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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.
171

Towards a Universal and Integrated Digital Representation of Physical Processes

Schwede, Dirk Alexander January 2006 (has links)
Doctor of Philosophy(PhD) / This thesis describes the exploration and the development of computational means to investigate the behaviour of design objects before they are available for investigation in the physical world. The motivation is to inform the design process about the design object’s performance in order to achieve better – more performance-oriented – design outcomes in the sense of energy efficiency and comfort performance than can be achieved by conventional design techniques. The research is structured into five successive parts. - Concept Development – A review of the objective domains comfort assessment and energy efficiency assessment is conducted and the design process, human design activity and the application of simulation in the architectural domain is discussed in order to identify requirements for the development of computational means for design analysis. Requirements regarding model content, model features and model integration are developed. The main requirements are that a highly integrated, three-dimensional and dynamic representation of physical processes is needed and that a universal and integrated representation is required. - Concept Formulation – Based on the identified requirements, the concept for a model is formulated. In order to achieve a universal and integrated representation of physical processes the concept uses the approach of a constructive language. Space is represented with autonomous spatial elements, called congeneric cells. Interaction between the cells is represented by near- and remote-conjunctions. Physical and geometric self-contained formulations of the model reduce the model input requirements, so that geometric information and simple property specification (material, activity) is sufficient to describe the design object in the model. - Model Development – The concept is formulated in mathematical physical terms based on well known physical laws and building physical models (first-principle approach). Heat and moisture conduction, diffusion of various components and a flow model is formulated as near-conjunction processes. Heat radiation, light and sound are modelled with a radiosity approach as remote-conjunctions. The simulation algorithm, which governs the interaction between the cells in order to represent the behaviour of space, is explained. - Computational Implementation – The concept and the model is tested by implementation of a prototype using C++ and OpenGL on a conventional Pentium 4 notebook. The prototype consists of three parts: user-interface, model translator and simulation engine. The user interface functions as model-input and result-output device. The implementation of the concept and of further model parts is described in detail. - Assessment and Testing – The developed concept and the model, as implemented in the prototype, are tested and assessed against the initially developed requirements. The physical model is assessed in regard to plausibility and accuracy of the representation of the physical phenomena. At the end of the thesis the project is summarized, the achievements of the project’s objectives are discussed critically and issues for future research are suggested. Possible applications of the developed model are listed, and the contributions to the application of computational simulation in the architectural domain, developed in this research, are named. At the current stage the required processing time and high memory requirements prevent implementation of a design assessment system, following the suggested concept, at a useful scale. Also the developed physical models require further refinement and testing. Although the general feasibility of the concept and the model was successfully demonstrated, its implementation in a fully applicable design assessment system based on the universal and integrated representation of physical processes was not achieved at this stage. While detailed description and analysis is given in the body of the thesis, detailed formulations of the work and the developed model are given in the appendix. The body and the appendix together provide a complete picture of the research presented.
172

Rum för äldre : om arkitektur för äldre med demens eller somatisk sjukdom

Andersson, Jonas E. January 2005 (has links)
QC 20101123
173

Beyond LEED: Constructing a bridge to biomimicry for Canadian interior design educators

Cash, Karen 11 January 2016 (has links)
Interior designers require advanced sustainable strategies beyond the Leadership in Energy and Environmental Design (LEED) rating system to expand their ecological accountability. Biomimicry is a biology inspired design (BID) methodology that is integrating into U.S. interior design (ID) curricula. This thesis research aims to identify the extent to which biomimicry is taught in Canadian post-secondary ID programs. Through a mixed-methodology research design, this study explored the strategies and lessons learned from North America interior design educators teaching biomimicry. Integrating a science-based problem-solving methodology into design education requires a transition strategy that includes both high-tech and low-tech teaching tools. This study discusses avenues to heighten biomimicry awareness, for Canadian educators, and addresses the challenges that weaving a complex multidisciplinary topic into interior design pedagogy will bring. Future research regarding biomimicry applications from interior design learner and practitioner perspectives would complement this study, and inform biology inspired design curricula development. / February 2016
174

Responsive web design – an explorative analysis from an aesthetic, functional and technical perspective

