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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.
91

Implementation of a language translator for the computer aided prototyping system

Altizer, Charles Edwin 12 1900 (has links)
Approved for public release; distribution is unlimited / Rapid prototyping is a method of software system development that is gaining much support presently. Rapid prototyping allows the designer to quickly produce a model of a system or part of a system which the user can see and thus verify if his requirements have been met. The prototype specifications can then be efficiently converted to an accurate set of program specifications that the programmers can implement as a final working system. The computer aided prototyping system (CAPS) is a rapid prototyping system that will automate many of the processes of prototyping such as code generation of prototype modules and searching for reusable components. One of the many components of CAPS is a language translator which translates a prototype specification written in the Prototype System Description Language (PSDL) into a set of Ada procedures and packages. The Ada procedures and packages, when executed in proper order, will effectively execute the prototype. This thesis demonstrates an implementation of the translator component of the CAPS. An attribute grammar tool, Kodiyak, is used to build a translator which implements the major constructs of PSDL and produces Ada code to implement PSDL operators according to their control constraints. / http://archive.org/details/implementationof00alti / Lieutenant, United States Navy
92

Ein Doppelschneckenextruder zur Materialdosierung in einem Rapid Prototyping-Prozess

Flath, Tobias, Schulze, Fritz Peter, Neunzehn, Jörg, Wiesmann, Hans-Peter, Hacker, Michael C., Schulz-Siegmund, Michaela 10 December 2016 (has links) (PDF)
Aus der Einleitung: "Im Tissue Engineering und in der Medizintechnik gewinnt das Rapid Prototyping (RP), das zu den additiven Fertigungsverfahren zählt, zunehmend an Bedeutung (Zhang, et al. 2015) (Li, et al. 2014). Für die Verarbeitung von thermoplastischen Biopolymeren ist das Fused Deposition Modeling (FDM, schematische Darstellung in Abbildung 1) von zentralem Stellenwert. ..."
93

Prototyping Tools for the Early Stages of Web Design

Anggreeni, Irene January 2006 (has links)
<p>There is a gap between low-fidelity prototyping using paper and high-fidelity prototyping using computers in web design. Both serve well in different stages of web design, but are not well integrated. Prior studies have examined the practice of web designers. The studies resulted in a number of alternative prototyping tools, which focus on informal representation and try to prolong sketching in the design process.</p><p>The thesis proposes a design of a prototyping tool that makes use of existing paper sketches. In paper prototyping, a human who acts as the “computer” makes the sketches interactive. In the prototyping tool put forward in the thesis, the interactivity of the sketches is instead created on the computer. The novel prototyping tool needs to support the interactions and behaviours used in web design, and it must be easy to use so that the web designers do not have to invest too much time learning it.</p><p>The prototype of the tool is a sketch-and-scan interface, thus allowing the use of paper the way it is. The functionality supports both documentation and computer interactivity. Usability tests and expert reviews were conducted, involving students, lecturers and researchers in human-computer interaction.</p><p>The results elaborate previous research on prototyping practice, and a designers’ wish list was formulated. A prototyping tool is expected to support communication between users, designers and developers; as well as to reduce a designer’s need to change his work practice when using the tool.</p>
94

High throughput profile millling for the flexible and accelerated processing of electric steels

Liles, Howard J. 09 April 2013 (has links)
The proliferation of electric machines has drastically increased in recent years and is likely to increase into the future. This interest in the production of advanced, high power density electrical machines that are small in size has heightened the need for flexible manufacturing processes to produce their laminated components during short batch and prototyping production runs. A means of cost effective, accelerated prototyping of these machines will have a substantial impact on their design and optimization, reducing time requirements to produce and test a given design. A review of the current manufacturing methods for prototyping electric machines was conducted. In particular, laser cutting, electric discharge machining, and abrasive waterjet (AWJ) machining were researched as competitive processes. Each of these methods exhibits marked advantages and disadvantages that present the opportunity for a new process to compete. This work investigates the applicability of high throughput profile milling (HTPM) for the prototyping of advanced electric machines, specifically, the process parameter space for milling of electrical steels. The material response will be determined by characterizing its specific cutting energy and utilizing this to develop a model to predict cutting forces during the milling process. Optimal process parameters will be investigated to obtain maximum productivity and minimal burr formation. Finally, the impact of HTPM processing on the magnetic properties of electrical steels will be compared to that of a leading prototyping technology, AWJ machining.
95

