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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.
11

Utveckling av golvkonsol för elbil / Development of floor console for electric car

Lundberg, Anna, Oldenburg, Martina January 2017 (has links)
Ett produktutvecklingsprojekt har utförts på Högskolan i Skövde under våren 2017 i samverkan med företaget China Euro Vehicle Technology AB (CEVT). CEVT arbetar med forskning och utveckling inom bilindustrin och ägs av Geely Auto. I och med pågående trend och utveckling mot fullt elektriska personbilar ville CEVT med detta examensarbete undersöka hur volymen mellan framstolarna kunde disponeras, då handbroms och växelspak uteblir. Målet med uppdraget var att utveckla ett konceptförslag av golvkonsol till elbil för att riktas till den kinesiska marknaden utifrån företagets krav och målgruppens behov. Projektet inleddes med en förstudie vilken innefattade intervjuer med målgruppen och experter samt en marknadsundersökning. I förstudien undersöktes användaren och dess behov samt befintliga och framtida bilinteriörer. Framtagen information sammanställdes i en kravspecifikation tillsammans med baskrav från företaget. Koncept genererades utifrån kommande trender samt fastställda funktioner och utvärderades i flera steg. Koncept har utvärderats tillsammans med företaget, genom ergonomisimulering och användartest med en fullskalig prototyp. Resultatet är utformat i två nivåer med en teknologisk överdel, där laddplats för mobil finns placerad samt en interaktionsyta till instrumentpanelen och en underdel med fokus på förvaring. Resultatet innehåller uppdelade förvaringsutrymmen vilka är anpassade till målgruppens användare och deras tillhörigheter. Golvkonsolen är utformad med fokus på flexibilitet, funktionalitet och justerbarhet, då tillbehör kan förflyttas och bytas ut samt att armstöd och överdel kan justeras utefter behov. / A product development project has been carried out at University of Skövde in collaboration with China Euro Vehicle Technology AB (CEVT). CEVT works with research and development in the automotive industry and is owned by Geely Auto. With current trends towards developing full electric cars, CEVT wanted to explore how the space between the two front seats could be dispensed, with no handbrake or gearshift. The aim of the thesis was to develop a floor console for an electric car adapted to the Chinese market and the company's requirements. The project began with a pre study which included interviews with the target group and experts as well as a market research. The pre study studied user needs and different car interiors. The information was compiled in a requirement specification together with demands from the company. Concepts were generated based on future trends and identified functions and then evaluated in several steps. The concept has been evaluated with the company, through ergonomic simulation and a user test with a full-scale prototype. The result is designed in two levels, the top focuses on technology where a charging station is placed as well as an interaction area for the dashboard the base is instead focused on storage. The result contains different storage solutions customized and developed for the user and their belongings. The floor console is designed with focus on flexibility, functionality and adjustability as parts can be moved and replaced. The armrest and top can also be adjusted according to different needs.
12

Development of Multi-console Analysis Tool for 2D MR Spectroscopic Imaging with LCModel

Hsueh, Po-Tsung 22 July 2008 (has links)
Magnetic resonance (MR) has been developed and applied to clinical analysis studies due to its non-invasive properties. Because of the increasing interest of applying magnetic resonance spectroscopy imaging (MRSI) to clinical application, some post-processing softwares, like LCModel, provide a graphical user interface for convenient and efficient analysis. However, the features of combining MR imaging (MRI) with MRS information and browsing all analyzed results are not provided by LCModel. Our study proposed a method to implement the architecture for processing General Electric (GE), Siemens MRSI data sets and provides features including interactive display, selection and analysis of full 2D slices. For multi-console analysis, our tool also provides the combination of MRS, MRI, and data sets generated by LCModel, such as the projection of three planes and metabolite/spectra map, and therefore the three formats of data sets could be obtained from scanners of various manufactures. Especially, it is more complicated when processing GE data sets, so some mechanisms for processing are proposed, like the transformation, the three plane loc images detection and MRSI detection, etc. Additionally, our tool also has the advantage of the compatibility of further extended functionalities, which would be more flexible and useful for clinical applications.
13

Frames That Matter : The Importance of Frames per Second in Games

Hagström, Rickard January 2015 (has links)
There's been a lot of debate behind frames per seconds in gaming recently and many people come with all kinds of strange claims. For example, that the eye can only see 30 frames per second, its more “cinematic” and that it is the optimal framerate for games.This thesis studies about the importance of frames per second within games and the history behind frames per seconds, in games and all the way back when movie industry began. What is best for higher player performance and what should developers strive for? There was a personal preliminary test with an extended playthroughs of each game, to see if the playstesters would experience similar issues. Afterwards two quantitative tests with two different methods, a blind test and a performance test, are conducted to measure if any player notices the differences, how the framerate can affect the player’s performance and what they preferred. / Det har varit en hel del debatt om bilder per sekund inom spel under de senaste åren och det har kommit fram alla möjliga konstiga påståenden. Till exempel, att ögat kan bara se 30 bilder per sekund, det är mer ”filmiskt” och att det är den optimala bildhastigheten för spel. Denna studier handlar om hur viktigt bilder per sekund inom spel är och historien bakom bilder per sekund, allt ifrån spel till filmindustrins början. Vad är bäst för högre prestationer för spelarna och vad bör spelutvecklare sträva efter? Ett personligt förberedande test med utsträckt igenomspelning av båda spelen, för att se om speltestarna skulle få ett liknande problem. Därefter två kvantitativa tester med två olika metoder, ett blindtest och ett prestandatest, genomförs för att mäta om någon spelare märker skillnaderna, hur de olika nivåerna av bilder per sekund kan påverka spelarna prestanda och vad de föredrog.
14

