Spelling suggestions: "subject:"aphysical prototyping"" "subject:"2physical prototyping""
1 |
Mechanical and Regenerative Braking Integration for a Hybrid Electric VehicleDeMers, Steven Michael January 2008 (has links)
Hybrid electric vehicle technology has become a preferred method for the automotive
industry to reduce environmental impact and fuel consumption of their vehicles. Hybrid
electric vehicles accomplish these reductions through the use of multiple propulsion systems, namely an electric motor and internal combustion engine, which allow the elimination of idling, operation of the internal combustion engine in a more efficient manner and the use of regenerative braking. However, the added cost of the hybrid electric system has hindered the sales of these vehicles.
A more cost effective design of an electro-hydraulic braking system is presented.
The system electro-mechanically controlled the boost force created by the brake booster
independently of the driver braking force and with adequate time response. The system
allowed for the blending of the mechanical and regenerative braking torques in a manner
transparent to the driver and allowed for regenerative braking to be conducted efficiently.
A systematic design process was followed, with emphasis placed on demonstrating
conceptual design feasibility and preliminary design functionality using virtual and physical prototyping. The virtual and physical prototypes were then used in combination as a powerful tool to validate and develop the system. The role of prototyping in the design process is presented and discussed.
Through the experiences gained by the author during the design process, it is
recommended that students create physical prototypes to enhance their educational
experience. These experiences are evident throughout the thesis presented.
|
2 |
Mechanical and Regenerative Braking Integration for a Hybrid Electric VehicleDeMers, Steven Michael January 2008 (has links)
Hybrid electric vehicle technology has become a preferred method for the automotive
industry to reduce environmental impact and fuel consumption of their vehicles. Hybrid
electric vehicles accomplish these reductions through the use of multiple propulsion systems, namely an electric motor and internal combustion engine, which allow the elimination of idling, operation of the internal combustion engine in a more efficient manner and the use of regenerative braking. However, the added cost of the hybrid electric system has hindered the sales of these vehicles.
A more cost effective design of an electro-hydraulic braking system is presented.
The system electro-mechanically controlled the boost force created by the brake booster
independently of the driver braking force and with adequate time response. The system
allowed for the blending of the mechanical and regenerative braking torques in a manner
transparent to the driver and allowed for regenerative braking to be conducted efficiently.
A systematic design process was followed, with emphasis placed on demonstrating
conceptual design feasibility and preliminary design functionality using virtual and physical prototyping. The virtual and physical prototypes were then used in combination as a powerful tool to validate and develop the system. The role of prototyping in the design process is presented and discussed.
Through the experiences gained by the author during the design process, it is
recommended that students create physical prototypes to enhance their educational
experience. These experiences are evident throughout the thesis presented.
|
3 |
Re-designing prototyping tools: A study about how to facilitate visualizing ideas and building prototypesHaag, Jonas January 2014 (has links)
This paper investigates how physical prototyping modules can be designed to facilitate for interactiondesigners to visualize their ideas early on in a design process. As technology is getting cheaper andeasier to use, it has opened up the possibility for others than just engineers to build with technology.We see technology being more and more used by designers for building prototypes and testing ideas.A setback with using technology is that it is time consuming and error occurs easily. By testing a set ofthree prototypes I will investigate the problems at hand for interaction designers and come up with adesign solution to facilitate their design process. I will come to conclusion about making the modulesflexible, functional and user friendly to meet the user’s demands.
|
4 |
The MakAR Project: Empowering Youth to Design, Build, and Play Through Interactions with Augmented Reality, Physical Prototyping, and the Internet of ThingsTerrell Kendall Glenn (12316430) 27 April 2022 (has links)
<p>Makerspaces can support educational experiences in prototyping for young learners, while physical computing platforms enable high levels of creativity and expression. However, each of these have high barriers of entry, especially for youth without prior experience. Commercial microcontrollers have become a popular tool to use when designing both basic and complex electro-mechanical devices. Block-based programming interfaces are an ideal environment to program these microcontrollers, lowering the barrier of entry for young, novice programmers. Finally, incorporating physical computing devices alongside Augmented Reality (AR) presents opportunities for shared experiences between users, leading to more engagement, which creates opportunities for social interaction, ideation, and creativity. This thesis presents the MakAR project, which aims to empower youth to design, build, and play through interactions with AR, physical prototyping, and the Internet of Things (IoT). We sought to design an interactive system with which we can (1) explore novel interactions between physical and virtual content, (2) lower the barrier to entry for young makers to design, build, and play with DIY electro-mechanical devices, and (3) engage and collaborate with one another both virtually and physically in an AR-IoT environment. Our results provide evidence to how our system enables youth, with and without prior experience with physical computing, to both engage and struggle with designing AR-IoT interactions while using our system, helps reduce the barrier to entry for young users to create complex electro-mechanical devices, and provides unique shared AR-IoT experiences for both novices and expert users.</p>
|
5 |
City MoodFabrizi, Luisa January 2014 (has links)
This research aims to make the first step in the direction of creating guidelines to use for building an instrument capable to collect information about citizens’ emotional reaction toward their city.Through the use of an existing mobile application meant to collect data about one’s own emotions I tried to evaluated the availability of people in sharing how they feel.Later on, based on the evaluations of this app, I created two subsequent analog prototypes that can be placed in urban spaces to collect people’s place related emotions. The devices have been used both inside the university and in open urban spaces in Malmö. Using the experiences made with these prototypes, concerning the availability of people in sharing their emotions about spaces, this thesis is used to develop guidelines and design opportunities for further development of interactive street furniture designed to collect place related emotions.
|
Page generated in 0.0604 seconds