Ciesielska, Aleksandra January 2018 (has links)
Since the third-generation’s mobile telephony was introduced, the use of the Internet changed significantly. Websites can nowadays be viewed from a wide range of devices that differ in type and size. This puts a demand on the design of web pages because the page should be equally useful regardless of the type of device used to view the page. Responsive web design is a design method that strives towards solving this problem by allowing web pages to customize their visual representation based on the medium used to interact with them. Although it is a well-used tool in web development, it is relatively unexplored from a technical, aesthetic and functional perspective. The goal of this thesis is to improve the situation by exploring the possibilities and limitations of responsive web design in relation to the above perspectives. To achieve this, common definitions of this approach were collected, together with an implementation of a responsive product. To give structure to the analysis, the development process followed the Double Diamond approach together with two experiential qualities, fluidity and naturality. By using media queries together with scalable units in the implementation, a fully responsive portfolio website was created. The creation of the product gave room for understanding possibilities and limitations of responsive web design. The encountered problems in this thesis, such as detecting different types of devices, concludes that responsive web design is yet not a fully developed approach and contains problems that limit the implementation.
175

Desenvolvimento de jogo para estimular a aplicação de técnicas sistemáticas de seleção de alternativas no processo de design

Brandi, Leonardo Barili January 2016 (has links)
O processo de seleção de alternativas é uma das atividades do Processo de Desenvolvimento de Produto (PDP) que visa avaliar as configurações de soluções de um prob lema, para que sejam selecionadas as alternativas mais condizentes com as delimitações de um projeto. Dada a complexidade dessa tarefa, existem técnicas sistematizadas para auxiliar essa tomada de decisão, que são formalizadas e proporcionam visualização, ordem e lógica no processo. Contudo, verificou-se o desinteresse por parte de designers na utilização dessas, devido à falta de intimidade com as mesmas, dificuldades na aplicação e crença em processos não fo rmais para esta ava liação. Por sua vez, técnicas são ap licadas por meio de ferramentas, e essas tem a possibilidade de serem configuradas para aplicar uma ou mais técnicas de outras maneiras. Por isso, o problema desta pesquisa é: como incorporar técnicas sistemáticas de seleção de al ternativas no Processo de Desenvolvimento de Produtos de fo rma a estimular e facilitar o uso destas técnicas? Sob a hipótese de que uma ferramenta lúdica resolva este problema, o objetivo principal do trabalho é o desenvolvimento de um jogo como ferramenta de projeto para a aplicação de técnicas sistemáticas de seleção de alternativas por equipes de design de produto. Para isso foram mapeadas as principais dificuldades dos designers em relação ao processo de seleção e compreendeu-se as causas da abstenção das técnicas. Após, foi realizado o levantamento de técnicas sistemáticas de seleção de alternativas com base em autores de metodologias projetuais, rea lizada a triagem, descrição e análises aprofundadas sobre recursos, funcionamento e Auxo, que resultou na caracterização de onze técn icas aplicáveis no processo de seleção. Em seguida, foi feita a distinção do jogo como ferramenta de projeto e levantados os elementos essenciais para sua configuração e efetividade quanto ao estímulo - princípio de motivação. Com base nas informações coletadas, foi desenvolvido um jogo de plataforma física para realização do processo de se leção de alternativas, que contempla uma ordem de utilização das técn icas, reconfiguradas de forma a estimular e facilitar a sua ap licação. Por fim, realizou-se uma verificação da jogabilidade quanto à aplicação das técnicas, com base em playtests iniciais, rea lizados com um modelo funcional do jogo. / The process of concept selection one of the activities of Product Development Process (PDP), which aims ro evaluate the solutions of a design problem, ro se lect the most consistem alternatives to the requirements of a project. Given the complexity of this task, there are systematized techniques to assist this decision-making, which are formalized and provide visualization, arder and logic in the process. However, there was a disi nterest of designers in the use of such, dueto lack of intimacy with them, difficul ties in applying and belief in a non-formal process for rhis evaluation.ln rurn, the techniques are applied rhrough tools, and these have rhe ability to be configured to apply one or more techniques in orher ways. The research problem that emerges from this question is: how to incorporare systematic techniques of concept selection in the Product Development Process in arder to stimulare and facilitare the use of these techniques? Based on a hypothesis that a ludic tool could solve this, the main goal of this work is to develop a game as a project tool for the application of systematic techniques of concept selecrion for producr design teams. To this, the main di fficulties in rhe selection process were mapped and the abstention of techniques were understood. Afrer th at, was performed the survey of systematic techniques of concept's se lection based on authors of project merhodologies, performed a triage, description and detailed analysis of resources, operation and Aow, which resulted in the characterization of eleven techniques applicable in the selection process. Then, there was made the distinction of the game as a project tool, and raised the essencial elements for its configuration and effecriveness as the srimulus - the principie of motivacion. Based on these informations, a physical platform game was developed ro make che concept's selection process, which has an arder of use of the techniques, rearranged in a way to estimulare and to facilitare its application.Lastly, it was made a gameplay rest abour the techniques' applicarion, based on inici al playtests, using a fun ctional prototype.
176

