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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.
281

A Unifying Interface Abstraction for Accelerated Computing in Sensor Nodes

Iyer, Srikrishna 31 August 2011 (has links)
Hardware-software co-design techniques are very suitable to develop the next generation of sensornet applications, which have high computational demands. By making use of a low power FPGA, the peak computational performance of a sensor node can be improved without significant degradation of the standby power dissipation. In this contribution, we present a methodology and tool to enable hardware/software co-design for sensor node application development. We present the integration of nesC, a sensornet programming language, with GEZEL, an easy-to-use hardware description language. We describe the hardware/software interface at different levels of abstraction: at the level of the design language, at the level of the co-simulator, and in the hardware implementation. We use a layered, uniform approach that is particularly suited to deal with the heterogeneous interfaces typically found on small embedded processors. We illustrate the strengths of our approach by means of a prototype application: the integration of a hardware-accelerated crypto-application in a nesC application. / Master of Science
282

<b>UNDERSTANDING CROSS REALITY INTERACTION IN A CO-DESIGN TASK</b>

Sathvik Reddy Vudumula (19120255) 13 July 2024 (has links)
<p dir="ltr">This study provides insights into the right combination of devices in a co-design task, in this case, at designing a game level. The cross-reality systems enable users to connect and collaborate across the Reality-Virtuality continuum i.e., PC/Desktop, augmented reality (AR), mixed reality (MR) and virtual reality (VR). Co-design involves two or more users coming together to ideate a clear objective, and build using the appropriate tools for collaboration, design, testing, and refinement for the masses. It also considers the time and resources used throughout the process with constant and open communication. The simulation design is based on developing an application that allows two users to connect in a pairwise modality (Desktop-Desktop, VR-VR or Desktop-VR) and use the assets provided to design a game level. The users were given a layout of the level and factors based on which the level will be designed. The results are discussed, and future work and conclusions are provided based on them.</p>
283

Tjänstedesignäventyret : En kvalitativ undersökning hur design för tjänst kan tillämpas i kartläggning av organisationers värdeskapande processer / The service design adventure : A qualitative research of how design for service can be applied in mapping organizations' value-creating processes

Eriksson, Ebba, Aidanpää, Linnéa January 2024 (has links)
The purpose of the thesis is to apply the service design perspective to map value creation processes within digitally complex GIS-services. Services are becoming increasingly prevalent within organizations today, and it is crucial to continuously develop them to meet customer needs. Since existing services are used regularly, incremental development is required to maintain their relevance. By applying principles from service design, a deeper understanding of value creation processes within various digital services can be achieved. Utilizing the service design perspective in mapping the value creation processes of digital services is feasible, but it requires active involvement from all stakeholders. In this paper, we explore the application of the service design perspective using a combination of Soft Systems Methodology (SSM) and Service Blueprint as framework. By examining this combined framework with a focus on service design perspective on Geographic Information Systems (GIS-services), we contribute to expanding the research field of service design. The results indicate that mapping a value creation process using this approach is possible, but there is room for further improvement.
284

A Designer-Augmenting Framework for Self-Adaptive Control Systems

Haoguang Yang (19747588) 02 October 2024 (has links)
<p dir="ltr">Robotic software design and implementation have traditionally relied on human engineers to fine-tune parameters, optimize hardware utilization, and mitigate unprecedented situations. As we face more demanding and complex applications, such as distributed robotic fleets and autonomous driving, explicit fine-tuning of autonomous systems yields diminishing returns. To make autonomous systems smarter, a design-time and run-time framework is required to extract constraints from high-level human decisions, and self-adapt on-the-fly to maintain desired specifications. Specifically, for controllers that govern cyber-physical interactions, making them self-adaptive involves two challenges. Firstly, controller design methods have historically neglected computing hardware constraints that realize real-time execution. Hence, intensive manual tuning is required to materialize a controller prototype with balanced control performance and computing resource consumption. Secondly, precisely modeling the physical system dynamics at edge cases is difficult and costly. However, with modeling discrepancies, controllers fine-tuned at design time may fail at run time, causing safety concerns. While humans are inherently adept at reacting and getting used to unknown system dynamics, how to transfer this knowledge to robots is still unresolved.</p><p dir="ltr">To address the two challenges, we propose a designer-augmenting framework for self-adaptive control systems. Our framework includes a resource/performance co-design tool and a model-free controller self-adaptation method for real-time control systems. Our resource/performance co-design tool automatically exploits the Pareto front of controllers, between real-time computing resource utilization and achievable control performance. The co-design tool simplifies the iterative partitioning and verification of controller performance and distributed resource budget, enabling human engineers to directly interface with high-level design decisions between quality and cost. Our controller self-adaptation method extracts objectives and tolerances from human demonstrations and applies them to real-time controller switching, allowing human experts to design fault mitigation behaviors directly through coaching. The objective extraction and real-time adaptation do not rely on prior knowledge of the plant, making them inherently robust against mismatch between the design reference model and the physical system.</p><p dir="ltr">Only with the prerequisite of real-time schedulability under Worst-Case Execution Time (WCET), will the digital controller deliver the designed dynamics. To determine the real-time schedulability of controllers during the design-time iteration and run-time self-adaptation, we propose a novel estimate of WCET based on the Mixed Weibull distribution of profiling statistics and a linear composition model. Our hybrid approach applies to design-time estimation of arbitrary-scaled controllers, yielding results as accurate as a state-of-the-art method while being more robust under small profiling sample sizes. Finally, we propose a resource consolidator that accounts for real-time schedulable bounds to utilize available computing resources while preventing deadline misses efficiently. Our consolidator, formulated as a vector packing problem, exploits different parallelization techniques on a CPU/FPGA hybrid architecture to obtain the most compact allocation plan for a given controller complexity and throughput. </p><p dir="ltr">By jointly considering all four aspects, our framework automates the co-optimization of controller performance and computing hardware requirements throughout the life cycle of a control system. As a result, the engineering time required to design and deploy a controller is significantly reduced, while the adaptivity of human engineers is extended to fault mitigation at run-time.</p>
285

