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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

Desenvolvimento Enxuto de Produto: Um modelo de integração entre engenharia simultânea e co-design

SANDES, Alexandre Carlos January 2003 (has links)
Made available in DSpace on 2014-06-12T17:42:01Z (GMT). No. of bitstreams: 2 arquivo7378_1.pdf: 577308 bytes, checksum: fcc6b7916b971dce76fcf14e66cae75f (MD5) license.txt: 1748 bytes, checksum: 8a4605be74aa9ea9d79846c1fba20a33 (MD5) Previous issue date: 2003 / A tentativa de lançar produtos novos no mercado o mais breve possível e anteriormente à concorrência, com um alto nível de qualidade e a um custo baixo, faz com que as empresas busquem aperfeiçoar o processo de desenvolvimento de seus produtos, para que se tornem cada vez mais competitivas nestes parâmetros de desempenho. Para tanto, torna-se necessário o entendimento e a aplicação dos princípios do Sistema de Produção Enxuta, desenvolvido na Toyota Motor Co., que aspira a total eliminação das perdas existentes em todo o sistema, assim como o uso de metodologias enxutas, que ajudem as empresas a atingir suas metas e obter vantagem competitiva a partir do processo de desenvolvimento de seus produtos. Enfatize-se o uso de ferramentas importantes, como a engenharia simultânea e o co-design, que integram a estrutura do desenvolvimento de produto, fazendo com que seu lead time seja sensivelmente reduzido. Neste trabalho apresenta-se e discute-se, a partir de um estudo de caso conduzido em uma indústria calçadista nacional, o processo tradicional de desenvolvimento de produto, que caracteriza as indústrias manufatureiras em geral. A partir da análise e identificação das principais fases e pontos críticos do processo tradicional de desenvolvimento de produto e de uma pesquisa bibliográfica focada na identificação do estado-da-arte na engenharia e desenvolvimento de produto, esta pesquisa apresenta um modelo geral de desenvolvimento de produto que combina os conceitos fundamentais e práticas do processo de desenvolvimento ("lean development") aplicado pela Toyota Motor Company com a abordagem da "engenharia simultânea" e "co-design"
2

Dataflow Analysis and Optimization of High Level Language Code for Hardware-Software Co-Design

O'Connor, R. Brendan 07 May 1996 (has links)
Recent advancements in FPGA technology have provided devices which are not only suited for digital logic prototyping, but also are capable of implementing complex computations. The use of these devices in multi-FPGA Custom Computing Machines (CCMs) has provided the potential to execute large sections of programs entirely in custom hardware which can provide a substantial speedup over execution in a general-purpose sequential processor. Unfortunately, the development tools currently available for CCMs do not allow users to easily configure multi-FPGA platforms. In order to exploit the capabilities of such an architecture, a procedure has been developed to perform a dataflow analysis of programs written in C which is capable of several hardware-specific optimizations. This, together with other software tools developed for this purpose, allows CCMs and their host processors to be targeted from the same high-level specification. / Master of Science
3

Creative Visualisation Opportunities Workshops: A Case Study in Population Health Management

Elshehaly, Mai, Sohal, K., Lawton, T., Mryant, M., Mon-Williams, M. 02 September 2022 (has links)
Yes / Population Health Management (PHM) relies on the analysis of data from several sources to account for the complex interaction of factors that contribute to the health and well-being of a population, while considering biases and inequalities across sub-populations. Visualisation is emerging as an essential tool for insight generation from data shared and linked across services including healthcare, education, housing, policing, etc. However, visualisation design is challenged by poor data connectivity and quality, high dimensionality and complexity of real-world routinely collected data, in addition to the heterogeneity of users’ backgrounds and tasks. The Creative Visualisation Opportunities (CVO) framework provides a structured approach for working with diverse communities of visualisation stakeholders and defines a set of participatory activities for the effective elicitation of requirements and visualisation design alternatives. We conducted three workshops, applying variations of the CVO framework, with over one hundred participants from the PHM domain, including clinicians, researchers, government and private sector representatives, and local communities. In this paper, we present the results of preliminary analysis of these activities and report on the perceived impact of visualisation in this domain from a stakeholders’ perspective. We report real-world successes and limitations of applying the framework in different formats (through online and in-person workshops), and reflect on lessons learned for task analysis and visualisation design in the PHM domain.
4

Building spaces & communities: the process of improving Kansas City's recycling system with community input

