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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

Daytime veiling glare in automobiles caused by dashboard reflectance

Dunsäter, Andreas, Andersson, Marcus January 2008 (has links)
Veiling glare has always existed in cars, but during the last years it has been brought up as a big problem. One reason is that glossier materials are being used in car interior design. Another reason is that the customers who buy the cars are getting more quality conscious. They demand to get top quality for the high price that they pay for a car, and veiling glare problems could be regarded as “low quality”. Veiling glare is when light hits the car interior and reflects into the windshield, causing mirror-like images in the windshield (ghost images). This can impair the driving experience in two ways. It can lower the contrast of the road scene and it may be a cluttering for the driver. This work handles daytime veiling glare from dashboard reflectance. The purpose was to investigate the area and to see if Saab can avoid the problem with veiling glare by using virtual prototyping (see chapter 3.3.1). This has been done by examining if the light simulation software Speos can be used to simulate and predict veiling glare, and thereby be used as a tool for better design. Key words: Veiling glare, dashboard, windshield, Speos, virtual prototyping.
2

Daytime veiling glare in automobiles caused by dashboard reflectance

Dunsäter, Andreas, Andersson, Marcus January 2008 (has links)
<p>Veiling glare has always existed in cars, but during the last years it has been brought up as a big problem. One reason is that glossier materials are being used in car interior design. Another reason is that the customers who buy the cars are getting more quality conscious. They demand to get top quality for the high price that they pay for a car, and veiling glare problems could be regarded as “low quality”.</p><p>Veiling glare is when light hits the car interior and reflects into the windshield, causing mirror-like images in the windshield (ghost images). This can impair the driving experience in two ways. It can lower the contrast of the road scene and it may be a cluttering for the driver.</p><p>This work handles daytime veiling glare from dashboard reflectance. The purpose was to investigate the area and to see if Saab can avoid the problem with veiling glare by using virtual prototyping (see chapter 3.3.1). This has been done by examining if the light</p><p>simulation software Speos can be used to simulate and predict veiling glare, and thereby be used as a tool for better design.</p><p>Key words: Veiling glare, dashboard, windshield, Speos, virtual prototyping.</p>
3

Virtual Prototyping of Fast Area Based Image Stitching Algorithm

Mudragada, Lakshmi Kalyani January 2019 (has links)
No description available.
4

Characterizing Virtual Prototype Constructability Programming for the Pictographic Instruction of Procedure

Johnston, Brendan Ashley 03 December 2012 (has links)
The modern design-construction boundary is facing an unprecedented moment of evaluation. Global applications of building information modeling, including virtual prototyping, factory-based component procurement and industrialized site production are only a few of the forces that threaten to engulf the established façades of architecture, engineering and construction practice. Those professional identities that are unable or unwilling to reach deeply into this oncoming torrent of interoperability, integrated delivery, and infinite domains will be lost. It is even possible that the language of building culture will be washed away forever. Preparations should be made. This research proposes to strengthen available built-project communications. It does so by examining the natural architectonic relationships which exists at the most primitive level of production — about the assembly task. A work and its procedures are investigated through the programming interface of a Virtual Prototype (VP) modeling system. With visualized constructability as its goal, this study highlights the character of VP programming as it translates between design and production information with digital specificity. The results of that investigation fashion a test of a new production communications language with the potential to enrich and refresh the insulate expressions and hollow specification of traditional design communications. / Ph. D.
5

VIRTUAL PROTOTYPING OF AXIAL PISTON MACHINES OF SWASH PLATE TYPE

Rene Chacon Portillo (5929562) 02 August 2019 (has links)
Axial piston machines are widely used in the industry ranging from aerospace, agriculture, automotive, heavy machinery, etc. These applications require better pumps and motors to meet current market demands such as higher power density in hydraulic units, smarter pumps (diagnostics and prognostics), higher efficiencies, and compactness. The current state-of-the-art in pump design is mostly based on heuristic design approach with very limited use of numerical toolssince the invention of this positive displacement machine until the present time. The numerical tools being used do not capture the physical phenomena in the thin fluid film between the rotating group components. The work presented in this dissertation aims to demonstrate the feasibility of virtual prototyping utilizing a combination of in-house developed multi-domain models and to propose a novel computational based design methodology for axial piston machines. The methodology is an iterative process between the virtual components in 3D CAD models and the function evaluations for the design requirements utilizing the numerical models which provide an accurate prediction to the behavior of the mechanical components working together. To validate the proposed methodology a case study on a 24 cc/rev axial piston machine was carried out. The machine was built virtually, simulated,and optimized for desired performance. A physical prototype was built based on the case study and tested successfullyfor forty-five operating conditions.
6