Design Methods for Cryptanalysis

Judge, Lyndon Virginia 24 January 2013 (has links)
Security of cryptographic algorithms relies on the computational difficulty of deriving the secret key using public information. Cryptanalysis, including logical and implementation attacks, plays an important role in allowing the security community to estimate their cost, based on the computational resources of an attacker. Practical implementations of cryptanalytic systems require complex designs that integrate multiple functional components with many parameters. In this thesis, methodologies are proposed to improve the design process of cryptanalytic systems and reduce the cost of design space exploration required for optimization. First, Bluespec, a rule-based HDL, is used to increase the abstraction level of hardware design and support efficient design space exploration. Bluespec is applied to implement a hardware-accelerated logical attack on ECC with optimized modular arithmetic components. The language features of Bluespec support exploration and this is demonstrated by applying Bluespec to investigate the speed area tradeoff resulting from various design parameters and demonstrating performance that is competitive with prior work. This work also proposes a testing environment for use in verifying the implementation attack resistance of secure systems. A modular design approach is used to provide separation between the device being tested and the test script, as well as portability, and openness. This yields an open-source solution that supports implementation attack testing independent of the system platform, implementation details, and type of attack under evaluation. The suitability of the proposed test environment for implementation attack vulnerability analysis is demonstrated by applying the environment to perform an implementation attack on AES. The design of complex cryptanalytic hardware can greatly benefit from better design methodologies and the results presented in this thesis advocate the importance of this aspect. / Master of Science
286

It’s smart, but you know, it lacks that human touch! : Exploring and designing for dynamic user control in AI-driven automated systems / Den är smart, men du vet, den saknar den där mänskliga touchen! : Utforska och designa för dynamisk användarkontroll i AI-drivna automatiserade system

Åkerblom-Andersson, Christina, Tjernström, Linnéa January 2024 (has links)
As Artificial Intelligence (AI) and automation become more intertwined, understanding their impact on user control is essential. This study investigates dynamic user control in AI-driven automated systems, particularly in work environments. While adaptive automation (AA) has been extensively studied, there's a gap in research on adaptable and hybrid automation, where users control the level of automation (LOA). We bridge this gap with a design-oriented case study structured into three phases, evaluating one adaptable and one hybrid prototype. By understanding real-world perspectives of users and providers of an AI-driven automation system, we address the question: "How can we support users with dynamic control when designing for human-centred automation?”. Our findings are synthesized into insights that suggest a preference for a hybrid approach; one that balances user and AI-system collaboration, providing adaptive and personalized support, without overwhelming adaptability. Overall, our results conclude the importance of human involvement in the automation process, underscoring the need for "human touch” in the design of humancentred automation (HCAI).
287

