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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

Conception sous incertitudes de modèles avec prise en compte des tests futurs et des re-conceptions / Optimizing the safety margins governing a deterministic design process while considering the effect of a future test and redesign on epistemic model uncertainty

Price, Nathaniel Bouton 15 July 2016 (has links)
Au stade de projet amont, les ingénieurs utilisent souvent des modèles de basse fidélité possédant de larges erreurs. Les approches déterministes prennent implicitement en compte les erreurs par un choix conservatif des paramètres aléatoires et par l'ajout de facteurs de sécurité dans les contraintes de conception. Une fois qu'une solution est proposée, elle est analysée par un modèle haute fidélité (test futur): une re-conception peut s'avérer nécessaire pour restaurer la fiabilité ou améliorer la performance, et le modèle basse fidélité est calibré pour prendre en compte les résultats de l'analyse haute-fidélité. Mais une re-conception possède un coût financier et temporel. Dans ce travail, les effets possibles des tests futurs et des re-conceptions sont intégrés à une procédure de conception avec un modèle basse fidélité. Après les Chapitres 1 et 2 qui donnent le contexte de ce travail et l'état de l'art, le Chapitre 3 analyse le dilemme d'une conception initiale conservatrice en terme de fiabilité ou ambitieuse en termes de performances (avec les re-conceptions associées pour améliorer la performance ou la fiabilité). Le Chapitre 4 propose une méthode de simulation des tests futurs et de re-conception avec des erreurs épistémiques corrélées spatialement. Le Chapitre 5 décrit une application à une fusée sonde avec des erreurs à la fois aléatoires et de modèles. Le Chapitre 6 conclut le travail. / At the initial design stage, engineers often rely on low-fidelity models that have high uncertainty. In a deterministic safety-margin-based design approach, uncertainty is implicitly compensated for by using fixed conservative values in place of aleatory variables and ensuring the design satisfies a safety-margin with respect to design constraints. After an initial design is selected, high-fidelity modeling is performed to reduce epistemic uncertainty and ensure the design achieves the targeted levels of safety. High-fidelity modeling is used to calibrate low-fidelity models and prescribe redesign when tests are not passed. After calibration, reduced epistemic model uncertainty can be leveraged through redesign to restore safety or improve design performance; however, redesign may be associated with substantial costs or delays. In this work, the possible effects of a future test and redesign are considered while the initial design is optimized using only a low-fidelity model. The context of the work and a literature review make Chapters 1 and 2 of this manuscript. Chapter 3 analyzes the dilemma of whether to start with a more conservative initial design and possibly redesign for performance or to start with a less conservative initial design and risk redesigning to restore safety. Chapter 4 develops a generalized method for simulating a future test and possible redesign that accounts for spatial correlations in the epistemic model error. Chapter 5 discusses the application of the method to the design of a sounding rocket under mixed epistemic model uncertainty and aleatory parameter uncertainty. Chapter 6 concludes the work.
22

Bayesian Inspired Multi-Fidelity Optimization with Aerodynamic Design Application

Fischer, Christopher Corey 28 May 2021 (has links)
No description available.
23

Nursing Simulation: A Review of the Past 40 Years

Nehring, Wendy M., Lashley, Felissa R. 01 August 2009 (has links)
Simulation, in its many forms, has been a part of nursing education and practice for many years. The use of games, computer-assisted instruction, standardized patients, virtual reality, and low-fidelity to high-fidelity mannequins have appeared in the past 40 years, whereas anatomical models, partial task trainers, and role playing were used earlier. A historical examination of these many forms of simulation in nursing is presented, followed by a discussion of the roles of simulation in both nursing education and practice. A viewpoint concerning the future of simulation in nursing concludes this article.
24

Extendable ladder cover solution for swedish fire vehicles

Molbeck Blyth, Marco Aurelio, Acosta Vega, María Isabel January 2016 (has links)
The following thesis project has been done in direct collaboration with Autokaross i Floby AB Rescue Vehicle Department, in Sweden.  The report contains the design development of a protective cover against weather conditions for the extendable ladder in a fire vehicle.   The aim of the report has been to develop a functional and low cost solution cover for the FEL on a fire truck, which is allocated on the roof, with the express intention of providing adequate access and protection against weather conditions in Nordic countries, so as to prevent premature deterioration of the FEL unit. The company has set the technical and conceptual boundaries, with the help of the two previous concepts currently used, the BMC and the ACP.   The initial requirements laid out by the company were expressed through a number of specific demands which can be categorized in two main points:   Cost: Designing a solution keeping in mind cost limits, assembly cost and time, and space optimization. This was done by taking into account the two existing solutions, particularly the BMC, which represents the lowest, cost wise and function wise. Therefore it was used as the basis on which to apply improvements, rather than trying to lower the high cost on the overqualified function of the ACP.   Function: Providing the adequate protection and access to the FEL. In this case, the problem was solved by establishing the correct degree of protection relevant to the Nordic weather conditions and FEL needs, and regarding the access, this was assured by fully automating the opening/closing process with the existing extraction operating system of the FEL.     The result of this report is a concept solution which meets the company’s demands, obtained by creative detailing, together with an analysis regarding possible considerations that could improve the creative detailing result in this report in the form of future work.     The report documents the process that has taken place in exploration, concept generation, concept evaluation, concept selection, and detailed CAD development. Each section shows the requirements and adjustments taken to fulfil the company’s needs.
25

