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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.
91

Design of an Autonomous Underwater Vehicle with Vision Capabilities

Jebelli, Ali January 2016 (has links)
In the past decade, the design and manufacturing of intelligent multipurpose underwater vehicles has increased significantly. In the wide range of studies conducted in this field, the flexibility and autonomy of these devices with respect to their intended performance had been widely investigated. This work is related to the design and manufacturing of a small and lightweight autonomous underwater vehicle (AUV) with vision capabilities allowing detecting and contouring obstacles. It is indeed an exciting challenge to build a small and light submarine AUV, while making tradeoffs between performance and minimum available space as well as energy consumption. In fact, due to the ever-increasing in equipment complexity and performance, designers of AUVs are facing the issues of limited size and energy consumption. By using a pair of thrusters capable to rotate 360o on their axis and implementing a mass shifter with a control loop inside the vehicle, this later can efficiently adapt its depth and direction with minimal energy consumption. A prototype was fabricated and successfully tested in real operating conditions (in both pool and ocean). It includes the design and embedding of accurate custom multi-purpose sensors for multi-task operation as well as an enhanced coordinated system between a high-speed processor and accustomed electrical/mechanical parts of the vehicle, to allow automatic controlling its movements. Furthermore, an efficient tracking system was implemented to automatically detect and bypass obstacles. Then, fuzzy-based controllers were coupled to the main AUV processor system to provide the best commands to safely get around obstacles with minimum energy consumption. The fabricated prototype was able to work for a period of three hours with object tracking options and five hours in a safe environment, at a speed of 0.6 m/s at a depth of 8 m.
92

Desenvolvimento de uma toolbox para aplicação de inteligência computacional em sistemas de controle clássico / Development of a toolbox for application of computational intelligence in classic control systems

Dantas, Emmanuel Ramon Marques 27 December 2013 (has links)
Made available in DSpace on 2016-08-31T13:33:39Z (GMT). No. of bitstreams: 1 EmmanuelRMD_DISSERT.pdf: 3141928 bytes, checksum: 608c0b50b8f95185573646571b1dde6f (MD5) Previous issue date: 2013-12-27 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / A new tool based on the use of computational intelligence applied in control systems is presented. This type of application has attracted the interest of researchers due the advantages in relation to others methods for controlling settings, especially when the system has a complex dynamics to be adjusted by traditional methods. The proposed computational tool GACT (Genetic Algorithm Control Tool) was developed to work as a Toolbox of MATLAB® software for use in control systems and is based on the joint application of Genetic Algorithms (GA) and the classical control theory. The GACT based on the advancement of the operating systems that are no longer fully handled by command lines, and now have an interactive graphical user interface. That is, the referred Toolbox allows the implementation of an intelligent control system in a way more simplified and interactive. The graphical user interface (GUI) was designed using the software GUIDE, integrated with MATLAB® in order to connect with the source code and block diagrams of the system to be controlled at the SIMULINK® / Uma nova ferramenta baseada no uso da inteligência computacional aplicada em sistemas de controle é apresentada. Esse tipo de aplicação tem despertado o interesse de pesquisadores por apresentar vantagens em relação aos outros métodos de ajustes para controladores, principalmente quando o sistema apresenta uma dinâmica complexa de ser ajustada pelos métodos tradicionais. A ferramenta computacional proposta GACT (Genetic Algorithm Control Tool) foi desenvolvida para funcionar como uma Toolbox do software MATLAB® para aplicação em sistemas de controle e fundamenta-se na aplicação conjunta de Algoritmos Genéticos (GA do inglês Genetic Algorithm) com a teoria de controle clássico. O GACT baseia-se no avanço dos sistemas operacionais que deixaram de ser totalmente manuseados por linhas de comando e passaram a ter uma interface gráfica interativa. Ou seja, a referida Toolbox possibilita a implementação de um sistema de controle inteligente de maneira mais simplificada e interativa. A interface gráfica foi concebida através do software GUIDE, integrado ao MATLAB® de maneira a relacionar-se com os códigos fontes e os diagramas de blocos do sistema a ser controlado no SIMULINK®
93