Prototipação virtual de plataforma agrícola móvel / Virtual prototyping of mobile agricultural platform

Vale, Heleno Murilo Campeão 25 August 2005 (has links)
A realidade virtual (RV) tem como principal área de aplicação o entretenimento. Porém, nos últimos anos, devido ao desenvolvimento acelerado do hardware de computadores, a RV se tornou mais acessível, sendo amplamente utilizada, também, nas áreas acadêmica e industrial. Uma parte da RV que, a cada dia, se torna mais importante para as áreas da engenharia é a prototipação virtual (PV). Normalmente, a prototipação física de um produto pode ser dispendiosa e inviável para determinados projetos. Nesses casos, a PV pode ser utilizada para evitar gastos desnecessários, alcançando resultados satisfatórios. Neste trabalho são descritos os passos referentes à implementação de um protótipo virtual, baseado no anteprojeto em desenvolvimento do projeto de pesquisa do Laboratório de Simulação e Controle de Sistemas Discretos do SEM-EESC, com auxílio pesquisa FAPESP processo: 2003/06582-0 \"Veículo agrícola autônomo (VAA): uma plataforma para desenvolvimento de tecnologias de navegação autônoma e para aquisição de dados em agricultura de precisão\". Além da descrição da implementação do protótipo virtual, neste trabalho são analisadas cinco ferramentas de desenvolvimento virtual disponíveis para testes no laboratório de simulação: 3Dcanvas Freeware, WorldUp, EON Studio 4.0, WEBOTS e EON Professional. Os critérios de avaliação das ferramentas foram baseados nas necessidades principais do projeto em questão, como implementação de centros de massa distribuídos, criação de terrenos não-estruturados (constituídos por morros, buracos etc.), controles de tração, torque, além de outras características físicas essenciais. A fase inicial da implementação foi desenvolvida em EON Studio 4.0. Devido à falta de recursos disponíveis nessa ferramenta, a fase final da implementação foi desenvolvida no software EON Professional. A análise do comportamento da plataforma em terrenos não-estruturados, a verificação dos ângulos de inclinação suportados e a análise da reconfiguração das laterais da plataforma são alguns dos resultados obtidos. / Virtual reality (VR) has entertainment as its main area of application. However, over the last few years, due to a fast-paced development of computers hardware, VR has become more accessible, being widely used both in the academic and industrial areas. A part of VR that is becoming more important for the engineering areas is virtual protoyping (VP). Normally, the physical prototyping of a product can be expensive and impracticable for some projects. In such cases, VP can be used to prevent unnecessary operating costs, reaching satisfactory results. In this paper, the steps of the implementation of a virtual prototype are described, based on the first draft in development of the research project of the Laboratory of Simulation and Control of Discrete Systems of SEM-EESC, with FAPESP support process: 2003/06582-0 \"Autonomous agricultural vehicle (AAV): a platform for development of technologies for independent navigation and for data acquisition in precision agriculture\". Besides the description of the virtual prototype implementation, in this paper five tools for virtual development, available for tests in the laboratory of simulation, are analyzed: 3Dcanvas Freeware, WorldUp, EON Studio 4.0, WEBOTS and EON Professional. The criteria of evaluation of the tools were based on the main necessities of the project, such as the implementation of distributed centers of mass, not-structuralized land creation (made up of hills, holes etc.), traction controls,torque, besides other essential physical characteristics. The initial stage of the implementation was developed at EON Studio 4.0. Due to the lack of available resources in this tool, the final stage of the implementation was developed in EON Professional software. The behavior analysis of the platform at non-structuralized lands, the verification of the supported inclination angles and the analysis of the platform laterals reconfiguration are some of the achieved results.
7

Prototipação de um torno CNC utilizando realidade virtual. / Prototyping of a lathe CNC using virtual reality.

