• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 10
  • 5
  • 1
  • 1
  • 1
  • Tagged with
  • 20
  • 20
  • 20
  • 20
  • 8
  • 5
  • 5
  • 4
  • 4
  • 4
  • 4
  • 3
  • 3
  • 3
  • 3
  • 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

Data Augmentation GUI Tool for Machine Learning Models

Sharma, Sweta 30 October 2023 (has links)
The industrial production of semiconductor assemblies is subject to high requirements. As a result, several tests are needed in terms of component quality. In the long run, manual quality assurance (QA) is often connected with higher expenditures. Using a technique based on machine learning, some of these tests may be carried out automatically. Deep neural networks (NN) have shown to be very effective in a diverse range of computer vision applications. Especially convolutional neural networks (CNN), which belong to a subset of NN, are an effective tool for image classification. Deep NNs have the disadvantage of requiring a significant quantity of training data to reach excellent performance. When the dataset is too small a phenomenon known as overfitting can occur. Massive amounts of data cannot be supplied in certain contexts, such as the production of semiconductors. This is especially true given the relatively low number of rejected components in this field. In order to prevent overfitting, a variety of image augmentation methods may be used to the process of artificially creating training images. However, many of those methods cannot be used in certain fields due to their inapplicability. For this thesis, Infineon Technologies AG provided the images of a semiconductor component generated by an ultrasonic microscope. The images can be categorized as having a sufficient number of good and a minority of rejected components, with good components being defined as components that have been deemed to have passed quality control and rejected components being components that contain a defect and did not pass quality control. The accomplishment of the project, the efficacy with which it is carried out, and its level of quality may be dependent on a number of factors; however, selecting the appropriate tools is one of the most important of these factors because it enables significant time and resource savings while also producing the best results. We demonstrate a data augmentation graphical user interface (GUI) tool that has been widely used in the domain of image processing. Using this method, the dataset size has been increased while maintaining the accuracy-time trade-off and optimizing the robustness of deep learning models. The purpose of this work is to develop a user-friendly tool that incorporates traditional, advanced, and smart data augmentation, image processing, and machine learning (ML) approaches. More specifically, the technique mainly uses are zooming, rotation, flipping, cropping, GAN, fusion, histogram matching, autoencoder, image restoration, compression etc. This focuses on implementing and designing a MATLAB GUI for data augmentation and ML models. The thesis was carried out for the Infineon Technologies AG in order to address a challenge that all semiconductor industries experience. The key objective is not only to create an easy- to-use GUI, but also to ensure that its users do not need advanced technical experiences to operate it. This GUI may run on its own as a standalone application. Which may be implemented everywhere for the purposes of data augmentation and classification. The objective is to streamline the working process and make it easy to complete the Quality assurance job even for those who are not familiar with data augmentation, machine learning, or MATLAB. In addition, research will investigate the benefits of data augmentation and image processing, as well as the possibility that these factors might contribute to an improvement in the accuracy of AI models.
12

Pragmatic Design of Compliant Mechanisms using Selection Maps

Hegde, Sudarshan January 2013 (has links) (PDF)
A pragmatic method for designing compliant mechanisms is developed in this thesis, by selecting among existing mechanisms one that may be modified as required. This method complements existing techniques by answering questions of the existence and multiplicity of solutions for the given specifications of a practical problem. The premise for the method is a 2D map that juxta- poses the problem-specifications and the characteristics of compliant mechanisms in a database. The selection of the most suitable mechanisms is similar to Ashby's method of material selection. In our method, stuffiness, inertia, and the inherent kinematic characteristics of compliant mechanisms are analogous to material properties in Ashby's method. These characteristics capture the lumped behavior of compliant mechanisms in static and dynamic situations using spring-lever (SL) and spring-mass-lever (SML) models. The work includes the development of computation- ally efficient methods to compute the SL and SML model characteristics of single-input and single-output compliant mechanisms. Also developed in this work is a method to determine a feasible map by solving the governing equations of equilibrium and several inequalities pertaining to problem- specifications. The map helps not only in assessing the feasibility of the specifications but also in re-designing the mechanisms in predetermined ways to nd multiple solutions, all of which account for practical considerations. The method pays due attention to the overall size, strength considerations, manufacturability, and choice of material. It also enables minimal alterations of the problem-specifications when the user prefers a particular mechanism in the database. All these features are implemented in a web-based Java program with a graphical user interface that can be accessed at http://www.mecheng.iisc.ernet.in/ m2d2/CM design. Six case- studies that include micro machined inertial sensors, miniature valve mechanisms, ultra-sensitive force sensors, etc., are documented in detail to demonstrate the usefulness of the method in practice.
13