Heermann, Lauren January 1900 (has links)
Master of Landscape Architecture / Landscape Architecture/Regional and Community Planning / Jason S. Brody / Kansas City has the opportunity to expand its recycling programs and infrastructure through a participatory design process conducted at the Kansas City Design Center (KCDC). Because participatory design techniques can allow researchers to include members of the community in the planning process, project outcomes can generally be more successful. In the example of the recycling and composting project led by students at the KCDC, an advisory committee made of professionals and members of the community represented many stakeholder interests. Because of the wide array of feedback from the community, the process of design for the studio was not linear, but rather, it transformed over a period of research, design, further research, and redesign. The students first approached local recycling issues within the scope of a document written for grant funding. However as students responded to feedback from the advisory committee, the final proposals were altered to better address truer community needs. Other aspects for how to communicate and respond to critical feedback was also realized. This report aims to discover how participatory design aided this project and made its outcomes and delivery more agreeable to the larger population.
5

Miljön som verktyg : En designpedagogisk undersökning om dyslexi och studiero / The Environment As A Tool : A Design Pedagogical Study On Dyslexia And Study Environment

Klåvus, Erika January 2013 (has links)
Abstrakt   Miljön som Verktyg – En Designpedagogisk Undersökning Om Dyslexi och Studiero   The Environment As A Tool – A Design Pedagogical Study On Dyslexia And Study Environment   Det här är en designpedagogisk undersökning som är gjord i avsikten att finna ut om det finns någon gemensam nämnare för dyslektiker gällande miljö och studiero. Miljön i detta avseende berör det fysiska rum där studier utförs. Var väljer en dyslektiker att studera och varför? Hur viktig är miljön som verktyg för en dyslektiker? Jag tänker att det som är bra för en dyslektiker troligtvis också är bra för en icke dyslektiker. Jag går in med en föreställning om att skolan oavsett nivå har hoppat över ett väsentligt steg i verktygen för både studier och undervisning då man i många fall inte lagt tyngd på miljön som studierna bedrivs i. Undersökningen är utförd med en Co-Design inspirerad metod. Det vill säga att det är målgruppen som själv löser problemet genom en designprocess. I designprocessen har urvalsgruppen befunnit sig i förstadiet där idéer glädjefyllt florerar. Vi har arbetat genom workshops där vi pratat, diskuterat och skissat för att få fram vilka p under övriga källor med författarnamn först, sedan artikelnr.rag. erceptuella faktorer som är gemensamma för dyslektiker. Under arbetets gång har vi dock hamnat i viktiga och berörande samtal om vad dyslexi är och har inneburit för oss som elever och studenter. Därför väljer jag i min uppsats att kort berätta om vad dyslexi kan innebära både i negativ och positiv bemärkelse med fokus på de positiva delarna. Undersökningen tog plats vid två tillfällen i Konstfacks lokaler.   I anknytning till det skrivna arbetet har en offentlig gestaltning presenterats där informanternas modeller har varit i fokus.
6

Design and Implementation of SoC Hardware-Software Co-design Platform

Leong, Mun-kit 14 February 2008 (has links)
Reconfigurable supercomputing has been used by many high-performance computer systems to accelerate the processing speed. Thus, it is the present trend to use the microprocessor to combine with reconfigurable FPGA as the embedded system platform. However, the hardware-software co-design and integration of embedded system become great challenges of the designer. Beside this, the communication between hardware and software is crucial for the system to be operated effectively. Our concept consists of the design of FPGA configuration, described in I-Link hardware/software integration, improve the communication among the hardware and software. Besides, by using command packet method, we put the data to multi-hardware through hardware management unit (HMU). While system is operated, The Boot Loader will set up TCB and HCB data structure through PSP. The PSP can be regarded as the important reference segment of messages switching among system and hardware/software. The HMU has data buffering and management ability which can let the processes more easy and smooth. We successfully accomplish a hardware-software integrated system in HSCP, which is developed in our laboratory. The basic components of our platform include ARM7TDMI CPU, memory and Altera ACEK 1K-100 of FPGA. By using ARM-code, we also preliminary accomplish the Boot Loader, HW Constructor and self-developed embedded system. Finally, we make use of a large amount of multiplication operation and matrix summation to verify the feasibility of this system architecture.
7

Optimal Real-Time Scheduling of Control Tasks with State Feedback Resource Allocation

