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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

Processimulering och datavisualisering för resurseffektivisering och hållbarhetsarbete inom läkemedelsindustrin / Process Simulation and Data Visualization for Resource Efficiency and Sustainability Efforts in the Pharmaceutical Industry

Carlsson, Oskar, Koc, Revan January 2024 (has links)
Inom dagens läkemedelsindustri finns en strävan efter ständiga förbättringar och kontinuerligt arbete med hållbarhet. Detta beror på att industrin vill ta hänsyn till miljön och samhället, men även kravställningar och regleringar från intressenter. Att följa kravställningar samt hålla ett gott arbete inom hållbarhet kan bidra till en mer ansvarsfull industri. Ett sätt att göra det är genom optimering av resursanvändningen baserat på identifiering och förbättring av överflödig konsumtion och miljöpåverkan. Denna studie har som syfte att identifiera och analysera möjliga hållbarhetsinriktade problemområden genom processimulering och datavisualisering vid produktion av en aktiv substans (API) för läkemedel. Med hjälp av simuleringsmodeller och datavisualisering/dataanalys kan läkemedelsindustrin bli kostnadseffektiv och uppleva mindre risk vid analysering av förbättringsmöjligheter av processer. Genom simulering och dataanalys kan resursanvändningen optimeras utifrån koldioxidavtrycket och mängden förbrukad resurs för tillverkningen av API. Studien besvarar följande frågeställningar; (1) Vilka problem identifieras genom processimulering och datavisualisering med resursutnyttjande och miljöpåverkan av en produkt inom läkemedelsindustrin? (2) Vilka effekter får förbättringsåtgärderna, baserade på de identifierade problemen, på resursutnyttjandet och miljöpåverkan av en produkt inom läkemedelsindustrin? Genom datainsamlingen och ett samarbete med medarbetarna skapades en simuleringsmodell och en datavisualisering på resursanvändningen för samtliga processer vid tillverkningen av en aktiv substans för läkemedel. Därmed identifierades två problemområden, vilket var följande; (1) Användning av lösningsmedel 6, vilket stod för 53% av det totala koldioxidavtrycket [kg eCO2] vid API produktionen för ett läkemedel. (2) Överflödig vattenkonsumtion vid anläggningen där API produktionen skedde. Genom att förbättra dessa identifierade problemområden kan företaget förbättra sin resursutnyttjande samt minska miljöpåverkan. Det innebär att företaget kan säkerställa ekonomisk, ekologisk och social hållbarhet med sitt hållbarhetsarbete. Rekommendationer för framtida studier inkluderar att implementera de presenterade förbättringsåtgärderna och studera effekten av dessa förbättringar i relation till koldioxidavtryck [kg eCO2] och resursutnyttjande. / Today's pharmaceutical industry works for continuous improvement and continuous work with sustainability. This is because the industry wants to lower the impact on the environment and society, but also requirements and regulations from stakeholders. By following requirements and working with sustainability the industry takes more responsibility. This can be achieved by, for example, optimizing resource utilization to identify and improve excess consumption and environmental impact. The purpose of this study is to identify and analyze possible sustainability-oriented problem areas through process simulation and data visualization in the production of an active pharmaceutical ingredient (API). With the help of simulation models and data visualization/data analysis, the pharmaceutical industry can be cost-effective and experience less risk when analyzing opportunities for improvement in processes. Through simulation and data analysis, the use of resources can be optimized based on the carbon footprint and the amount of resources consumed for the manufacture of API. The study answers the following questions: (1) What problems are identified through process simulation and data visualization with resource utilization and environmental impact of a product in the pharmaceutical industry? (2) What effects do the improvement measures, based on the identified problems, have on the resource utilization and environmental impact of a product in the pharmaceutical industry? Through data collection and collaboration with the employees, a simulation model and a data visualization of the resource use for all processes to manufacture an active substance for pharmaceuticals was created. Thus, two problem areas were identified, which were as follows; (1) Use of solvent 6, which accounted for 53% of the total carbon footprint [kg eCO2] in API production for a drug. (2) Excess water consumption at the facility where the API production took place. By improving these identified problem areas, the company can improve its resource utilization and reduce environmental impact. This means that the company can improve economic, ecological and social sustainability with its sustainability work. Recommendations for future studies include implementing the presented improvement measures and study the effect of these improvements in relation to carbon footprint and resource usage.
2