Antenna Optimization in Long-Term Evolution Networks

Deng, Qichen January 2013 (has links)
The aim of this master thesis is to study algorithms for automatically tuning antenna parameters to improve the performance of the radio access part of a telecommunication network and user experience. There are four dierent optimization algorithms, Stepwise Minimization Algorithm, Random Search Algorithm, Modied Steepest Descent Algorithm and Multi-Objective Genetic Algorithm to be applied to a model of a radio access network. The performances of all algorithms will be evaluated in this thesis. Moreover, a graphical user interface which is developed to facilitate the antenna tuning simulations will also be presented in the appendix of the report.
14

Improving post-productionfeedback process

Abduljalel, Viyan January 2020 (has links)
The process of producing entertaining video and films is complicated and time consuming. One of the complicated parts of post-production of entertaining content is getting feedback and reviewing the draft edit. After the filming process of a series or a film completed, the editors start working on the cut materials. This is a stage in the process where the editor will get their cut reviewed and receive feedback from different teams on the rough-cut or editor cuts. Today the review and the feedback between the editor and reviewer is done online directly through email.
15

Screenlife films: graphical user interfaces as mise en scène, impacts on cinematic conventions, storytelling and mystery fiction techniques

Madoc-Jones, Gareth 12 1900 (has links)
Ce mémoire est une description et une analyse de la mise en scène dans trois films screenlife – Unfriended (Leo Gabriadze, 2014), Unfriended: Dark Web (Stephen Susco, 2018) et Searching (Aneesh Chaganty, 2018) – qui est principalement défini par les interfaces utilisateur graphiques (IUG) affichées dans les représentations des enregistrements d'écran d'ordinateur par lesquels ces films sont définis. Le but de cette étude était de découvrir – en utilisant la recherche sur les IUG par Lev Manovich et Anne Friedberg – comment la nature modulaire des médias numériques – vidéo, photo et texte – positionnés à l'intérieur de chaque IUG permet de transposer certaines conventions cinématographiques, techniques de narration et de roman policier sur les IUG. La recherche révèle qu'en raison des IUG (associées au système d'exploitation et à des applications), certaines traditions narratives ont été présentées de manière multiple, simultanée et superposée dans la mise en scène, par opposition à la manière singulière et séquentielle que les films ont généralement représenté le temps et l'espace en montrant un plan à la fois. Le premier chapitre raconte l'histoire du film screenlife et comment il a connu plusieurs itérations en raison de ce qui avait pu être affiché dans les IUG à différentes périodes entre 2002 et 2018, notamment les types d'appels vidéo, de sites Web et de médias sociaux. Le deuxième chapitre propose une mise en scène screenlife qui divise l'espace de l'écran en trois niveaux pour articuler comment les traditions cinématographiques et narratives ont été transposées dans Unfriended, Unfriended: Dark Web et Searching. Le troisième chapitre est une continuation de ce processus, mais avec un accent sur les techniques de roman policier, les indices et les fausses pistes, présents dans chacun de ces trois films screenlife. La description et l'analyse confirment que ces traditions de mystification sont également transposées dans les IUG de manière multiple, simultanée et superposée à partir de la manière singulière et séquentielle dont elles ont été présentées dans les romans policiers et les films policiers traditionnellement tournés. / This master’s thesis is a description and analysis of the mise en scène in three screenlife films – Unfriended (Leo Gabriadze, 2014), Unfriended: Dark Web (Stephen Susco, 2018) and Searching (Aneesh Chaganty, 2018) – that is primarily defined by the graphical user interfaces (GUIs) displayed within the representations of computer screen recordings these films (and this format) are defined by. The purpose of this study was to find out – using the research into GUIs by Lev Manovich and Anne Friedberg as a framework to interpret the space within a computer screen – how the modular nature of individual digital media – video, photo and text – positioned within each GUI permit certain cinematic conventions, storytelling and mystery fiction techniques to be transposed onto a computer screen’s interfaces (GUIs). The research reveals that due to the GUIs (associated with the computer’s operating system and its various applications) certain narrative traditions have been presented in a multiple, simultaneous and overlapping way within the mise en scène as opposed to the singular and sequential manner that films have typically represented time and space by showing one shot, one spatio-temporality, within the frame at a time. The first chapter recounts the history of the screenlife film and how it has had several iterations because of what had been possible to display within GUIs at various periods between 2002 and 2018, notably the types of video calls, websites and social media. The second chapter proposes a screenlife mise en scène that divides the screen space into three levels to articulate how cinematic and narrative traditions have been transposed into Unfriended, Unfriended: Dark Web and Searching. The third chapter is a continuation of this process, but with a focus on mystery fiction techniques, clues and red herrings, present in each of these three screenlife films. The description and analysis confirms that these mystification traditions are also transposed into the GUIs in a multiple, simultaneous and overlapping way from the singular and sequential manner that they have been presented in detective novels and traditionally shot mystery genre films.
16

