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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.
1

Design of a Quay Crane Training Simulator

Chen, Boyang, Xu, Mingyi January 2015 (has links)
No description available.
2

"Desenvolvimento de um Simulador de Treinamento para Operadores do Reator de Pesquisa IEA-R1" / DEVELOPMENT OF A TRAINING SIMULATOR TO OPERATORS OF THE IEA-R1 RESEARCH REACTOR

Carvalho, Ricardo Pinto de 02 August 2006 (has links)
Este trabalho apresenta o desenvolvimento de um Simulador do Reator de Pesquisa IEAR1. O Simulador foi desenvolvido com Visual C++ em duas etapas: 1) construção dos modelos matemáticos e 2) criação e configuração de interfaces gráficas em um aplicativo Windows XP. Utilizou-se uma modelagem simplificada dos principais fenômenos físicos: o nuclear através de cinética pontual, e o modelo de térmica e hidráulica através das leis de conservação de massa e energia no canal médio do reator. As equações diferenciais dinâmicas dos processos nucleares, térmicos e hidráulicos foram solucionadas pela técnica de diferenças finitas através do método de Runge-Kutta de 4ª ordem. Foram modelados os sistemas: controle de reatividade, resfriamento do reator e proteção do reator. As variáveis de processo são armazenadas em arquivos ASCII. O Simulador permite o usuário navegar por interfaces gráficas dos sistemas e monitorar tendências dos transientes de operação sendo uma ferramenta interativa para ensino e treinamento de operadores do IEA-R1. Este também pode ser usado por alunos e professores no ensino de teoria de reatores, térmica e hidráulica. O Simulador permite simulações de operações de partida, manobra de potência e parada. / This work reports the development of a Simulator for the IEA-R1 Research Reactor. The Simulator was developed with Visual C++ in two stages: 1) construction of the mathematics models and 2) development and configuration of graphics interfaces in a Windows XP executable. A simplified modeling was used for main physics phenomena, using a point kinetics model for the nuclear process and the energy and mass conservation laws in the average channel of the reactor for the thermal hydraulic process. The dynamics differential equations were solved by using finite differences through the 4th order Runge- Kutta method. The reactivity control, reactor cooling, and reactor protection systems were also modeled. The process variables are stored in ASCII files. The Simulator allows navigating by screens of the systems and monitoring tendencies of the operational transients, being an interactive tool for teaching and training of IEA-R1 operators. It also can be used by students, professors, and researchers in teaching activities in reactor and thermal hydraulics theory. The Simulator allows simulations of operations of start up, power maneuver, and shut down.
3

"Desenvolvimento de um Simulador de Treinamento para Operadores do Reator de Pesquisa IEA-R1" / DEVELOPMENT OF A TRAINING SIMULATOR TO OPERATORS OF THE IEA-R1 RESEARCH REACTOR

Ricardo Pinto de Carvalho 02 August 2006 (has links)
Este trabalho apresenta o desenvolvimento de um Simulador do Reator de Pesquisa IEAR1. O Simulador foi desenvolvido com Visual C++ em duas etapas: 1) construção dos modelos matemáticos e 2) criação e configuração de interfaces gráficas em um aplicativo Windows XP. Utilizou-se uma modelagem simplificada dos principais fenômenos físicos: o nuclear através de cinética pontual, e o modelo de térmica e hidráulica através das leis de conservação de massa e energia no canal médio do reator. As equações diferenciais dinâmicas dos processos nucleares, térmicos e hidráulicos foram solucionadas pela técnica de diferenças finitas através do método de Runge-Kutta de 4ª ordem. Foram modelados os sistemas: controle de reatividade, resfriamento do reator e proteção do reator. As variáveis de processo são armazenadas em arquivos ASCII. O Simulador permite o usuário navegar por interfaces gráficas dos sistemas e monitorar tendências dos transientes de operação sendo uma ferramenta interativa para ensino e treinamento de operadores do IEA-R1. Este também pode ser usado por alunos e professores no ensino de teoria de reatores, térmica e hidráulica. O Simulador permite simulações de operações de partida, manobra de potência e parada. / This work reports the development of a Simulator for the IEA-R1 Research Reactor. The Simulator was developed with Visual C++ in two stages: 1) construction of the mathematics models and 2) development and configuration of graphics interfaces in a Windows XP executable. A simplified modeling was used for main physics phenomena, using a point kinetics model for the nuclear process and the energy and mass conservation laws in the average channel of the reactor for the thermal hydraulic process. The dynamics differential equations were solved by using finite differences through the 4th order Runge- Kutta method. The reactivity control, reactor cooling, and reactor protection systems were also modeled. The process variables are stored in ASCII files. The Simulator allows navigating by screens of the systems and monitoring tendencies of the operational transients, being an interactive tool for teaching and training of IEA-R1 operators. It also can be used by students, professors, and researchers in teaching activities in reactor and thermal hydraulics theory. The Simulator allows simulations of operations of start up, power maneuver, and shut down.
4