Routeplanner: a model for the visualization of warehouse data

Gouws, Patricia Mae 31 December 2008 (has links)
This study considers the details of development and use of a model of the visualization process to transform data in a warehouse to required insight. In the context of this study, `visualization process' refers to a step-wise methodology to develop enhanced insight by using visualization techniques. The model, named RoutePlanner, was developed by the researcher from a theoretical perspective and was then used and evaluated practically in the domain of insurance brokerage. The study highlights the proposed model, which comprises stages for the identification of the relevant data, selection of visualization methods and evaluation of the visualizations, undergirded by a set of practical guidelines. To determine the effect of the use of RoutePlanner an experiment was conducted to test a theory. The practical utility of RoutePlanner was assessed during an evaluation-of-use study. The goal of this study is to present the RoutePlanner model and the effect of its use. / Theoretical Computing / M.Sc. (Information Systems)
3

Processo de design de visualização de dados: uso de representações gráficas de estrutura de dados como entidades intermediárias de projeto / Data visualization design process : use of graphical representations of data structure as intermediate entities project

Oliveira, Luís Felipe Carli Lucas de 21 September 2015 (has links)
Nesta tese, entendemos design como um processo criativo de busca por soluções para problemas complexos e mal definidos. Design é o ato projetual de busca por boas soluções em espaços contendo diversas soluções possíveis. O design de visualizações é o desenvolvimento de metáforas visuais para dados abstratos, é a transformação de dados em representações gráficas interativas. Visualizações têm o objetivo de auxiliar os processos cognitivos de compreensão de informação e tornar mais eficiente e efetiva a execução de tarefas envolvendo dados. A complexidade do design de visualizações está tanto na multiplicidade e impossibilidade de redução de seus problemas quanto na extensão e variação de seus dados. Para tratar dessa complexidade, o designer executa uma conversa reflexiva com externalizações materiais do projeto. Essas representações externas podem funcionar como entidades intermediárias de projeto, quando elas não são, em si, a descrição do problema, nem a representação de uma solução e, sim, uma entidade que opera entre esses espaços. As três principais atividades do desenvolvimento de visualizações são o entendimento, a transformação e o mapeamento gráfico dos dados. Transformação de dados é um componente ativo no design de visualizações, pois muitas das decisões tomadas sobre as marcas gráficas dependem da transformação e da derivação dos dados. Propomos que o uso de representações gráficas de estruturas de dados, quando abordadas como entidades intermediárias de projeto, pode auxiliar no processo de design de visualização de dados, ajudando a tratar sua complexidade e a produzir melhores soluções para problemas de visualização. Ao externalizar a representação de estruturas de dados, cria-se um suporte material para memória e raciocínio, que auxilia na compreensão dessas estruturas. Ao abordar essas representações como entidades intermediárias de projeto, é possível tratá-las como materiais que dão suporte para a definição, o entendimento e a navegação pelo espaço de possibilidades de um projeto. Elas passam a ser representações que auxiliam na compreensão das possíveis soluções de uma visualização e os meios para atingi-las. Nesta tese, defendemos essa proposição por meio de um embasamento teórico e do desenvolvimento e aplicação de uma técnica de representação de estruturas de dados. / In this thesis, we understand design as a creative process of searching for solutions to complex and ill-defined problems. Design is the act of search for good solutions in spaces containing several possible solutions. The design of visualizations is the development of visual metaphors for abstract data, is the transformation of data in interactive graphics. Visualizations are intended to assist the cognitive processes of understanding information and to make more efficient and effective the execution of tasks involving data. The complexity of visualization design is both in the impossibility of reducing their problems as in the extent and range of the data. To address this complexity, the designer performs a reflective conversation with project externalizations. These external representations can act as intermediary entities for the project when they are not a description of the problem or the representation of a solution, but rather an entity that operates between these spaces. The three main activities in the development of visualizations are the understanding, the transformation and the graphical mapping of the data. Data Transformation is an active component in visualization design because many of the decisions taken on the graphic marks depend on the processing and transformation of data. We propose that the use of graphical representations of data structures, when addressed as intermediary entities project, can assist in the process of data visualization design, helping to address its complexity and to produce better solutions for visualization problems. The externalization of the representation of data structures creates a support material for memory and reasoning, which helps in understanding these structures. In addressing these representations as intermediary project entities, you can treat them as materials that support definition, understanding and navigation of the possibilities of a project space. They become representations that help in understanding the possible solutions of visualization and the means to achieve them. In this thesis, we defend this proposition through a theoretical foundation and the development and implementation of a data structure representation technique.
4