Virtual prototypes for the model-based elicitation and validation of collaborative scenarios

Berg, Gregor January 2013 (has links)
Requirements engineers have to elicit, document, and validate how stakeholders act and interact to achieve their common goals in collaborative scenarios. Only after gathering all information concerning who interacts with whom to do what and why, can a software system be designed and realized which supports the stakeholders to do their work. To capture and structure requirements of different (groups of) stakeholders, scenario-based approaches have been widely used and investigated. Still, the elicitation and validation of requirements covering collaborative scenarios remains complicated, since the required information is highly intertwined, fragmented, and distributed over several stakeholders. Hence, it can only be elicited and validated collaboratively. In times of globally distributed companies, scheduling and conducting workshops with groups of stakeholders is usually not feasible due to budget and time constraints. Talking to individual stakeholders, on the other hand, is feasible but leads to fragmented and incomplete stakeholder scenarios. Going back and forth between different individual stakeholders to resolve this fragmentation and explore uncovered alternatives is an error-prone, time-consuming, and expensive task for the requirements engineers. While formal modeling methods can be employed to automatically check and ensure consistency of stakeholder scenarios, such methods introduce additional overhead since their formal notations have to be explained in each interaction between stakeholders and requirements engineers. Tangible prototypes as they are used in other disciplines such as design, on the other hand, allow designers to feasibly validate and iterate concepts and requirements with stakeholders. This thesis proposes a model-based approach for prototyping formal behavioral specifications of stakeholders who are involved in collaborative scenarios. By simulating and animating such specifications in a remote domain-specific visualization, stakeholders can experience and validate the scenarios captured so far, i.e., how other stakeholders act and react. This interactive scenario simulation is referred to as a model-based virtual prototype. Moreover, through observing how stakeholders interact with a virtual prototype of their collaborative scenarios, formal behavioral specifications can be automatically derived which complete the otherwise fragmented scenarios. This, in turn, enables requirements engineers to elicit and validate collaborative scenarios in individual stakeholder sessions – decoupled, since stakeholders can participate remotely and are not forced to be available for a joint session at the same time. This thesis discusses and evaluates the feasibility, understandability, and modifiability of model-based virtual prototypes. Similarly to how physical prototypes are perceived, the presented approach brings behavioral models closer to being tangible for stakeholders and, moreover, combines the advantages of joint stakeholder sessions and decoupled sessions. / Anforderungsingenieure erheben, dokumentieren und validieren wie Bedarfsträger in einzelnen und gemeinsamen Aktivitäten die Ziele ihrer kollaborativen Szenarios erreichen. Auf Grundlage von Angaben darüber, wer warum mit wem zusammen was erledigt, kann anschließend ein Softwaresystem spezifiziert und umgesetzt werden, welches die Bedarfsträger bei der Durchführung ihrer Abläufe unterstützt. Um Anforderungen verschiedener (Gruppen von) Bedarfsträger zu erfassen und zu strukturieren, werden szenariobasierte Ansätze genutzt und erforscht. Die Erhebung und Validierung von Anforderungen, die kollaborative Szenarios abdecken, ist dennoch kompliziert, da derartige Informationen hochgradig verknüpft, fragmentiert und über mehrere Bedarfsträger verteilt sind, wodurch sie nur in Gruppensitzungen effizient erhoben und validiert werden können. In Zeiten global verteilter Firmen ist die Planung und Durchführung solcher Workshops mit Gruppen von Bedarfsträgern nur selten praktikabel. Mit einzelnen Bedarfsträgern zu sprechen ist hingegen oft realisierbar, führt aber zu fragmentierten, unvollständigen Szenariobeschreibungen. Durch eine Vielzahl von Einzelgesprächen mit wechselnden Bedarfsträgern kann diese Fragmentierung aufgelöst werden – dies ist aber eine fehleranfällige und zeitaufwändige Aufgabe. Zwar bieten formale Modellierungsmethoden z.B. automatische Konsistenzchecks für Szenarios, doch führen derartige Methoden zu Mehraufwand in allen Gesprächen mit Bedarfsträgern, da diesen die verwendeten formalen Notationen jedes Mal erläutert werden müssen. Handfeste Prototypen, wie sie in anderen Disziplinen eingesetzt werden, ermöglichen es Designern, ihre Konzepte und erhobenen Anforderungen ohne viel Aufwand mit Bedarfsträgern zu validieren und zu iterieren. In dieser Dissertation wird ein modellbasierter Generierungsansatz vorgeschlagen, der kollaborative Szenarios prototypisch auf Grundlage von formalen Verhaltensmodellen für die beteiligten Bedarfsträger darstellt. Durch die Simulation dieses Verhaltens und dessen Animation innerhalb einer webbasierten, domänenspezifischen Visualisierung, können Bedarfsträger diese Modelle erleben und die bisher erfassten Szenarios validieren. Eine derartige interaktive Szenariosimulation wird als modellbasierter virtueller Prototyp bezeichnet. Basierend auf den Interaktionen zwischen Bedarfsträgern und einem virtuellen Prototypen ihrer Szenarios können zudem formale Verhaltensspezifikationen automatisch abgeleitet werden, die wiederum die fragmentierten kollaborativen Szenarios vervollständigen. Dies ermöglicht es den Anforderungsingenieuren, die kollaborativen Szenarios in individuellen Sitzungen mit einzelnen Bedarfsträgern zu erheben und zu validieren – entkoppelt voneinander, da Bedarfsträger webbasiert teilnehmen können und dabei nicht darauf angewiesen sind, dass andere Bedarfsträger ebenfalls in der gleichen Sitzung teilnehmen. Diese Dissertation diskutiert und evaluiert die Machbarkeit, Verständlichkeit sowie die Änderbarkeit der modellbasierten virtuellen Prototypen. Auf die gleiche Art wie physikalische Prototypen wahrgenommen werden, erlaubt es der vorgestellte Ansatz, Verhaltensmodelle für Bedarfsträger erlebbar zu machen und so die Vorteile von Gruppensitzungen mit denen entkoppelter Sitzungen zu verbinden.
96