Fruit and Vegetable Identification Using Machine Learning

Olsson, Adam, Femling, Frida January 2018 (has links)
This report describes an approach of creating a system identifying fruit and vegetables in the retail market using images captured with a video camera at- tached to the system. The system helps the customers to label desired fruits and vegetables with a price according to its weight. The purpose of the sys- tem is to minimize the number of human computer interactions, speed up the identification process and improve the usability of the graphical user interface compared to existing systems. To accomplish creating a system improving these properties, an idea of implementing machine learning to identify the products aroused. Instead of assigning the responsibility to the user, who usually iden- tify the products manually, the responsibility is given to a computer. To classify an object, different convolutional neural networks have been tested and retrained. The networks have been retrained on data sets collected from ImageNet. To improve the accuracy, the networks have also been retrained on images where the background environment is similar to the environment the networks are supposed to perform in. The networks tested in this report are MobileNet and Inception. The networks have different propagation time and varies in accuracy. MobileNet performs the classification about seven times faster than Inception, but Inception gives more accurate results. To improve the systems further, usability testing has been performed on the graphical user interface of existing system and resulted system. To test the usability, a heuristic evaluation has been performed in combination of a second test produced by the authors. The tests concluded that the resulted system was more user friendly compared to existing systems. The hardware of the system constitutes of a Raspberry Pi, camera, display, load cell and a case. The software includes Python-code to label an image, a graphical user interface to interact with the user and a server created with Node.js. The graphical user interface has been programmed with JavaScript supplemented with the React library. To conclude, implementing convolutional neural networks to classify images and developing a new user interface resulted in a faster identification process together with fewer usability flaws.
94

Interfaces culturais de Mallarmé à World Wide Web

Fawaz, Edson Hanna [UNESP] 26 April 2005 (has links) (PDF)
Made available in DSpace on 2014-06-11T19:24:03Z (GMT). No. of bitstreams: 0 Previous issue date: 2005-04-26Bitstream added on 2014-06-13T18:20:08Z : No. of bitstreams: 1 fawaz_eh_me_bauru_prot.pdf: 2491433 bytes, checksum: 39168d4608322e2697da1abb06b9e009 (MD5) / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES) / Os meios de comunicação digitais presenciaram a emergência das interfaces culturais a partir da última década do século XX. Fruto do desenvolvimento de pesquisa em ciência computacional, especificamente sobre a questão da interface gráfica de usuário e da interação homem-computador, bem como de um constante entrelaçamento das linguagens midiáticas com as formas expressivas da primeira metade do século citado, tiveram, com o surgimento da Internet e da World Wide Web, a tarefa de conectar o ser humano e a cultura elaborada pelo universo digital. Ao mesmo tempo a influência de recursos provenientes de meios consagrados em sua constituição, como a página retangular, o enquadramento, a perspectiva linear e a câmera subjetiva, imprimem-lhe um fator notadamente cultural, daí passarem a ser denominadas de interfaces culturais. Destacam-se dois formatos básicos pelos quais o processo comunicacional engendra interfaces: os mundos virtuais e as estruturas hipertextuais. Dentro dessa configuração de comunicação digital, a hipermídia torna-se um ambiente propício para a emergência de práticas e experimentações em novos meios, por isso enfatiza-se a formação do campo hipermidiático e uma proposta de análise da hipermídia. / Graphic interfaces of user are intellectual technologies that came to existence during the 70þs and 80þs, resulting from the development of years of research in computers, specifically on the matter of information management and man-computer interaction. With the advent of the Internet and, especially the World Wide Web, the interfaces (of the browser and of the application) have connected human being and the culture elaborated by the digital universe. On the other hand, they receive influence of resources coming from prior means in its constitution, such as the rectangular page, the framing, the linear perspective and the subjective camera, which are reused by the design of interface in the creation of new means. With these factors they are then called cultural interfaces. Two basic formats, through which information is managed in interfaces in the digital culture, are highlighted: the virtual worlds and hypertext structures. Within that technological and cultural configuration, hypermedia becomes a favorable environment for the emergence of practices and experiments in new means, and therefore emphasizes the formation of the hypermedia field and a proposal of analysis of the hypermedia.
95

Reduzindo a duplicação de código em aplicações corporativas: um arcabouço baseado em padrões de renderização. / Reducing code duplication in enterprise applications: A framework based on rendering patterns.