Virtual reality designprinciples: A casestudy on VRChat

Eckmann, Peter January 2024 (has links)
Virtual Reality is rapidly growing in popularity. This new medium offers manypossibilities for those who wish to explore what the technology provides in the 3Denvironment. However, the design principles that have been used for decades revolvearound 2D surfaces and applying them in the 3D space can cause severalincompatibility issues that diminishes the user experience.This study aimed to help highlight what aspects of virtual reality need to be improvedcompared to non-virtual reality platforms to enhance the user experience. To do this,VRChat, a virtual reality platform was chosen, which can be used by both VR, and nonVR headset users alike. By comparing these two user bases it could help highlight thepros and cons of the current system and help give guidelines on how to create futureVR platforms. During the test period, 58 people participated who did specific tasks onthe platform and filled out the quantitative data gathering survey, based on the UserExperience Questionnaire (UEQ) test.After comparing the two user bases, the result shows that there is no significantdifference between using VRChat either way allowing both user bases to enjoy theplatform equally. However, because of these results, the work failed to highlight whataspects of a VR platform need to be changed to fit the needs of VR headset users. Itimplies the need for further research and experimenting with the medium. In the future,further research, testing and experimentation are needed to improve the current designmodels and make the systems more pleasant for VR headset users.
17

User Experience Design for Children : Developing and Testing a UX Framework / Användarupplevelsedesign för Barn : Utveckling och Testning av UX Ramverk

Bräne, Arvid January 2016 (has links)
Designing good digital experiences for children can be difficult; designers have to consider children's cognitive and motor skill limitations, understand their target audience, create something entertaining and educational, comply with national and international jurisdiction, and at the same time appeal to parents. We set out to create a general framework which designers and developers can use as a foundation and testing ground for their digital products in the field of user experience. The methods used during the thesis include interviews, literature studies, user testing, case studies, personas, prototyping, and more. The results created are primarily user experience guidelines packaged in a Theoretical Framework, user testing conclusions, along with suggestions on improving the current Lego Star Wars: Force Builders application, a few in the form of prototypes.
18

A Feasibility Map-Based Framework and Its Implementation for Selection in Engineering Design

