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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.
101

Designing Toolsets for Improving the Accessibility of Immersive Technology

Belich, Jerald 01 May 2019 (has links)
No description available.
102

Modelling and Analysis of Daylight, Solar Heat Gains and Thermal Losses to Inform the Early Stage of the Architectural Process / Modellering och analys av dagsljus, solvärmelaster och värmeförluster i tidiga arkitektoniska projektskeden

Baker, Nicholas January 2017 (has links)
The EU building sector is a main contributor to greenhouse gas emissions, which need to be cut as part of the global response to anthropogenic climate change. This cut can be realised through improvements in building energy performance, such as optimisation of facade design. The early stage of the architectural process has been identified as the ideal time to implement such sustainable design choices. There is need for simple guidelines and tools to provide quantitative data to support these architectural decisions. BIM and parametric design can provide this, by facilitating model-based analysis and simulation, as part of an unbroken flow of information through the design process. This study uses Dynamo (the visual programming add-in for Autodesk Revit) together with the Honeybee and Ladybug environmental plugins, to conduct daylight, solar heat gains and thermal losses analyses and simulations. The aim was to identify limitations and opportunities in using Dynamo-Revit, to establish an optimal range for glazing-to-wall ratio (GWR) and to provide some simple room-sizing guidelines for architects in the early stage of the design process. The Dynamo-Revit workflow was found to be effective for specific projects, but difficult to perfect for multiple different projects. An optimal range for GWR was found as 30-40% for east, south and west-facing rooms and around 50% for rooms facing only north. Results were tabulated, linking room orientation and depth with estimated daylight access, solar heat gains and thermal losses. The results were reasonable, but could be improved by the use of more sophisticated analysis and simulation techniques, which should be facilitated by forthcoming development of Honeybee and Ladybug in Dynamo.
103

Разработка алгоритма подсчета объемов материалов для железобетонного каркаса здания с использованием Dynamo (на примере жилого дома района "Солнечный") : магистерская диссертация / Development of an algorithm for calculating the volume of materials for the reinforced concrete frame of a building using Dynamo (on the example of a residential building in the "Solnechn" district)

Акуленко, А. А., Akulenko, A. A. January 2022 (has links)
Идея разработки алгоритма подсчета объемов материалов для железобетонного каркаса дополняет и соответствует принципам BIM-автоматизации. При разработке документации инженеры используют скрипты. Скрипты используют для ускорения рабочего процесса и расширения функционала Revit. Revit не способен объединить различные свойства элементом разных категорий. Для реализации алгоритма разработан ряд скриптов. Для каждой категории несущих элементов требуется обособленный скрипт. Скрипт вводит необходимый функционал Revit по средствам Dynamo. Dynamo это платформа графического программирования. В магистерской работе описано создание шаблона спецификации, параметров проекта и расчетных параметров. Новые параметры необходимы для работы спецификации. Шаблон спецификации является ведомостью объемов материалов. Шаблон спецификации работает с элементами категории «Несущая арматура». Шаблон можно настроить для получения различных элементов каркаса. Верификация алгоритма проведена на примере информационной модели жилого дома района "Солнечный" в г. Екатеринбург. Алгоритм введён в эксплуатацию в проектном бюро "R1". / The idea of developing an algorithm for calculating the volume of materials for a reinforced concrete frame complements and complies with the principles of BIM automation. When developing documentation, engineers use scripts. Scripts are used to speed up the workflow and expand the functionality of Revit. Revit cannot combine different properties of an element from different categories. A number of scenarios have been developed to implement this algorithm. A separate script is required for each category of load-bearing elements. The script introduces the necessary Revit functionality using Dynamo. Dynamo is a graphical programming platform. The Master's thesis describes the creation of a specification template, project parameters and design parameters. New parameters are required for the specification to work. The specification template is a list of volumes of materials. The specification template works with elements of the "Load-bearing reinforcement" category. The template can be customized to obtain various elements of the supporting frame. Verification of the algorithm was carried out on the example of an information model of a residential building in the residential district "Sunny" in Yekaterinburg. The algorithm was put into operation in the design bureau "R1".
104

Автоматизация процесса контроля качества цифровой информационной модели объекта строительства в ООО "Строительное проектирование "КУБ": формирование логических групп проверок : магистерская диссертация / Automation of the quality control process of the digital information model of the construction object in "KUB Construction Engineering LLC": formation of logical groups of inspections