Routeplanner: a model for the visualization of warehouse data

Gouws, Patricia Mae 31 December 2008 (has links)
This study considers the details of development and use of a model of the visualization process to transform data in a warehouse to required insight. In the context of this study, `visualization process' refers to a step-wise methodology to develop enhanced insight by using visualization techniques. The model, named RoutePlanner, was developed by the researcher from a theoretical perspective and was then used and evaluated practically in the domain of insurance brokerage. The study highlights the proposed model, which comprises stages for the identification of the relevant data, selection of visualization methods and evaluation of the visualizations, undergirded by a set of practical guidelines. To determine the effect of the use of RoutePlanner an experiment was conducted to test a theory. The practical utility of RoutePlanner was assessed during an evaluation-of-use study. The goal of this study is to present the RoutePlanner model and the effect of its use. / Theoretical Computing / M.Sc. (Information Systems)
5

Processo de design de visualização de dados: uso de representações gráficas de estrutura de dados como entidades intermediárias de projeto / Data visualization design process : use of graphical representations of data structure as intermediate entities project

Luís Felipe Carli Lucas de Oliveira 21 September 2015 (has links)
Nesta tese, entendemos design como um processo criativo de busca por soluções para problemas complexos e mal definidos. Design é o ato projetual de busca por boas soluções em espaços contendo diversas soluções possíveis. O design de visualizações é o desenvolvimento de metáforas visuais para dados abstratos, é a transformação de dados em representações gráficas interativas. Visualizações têm o objetivo de auxiliar os processos cognitivos de compreensão de informação e tornar mais eficiente e efetiva a execução de tarefas envolvendo dados. A complexidade do design de visualizações está tanto na multiplicidade e impossibilidade de redução de seus problemas quanto na extensão e variação de seus dados. Para tratar dessa complexidade, o designer executa uma conversa reflexiva com externalizações materiais do projeto. Essas representações externas podem funcionar como entidades intermediárias de projeto, quando elas não são, em si, a descrição do problema, nem a representação de uma solução e, sim, uma entidade que opera entre esses espaços. As três principais atividades do desenvolvimento de visualizações são o entendimento, a transformação e o mapeamento gráfico dos dados. Transformação de dados é um componente ativo no design de visualizações, pois muitas das decisões tomadas sobre as marcas gráficas dependem da transformação e da derivação dos dados. Propomos que o uso de representações gráficas de estruturas de dados, quando abordadas como entidades intermediárias de projeto, pode auxiliar no processo de design de visualização de dados, ajudando a tratar sua complexidade e a produzir melhores soluções para problemas de visualização. Ao externalizar a representação de estruturas de dados, cria-se um suporte material para memória e raciocínio, que auxilia na compreensão dessas estruturas. Ao abordar essas representações como entidades intermediárias de projeto, é possível tratá-las como materiais que dão suporte para a definição, o entendimento e a navegação pelo espaço de possibilidades de um projeto. Elas passam a ser representações que auxiliam na compreensão das possíveis soluções de uma visualização e os meios para atingi-las. Nesta tese, defendemos essa proposição por meio de um embasamento teórico e do desenvolvimento e aplicação de uma técnica de representação de estruturas de dados. / In this thesis, we understand design as a creative process of searching for solutions to complex and ill-defined problems. Design is the act of search for good solutions in spaces containing several possible solutions. The design of visualizations is the development of visual metaphors for abstract data, is the transformation of data in interactive graphics. Visualizations are intended to assist the cognitive processes of understanding information and to make more efficient and effective the execution of tasks involving data. The complexity of visualization design is both in the impossibility of reducing their problems as in the extent and range of the data. To address this complexity, the designer performs a reflective conversation with project externalizations. These external representations can act as intermediary entities for the project when they are not a description of the problem or the representation of a solution, but rather an entity that operates between these spaces. The three main activities in the development of visualizations are the understanding, the transformation and the graphical mapping of the data. Data Transformation is an active component in visualization design because many of the decisions taken on the graphic marks depend on the processing and transformation of data. We propose that the use of graphical representations of data structures, when addressed as intermediary entities project, can assist in the process of data visualization design, helping to address its complexity and to produce better solutions for visualization problems. The externalization of the representation of data structures creates a support material for memory and reasoning, which helps in understanding these structures. In addressing these representations as intermediary project entities, you can treat them as materials that support definition, understanding and navigation of the possibilities of a project space. They become representations that help in understanding the possible solutions of visualization and the means to achieve them. In this thesis, we defend this proposition through a theoretical foundation and the development and implementation of a data structure representation technique.
6

Evaluering av kontextmodeller och interaktiva virtuella miljöer i den arkitektoniska gestaltningsprocessen / Evaluation of Context Models and Interactive Virtual Environments in the Architectural Design Process