Nandhini Devi, N January 2015 (has links) (PDF)
A pragmatic method for selecting components and devices from a database or parameterized models is developed in this thesis. The quantitative framework presented here is sufficiently general to accommodate an entire device assembly, a component, or a sub-assembly. The details pertaining to a device or a component are classified into three sets of variables: (i) user-specifications, s (ii) device parameters, p , and (iii) device characteristics, c . Functional, practical, and performance-related attributes that a user can provide comprise user-specifications. Since, most often, a specification cannot be specified as a single number, we allow the user to enter a range with lower and upper bounds. Device parameters comprise the geometry and material properties, and device characteristics include functional requirements and performance criteria. Thus, for a device, all its functional and utility attributes are contained in the union of sets s and c , whereas the geometry and the material properties are in set p . The equations governing the physical behavior of the device are written in terms of s , p , and c . These equations may sometimes be readily available; when they are not, it may be necessary to formulate them as required. By solving the governing equations along with the inequalities that arise from the lower and upper bounds on s , we obtain feasible ranges on p and c . Then, for any pair of device characteristics, a 2D feasible map is drawn, to visually portray the consequences of user-specifications. If the feasible map is null, small, or large, it indicates that the user-specifications are infeasible, stringent, or there is much scope for design, respectively. This can be inferred even before the designs are considered. Juxtaposed on the feasible map are points or lozenges corresponding to the quantitative attributes of the entries in the database. The ones that lie inside the feasible map can be reckoned as meeting the user-specifications and thus, enabling selection. On the other hand, if there is no database or none of the devices in the database lie inside the feasible map, we can identify the feasible ranges of all the design parameters for every point inside the feasible map. This information is useful to the designer to redesign and arrive at feasible designs by using parameterized models of the device. A Graphical User Interface (GUI) is developed to facilitate the user-interaction. The utility of the selection framework is demonstrated with a variety of case-studies including miniature pumps, heat pulse-based soil-moisture sensors, springs, flywheels, compliant mechanisms, micromechanical suspensions, etc. The latter two use kineto-elastic characteristics of deformable components. The framework, when used for materials selection, can be seen as an extension of Ashby’s materials selection method. This is also illustrated with two examples.
19

Designing experiences for virtual reality, in virtual reality : A design process evaluation / Att designa upplevelser för Virtual Reality, i Virtual Reality : En utvärdering av designprocessen

Bergvik, David January 2017 (has links)
Creating immersive experiences for virtual reality (VR) presents new design opportunities and challenges that do not appear when creating experiences on a screen. Creating prototypes and exploring concepts in VR is today limited to professionals with previous knowledge in 3D application development, and testing 3D experiences requires the usage of an Head-Mounted Display (HMD), which forces professionals to switch medium from the computer to an HMD. With new advances in this field, there have to be new solutions to these challenges. The goal of this thesis is to explore how VR technology can be utilized in the experience design process for VR. This is achieved through a literature study and conducting expert interviews, followed by a hardware evaluation of different HMDs and concept creation using rapid prototyping. From the interviews, a number of issues could be identified that correlates with the research from the literature study. Based on these findings, two phases were identified as suitable for further improvements; Concept prototyping and testing/tweaking of a created experience. Lo-fi and hi-fi prototypes of a virtual design tool were developed for HTC Vive and Google Daydream, which were selected based on the hardware evaluation. The prototypes are designed and developed, then tested using a Wizard of Oz approach. The purpose of the prototypes is to solve some of the issues when designing immersive experiences for HMDs in the suitable experience design phases that were identified by analyzing the interview results. An interactive testing suite for HTC Vive was developed for testing and evaluation of the final prototype, to verify the validity of the concept. Using Virtual Reality as a medium for designing virtual experiences is a promising way of solving current issues within this technological field that are identified in this thesis. Tools for object creation and manipulation will aid professionals when exploring new concepts as well as editing and testing existing immersive experiences. Furthermore, using a Wizard of Oz approach to test VR prototypes significantly improves the prototype quality without compromising the user experience in this medium.
20

Electronic Devices for the Combination of Electrically Controlled Drug Release, Electrostimulation, and Optogenetic Stimulation for Nerve Tissue Regeneration