Entwerfen Entwickeln Erleben 2014 – Beiträge zum Technischen Design

20 October 2014 (has links) (PDF)
Die Konferenz »Entwerfen – Entwickeln – Erleben« bietet ein be­sonderes Podium zum Austausch von Wissenschaftlern und Praxis­vertretern aus den zentralen Bereichen der Produktentwicklung. Der vorliegende Band enthält Beiträge der EEE2014 unter anderem zu Innovationsstudien und Zukunftskonzepten für verschiedenste Bran­chen, zu Design Thinking und Designprozessen von frühen Phasen bis zum Qualitätsmanagement, Methoden und Werkzeugen von Mindcards bis Eye-Tracking sowie zu den Themen User Experience und Nutzererleben, Öko-Design, Universal Design und partizipative Gestaltung. Die Technischen Universität Dresden und technischesdesign.org er­möglichten in Kooperation mit der Gruppe Virtuelle Produktentwick­lung der Wissenschaftlichen Gesellschaft für Produktentwicklung (WiGeP), dem Mathematisch-Physikalischen Salon der Staatlichen Kunstsammlungen Dresden und der Hochschule für Bildende Küns­te Dresden die fachübergreifende Diskussion des Schwerpunkt-The­mas inmitten der Dresdner Altstadt. In diesem Band sind die Bei­träge zum Technischen Design enthalten, ein weiterer Band (http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-144963, herausgegeben von Ralph Stelzer) fasst die Beiträge zur Konstruktionstechnik und zur Virtuellen Produktentwick­lung zusammen.
288

[en] SCIENCE AS A GAME: PLAYFUL APPROACHES TO SCIENTIFIC SOFTWARE INTERFACE DESIGN / [pt] A CIÊNCIA COMO JOGO: ABORDAGENS LÚDICAS AO DESIGN DE INTERFACES PARA SOFTWARE CIENTÍFICO

FRANCISCO OLIVEIRA DE QUEIROZ 03 July 2019 (has links)
[pt] De grande importância para pesquisa científica, o software científico se mostra, por vezes, desafiador no que se refere ao design de interfaces com o usuário. Por outro lado, a gamificação se oferece como potencial solução em questões de experiência com o usuário e interatividade. Nesta tese, desenvolvemos um método para a gamificação de software científico voltado para processos de design colaborativo, orientado por um modelo baseado em jogo, informado por aspectos de uso e desenvolvimento deste tipo de software e, também, por aspectos similares ao jogo na prática científica. / [en] Vastly important to scientific research, scientific software is often challenging regarding the design of its user interfaces. On the other hand, gamification is seen as a potential solution in matters of user experience and interactivity. In this thesis, we develop a method for the gamification of scientific software aimed at collaborative design processes, guided by a game-based model, informed by aspects of use and development of that type of software and, also by game-like aspects of scientific practice.
289

[en] PARTICIPATORY DESIGN AND SOCIAL INNOVATION: THE INFLUENCE OF CONTEXTUAL FACTORS / [pt] DESIGN PARTICIPATIVO E INOVAÇÃO SOCIAL: A INFLUÊNCIA DOS FATORES CONTEXTUAIS

CHIARA DEL GAUDIO 22 February 2019 (has links)
[pt] Esta tese investiga a ação do designer que atua em contextos sociais de conflito e marginalizados para promover e potenciar processos locais de Inovação Social através de experiências participativas e da estratégia de Design. Por isto, em primeiro lugar, foi desenvolvida uma revisão teórica com relação ao âmbito da contribuição social do Design, às abordagens e práticas mais conhecidas e ao contexto selecionado. Este momento foi preparatório para a fase subsequente de pesquisa que consistiu na implementação de um projeto de Design participativo em uma favela carioca em colaboração com uma ONG local. Ao longo da pesquisa de campo foram coletados dados usando como estratégia a observação participante. Em seguida, os dados foram analisados, sendo identificadas duas macro categorias de investigação, que são fundamentais para o tipo de ação de Design considerada. Trata-se do tempo e dos parceiros de projetos e interesses locais. Ambas foram depois verificadas, compreendidas e detalhadas através de entrevistas com designers e de uma nova fase de revisão teórica. Tudo isso permitiu chegar aos resultados de pesquisa: foram levantadas duas questões que podem influenciar o processo de Design, obstaculizá-lo ou até impedi-lo. Em primeiro lugar, o tempo apresentou-se com um elemento determinante no desenvolvimento de um projeto, capaz de favorecê-lo ou obstaculizá-lo. De fato, podem ocorrer divergências temporais entre o designer e o processo de Design, o contexto e os parceiros de projeto. Em segundo lugar surgiu a influência das forças contextuais exercidas pelos atores locais - e baseadas em interesses e agendas internas - sobre as ações do designer e a sua relação com a estrutura da rede de projeto. Os resultados de pesquisa sugerem que: (1) os fatores contextuais podem influenciar o processo de Design no desenvolvimento de projetos participativos que visam promover processos locais de Inovação Social; (2) a ação do designer em experiências participativas que visam a Inovação Social pode se beneficiar de abordagens que consideram os fatores contextuais; (3) as metodologias e ferramentas desenvolvidas até então para a atuação do designer no âmbito social não são suficientes para a ação. Por fim, a partir disso, a tese promove uma reflexão sobre a proposta de um Design social eficaz e a atual formação em Design neste âmbito. / [en] The thesis investigates the designer s action in conflict and marginalized social contexts aimed at promoting and enhancing local Social Innovation processes through participatory experiences and the Design strategy. Firstly, a theoretical review of the social contribution of Design, of the best-known approaches and practices, and of the selected context was developed. This moment had been preparatory for a subsequent phase of applied research that occurred with the implementation of a participatory Design project inside a Rio de Janeiro slum in collaboration with a local NGO. During field research data were collected through participatory observation. Their later analysis led to identify two key research macro-categories - time, and Design partners and local interests – that were verified and better understood through some interviews with designers and a new phase of theoretical review. All this led to research results: two main issues that may influence, impede or hinder the development of this kind of project were identified. Firstly, time appeared as a fundamental element in project development, able to promote or prevent it. In fact, temporal divergences between the designer and the Design process, between the context and the Design partners may occur. Secondly, the influence of the forces exerted by local actors - and based on interests and inner agendas - on the designer s actions emerged as well as its relation to the project network structure. Research results indicate that: (1) contextual factors may influence the Design process in participatory projects aiming at promoting local Social Innovation processes; (2) the designer s action in participatory experiences may benefit of approaches that consider contextual factors; (3) the methodologies and tools that have been developed to support designer s work in the social field are not enough for action. Finally, this thesis promotes a reflection about the widespread idea of an efficient Social Design practice and about Design education in this area.
290