Gaid, MEMB, Cela, AS, Hamam, Y 27 February 2009 (has links)
Abstract—This paper proposes a new approach for the optimal integrated control and real-time scheduling of control tasks. First, the problem of the optimal integrated control and nonpreemptive off-line scheduling of control tasks in the sense of the H2 performance criterion is addressed. It is shown that this problem may be decomposed into two sub-problems. The first sub-problem aims at finding the optimal non-preemptive off-line schedule, and may be solved using the branch and bound method. The second sub-problem uses the lifting technique to determine the optimal control gains, based on the solution of the first sub-problem. Second, an efficient on-line scheduling algorithm is proposed. This algorithm, called Reactive Pointer Placement (RPP) scheduling algorithm, uses the plant state information to dispatch the computational resources in a way that improves control performance. Control performance improvements as well as stability guarantees are formally proven. Finally, simulations as well as experimental results are presented in order to illustrate the effectiveness of the proposed approach.
8

Model based approach to Hardware/ Software Partitioning of SOC Designs

Adhipathi, Pradeep 07 July 2004 (has links)
As the IT industry marks a paradigm shift from the traditional system design model to System-On-Chip (SOC) design, the design of custom hardware, embedded processors and associated software have become very tightly coupled. Any change in the implementation of one of the components affects the design of other components and, in turn, the performance of the system. This has led to an integrated design approach known as hardware/software co-design and co-verification. The conventional techniques for co-design favor partitioning the system into hardware and software components at an early stage of the design and then iteratively refining it until a good solution is found. This method is expensive and time consuming. A more modern approach is to model the whole system and rigorously test and refine it before the partitioning is done. The key to this method is the ability to model and simulate the entire system. The advent of new System Level Modeling Languages (SLML), like SystemC, has made this possible. This research proposes a strategy to automate the process of partitioning a system model after it has been simulated and verified. The partitioning idea is based on systems modeled using Process Model Graphs (PmG). It is possible to extract a PmG directly from a SLML like SystemC. The PmG is then annotated with additional attributes like IO delay and rate of activation. A complexity heuristic is generated from this information, which is then used by a greedy algorithm to partition the graph into different architectures. Further, a command line tool has been developed that can process textually represented PmGs and partition them based on this approach. / Master of Science
9

Caring Communities. Co-Designing a Community Initiative for Engagement in Substance Abuse Treatment

Ramirez Loaiza, Juan S. 04 November 2020 (has links)
No description available.
10

Le pilotage de la genèse de communautés créatives par le co-design : contextes, dynamiques et organisation. / Managing the emergence of creative communities through co-design : contexts, dynamics and organization.