Monreal Trigo, Javier 02 June 2023 (has links)
[ES] La capacidad de las células madre para proliferar formando distintas células especializadas les otorga la potencialidad de servir de base para terapias efectivas para patologías cuyo tratamiento era inimaginable hasta hace apenas dos décadas. Sin embargo, esta capacidad se encuentra mediada por estímulos fisiológicos, químicos, y eléctricos, específicos y complejos, que dificultan su traslación a la rutina clínica. Por ello, las células madre representan un campo de estudio en el que se invierten amplios esfuerzos por parte de la comunidad científica. En el ámbito de la regeneración nerviosa, para modular su desarrollo y diferenciación el tratamiento farmacológico, la electroestimulación, y la estimulación optogenética son técnicas que están consiguiendo prometedores resultados. Es por ello por lo que en la presente tesis se ha desarrollado un conjunto de sistemas electrónicos para permitir la aplicación combinada de estas técnicas in vitro, con perspectiva a su aplicación in vivo. Hemos diseñado una novedosa tecnología para la liberación eléctricamente controlada de fármacos. Esta tecnología está basada en nanopartículas de sílice mesoporosa y puertas moleculares de bipiridina-heparina. Las puertas moleculares son electroquímicamente reactivas, y encierran los fármacos en el interior de las nanopartículas, liberándolos ante un estímulo eléctrico. Hemos caracterizado esta tecnología, y la hemos validado mediante la liberación controlada de rodamina en cultivos celulares de HeLa. Para la combinación de liberación controlada de fármacos y electroestimulación hemos desarrollado dispositivos que permiten aplicar los estímulos eléctricos de forma configurable desde una interfaz gráfica de usuario. Además, hemos diseñado un módulo de expansión que permite multiplexar las señales eléctricas a diferentes cultivos celulares. Además, hemos diseñado un dispositivo de estimulación optogenética. Este tipo de estimulación consiste en la modificación genética de las células para que sean sensibles a la radiación lumínica de determinada longitud de onda. En el ámbito de la regeneración de tejido mediante células precursoras neurales, es de interés poder inducir ondas de calcio, favoreciendo su diferenciación en neuronas y la formación de circuitos sinápticos. El dispositivo diseñado permite obtener imágenes en tiempo real mediante microscopía confocal de las respuestas transitorias de las células al ser irradiadas. El dispositivo se ha validado irradiando neuronas modificadas con luz pulsada de 100 ms. También hemos diseñado un dispositivo electrónico complementario de medida de irradiancia con el doble fin de permitir la calibración del equipo de irradiancia y medir la irradiancia en tiempo real durante los experimentos in vitro. Los resultados del uso de los bioactuadores en procesos complejos y dinámicos, como la regeneración de tejido nervioso, son limitados en lazo abierto. Uno de los principales aspectos analizados es el desarrollo de biosensores que permitiesen la cuantización de ciertas biomoléculas para ajustar la estimulación suministrada en tiempo real. Por ejemplo, la segregación de serotonina es una respuesta identificada en la elongación de células precursoras neurales, pero hay otras biomoléculas de interés para la implementación de un control en lazo cerrado. Entre las tecnologías en el estado del arte, los biosensores basados en transistores de efecto de campo (FET) funcionalizados con aptámeros son realmente prometedores para esta aplicación. Sin embargo, esta tecnología no permitía la medición simultánea de más de una biomolécula objetivo en un volumen reducido debido a las interferencias entre los distintos FETs, cuyos terminales se encuentran inmersos en la solución. Por ello, hemos desarrollado instrumentación electrónica capaz de medir simultáneamente varios de estos biosensores, y la hemos validado mediante la medición simultánea de pH y la detección preliminar de serotonina y glutamato. / [CA] La capacitat de les cèl·lules mare per a proliferar formant diferents cèl·lules especialitzades els atorga la potencialitat de servir de base per a teràpies efectives per a patologies el tractament de les quals era inimaginable fins fa a penes dues