Новиков, И. В., Novikov, I. V. January 2023 (has links)
В диссертационной работе рассматривается подход к решению проблемы автоматизации процесса контроля качества цифровых информационных моделей объектов строительства. Рассмотрена реализация логических групп проверок в рамках контроля качества для ООО "Строительное проектирование "КУБ" с помощью визуальной средой программирования Dynamo. / The dissertation work considers an approach to solving the problem of automating the process of quality control of digital information models of construction objects. The implementation of logical groups of checks within the framework of quality control for "KUB Construction Design LLC" with the visual programming environment Dynamo is considered.
105

Modellering och robusthetsanalys med parametrisk design : Effektivare visualisering av alternativa lastvägar vid bortfall av pelare

Kayhan, Özge, Mohamed, Zahra January 2020 (has links)
Today, 3D modelling and structural analysis of buildings are performed in various software. Collaboration between various software is common today but breaks the flow in the construction design phase. To achieve an uninterrupted flow in the construction design phase, a constellation of modelling and structural analysis is needed in a single software. To enable a constellation, there are today many developed digital methods for this.Parametric design is a digital method that is mostly used to handle complex shapes. In recent years, the parametric design has evolved even more and the algorithmic thinking in parametric design provides opportunities for performing structural analyses. The development includes various plug-in programs that have structural analysis capabilities. However, this degree project emphasizes that this can be achieved without a plug-in program that has structural analysis capabilities. With only one visualization program and a plug-in that handles visual programming, the ability to produce what is to be visualized with a script arises.The structural analysis in this thesis includes robustness analysis that is important in the context of progressive collapse, and only the alternative load path method is considered. Progressive collapse is an important analysis for buildings that arise due to known or unknown accident loads. To increase the redundancy of the bearing structure, the alternative load path method can be used, which is a branch under unknown accident loads.Robustness analysis is a time-consuming process and automation can make this more efficient. With parameter-driven modelling and robustness analysis, the constructor can indicate at an early stage possible structure failure before the building is completed. Early action also leads to a reduction in waste of material resources.The alternative load path method provides the possibility to analyze whether the building receives alternate load path in the event of loss of load-bearing elements. This research report analyses column loss. Automated visualization of alternate load path enables to be able to analyze the load redistribution after the loss of column.Today some buildings are at risk against the progressive collapse, people's lives and health are therefore at risk when all or part of the building collapses. That is why efficiency is needed. The research report showed that the script automated the modelling and robustness analysis of buildings. Two different loss scenarios were analyzed and the authors found different updated loading areas and load redistribution.
106

結合電子電路與觸控平板之原型設計工具 / Designing a visual programming toolkit for prototyping electronics with mobile devices

林廷達 Unknown Date (has links)
近年互動設計、產品設計、設計思考等學門,無不重視原型設計,透過使用者快速的測試回饋,反覆修正,使產品更符合使用者的需求。如今科技產品不斷推陳出新,與無所不在運算的普及,科技產品以及感知互動的服務與日俱增;設計團隊須了解電子電機相關技術,以完成各種測試原型。但對於一般的設計師而言,必須額外費時學習電路設計、焊接與程式設計等專業技術,已成為原型製作的一項門檻。 許多研究學者注意到這樣的需求,針對不同的使用族群發展各種電子電路創作工具,希望降低互動產品的創作門檻,舉凡Arduino、Phidgets與Gadgeteer等,但使用者仍須具備基本電路知識或參與訓練課程;近兩年推出的Littlebits與Atoms選擇捨去電路設計、焊接與程式設計的過程,讓沒有電子電路經驗的使用者也可輕易使用,卻降低了創作時的彈性,侷限了原型製作的變化性。 本研究將針對非電子相關背景的設計師,設計一套電子電路創作工具 「Rapid Prototype」,藉由分析過去電子電路創作工具的使用族群與設計思維,結合電子電路物件與智慧型載具,設計一套圖型化編輯器,透過物件順序的編排,及物件行為的選擇,快速製作出原型產品,降低設計師學習門檻及提昇創作自由度。 本研究原型設計工具,有以下功能: • 增加智慧型載具的支援:智慧型載具提供圖型化的編輯器與電子電路互動模組結合增加製作彈性。 • 降低學習門檻:降低電子電路相關知識需求,且透過圖形化編輯比傳統程式語言更容易學習。 • 擴展創作空間:核心物件與行動載具無線溝通,減少距離限制。 • 分析使用經驗:分析使用者在電子電路互動模組的使用經驗與操作,作為未來電子電路原型製作工具的參考。 / As the demands for interaction design with electronics increase, it is necessary for design groups to understand the technology related to electronic and electrical engineering in order to produce different kinds of prototypes. However, there is a large gap between concept design and prototyping. Designers have to spend a lot of time to learn electrical circuit design, welding, programming, and other professional skills. More researchers have noticed the aforementioned demands and have thus developed various creative tools for use by different groups working in this field in the hopes of lowering the degree of creativity required for interactive products. This has already been seen in Arduino, Phidgets, Gadgeteer products and so on. These toolkits are target on developers that have basic knowledge on electronics and programming. In the last two years, meanwhile, Littlebits and Atoms have decided to abandon the need for designing electrical circuits, welding, programming, and other sophisticated processes. Instead, they have opened the way for young people to be able to use their tools easily, despite the fact that doing so has also limited flexibility in terms of the creativity and variability of prototypes. In this thesis, we present RapidPrototype: a tool for designers without electronic engineering backgrounds and programming skill. By using RapidPrototype, users can transform their creative ideas into a workable prototype easily and quickly. In addition, the study sought to determine how RapidPrototype combines with electronic and electrical circuit objects, visual programming toolkit, and tools that practically meet designers’ demands to enhance the degree of freedom in terms of creativity and lowering the basic skills demanded.
107