OLIVEIRA, Delano Hélio. 09 May 2018 (has links)
Submitted by Johnny Rodrigues (johnnyrodrigues@ufcg.edu.br) on 2018-05-09T18:09:49Z No. of bitstreams: 1 DELANO HÉLIO OLIVEIRA - DISSERTAÇÃO PPGCC 2015..pdf: 994388 bytes, checksum: 3aafc37c8cabe33b27414e66db934ccb (MD5) / Made available in DSpace on 2018-05-09T18:09:49Z (GMT). No. of bitstreams: 1 DELANO HÉLIO OLIVEIRA - DISSERTAÇÃO PPGCC 2015..pdf: 994388 bytes, checksum: 3aafc37c8cabe33b27414e66db934ccb (MD5) Previous issue date: 2015 / O desenvolvimento de aplicações corporativas modernas para web baseia-se na utilização de padrões e ferramentas para viabilizar a rápida prototipagem, garantindo a separação entre modelo de negócio e interface gráfica de usuário (GUI, do inglês Graphical User Interface). As plataformas de Scaffold, por exemplo, permitem um aumento da produtividade dos desenvolvedores ao gerarem código a partir dos elementos do modelo conceitual. Porém,o código fonte de GUI gerado apresenta muita replicação, devido ao acoplamento ainda existente entre os componentes das telas de interface gráfica e as propriedades inerentes ao modelo conceitual da aplicação, dificultando a manutenção do software. Os padrões de renderização propostos por Welick et al. se apresentam como uma solução conceitual para este problema, através do mapeamento de metadados do modelo conceitual em componentes gráficos, organizando o código de GUI e reduzindo a replicação de código. Neste trabalho, tem-se como objetivo a criação de um arcabouço para o desenvolvimento de aplicações corporativas com arquitetura web moderna, com foco em GUI, baseado em padrões de renderização. O arcabouço permite que o desenvolvedor construa componentes de GUI sem acoplá-los aos elementos do modelo conceitual. A associação da GUI com o modelo conceitual é feita através de regras de renderização, que podem ser alteradas facilmente. O arcabouço proposto foi validado através de um estudo de caso, no qual foi demonstrada uma redução significativa na duplicação do código quando comparada às plataformas de Scaffold. / The modern enterprise web application development is based on the use of patterns and tools to enable rapid prototyping, ensuring separation between the business model and graphical user interface (GUI). The Scaffold frameworks, for example, allows an increase in productivity of developers to generate code from the elements of domain model. However, the GUI source code generated presents a lot of replications due to coupling still extant between GUI components and properties inherent to the domain model of the application, making it difficult to maintain the software. The rendering patters proposed by Welick et al. are presented as a conceptual solution to this problem by mapping domain model metadata to graphical components, organizing the GUI code and reducing code duplication. In this Work, we have aimed to create a framework for enterprise applications development with web modern architecture, focusing on GUI, based on rendering patterns. This framework allows the developer to build GUI components without engage to elements of domain model. The GUI link with domain model is made by rendering rules, which can be changed easily. The proposed framework was validated by a case study in which it was demonstrated a significant reduction in code duplication when compared to Scaffold frameworks.
96

Software interativo com acesso a bancos de dados, modelos de componentes e metodos numericos visando estudos para a geração de cenarios de operação de redes de transmissão de energia / Interactive software with access to database, components models and numerical methods for generating of operation scenarios for energy transmission system

Spolador, Fernando Luis 27 June 2008 (has links)
Orientador: Anesio dos Santos Junior / Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Eletrica e de Computação / Made available in DSpace on 2018-08-11T13:45:20Z (GMT). No. of bitstreams: 1 Spolador_FernandoLuis_M.pdf: 2931500 bytes, checksum: 2b62ae2221ab4439c98ba66acde8bb13 (MD5) Previous issue date: 2008 / Resumo: Nesta dissertação é apresentada a proposta de um software para simulação e análise de sistemas de potência. A crescente necessidade de expansão dos sistemas elétricos e de validação destes sistemas nos mais diversos estados, fazem com que sejam necessários cada vez mais estudos. As simulações computacionais se apresentam como uma forma eficaz e de custo reduzido para a realização destes estudos, porém estas simulações acabam por gerar uma enorme quantidade de informações. O software proposto possui um conjunto de recursos, dentre eles, interfaces gráficas amigáveis com o usuário e manipulação de base de dados, que buscam fornecer as ferramentas necessárias para o processo de análise e efetiva busca de soluções para o modelo do sistema elétrico estudado. O software foi estruturado de forma a facilitar uma evolução continua e a inserção de novos recursos e funcionalidades. Palavras-chave: Sistema de Potência, Orientação a Objetos, Interface Gráfica com o Usuário / Abstract: This dissertation presents the proposal for a software for simulation and analysis of power systems. The growing need for expansion of electrical systems, the need for validation of these systems in the most diverse state, make it increasingly necessary studies of these systems. The computer simulations are presented as an effective and low cost for carrying out this study, but these simulations ultimately generate a huge amount of information. The software proposed has a set of resources, including friendly graphical user interfaces and manipulation of the databases, which seek to provide the tools necessary to the process of analysis and effective search for solutions to the model of the electrical system studied. The software has been structured to facilitate an ongoing evolution and inclusion of new features and functionality. Keywords: Power System, Object Oriented, Graphical User Interface / Mestrado / Energia Eletrica / Mestre em Engenharia Elétrica
97