Simulating Dialysis : Concept Evaluation of a PC Training Simulator for Nurses

Holm, Malin January 2013 (has links)
Nurses at a haemodialysis clinic are required to handle complex technological equipment in a stressful environment, with the patients’ lives at risk. A training needs analysis (TNA) that was made at Karolinska University Hospital Huddinge in 2010 identifies the nurses’ need to practice alarm situations in the safe environment of a computer-based training simulator. This project builds on the conclusions of the TNA and the aim is to evaluate the concept of a training simulator by developing and evaluating a prototype program. The simulation model used is the prototype is based on a problem solving approach with virtual patient scenarios. During the entire development process continuous input has been gathered from nurses who work with dialysis. The project was completed by structured user test focusing on evaluating the usability and realism of the prototype. The conclusion of the project is that nurses working with dialysis need to practice alarm situations and that a training simulator could meet this need. The report is written in English.
5

Design of a Haptic Simulator for Pedicle Screw Insertion in Pediatric Scoliosis Surgery

Leung, Regina 04 December 2013 (has links)
The following work presents the design of a haptic training simulator for pedicle screw insertions in pediatric scoliosis surgery. In particular, the haptic simulator simulates the haptic sensations associated with probe channeling through the pedicle using the free-hand technique. The design includes 1 DOF custom haptic device, haptic model, and controller. The design is tested and evaluated for feasibility through a small pilot studying involving 5 expert surgeons. Significant agreement across expert surgeons was obtained regarding the feasibility and potential for the simulator to be a useful training tool.
6

Design of a Haptic Simulator for Pedicle Screw Insertion in Pediatric Scoliosis Surgery

Leung, Regina 04 December 2013 (has links)
The following work presents the design of a haptic training simulator for pedicle screw insertions in pediatric scoliosis surgery. In particular, the haptic simulator simulates the haptic sensations associated with probe channeling through the pedicle using the free-hand technique. The design includes 1 DOF custom haptic device, haptic model, and controller. The design is tested and evaluated for feasibility through a small pilot studying involving 5 expert surgeons. Significant agreement across expert surgeons was obtained regarding the feasibility and potential for the simulator to be a useful training tool.
7

Greppa tag i VR : Jämförande användarstudie av egenbyggda haptiska handskar och dess påverkan på användarupplevelsen

Rubensson, Jonathan, Bragazzi Eriksson, Gabriel January 2022 (has links)
This study was conducted to explore budget DIY VR-gloves with haptics, and its use cases within Virtual Reality (VR). The VR-gloves were built according to an open-source project, called LucidGloves. A user test with 19 users was later conducted, where the VR-gloves were compared to Vive-controllers regarding the user experience in a VR-environment. The result for the entire test group showed no significant difference between the two units. A significant difference was found for the males, where the virtual hands were perceived more as their own (virtual body ownership) when using the VR-gloves. For the experienced VR-users, there was a significant difference regarding the object interaction, where the Vive-controllers appeared more realistic. The conclusions made is that if VR-gloves increase virtual body ownership for males, there is a potential to increase performance in VR-training simulators with VR-gloves. It is also crucial that the VR-gloves perform faultless to keep the user’s presence in VR. This is at the same time is difficult to do with one pair of gloves that should suit multiply hand sizes. The suggestions for improvement that were identified was to develop the responsivity and interaction for the VR-gloves. Further areas of improvement were to increase the robustness of the gloves, where suggestions were developed regarding a different component layout, battery placement and cord attachment. / Denna studie utfördes för att utforska egenbyggda billiga VR-handskar med haptik och dess användningsmöjligheter inom Virtual Reality (VR). VR-handskarna byggdes utifrån ett open source-projekt kallat LucidGloves. Ett användartest med 19 deltagare jämförde sedan VR-handskarna med Vive-kontroller i avseende på användarupplevelse i en VR-miljö. För hela testgruppen fanns ingen signifikant skillnad mellan de två styrsystemen. För männen upplevdes de virtuella händerna mer som ens egna händer (virtuellt kroppsägande) när VR-handskar användes. För enbart erfarna VR-användare fanns dessutom en signifikant skillnad gällande objektinteraktion, där det upplevdes mer realistiskt med Vive-kontrollerna. Slutsatser som dragits är att handskarna med ökat virtuellt kroppsägande för män visar potential i att förbättra träningssimulatorer i VR. Det är även viktigt att handskarna fungerar felfritt för att behålla användarens närvaro i VR (presence), men att detta är svårt att åstadkomma med ett par handskar som ska passa för olika handstorlekar. Förbättringsförslag som identifierades var framför allt att utveckla responsiviteten och interaktionen för handskarna. Ytterligare förbättringsförslag var att förbättra robustheten på handskarna, där förslag om förbättrad komponentlayout, batteriplacering och sladdfäste togs fram.
8