Dubois, Louis-Etienne 11 November 2015 (has links)
De plus en plus d'organisations se tournent aujourd'hui vers des activités de conception collectives pour concevoir de nouveaux produits, services, processus ou politiques publiques avec les usagers, employés, citoyens et autres parties prenantes. Résultat, nous savons organiser sous plusieurs formes l'innovation collective : généralement de l'innovation modérée avec des acteurs qui fonctionnent bien ensemble, au sein de collectifs qui fonctionnent également bien.Or, avant de traiter d'interactions au service de l'innovation, il faut reconnaitre que l'on ne perçoit pas toujours comment ces collectifs créatifs émergent. Pourquoi tel mutisme sur le temps zéro ? On dénote aussi un antagonisme en matière de pilotage de communautés, lequel est souvent mal perçu et potentiellement fatal. Nous sommes donc confrontés à une double ignorance : 1) sur l'émergence des communautés créatives, et de facto 2) sur le management de l'émergence de ces collectifs. Comment peut-on gérer sans être intrusif dans des contextes où il n'y a rien? Est-ce que l'innovation peut être une ressource dans ce processus et non pas seulement un effet? Si tel est le cas, alors il faudra comprendre comment et pour quelles raisons. Or, le problème est que la littérature a tendance à séparer les deux dimensions. On parle d'innovation, mais on pense souvent qu'elle est réservée aux collectifs « bien constitués » ; de l'autre on parle de collectifs, mais on ne pense pas que l'innovation puisse aider à l'émergence de nouveaux collectifs. La thèse démontre plutôt qu'il y a un lien très intime et profond entre les aspects « communautés » (relations) et l'action d'innover (car c'est de communautés créatives qu'il s'agit). Que l'action d'innover (la conception) renforce le collectif et que le collectif renforce la capacité de conception.Nous montrons que c'est précisément de cette question que traite le co-design. L'approche de conception se pose en effet comme un formidable espace de création de collectifs, là où d'autres méthodes échouent. Elle enclenche la mise en route de communautés créatives là où l'on n'attendait plus la moindre action collective. Plus précisément, la thèse aborde les trois questions suivantes : 1) Quelles sont les caractéristiques des collectifs et des contextes « pré »-communauté? 2) Quel est le rôle de la conception dans l'émergence de communautés créatives? 3) Comment piloter des communautés créatives dans la durée ? Par une approche qualitative et constructiviste, elle mobilise une foule de méthodologies : l'étude de cas multiples, la modélisation et l'expérimentation, ainsi que la recherche-intervention.L'axe I se penche sur des rapports interpersonnels encore plus déstructurés et des contextes d'innovation encore moins fertiles qu'anticipés. De ces rapports initiaux antagonistes émerge pourtant une capacité à se projeter collectivement dans l'inconnu grâce la mise en place d'espaces de conception. Le premier acte managérial de la genèse d'une communauté créative tient dans la capacité à transformer, par un espace de conception, des conflits en indécidables communs, sans forcément les résoudre.L'axe II démontre que les liens relationnels se renforcent dès que l'on parvient à pousser les acteurs à générer des concepts; à faire circuler les connaissances et à favoriser leur combinaison. Mais une fois cette transformation effectuée, la communauté doit se doter de ressources externes pour poursuivre son expansion. Le deuxième acte managérial consiste donc à remettre la communauté sous tension en ramenant des connaissances indépendantes pour préserver la part d'indécidable.Finalement, le pilotage de l'axe III offre des pistes de solutions aux différents enjeux intra et inter séances de co-design relevés en cours de route. Il identifie aussi deux actes managériaux supplémentaires : la consolidation de la valeur et de la communauté, ainsi que la résolution des propositions collectives et l'ouverture de nouvelles explorations. / More and more organizations turn to collective activities to design new products, services, processes or public policies with users, employees, citizens and other stakeholders. As a result, we know how to organize collective innovation under several forms : generally for moderated innovation with actors who work well together, within collectives who also function well. Yet, before discussing interactions for the purpose of innovating, we must recognize that we do not always perceive how these creative collectives emerge. Little is known about the moment it emerges. We also denote an antagonism regarding the management of communities, which is often badly perceived and potentially fatal. But then again, how can one stay on the touchlines when all the proper conditions are not in place a priori and when everything remains to be built?Thus, we are faced with a double unknown: 1) on the emergence of the creative communities, and de facto 2) on the management of the emergence of these collectives. How can we manage without being intrusive in contexts where there is nothing? Can innovation be a resource in this process and not only an effect? If that is the case, then we must understand how and for which reasons. Yet, the literature tends to separate both dimensions. It discusses innovation, but often portrays it as if it was reserved for "established" collectives ; or, on the other side, it discusses collectives, but it does not show how innovation can help in their development. Rather, the thesis demonstrates that there is a strong link between communities (relations) and innovation (for we are dealing with creative communities). That engaging in innovation (to design) strengthens the collective and that the collective strengthens the capacity of to innovate.We argue that co-design deals preciscly with this question. That this type of design poses as a tremendous space for the creation of collectives, where other methods fail, and that it gives way to creative communities where collective action was the least expected. More precisely, the thesis adresses the following three questions: 1) What are the characteristics of the collectives and the contexts "pre" community? 2) What is the role of design in the emergence of creative communities?; and 3) How to manage creative communities on the long run? By a qualitative and constructivist approach, it mobilizes a range of methodologies: multiple cases study, modelling and experimentation, as well as intervention research.Axis I deals with unstructured interpersonal relationships and contexts of innovation even less fertile than anticipated. Nevertheless, these conflicting initial relationships give way to a collective capacity to explore the unknown by the fact of engaging in co-design. The first managerial act of the genesis of a creative community lies in the capacity to transform, through a collective design activity, conflicts in common "undecidables", without solving them necessarily.Axis II demonstrates that the relational links strengthen as soon as actors engage in the generation of concepts; when they get to share and combine their knowledge in new ways. However, once this transformation has occured, communities need external resources to pursue their expansion. Thus, the second managerial act consists in putting back communities under tension by bringing in independent knowledge.Finally, the management of more elaborate and longer co-design initiatives in the third axis offers solutions to the various intra and inter sessions issues uncovered along the way. It also identifies two additional managerial acts: the consolidation of value and of the creative community, as well as the resolution collective proposals and the opening of new explorations.

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