Undersökning av hur en Head-Up Display kan förbättra spelupplevelsen för ett fantasyspel inom MOBA-genren / Examining how a Head-Up Display could improve the gameplay experience for a fantasy game within the MOBA-genre

Kämpe, Alexander January 2017 (has links)
Denna kandidatuppsats syftade till att undersöka hur en Head-Up Display kan utformas för att förbättra spelupplevelsen för ett fantasyspel inom MOBA-genren.
98

Lightweight User Agents / Användaragenter med små avtyck

Estgren, Martin January 2016 (has links)
The unit for information security and IT architecture at The Swedish Defence Research Agency (FOI) conducts work with a cyber range called CRATE (Cyber Range and Training Environment). Currently, simulation of user activity involves scripts inside the simulated network. This solution is not ideal because of the traces it leaves in the system and the general lack of standardised GUI API between different operating systems. FOI are interested in testing the use of artificial user agent located outside the virtual environment using computer vision and the virtualisation API to execute actions and extract information from the system. This paper focuses on analysing the reliability of template matching, a computer vision algorithm used to localise objects in images using already identified images of said object as templates. The analysis will evaluate both the reliability of localising objects and the algorithms ability to correctly identify if an object is present in the virtual environment. Analysis of template matching is performed by first creating a prototype of the agent's sensory system and then simulate scenarios which the agent might encounter. By simulating the environment, testing parameters can be manipulated and monitored in a reliable way. The parameters manipulated involves both the amount and type of image noise in the template and screenshot, the agent’s discrimination threshold for what constitutes a positive match, and information about the template such as template generality. This paper presents the performance and reliability of the agent in regards to what type of image noise affects the result, the amount of correctly identified objects given different discrimination thresholds, and computational time of template matching when different image filters are applied. Furthermore the best cases for each study are presented as comparison for the other results. In the end of the thesis we present how for screenshots with objects very similar to the templates used by the agent, template matching can result in a high degree of accuracy in both object localization and object identification and that a small reduction of similarity between template and screenshot to reduce the agent's ability to reliably identifying specific objects in the environment.
99

User experience guidelines for design of virtual reality graphical user interfaces controlled by head orientation input

Fröjdman, Sofia January 2016 (has links)
With the recent release of head-mounted displays for consumers, virtual reality experiences are more accessible than ever. However, there is still a shortage of research concerning how to design user interfaces in virtual reality for good experiences. This thesis focuses on what aspects should be considered when designing a graphical user interface in virtual reality - controlled by head orientation input - for a qualitative user experience. The research has included a heuristic evaluation, interviews, usability tests, and a survey. A virtual reality prototype of a video on demand service was investigated and served as the application for the research. Findings from the analysis of the data were application specific pragmatic and hedonic goals of the users, relevant to the subjective user experience, and current user experience problems with the prototype tested. In combination with previous recommendations, the result led to the development of seven guidelines. However, these guidelines are considered only to serve as a foundation for future research since they need to be validated. New head-mounted displays and virtual reality applications are released every day and with the increasing number of users, there will be a continuous need for more research.
100

Technological support for graphical user interface development in large-scale enterprises

Sjelvgren, Helen January 2006 (has links)
The graphical user interface for a software system has several important roles to fulfill. It shall serve the end users in their interactions with the system and it shall act as a front for the system. It is an advantage if the graphical user interface gives the receiver confidence and inspiration to use the system. Consistency and usability in graphical and technical design are important qualities and aspects that influence the receiver’s opinion of a graphical user interface and additionally the whole system. Moreover when there is a suite of proprietary systems from one supplier, the different application user interfaces shall provide for a homogeneous and familiar impression. The graphical user interface gives furthermore a possibility to confirm brand recognition for the software producer. It is a great challenge for a large-scale enterprise to develop and deliver comprehensive software systems with a common expression and consistency in the different graphical user interfaces. In order for large-scale enterprises to succeed in such activities, it is necessary to coordinate and integrate the development of user interfaces. The focus of this thesis is, consequently, to investigate how technological support for graphical user interface development in large-scale enterprises can contribute to this and support user interface designers and developers in a large-scale enterprise when the product portfolio is widespread. The contributions of the thesis work are presented as a number of observations and the observations as such are summarized in a case study. Moreover, the thesis proposes a technological concept for a large-scale software enterprise, where the aim is to support a common and coordinated way of working with enterprise development of graphical user interfaces.

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