Game-independent AI agents for playing Atari 2600 console games

Naddaf, Yavar. January 2010 (has links)
Thesis (M.Sc.)--University of Alberta, 2010. / Title from PDF file main screen (viewed on July 15, 2010). A thesis submitted to the Faculty of Graduate Studies and Research in partial fulfillment of the requirements for the degree of Master of Science, Department of Computing Science, University of Alberta. Includes bibliographical references.
15

An exploratory forensic analysis of the Xbox One S All Digital

Lidström, Robbin, Elfving, Elfving January 2020 (has links)
Gaming consoles’ relevance to the field of digital forensics has steadily been growing sincetheir presence in society has increased. Given how gaming platforms, such as the Xbox One,are produced for commercial interest, they are likely to be secured by use of proprietaryknowledge to safeguard personal data. The means by which information is secured isunknown, thus displaying the need for investigations to determine what information can beextracted from hard drive disk images and whether any of it is personally identifiable data.Furthermore, predecessors to the Xbox One were successfully modified by users, allowingunsigned code to be run; however, this is currently not possible on the Xbox One. In addition,due to the generational aspect of game consoles, proper digital forensic methodology needs tobe developed specifically adapted to the Xbox One. An exploratory approach was pursued toallow for the scope to remain dynamic, letting information found to point to additionalavenues of investigation and research. No personally identifiable information was found, yetthe analysis of selected files allowed for hypotheses concerning their intended purpose.Through file analysis, encryption was found to be in use on the console. Moreover, theMaster File Table was demonstrated as a significant extension to the foundation of consoleforensics methodology. Lastly, it was established that the Xbox One successfully prevents therunning of unsigned code, showing a significant improvement compared to its predecessors.
16

Úprava přední vidlice motocyklu / Modification of the front fork of the motorcycle

Smolka, Josef January 2017 (has links)
The aim of this thesis is to investigate the force loading of the front telescopic fork girder of the motorcycle and its impact on the structure of the girders. The force effect in fork storage is solved by a mathematical model in Adams View based on calculated and experimentally determined parameters. Managed to gather a series of data and parameters of the Triumph Daytona 955i. The created model achieves high accuracy in terms of motorcycle kinematics. The benefit of this work is to get an overview of the forces acting in the suspension of the front wheel of the motorcycle.
17

Výroba konzoly odjehlovacího stroje / The production of the console deburring machines

Hlavinka, Martin January 2018 (has links)
This thesis submitted deals with the project of the change of the production of the semi-finished product of the console which is produced by casting from the cast iron ČSN 42 2420. The component forms the frame of the deburring machine with two electric motors with the gearbox. For the suggested production the method MAG of technology welding was chosen. Because of the given technology the new construction of the component was chosen. The welded product consists of eight parts burnt from heavy-walled sheet metals. The suggested material of the construction is steel S235JR and for welding the filler rod Weld G3Si1, diameter 1 mm is chosen. For the determination of the optimal parameters of welding the testing through the slap next to the skin weld (size a5) was made. Simultaneously with the testing the fracture areas and the weld root were examined. The suggested parameters of welding were used during the preparation of WPS. For the assembling of the component the operating schedule of welding is planned.
18

Návrh a posouzení vybraných částí ŽB nosné konstrukce / Design and Assessment of Selected Parts of Load Bearing Structure

Vitálišová, Barbora January 2019 (has links)
The diploma thesis deals with the design of selected parts of reinforced concrete elements of the exhibition room. Simultaneously, the optimization of selected elements according to valid standards and Eurocodes was carried out and the impact of these changes on the economy of construction was developed.
19

Návrh stavu pro dlouhodobé testování pryžových segmentů / Test Rig Design for Durability Testing of the Rubber Segments

Borek, Vojtěch January 2019 (has links)
The aim of diploma thesis is construction design of test rig for durability testing of the rubber segments. The work contains a brief description of tested component, test rigs and individual parts of the testing system. Next chapter describes conception and construction solutions with justification of choice specific parts, supported by analysis of critical parts. Finally the overall construction design is evaluated and accompanied with a documentation of drawings, which is attached to the thesis.
20

JOURNEYS INTO THE UNKNOWN: A SERIES OF SCIENCE ARCHITECTURE TASKS AND EVENTS, SPACE-BOUND EXPLORATIONS AND FAR-TRAVELS, DISCOVERIES AND MISSES (NEAR AND FAR), IMAGINATIVE SPACE-GAZING AND RELATED INVESTIGATIONS, OBSERVATIONS, ORBITS, AND OTHER REPETITIOUS MONITORING TASKS

Beeferman, Leah 01 January 2010 (has links)
This thesis expansively and inclusively puts forth the imaginings, research, processes and experiences behind my two thesis exhibitions, "Journeys into the unknown: a series of science architecture tasks and events, space-bound explorations and far-travels, discoveries and misses (near and far), imaginative space-gazing and related investigations, observations, orbits, and other repetitious monitoring tasks" and "Timed travel: asystematic accounts of regular and geometrical timekeeping, orbital flight, repetitive rotations and other journeys into actual time and slow space." It begins with an abstract interpretation of the dial: a tool not limited to scientific measurement but, instead, a gauge of an object’s overall position and general status. Equal parts scientific information, abstracted and fictionalized instruments and facts, and the personal experiences which provided these concrete informational elements with psychological and metaphorical meaning, this document is as much a record of time as it is an elucidation of my artistic practice and methodology.

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