Indigenous Architecture: Envisioning, Designing, and Building The Museum At Warm Springs

January 2012 (has links)
abstract: Many Indigenous communities in North America develop tribal museums to preserve and control tribal knowledge and heritage and counteract negative effects of colonization. Tribal museums employ many Indigenous strategies related to Indigenous languages, knowledges, and material heritage. I argue that architecture can be an Indigenous strategy, too, by privileging Indigeneity through design processes, accommodating Indigenous activities, and representing Indigenous identities. Yet it is not clear how to design culturally appropriate Indigenous architectures meeting needs of contemporary Indigenous communities. Because few Indigenous people are architects, most tribal communities hire designers from outside of their communities. Fundamental differences challenge both Indigenous clients and their architects. How do Indigenous clients and their designers overcome these challenges? This dissertation is a history of the processes of creating a tribal museum, The Museum At Warm Springs, on the Confederated Tribes of the Warm Springs Reservation of Oregon. The focus is to understand what critical activities Tribal members, designers, and others did to create a museum whose architecture represents and serves its community. The study also considers how people did things so as to honor Indigenous traditions. Design and construction processes are considered along with strategies that Tribal members and their advocates used to get to where they were prepared to design and build a museum. Interviews with Tribal members, designers, and others were central sources for the research. Other sources include meeting minutes, correspondence, Tribal resolutions, and the Tribal newspaper. Visual sources such as drawings, photographs, and the museum itself were significant sources also. This study revealed several key activities that the Confederated Tribes did to position themselves to build the museum. They built an outstanding collection of Tribal artifacts, created and supported a museum society, and hired an outstanding executive director. The Tribes selected and secured a viable site and persisted in finding an architect who met their needs. Collaboration--within the interdisciplinary design team and between designers and Tribal members and contractors--was key. Tribal members shared cultural knowledge with designers who adapted to Indigenous modes of communication. Designers were sensitive to the landscape and committed to representing the Tribes and their world. / Dissertation/Thesis / Ph.D. Architecture 2012
177

Démarche de conception de robots médicaux : application à un robot de télé-échographie / Methodology for medical robots design : application to a tele-echography robot

Nouaille, Laurence 09 December 2009 (has links)
A partir de la conception d’un robot pour une application médicale particulière de télé-échographie, une démarche de conception générique de robots médicaux est proposée. L’étude se décompose en deux phases : la synthèse topologique et la synthèse dimensionnelle. La première est effectuée pour toutes applications médicales à partir de connaissances capitalisées dans un catalogue de robots médicaux réalisé au préalable. La synthèse dimensionnelle est établie pour un robot de télé-échographie. Une nouvelle structure cinématique de poignet sphérique série permettant de rejeter la singularité aux frontières de l’espace de travail est proposée. Après avoir réalisé une analyse cinématique validant le concept, plusieurs optimisations multi-critères sont effectuées selon des critères de performances cinématiques (manipulabilité, dextérité) et d’encombrement (compacité). Une comparaison de l’influence des indices de performance sur l’optimisation est réalisée. Le concept pour l’application de télé-échographie choisi et dimensionné, une démarche de conception préliminaire à l’aide de l’outil CAO est présentée. Une phase de conception collaborative avec des designers est menée afin d’améliorer l’ergonomie, la compacité et l’esthétique du robot. L’association des étapes de synthèses et de conception préliminaire a conduit à la proposition d’une démarche de conception de robots médicaux. / From the design of a tele-echography robot for a specific medical application, a generic methodology for medical robots design is proposed. The study is presented in two parts: a topological synthesis and a dimensional one. The first is made for all medical applications, from a medical robots catalogue built beforehand. The second synthesis is established for a tele-echography robot. A new spherical kinematic structure permitting to reject singularities to the boundaries of the workspace is proposed. After having validated this concept from a kinematic point of view, several multi-criteria optimisations are realised according to kinematic indices (manipulability, dexterity) and bulkiness (compactness). A comparison of indices influence on optimisations is carried out. The concept for teleechography robot chosen and dimensioned, a process of embodiment design with CAD tool is presented. A collaborative design phase with designers is led to improve ergonomics, compactness and aesthetic of the robot. The association of synthesis steps and embodiment design lead to propose a process of medical robots design.
178

Desenvolvimento de jogo para estimular a aplicação de técnicas sistemáticas de seleção de alternativas no processo de design