Key Factors Considered When Purchasing a VR Hobby Skill Training Simulator : A Consumer Perspective / Nyckelfaktorer som tas hänsyn till vid köp av en VR Hobby Skill Training Simulator : Ett konsumentperspektiv

Lindmark, Ada, Nilsson Kinberg, Kajsa January 2022 (has links)
In recent years, VR and VR devices have become more popular due to advances intechnology and lower costs, making the technology more accessible to the general public. One application within VR that is expected to grow is VR hobby skill training simulators (VR HSTS), which are now accessible not only for education and companies but also to consumers. In contrast to games which are mainly played for entertainment purposes, and unlike simulators used in educational or professional settings not purchased by the practitioners themselves, VR HSTS add complexity. This is characterized by a systematic pursuit of activities meaningful for the practitioner and a social world that is formed by involved participants sharing a common interest in a specific hobby. This raises questions about the customers of VR HSTS and their purchasing behavior, where the literature has not yet covered this new and fast-developing area. As companies strive to meet customer needs and create desirable value propositions, it is crucial to understand the customers and their behavior. Through semi-structured interviews with customers of a VR HSTS, this study investigates their consumer behavior with the purpose of understanding what drives consumers to purchase a VR HSTS. By analyzing the results using thematic analysis and a theoretical framework adapted from the theory of planned behavior, the factors seen as important in the decision-making process are identified. This study concludes that the key factors considered when purchasing a VR HSTS are perceived quality of VR, perceived quality of the specific VR HSTS, what other people, who practice the same hobby but who the customers do not know, think about the VR HSTS, what people who they do know think about the product or purchase, money, ease of purchase and use. This study finds the research area of consumer behavior within VR HSTS to be of great importance in order to understand customers in a fast-developing field, where our study contributes with new insights and factors important for the customers whenmaking a VR HSTS purchase. / VR och VR-enheter har under de senaste åren ökat i popularitet till följd av utvecklingen av teknologin och lägre kostnader vilket gjort tekniken mer tillgänglig till allmänheten. Ett användningsområde inom VR som väntas växa är VR hobby skill training simulators (VR HSTS) som nu inte bara är tillgängliga för utbildning och företag, utan också konsumenter. Till skillnad från spel som främst spelas i underhållningssyfte och simulatorer som används i utbildning och professionella kontexter där användaren själv inte köpt produkten, ökar komplexiteten med VR HSTS. Här karaktäriseras användandet med en systematisk sysselsättning av aktiviteter som skapar en större mening för utövaren likväl som en social värld som formas av involverade människor som delar ett intresse i en specifik hobby. Detta väcker frågor om kunderna till VR HSTS och deras köpbeteende där litteraturen inte än har täckt detta nya och snabbt utvecklande område. Eftersom företag strävar efter att möta kundernas behov och skapa åtråvärdavärde erbjudanden är det avgörande att förstå kunderna och deras beteende. Genom semistrukturerade intervjuer med kunder som köpt en VR HSTS undersöker denna studie deras beteende med syftet att förstå vad som driver dem till att köpa en VR HSTS. Genom att analysera resultaten med hjälp av tematisk analys och ett anpassat teoretiskt ramverk baserat på theory of planned behavior kartläggs faktorerna som ses som viktigast i beslutsprocessen. Denna studie sammanfattar att nyckelfaktorerna som tas hänsyn tillvid köpet av en VR HSTS är uppfattad kvalitet på VR och den specifika VR HSTS, vad andra människor, som utövar samma hobby men som kunderna inte känner, tycker om VR HSTS, vad personer som de känner tycker om produkten eller köpet, pengar och enkelt köp och användning. Denna studie anser att forskningsområdet om konsumentbeteende inom VR HSTS är viktigt för att förstå kunder inom ett snabbtutvecklande område, där vår studie bidrar med nya insikter och faktorer som är viktiga för kunderna när de gör ett köp av VR HSTS.

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