Promoting daily living skills for adolescents with autism spectrum disorders via parent delivery of video prompting on the iPad

Unknown Date (has links)
Autism Spectrum Disorder (ASD) affects one out of every 68 children in the United States. The disorder is characterized by persistent deficits in social communication, social interaction, and restricted, repetitive patterns of behavior, interest, or activities that together limit and impair everyday functioning. Research has shown that the use of visual resources, such as video modeling procedures, can support individuals with ASD to acquire and maintain a variety of daily living skills leading to enhanced levels of independence. / Includes bibliography. / Dissertation (Ph.D.)--Florida Atlantic University, 2015. / FAU Electronic Theses and Dissertations Collection
108

Graphic Representation and Visualisation as Modelling Support for the Knowledge Acquisition Process

Håkansson, Anne January 2003 (has links)
<p>The thesis describes steps taken towards using graphic representation and visual modelling support for the knowledge acquisition process in knowledge-based systems – a process commonly regarded as difficult. The performance of the systems depends on the quality of the embedded knowledge, which makes the knowledge acquisition phase particularly significant. During the acquisition phase, a main obstacle to proper extraction of information is the absence of effective modelling techniques.</p><p>The contributions of the thesis are: introducing a methodology for user-centred knowledge modelling, enhancing transparency to support the modelling of content and of the reasoning strategy, incorporating conceptualisation to simplify the grasp of the contents and to support assimilation of the domain knowledge, and supplying a visual compositional logic programming language for adding and modifying functionality.</p><p>The user-centred knowledge acquisition model, proposed in this thesis, applies a combination of different approaches to knowledge modelling. The aim is to bridge the gap between the users (i.e., knowledge engineers, domain experts and end users) and the system in transferring knowledge, by supporting the users through graphics and visualisation. Visualisation supports the users by providing several different views of the contents of the system.</p><p>The Unified Modelling Language (UML) is employed as a modelling language. A benefit of utilising UML is that the knowledge base can be modified, and the reasoning strategy and the functionality can be changed directly in the model. To make the knowledge base more comprehensible and expressive, we incorporated visual conceptualisation into UML’s diagrams to describe the contents. Visual conceptualisation of the knowledge can also facilitate assimilation in a hypermedia system through visual libraries.</p><p>Visualisation of functionality is applied to a programming paradigm, namely relational programming, often employed in artificial intelligence systems. This approach employs Venn-Euler diagrams as a graphic interface to a compositional operator based relational programming language. </p><p>The concrete result of the research is the development of a graphic representation and visual modelling approach to support the knowledge acquisition process. This approach has been evaluated for two different knowledge bases, one built for hydropower development and river regulation and the other for diagnosing childhood diseases.</p>
109

Graphic Representation and Visualisation as Modelling Support for the Knowledge Acquisition Process