Brandi, Leonardo Barili January 2016 (has links)
O processo de seleção de alternativas é uma das atividades do Processo de Desenvolvimento de Produto (PDP) que visa avaliar as configurações de soluções de um prob lema, para que sejam selecionadas as alternativas mais condizentes com as delimitações de um projeto. Dada a complexidade dessa tarefa, existem técnicas sistematizadas para auxiliar essa tomada de decisão, que são formalizadas e proporcionam visualização, ordem e lógica no processo. Contudo, verificou-se o desinteresse por parte de designers na utilização dessas, devido à falta de intimidade com as mesmas, dificuldades na aplicação e crença em processos não fo rmais para esta ava liação. Por sua vez, técnicas são ap licadas por meio de ferramentas, e essas tem a possibilidade de serem configuradas para aplicar uma ou mais técnicas de outras maneiras. Por isso, o problema desta pesquisa é: como incorporar técnicas sistemáticas de seleção de al ternativas no Processo de Desenvolvimento de Produtos de fo rma a estimular e facilitar o uso destas técnicas? Sob a hipótese de que uma ferramenta lúdica resolva este problema, o objetivo principal do trabalho é o desenvolvimento de um jogo como ferramenta de projeto para a aplicação de técnicas sistemáticas de seleção de alternativas por equipes de design de produto. Para isso foram mapeadas as principais dificuldades dos designers em relação ao processo de seleção e compreendeu-se as causas da abstenção das técnicas. Após, foi realizado o levantamento de técnicas sistemáticas de seleção de alternativas com base em autores de metodologias projetuais, rea lizada a triagem, descrição e análises aprofundadas sobre recursos, funcionamento e Auxo, que resultou na caracterização de onze técn icas aplicáveis no processo de seleção. Em seguida, foi feita a distinção do jogo como ferramenta de projeto e levantados os elementos essenciais para sua configuração e efetividade quanto ao estímulo - princípio de motivação. Com base nas informações coletadas, foi desenvolvido um jogo de plataforma física para realização do processo de se leção de alternativas, que contempla uma ordem de utilização das técn icas, reconfiguradas de forma a estimular e facilitar a sua ap licação. Por fim, realizou-se uma verificação da jogabilidade quanto à aplicação das técnicas, com base em playtests iniciais, rea lizados com um modelo funcional do jogo. / The process of concept selection one of the activities of Product Development Process (PDP), which aims ro evaluate the solutions of a design problem, ro se lect the most consistem alternatives to the requirements of a project. Given the complexity of this task, there are systematized techniques to assist this decision-making, which are formalized and provide visualization, arder and logic in the process. However, there was a disi nterest of designers in the use of such, dueto lack of intimacy with them, difficul ties in applying and belief in a non-formal process for rhis evaluation.ln rurn, the techniques are applied rhrough tools, and these have rhe ability to be configured to apply one or more techniques in orher ways. The research problem that emerges from this question is: how to incorporare systematic techniques of concept selection in the Product Development Process in arder to stimulare and facilitare the use of these techniques? Based on a hypothesis that a ludic tool could solve this, the main goal of this work is to develop a game as a project tool for the application of systematic techniques of concept selecrion for producr design teams. To this, the main di fficulties in rhe selection process were mapped and the abstention of techniques were understood. Afrer th at, was performed the survey of systematic techniques of concept's se lection based on authors of project merhodologies, performed a triage, description and detailed analysis of resources, operation and Aow, which resulted in the characterization of eleven techniques applicable in the selection process. Then, there was made the distinction of the game as a project tool, and raised the essencial elements for its configuration and effecriveness as the srimulus - the principie of motivacion. Based on these informations, a physical platform game was developed ro make che concept's selection process, which has an arder of use of the techniques, rearranged in a way to estimulare and to facilitare its application.Lastly, it was made a gameplay rest abour the techniques' applicarion, based on inici al playtests, using a fun ctional prototype.
179

Design colaborativo e o processo de desenvolvimento de dispositivos para reabilitação do membro superior / Collaborative design and the device development process for upper limb rehabilitation