Le design participatif au sein d’entreprises : une exploration des opportunités et limites perçues par des concepteurs de produits

Gravel, Pascale 07 1900 (has links)
La littérature contient une abondance d’information sur les approches de design impliquant les utilisateurs. Bien que les chercheurs soulèvent de nombreux avantages concernant ces approches, on en sait peu sur ce que les concepteurs des entreprises en pensent. Ce projet a pour but de connaître les perceptions des concepteurs de produits quant aux outils de design participatif puis, d’identifier les opportunités et limites qu’ils évoquent à ce sujet, et finalement, de faire des suggestions d’outils qui faciliteraient l’introduction du design participatif dans un processus de design existant. Après avoir fait un survol du domaine du design participatif et de ses outils, six cas sont étudiés au moyen d’entrevues semi-dirigées conduites auprès de concepteurs de produits. Les données sont analysées à l’aide de cartes cognitives. En ce qui concerne les outils de design participatif, les participants rencontrés perçoivent un accès direct aux besoins des utilisateurs et la possibilité de minimiser les erreurs en début de processus donc, d’éviter les modifications coûteuses qu’elles auraient entraînées. Les obstacles perçus par les concepteurs sont principalement liés à la résistance au changement, à la crainte de laisser créer ou décider les utilisateurs, ainsi qu’au manque de temps et de ressources de l’équipe. Finalement, sur la base des informations collectées, nous suggérons quatre outils de design participatif qui semblent plus intéressants : l’enquête contextuelle, les sondes, les tests de prototypes et l’approche « lead user ». Pour faire suite à ce travail, il serait intéressant d’élaborer un protocole de recherche plus exhaustif pour augmenter la portée des résultats, ou encore, d’appliquer le design participatif, dans une entreprise, afin d’explorer la satisfaction des gens quant aux produits conçus, les effets collatéraux sur les équipes impliquées, l’évolution des prototypes ou le déroulement des ateliers. / Many approaches were developed to foster user involvement in design activities and the amount of data pertaining to this field is substantial. However, we know little about what designers think about these methods. This research aims at knowing how designers perceive the methods used in participatory design including the opportunities and limits they identify regarding these approaches and finally, suggest a set of tools to implement user participation in a design process. After presenting an overview of the participatory design domain and its tools, six cases are studied using semi-structured interviews with designers. Data is analysed using mind maps. Concerning participatory design tools, the designers perceive, a possible means to minimise errors in the front end of the design process thus avoiding costly changes in the end. The limits they perceive come from resistance to change and reluctance to share the creative and decisive parts of the process with users. Moreover, the lack of time and resources are reported to be a limitation by many. Finally, based on the information collected, four methods are chosen as being more interesting: contextual inquiry, probes, prototype testing and the lead user approach. Continuing this work would imply creating a more exhaustive research protocol involving more participants to extend the scope of the results or, applying participatory design and looking into people’s satisfaction towards the resulting products, collateral effects on the teams involved, prototype evolution through the process or workshops progress.

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