Håkansson, Anne January 2003 (has links)
The thesis describes steps taken towards using graphic representation and visual modelling support for the knowledge acquisition process in knowledge-based systems – a process commonly regarded as difficult. The performance of the systems depends on the quality of the embedded knowledge, which makes the knowledge acquisition phase particularly significant. During the acquisition phase, a main obstacle to proper extraction of information is the absence of effective modelling techniques. The contributions of the thesis are: introducing a methodology for user-centred knowledge modelling, enhancing transparency to support the modelling of content and of the reasoning strategy, incorporating conceptualisation to simplify the grasp of the contents and to support assimilation of the domain knowledge, and supplying a visual compositional logic programming language for adding and modifying functionality. The user-centred knowledge acquisition model, proposed in this thesis, applies a combination of different approaches to knowledge modelling. The aim is to bridge the gap between the users (i.e., knowledge engineers, domain experts and end users) and the system in transferring knowledge, by supporting the users through graphics and visualisation. Visualisation supports the users by providing several different views of the contents of the system. The Unified Modelling Language (UML) is employed as a modelling language. A benefit of utilising UML is that the knowledge base can be modified, and the reasoning strategy and the functionality can be changed directly in the model. To make the knowledge base more comprehensible and expressive, we incorporated visual conceptualisation into UML’s diagrams to describe the contents. Visual conceptualisation of the knowledge can also facilitate assimilation in a hypermedia system through visual libraries. Visualisation of functionality is applied to a programming paradigm, namely relational programming, often employed in artificial intelligence systems. This approach employs Venn-Euler diagrams as a graphic interface to a compositional operator based relational programming language. The concrete result of the research is the development of a graphic representation and visual modelling approach to support the knowledge acquisition process. This approach has been evaluated for two different knowledge bases, one built for hydropower development and river regulation and the other for diagnosing childhood diseases.
110

Conception et développement d’interactions immersives pour jeux sérieux / Design and development of immersive interactions for serious games

Loup, Guillaume 04 December 2017 (has links)
Cette thèse s'inscrit dans le domaine de l'ingénierie des Environnements Virtuels pour l’Apprentissage Humain (EVAH). Les jeux épistémiques numériques (JEN) sont une catégorie des jeux sérieux dédiés à la résolution de problèmes complexes, pluridisciplinaires et non-déterministes afin de proposer des situations d'apprentissage plus authentiques.La première partie de la thèse est consacrée à l’exploration des dimensions spatiales, temporelles et sociales des interactions dans un JEN. Des expérimentations ont été menées en milieu écologique et ont montré un apport pédagogique par une augmentation de l'engagement des apprenants. La conception des prototypes expérimentés a mis en évidence que le développement informatique des interactions immersives d'un EVAH demeure actuellement réservé à des spécialistes en Réalité Mixte ou Virtuelle (RMV).Ainsi la seconde partie de la thèse a été dédiée à la proposition d'un environnement de développement (MIREDGE). Une interface de programmation visuelle permet aux développeurs de modéliser des interactions sans connaissance spécifique en RMV par réutilisation de blocs. Des expérimentations ont permis d'évaluer l'efficacité et l'efficience de MIREDGE pour le profil des développeurs RMV ainsi que celui des développeurs non-initiés à la RMV. Les développeurs RMV ayant une nécessité à poursuivre leur algorithme au-delà de la programmation visuelle, MIREDGE permet une génération automatique de code dans leur moteur de jeu. L'approche garantie une large compatibilité avec les environnements de développement et les périphériques, ouvrant ainsi des perspectives sur l'étude de logiques d'interactions universelles. / This thesis is in the field of the virtual environments for human learning. Digital Epistemic Games (DEG) are a category of serious games dedicated to solving complex, multidisciplinary and non-deterministic problems. The objective of DEGs is to propose authentic learning situations in terms of interactions so that learners can construct and anchor knowledge in their context of use.The first part of the thesis is devoted to exploring spatial, temporal and social dimensions of DEG interactions. Experiments were conducted in ecological environment and showed an educational contribution through an increase in the learner engagement. The design of the prototypes showed that the development of the immersive interactions of a virtual environment for human learning currently remains reserved for specialists in Mixed Reality or Virtual (MVR).So the second part of the thesis was the proposal of a development environment named MIREDGE. A visual programming interface allows developers to model interactions without specific knowledge in MVR through the reuse of blocks. Experiments have evaluated the effectiveness and efficiency of MIREDGE for specialist and non-specialist developers in MVR.As specialist developers in MVR have to continue their algorithm beyond visual programming, MIREDGE allows automatic generation of code providing the corresponding script being totally re-editable in their game engine. The MIREDGE approach ensures wide compatibility with development environments and peripherals. This opens perspectives on the study of the logics of universal interactions.

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