Valerio Netto, Antonio 18 September 1998 (has links)
Este trabalho tem como objetivo o desenvolvimento de um procedimento para a implementação de um protótipo de um torno CNC utilizando realidade virtual. Enfocando principalmente, seu sistema de intertravamento (funcionalidade) e seu modelo geométrico (design físico). Este trabalho se inicia com uma revisão sobre o emprego da realidade virtual em várias áreas inclusive na indústria, e posteriormente discorre sucintamente sobre a estrutura de programação e a justificativa da utilização da ferramenta de construção de ambientes virtuais utilizada no projeto. Em seguida enfoca as especificações do torno CNC virtual e do intertravamento proposto, inclusive com explicações dos passos utilizados para a obtenção da lógica funcional do torno. Adiante é exposto o procedimento adotado para a implementação do protótipo do torno virtual e quais foram os passos utilizados para o desenvolvimento do modelo gráfico incluindo as soluções encontradas para implementação das características deste modelo interativo. Por fim o trabalho apresenta um breve relato sobre a possibilidade do projeto ser empregado nas áreas de prototipação virtual, treinamento e markenting de produtos, e também sugere um roteiro para desenvolvimento de uma máquina-ferramenta utilizando a prototipação virtual. / The aim of this work is the developing of a procedure for the implementation of a CNC lathe prototype using virtual reality, focusing mainly in its interlocking system (functionality) and its geometrical model (physical design). This work starts with a revision about the using of VR in many areas including industry, and afterwards refers briefly on the programming structure and the justificative for the use of the virtual-environment-building tool used in this project. Thereafter it focus the virtual CNC lathing machine’s specifications and the proposed interlocking, with explanations for the steps used in the obtaining of the machine’s functional logic. Later on, are exposed the chosen procedure for the implementation of the virtual machine prototype and which were the steps used for the developing of the graphical model including the found solutions for the implementation of this interactive model. Finally, the work presents a brief report about the possibility of using this project in the virtual prototyping, training and product marketing areas, and also suggests a procedure for the development of a machine tool using virtual prototyping.
8

Prototipação virtual de plataforma agrícola móvel / Virtual prototyping of mobile agricultural platform

Heleno Murilo Campeão Vale 25 August 2005 (has links)
A realidade virtual (RV) tem como principal área de aplicação o entretenimento. Porém, nos últimos anos, devido ao desenvolvimento acelerado do hardware de computadores, a RV se tornou mais acessível, sendo amplamente utilizada, também, nas áreas acadêmica e industrial. Uma parte da RV que, a cada dia, se torna mais importante para as áreas da engenharia é a prototipação virtual (PV). Normalmente, a prototipação física de um produto pode ser dispendiosa e inviável para determinados projetos. Nesses casos, a PV pode ser utilizada para evitar gastos desnecessários, alcançando resultados satisfatórios. Neste trabalho são descritos os passos referentes à implementação de um protótipo virtual, baseado no anteprojeto em desenvolvimento do projeto de pesquisa do Laboratório de Simulação e Controle de Sistemas Discretos do SEM-EESC, com auxílio pesquisa FAPESP processo: 2003/06582-0 \"Veículo agrícola autônomo (VAA): uma plataforma para desenvolvimento de tecnologias de navegação autônoma e para aquisição de dados em agricultura de precisão\". Além da descrição da implementação do protótipo virtual, neste trabalho são analisadas cinco ferramentas de desenvolvimento virtual disponíveis para testes no laboratório de simulação: 3Dcanvas Freeware, WorldUp, EON Studio 4.0, WEBOTS e EON Professional. Os critérios de avaliação das ferramentas foram baseados nas necessidades principais do projeto em questão, como implementação de centros de massa distribuídos, criação de terrenos não-estruturados (constituídos por morros, buracos etc.), controles de tração, torque, além de outras características físicas essenciais. A fase inicial da implementação foi desenvolvida em EON Studio 4.0. Devido à falta de recursos disponíveis nessa ferramenta, a fase final da implementação foi desenvolvida no software EON Professional. A análise do comportamento da plataforma em terrenos não-estruturados, a verificação dos ângulos de inclinação suportados e a análise da reconfiguração das laterais da plataforma são alguns dos resultados obtidos. / Virtual reality (VR) has entertainment as its main area of application. However, over the last few years, due to a fast-paced development of computers hardware, VR has become more accessible, being widely used both in the academic and industrial areas. A part of VR that is becoming more important for the engineering areas is virtual protoyping (VP). Normally, the physical prototyping of a product can be expensive and impracticable for some projects. In such cases, VP can be used to prevent unnecessary operating costs, reaching satisfactory results. In this paper, the steps of the implementation of a virtual prototype are described, based on the first draft in development of the research project of the Laboratory of Simulation and Control of Discrete Systems of SEM-EESC, with FAPESP support process: 2003/06582-0 \"Autonomous agricultural vehicle (AAV): a platform for development of technologies for independent navigation and for data acquisition in precision agriculture\". Besides the description of the virtual prototype implementation, in this paper five tools for virtual development, available for tests in the laboratory of simulation, are analyzed: 3Dcanvas Freeware, WorldUp, EON Studio 4.0, WEBOTS and EON Professional. The criteria of evaluation of the tools were based on the main necessities of the project, such as the implementation of distributed centers of mass, not-structuralized land creation (made up of hills, holes etc.), traction controls,torque, besides other essential physical characteristics. The initial stage of the implementation was developed at EON Studio 4.0. Due to the lack of available resources in this tool, the final stage of the implementation was developed in EON Professional software. The behavior analysis of the platform at non-structuralized lands, the verification of the supported inclination angles and the analysis of the platform laterals reconfiguration are some of the achieved results.
9