Casagranda, Kelin Luana January 2018 (has links)
As órteses de membro superior são dispositivos que auxiliam na reabilitação da mão e que tem como objetivo estabilizar, imobilizar, prevenir e corrigir deformidades, melhorando assim a função. O processo tradicional de confecção de órteses é realizado por meio do uso de termoplásticos de baixa temperatura, material moldado diretamente sobre o membro do usuário, sendo neste processo relatados inúmeros problemas, que envolvem desconforto durante o processo, alto custo e baixa adesão do paciente ao uso. O presente trabalho, portanto, teve por objetivo propor a construção de um framework com abordagem metodológica projetual para a produção de órteses de membro superior baseada no processo de design e design colaborativo, com auxílio de recursos de fabricação digital, como digitalização tridimensional e manufatura aditiva (impressão 3D). Através de uma pesquisa exploratória, foram discutidas questões relativas ao projeto de órteses de membro superior (MMSS) pela forma tradicional, utilizando termoplástico de baixa temperatura, e questões do processo de design no desenvolvimento de novos produtos a serem aplicadas do desenvolvimento de órteses utilizando a manufatura aditiva A coleta de dados contou com a participação dos principais personagens envolvidos no processo, usuários de órteses, Terapeutas Ocupacionais e Designers. Com base na técnica de card sorting e entrevistas, foi elaborado um framework da abordagem projetual para a criação de órteses utilizando processos de fabricação digital, de forma colaborativa. O framework ainda foi aplicado no desenvolvimento de uma órtese a fim de avaliar os resultados e melhorias levantadas durante a fase de entrevistas com profissionais e usuários. Ao final do processo, obteve-se uma órtese funcional em que foram atendidos os requisitos necessários para a produção de uma órtese levantada pelo trabalho, além da criação do framework servindo como um guia para o desenvolvimento de órteses utilizando a manufatura aditiva. / Upper limb orthoses are devices that assist in the rehabilitation of the hand and that aim to stabilize, immobilize, prevent and correct deformities, thus improving the function. The traditional process of making orthotics is accomplished through the use of thermoplastics of low temperature, molded material directly on the member of the user, being in this process reported numerous problems, that involve discomfort during the process, high cost and low adhesion of the patient to the use. The present work, therefore, aimed to propose the construction of a framework with a design methodological approach for the production of upper limb orthosis based on the process of design and collaborative design, with the aid of digital manufacturing resources such as three - dimensional digitization and additive manufacturing (3D printing). Through an exploratory research, questions regarding the design of upper limb orthoses (MMSS) in the traditional way, using low-temperature thermoplastic, and design process issues in the development of new products to be applied in the development of orthoses using the additive manufacture The data collection was attended by the main characters involved in the process, users of orthoses, Occupational Therapists, and Designers. Based on the technique of card sorting and interviews, a framework of the design approach for the creation of orthoses using digital manufacturing processes was developed in a collaborative way. The framework was also applied in the development of a bracing in order to collaborate with the results and improvements raised during the interviews phase with professionals and users. At the end of the process, a functional orthosis was obtained, in which the necessary requirements for the production of an orthosis were obtained by the work, besides the creation of a framework serving as a guide for the development of orthoses using the additive manufacture.
180

Towards meaningful spaces : reclaiming cultural context to its inhabitants in GCC cities through the conceptual phase of urban design process

Al Ghareebi, Abdul Azeez January 2016 (has links)
The motive of the present thesis has been the realization of lack of cultural impact and meaningful representation within public open urban spaces that fall in between areas of urban planning and construction in the GCC cities. In pursuit of aiding towards the reclamation of meaningful spaces, this study demonstrates methods of providing a framework of cultural context design during the conceptual phase of the urban planning process. In doing so, the emphasis falls both on public users’ and professionals’ opinions and perception regarding cultural elements, physical experience and design processes that take place within the Gulf Cooperation Council (GCC) cities. The understanding and framework of levels of comprehension and awareness of cultural implementation derives from the theory of the Circuit of Culture, resulting both in an epistemological contemplation of the existing situation and the inter-relationship between culture and design. Meanwhile, the study of the elements that define the Circuit of Culture starts to form a strong cultural reference point for the future amelioration of definition of strong identity in-between spaces, within the urban context. The elements of this theory are based on the five aspects of Production, Identity, Regulation, Consumption and Representation. The implementation of these cultural elements are drawn in reference to the Double Diamond design model, considering its four aspects of discovery, definition, development and delivery, where the first two stages make up the conceptual phase, and the latter two stages make up the implementation phase of design. Therefore, while the thesis stresses the problem of cultural identity of in-between and vacuum spaces of the GCC cities, it suggests the Circuit of Culture as a method for reinforcing a thorough cultural consideration within the conceptual phase of design (discovery and definition). The thesis seeks to develop the process of design integration through an evolving methodological approach for studying the cultural development and cultural concern of urban spaces that fall in-between well planned schemes. In this work, cultural identity and cultural representation are of fundamental importance.

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