Die mechanischen Eigenschaften von Stereolithographiematerialien während der Aushärtung

Eschl, Johannes. January 2002 (has links)
Stuttgart, Univ., Diss., 2002.
97

From Curb to Launch : Explore the pre-launch, ground experience for space tourism in 2040

Lee, Benjamin January 2018 (has links)
We are at the dawn of the next chapter of manned space flight, and space travel will soon be within reach for the majority of the humanity, not just the elite. The imminent launch of Virgin Galactic's first commercial service this year, soon to be followed by companies such as SpaceX and Blue Origin, means that space tourism will quickly go from one individual every few years to dozens, perhaps hundreds of new space tourists annually. Everyday civilians going to space for the purpose of tourism will have fundamentally different needs than professional astronauts going up to space for days or month at a times for work and research. To make space travel within reach of the masses, space tourist will need a different and simplified process compared to traditional astronauts. This thesis created a user-centered service that allows companies to handle the increasing number of private individuals going to space. The service not only prepares the customer for the space flight, but also provides an experience that will last a lifetime, that will be shared with others, and in the process perhaps inspire a new generation of human progress and collaboration. The result is a snapshot of the overall service, illustrate the user experience in an immersive, virtual environment. As part of the exploration, an immersive and very effective new method of user experience testing is developed as contribution to the field of Interaction Design.
98

Gratification by Gamification : Gamification som medel för att skapa en användbar applikation för synpunktshantering / Gratification by Gamification

