiempo reducido requerido para el testing a causa del uso de esta herramienta ayuda a acortar los plazos entre diseño y testing, y en consecuencia, incrementando la eficiencia del equipo en cada iteración.
40

Evaluating player performance and usability of graphical FPS interfaces in VR

Willemsen, Mattias January 2019 (has links)
Background. When designing video games for Virtual Reality, graphical user interfaces (GUIs) cannot always be designed as they have been for traditional video games. An often recommended approach is to merge the interface with the game world, but it is unclear if this is the best idea in all cases. As the market for Virtual Reality is growing quickly, more research is needed to create an understanding of how GUIs should be designed for Virtual Reality. Objectives. The thesis researches existing GUI type classifications and adapts them for VR. A method to compare the GUI types to each other is selected and conclusions are drawn about how they affect player performance, usability, and preference.  Methods. A VR FPS game is developed and an experiment is designed using it. The experiment tests the player's performance with each of three distinct GUI types and also presents questionnaires to get their personal preference. Results. Both player performance and subjective opinion seems to favour geometric GUI. Conclusions. The often recommended approach for designing GUI elements as part of the game world may not always be the best option, as it may sacrifice usability and performance for immersion. / Bakgrund. Vid design av grafiska användargränssnitt (GUI) till Virtual Reality kan inte alltid samma design användas som tidigare har använts i traditionella TV-spel. Ett tillvägagångssätt som ofta rekommenderas är att göra spelets GUI en del av spelvärlden men det är oklart om det är den bästa strategin när man väger in prestation, användbarhet, och preferens. Eftersom marknaden för Virtual Reality växer snabbt behövs mer forskning för att få en förståelse för hur grafiska användargränssnitt bör designas. Syfte. Detta examensarbete undersöker existerande klassifikationer av GUI:n och anpassar dem för VR. En metod för att jämföra de olika typerna av GUI väljs ut och slutsatser dras om hur de påverkar prestanda, användbarhet och preferens. Metod. Ett VR FPS-spel utvecklas och ett experiment designas baserat på det. Experimentet testar spelares prestanda med tre olika typer av GUI. Spelarna svarar även på enkäter om upplevd användbarhet och preferens. Resultat. Data från både prestanda och personlig preferens verkar förespråka Geometriskt GUI. Slutsatser. Metoden som ofta rekommenderas där spelets GUI arbetas in som en del av spelvärlden verkar inte alltid vara det bästa valet då det kan offra användbarhet och prestanda för inlevelse.

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