Development of a toolkit for component-based automation systems

McLeod, Charles S. January 2013 (has links)
From the earliest days of mass production in the automotive industry there has been a progressive move towards the use of flexible manufacturing systems that cater for product variants that meet market demands. In recent years this market has become more demanding with pressures from legislation, globalisation and increased customer expectations. This has lead to the current trends of mass customisation in production. In order to support this manufacturing systems are not only becoming more flexible† to cope with the increased product variants, but also more agile‡ such that they may respond more rapidly to market changes. Modularisation§ is widely used to increase the agility of automation systems, such that they may be more readily reconfigured¶. Also with globalisation into India and Asia semi-automatic machines (machines that interact with human operators) are more frequently used to reduce capital outlay and increase flexibility. There is an increasing need for tools and methodologies that support this in order to improve design robustness, reduce design time and gain a competitive edge in the market. The research presented in this thesis is built upon the work from COMPAG/COMPANION (COMponent- based Paradigm for AGile automation, and COmmon Model for PArtNers in automatION), and as part of the BDA (Business Driven Automation), SOCRADES (Service Oriented Cross-layer infrastructure for Distributed smart Embedded deviceS), and IMC-AESOP (ArchitecturE for Service- Oriented Process – monitoring and control) projects conducted at Loughborough University UK. This research details the design and implementation of a toolkit for building and simulating automation systems comprising components with behaviour described using Finite State Machines (FSM). The research focus is the development of the engineering toolkit that can support the automation system lifecycle from initial design through commissioning to maintenance and reconfiguration as well as the integration of a virtual human. This is achieved using a novel data structure that supports component definitions for control, simulation, maintenance and the novel integration of a virtual human into the automation system operation.
10

Analyse de la consistance mémoire dans les MPSoCs à l'aide du prototypage virtuel / Analysis of memory consistency in MPSoCs using virtual prototyping

Hedde, Damien 12 June 2013 (has links)
La vérification de la consistance mémoire (VCM) consiste à vérifier que l'exécution d'un programme par une plate-forme matérielle s'est déroulée conformément à un modèle de consistance mémoire (MCM).Un MCM défini certaines propriétés concernant les accès à la mémoire, en particulier concernant l'ordre d'accès provenant de différents processeurs. C'est un problème complexe qui nécessite de connaître beaucoup d'informations sur l'exécution du programme afin d'obtenir une complexité linéaire: en particulier l'ordre des écriture à chaque case mémoire.Néanmoins les techniques classiques de VCM sont trop gourmandes en occupation mémoire pour pouvoir passer à l'échelle. Dans cette thèse nous proposons une méthode de VCM destinée au prototypage virtuel ayant une complexité linéaire. Cette méthode est dynamique, c'est à dire qu'elle est effectuée en même temps que l'exécution du programme. Cette propriété est nécessaire pour pouvoir limiter l'occupation mémoire. Son occupation mémoire est par ailleurs très limitée puisque principalement dépendante de la taille des caches de la plate-forme matérielle. Pour permettre ce passage à l'échelle, la méthode proposée utilise une information supplémentaire par rapport aux méthodes classiques.Nous avons implanté la méthode proposée au dessus d'un environnement générique de traitement de trace issu de la simulation d'un prototype virtuel qui a été devéloppé durant cette thèse. Cet environnement permet la mise en relation, efficacement, d'événements effectués par différents composants (processeurs, caches, mémoires) d'un la plate-forme matérielle. La pertinence de la solution proposée a été évalué expérimentalement en analysant le comportement de différents programmes exécutés par des plateformes matérielles simulées contenant différents nombres de processeurs. / Verifying memory consistency (VMC) allow to check if the an execution of a program by a hardware platform was executed in compliance with a given memoryc consistency model (MCM). A MCM defines properties about memory acceses, particularly about the interleaving of accesses generated by several processors. In order to solve this complex problem with lineary complexity, lots of information about the program execution are needed: the order of write acceses to every memory cell is indeed needed. Existing solutions do not scale due to memory usage requirement. In this thesis, we propose a VMC method which can be used in the context of virtual prototyping. This method is dynamic, meaning it is done during program execution. This is a requirement in order to limit the memory usage. the achieved memory usage is very reasonable since it mostly depends on the size of caches included in the platform. In order to scale with the length of the program execution, the proposed method use additional informations which can be retreived by using virtual prototyping. We have implemented the proposed method with a genric framework for trace processing which was developped during this thesis. This framework allows to keep links between related events traced by differents components of the hardware platform. The proposed method has been evaluated by analysing the behaviour of several programs executed on several virtual platforms which include differents processor count.

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