Ekman, Elin, Hansson, Maria January 2018 (has links)
It is challenging to motivate usage of IT services provided by government or public administration since the usage of such services is based on voluntariness. One way to incentivize usage is by making such services fun to use, which can be done by using gamification. Gamification is game-like elements in an otherwise non-game like service. This study aims to describe how gamification, from a usability perspective, can be used in a citizen report application. The strategy used in this study is design and creation where we develop an IT artefact that constitute a prototype. Hence, the method prototyping is used. Furthermore, usability is considered while developing this prototype. The scientific contribution of this study is the prototype itself, and insights on how to use gamification as a vehicle for usability. Two versions of the prototype were developed before tested by five focus groups, which added up to a total of 37 respondents. The focus groups answered a questionnaire and participated in a semi-structured group interview. The result of this was evaluated and used to improve the prototype and to find suggestions of how to implement gamification in the application. Our findings show that gamification can be implemented in the application and should be so by using a point system where the points can be cashed in for a reward of some sort. To counteract risks of vandalism the points should be handed out to the user after the suggestion in the report is considered and validated by the public administration providing the service. Gamification should be implemented to create satisfaction regarding usability. However, this study finds that accommodation of efficiency and effectiveness needs should be prioritized before satisfactory needs are implemented in the application. / Det är en utmaning att motivera användning av IT-tjänster som tillhandahålls av offentlig förvaltning eftersom användningen baseras på frivillighet. Ett sätt att motivera användning är att göra det roligt att använda tjänsten. Det kan ske med gamification. Gamification är spelliknande element i en, annars, icke-spelmässig tjänst. Denna studie syftar till att beskriva hur gamification, ur ett användbarhetsperspektiv, kan användas för att skapa en applikation för synpunktshantering. Forskningsstrategin som används är design and creation där vi utvecklar en IT-artefakt som utgörs av en prototyp för en synpunktshanteringsapplikation. Metoden som används för detta är prototyping. Vidare tas användbarhet i beaktande under utvecklingen av prototypen. Kunskapsbidraget för denna studie är dels prototypen och dels insikter om hur gamification kan användas för att skapa användbarhet. Två versioner av prototypen utvecklades initialt. Dessa testades av fem fokusgrupper med totalt 37 respondenter. Respondenterna deltog i en enkät samt en semistrukturerad gruppintervju. Resultatet av detta utvärderades sedan och användes för att förfina prototypen och för att ge förslag på hur gamification kan införas i applikationen. Denna studie visar att gamification kan implementeras i applikationen och bör göras så genom ett poängssystem där poängen kan användas för en belöning. För att motverka risker med skadegörelse ska poängen delas ut efter en inrapporterad synpunkt har behandlats av kommunen som tillhandahåller tjänsten. Gamification ska användas för att det är underhållande och belönande vilket skapar tillfredsställelse ur ett användbarhetsperspektiv. Vi konstaterar också att ändamålsenlighet och effektivitet måste tillgodoses innan gamification, som tillfredsställande element, införs.
99

Technischer Bericht zum virtuellen 3D-Stiefeldesign

Kühnert, Tom, Rusdorf, Stephan, Brunnett, Guido 01 August 2012 (has links) (PDF)
Während in der industriellen Schuhherstellung viele Schritte im Fertigungsprozess des Produktes Schuh bereits computergestützt ablaufen, wird der Bereich des Schuhdesigns erst langsam durch neue Technologien unterstützt. Mehrere Herausforderungen ergeben sich durch diesen Schritt, deren Bewältigung auch einen wichtigen Beitrag im virtuellen Design anderer Produkte liefern kann. Dazu zählen Erkenntnisse in den Bereichen der individuell auf Maß gefertigten Produkte, der intuitiven Konstruktion der Produktbestandteile und der haptischen Interaktion mit den virtuellen Prototypen. Die vorliegende Arbeit soll einen detaillierten Einblick in die im Rahmen des Forschungsprojektes "Dreidimensionales Stiefeldesign auf der Grundlage realer Beinmessdaten" bearbeiteten Themengebiete geben. Die wissenschaftliche Ausarbeitung wird zur weiteren Verwendung der Forschungsergebnisse durch einen realistischen technischen Detailgrad ergänzt.
100

Experimentální biomechanická protéza ruky / Experimental biomechanical hand prosthesis

Lux, Martin January 2012 (has links)
This masters thesis deals with experimental biomechanical hand prosthesis designing and its realization in shape of prototype. Hand prosthesis sizing corresponds with adult man hand. Prosthesis functionality is selected with respect to search analysis results, to provide sufficient options to grip different objects. Hand design, including technical documentation, is completely made in Autodesk Inventor 2012. Main parts of prototype are made with using rapid - prototyping technologies. Used materials for parts made by this way are ABS plastics and plaster powder. Firgelli linear actuators (product line L) are used as drive for electrical controlled fingers. Prototype control is realized by PCI card and program, which has been written in LabView.

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