[en] PROTOTYPES FOR THE CREATION OF DIGITAL GAMES: THEIR USES IN THE GAMES DESIGN TEACHING / [pt] PROTÓTIPOS PARA A CRIAÇÃO DE JOGOS DIGITAIS: APLICAÇÕES NO ENSINO DE DESIGN DE GAMES

DELMAR GALISI DOMINGUES 13 May 2019 (has links)
[pt] A complexidade inerente ao desenvolvimento de um jogo digital demanda a formação de equipes interdisciplinares. Para atingir os resultados esperados nessa tarefa, os profissionais envolvidos criam diversos protótipos durante o processo de design, cada um testando um ou mais aspectos do objeto final. Um dos componentes mais importantes a ser avaliado em um game é a mecânica do jogo, porque é principalmente dela que emerge o desafio numa partida. Para que o designer possa avaliá-la adequadamente nos seus diversos estágios de desenvolvimento é preciso que tais protótipos sejam funcionais, o que usualmente se define como protótipos de teste. Diversos tipos de protótipos podem cumprir esta função, desde os mais rudimentares até os digitais de alta fidelidade. Sendo a mecânica do jogo um dos primeiros elementos a serem elaborados em um projeto de design de games, tanto protótipos de papel, quanto os protótipos digitais de baixa fidelidade podem ser utilizados logo no início do processo. No entanto, os estudantes de design nem sempre possuem a capacitação técnica adequada ou mesmo um conhecimento elementar em programação computacional para construir protótipos digitais. Uma alternativa, portanto, é construir protótipos a partir de materiais mais rudimentares, um procedimento que, para este fim, é menos usual na indústria de jogos do que a criação de protótipos digitais. Por meio de um experimento com alunos do curso de Design de Games, esta pesquisa teve por objetivo investigar se a mecânica de jogos de diferentes gêneros pode ser criada e avaliada por meio de protótipos analógicos mais simples, mas que não usam programação computacional. Paralelamente, a pesquisa ainda nos permitiu indagar se, na construção destes protótipos, o aluno de design de games trabalharia apenas intelectualmente na concepção projetual ou se também exerceria, de alguma forma, uma atividade produtiva. Notou-se que, por serem protótipos rápidos, os protótipos analógicos são adaptativos e permitem mudanças instantâneas, possibilitando que os estudantes exercitem a prática do design por meio de um processo iterativo de geração de ideias, construção de protótipos, testes avaliativos e recriações. Deste modo, concluiu-se que tais protótipos não são somente instrumentos de concepção, mas também de produção, propiciando a prática essencial do design, que é fundamentalmente inventiva e experimental. A contribuição deste trabalho é fornecer uma nova alternativa de aprendizagem da prática projetual a estudantes de design de games, já que os resultados da pesquisa demonstraram que tais protótipos – que possuem semelhanças físicas com alguns jogos simples, como os de tabuleiro – também podem ser utilizados para criar e desenvolver games mais complexos. / [en] The intrinsic complexity of the process of developing a digital game turns the formation of multidisciplinary teams inevitable. To meet the planned aims, during the design process the professionals involved create a variety of prototypes, each one testing one or more aspects of the final object. One of the more important components to be evaluated in a game is its mechanics due its key-role in making a match really challenging. In order to be make its mechanics properly appraisable by the designer in the different stages of development, it is necessary that the prototypes were functional, in other words, were reliable prototypes of test. There are many kinds of prototypes capable of fulfilling this condition, ranging from the most rudimentary to the high fidelity digital ones. Since the game s mechanics is one of the first elements to be elaborated in a game design project, either paper prototypes as well as the low fidelity digital prototypes can be used from the very beginning of the design process. Besides that, the students of design frequently do not possess the necessary technical knowledge on computational programming to allow them constructing digital prototypes, even if the necessary knowledge is elementary. An alternative, therefore, is building prototypes from rudimentary materials, which is, however, a less usual proceeding in the game industry that the creation of digital prototypes. The aim of the present research, through an experiment among the students of the discipline of Games Design, was to investigate if the mechanics of different genres of games could be created and evaluated by simpler analogical prototypes, without using computational programming. At the same time, this work has allowed us to inquire if, during the construction of theses prototypes, the game design students work only intellectually on the project conception or if, somehow, they also practice a productive activity. We have found out that, for being quick prototypes, they are very adaptable and permit instant changes, turning possible for the students to practice the design process through an interactive process of generating ideas, prototypes building, evaluative tests and recreations. The conclusion we achieve thus is that theses prototypes not only are conception instruments but also production ones, promoting the essential practice of design, which is basically inventive and experimental. The contribution of the present study is to offer a learning alternative on the project practice for game design students, once the results of the research demonstrated that the prototypes – which present physical similarities to some simple games, as the board games – can also be used in the creation and development of more complex games.

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