Runebjörk, Daniel January 2020 (has links)
The tools available to architects in the design process are constantly being enhanced and developed, which paves the way to try out new methods and techniques. The current widespread availability of commercial drones, sophisticated surveying instruments and advanced calculation software, makes it possible to create detailed digital representations of reality, in the form of context models. Context models in combination with real-time rendering, through game engines and visualization with the help of Interactive Virtual Environments (IVE), lets architects recreate planned buildings in a realistic virtual context. The study examines how the architect can leverage the benefits of context models and IVE in the architectural design process and presents a method which can be used by architect- and consultant firms. A qualitative research method is used to accomplish this goal, where data is gathered through interviews and a workshop with practicing architects, but also a case study is performed to evaluate the presented method. All the collected data is compartmentalized and analyzed with a method called Pattern Matching, where expected theoretical patterns are compared to the empirical data that appear from the collected data. The study shows that the use of context models and IVE has great benefits in several varying phases of the design process, where benefits in communication is presented as the main contributing factor. With that said, there are concerns regarding implementation of the tools in early stages of the design process, where the possibility to present a misleading IVE is regarded as a potential risk. A presented benefit of using context models and IVE is the ability to create virtual presence. Also, the ability to present the building in its real context proved to be a great benefit in the study. These are closely tied to the benefits of IVR (Immersive Virtual Reality), in cases where visualization of volumes and spaces is needed, which is enhanced by a detailed context model. Finally, a method for architects and consultants to use context models and IVE in the design process is presented. The method is summarized to involve different expertise in the organization to carry through different tasks in the workflow, in order to let the architect focus on the design of the building, but still leverage the benefits of the visualization tools. A conclusion that is drawn, is that the presented method needs to be evaluated further, in order to prove its efficiency. If that is the case, the method might be a step in a new path for the ever changing role of the architect. / Verktygen som är tillgängliga för en arkitekt under gestaltningsprocessen utvecklas konstant, vilket banar väg för att testa nya arbetsmetoder och tekniker. Den numera breda tillgängligheten till kommersiella drönare, sofistikerade mätinstrument och avancerade beräkningsprogram gör det möjligt att på smidiga sätt framställa detaljerade digitala verklighetsrepresentationer, i form av kontextmodeller. Tillsammans med realtidsrendering, genom spelmotorer och visualisering med hjälp av interaktiva virtuella miljöer (Interactive Virtual Environements, IVE), kan arkitekter idag återskapa planerade byggnader i en verklighetstrogen virtuell kontext. Studien tittar på hur arkitekten kan dra nytta av kontextmodeller och IVE i gestaltningsprocessen och presenterar en arbetsmetod som kan tillämpas av arkitekt – och teknikkonsultbyråer. För att uppnå detta tillämpas en kvalitativ forskningsmetod, där data samlas in genom intervjuer och workshop tillsammans med arkitekter och en praktisk tillämpning i form av en fallstudie. All samlade data sammanställs och analyseras med en så kalla mönstermatchning (eng. Pattern Matching), där förväntade teoretiska mönster jämförs med de empiriska mönster som träder fram ur datamängden. Studien visar att användning av kontextmodeller och IVE har stora fördelar i flera olika skeden av gestaltningsprocessen, där främst kommunikationsvinster presenteras som en huvudsaklig bidragande faktor. Däremot råder viss oro för implementering av tekniken i allt för tidiga skeden och även risker med att presentera förvirrande och missvisande IVE lyfts fram som en risk. En fördel som presenteras är kontextmodellers och IVEs förmåga att skapa virtuell närvaro, men också möjligheten att presentera en byggnads omgivning virtuellt, presenterades som en stor vinst i studien. Detta är starkt kopplat till fördelarna som IVR (Immersive Virtual Reality) bidrar med, i frågor om att visualisera volymer och rumsligheter, något som förstärks av en detaljerad kontextmodell. Slutligen presenteras en arbetsmetod för hur teknikkonsulter och arkitekter kan tillämpa kontextmodeller och IVE under gestaltningsprocessen. Arbetsmetoden sammanfattas till att enskilda kompetensområden med fördel utför olika delar av processen, vilket tillåter arkitekten att fokusera på gestaltningsarbetet, men samtidigt dra nytta av visualiseringsteknikerna. En slutsats som dras är att den framtagna arbetsmetoden måste förankras i verkligheten, genom att tillämpas i ett verkligt projekt innan den kan bevisas som effektiv. Om den i framtiden bevisas effektiv kan arbetsmetoden visas vara ett steg i ny riktning för ett skiftande arbetssätt inom arkitektyrket.

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