dècades. No obstant això, aquesta capacitat es troba mediada per estímuls fisiològics, químics, i elèctrics, específics i complexos, que dificulten la seua translació a la rutina clínica. Per això, les cèl·lules mare representen un camp d'estudi en el qual s'inverteixen amplis esforços per part de la comunitat científica. En l'àmbit de la regeneració nerviosa, per a modular el seu desenvolupament i diferenciació el tractament farmacològic, l'electroestimulació, i l'estimulació optogenética són tècniques que estan aconseguint prometedors resultats. És per això que en la present tesi s'ha desenvolupat un conjunt de sistemes electrònics per a permetre l'aplicació combinada d'aquestes tècniques in vitro, amb perspectiva a la seua aplicació in vivo. Hem dissenyat una nova tecnologia per a l'alliberament elèctricament controlat de fàrmacs. Aquesta tecnologia està basada en nanopartícules de sílice mesoporosa i portes moleculars de bipiridina-heparina. Les portes moleculars són electroquímicament reactives, i tanquen els fàrmacs a l'interior de les nanopartícules, alliberant-los davant un estímul elèctric. Hem caracteritzat aquesta tecnologia, i l'hem validada mitjançant l'alliberament controlat de rodamina en cultius cel·lulars de HeLa. Per a la combinació d'alliberament controlat de fàrmacs i electroestimulació hem desenvolupat dispositius que permeten aplicar els estímuls elèctrics de manera configurable des d'una interfície gràfica d'usuari. A més, hem dissenyat un mòdul d'expansió que permet multiplexar els senyals elèctrics a diferents cultius cel·lulars. A més, hem dissenyat un dispositiu d'estimulació optogenètica. Aquest tipus d'estimulació consisteix en la modificació genètica de les cèl·lules perquè siguen sensibles a la radiació lumínica de determinada longitud d'ona. En l'àmbit de la regeneració de teixit mitjançant cèl·lules precursores neurals, és d'interés poder induir ones de calci, afavorint la seua diferenciació en neurones i la formació de circuits sinàptics. El dispositiu dissenyat permet obtindré imatges en temps real mitjançant microscòpia confocal de les respostes transitòries de les cèl·lules en ser irradiades. El dispositiu s'ha validat irradiant neurones modificades amb llum polsada de 100 ms. També hem dissenyat un dispositiu electrònic complementari de mesura d'irradiància amb el doble fi de permetre el calibratge de l'equip d'irradiància i mesurar la irradiància en temps real durant els experiments in vitro. Els resultats de l'ús dels bioactuadors en processos complexos i dinàmics, com la regeneració de teixit nerviós, són limitats en llaç obert. Un dels principals aspectes analitzats és el desenvolupament de biosensors que permeteren la quantització de certes biomolècules per a ajustar l'estimulació subministrada en temps real. Per exemple, la segregació de serotonina és una resposta identificada amb l'elongació de les cèl·lules precursores neurals, però hi ha altres biomolècules d'interés per a la implementació d'un control en llaç tancat. Entre les tecnologies en l'estat de l'art, els biosensors basats en transistors d'efecte de camp (FET) funcionalitzats amb aptàmers són realment prometedors per a aquesta aplicació. No obstant això, aquesta tecnologia no permetia el mesurament simultani de més d'una biomolècula objectiu en un volum reduït a causa de les interferències entre els diferents FETs, els terminals dels quals es troben immersos en la solució. Per això, hem desenvolupat instrumentació electrònica capaç de mesurar simultàniament diversos d'aquests biosensors i els hem validat amb mesurament simultani del pH i la detecció preliminar de serotonina i glutamat. / [EN] The stem cells' ability to proliferate to form different specialized cells gives them the potential to serve as the basis for effective therapies for pathologies whose treatment was unimaginable until just two decades ago. However, this capacity is mediated by specific and complex physiological, chemical, and electrical stimuli that complicate their translation to clinical routine. For this reason, stem cells represent a field of study in which the scientific community is investing a great deal of effort. In the field of nerve regeneration, to modulate their development and differentiation, pharmacological treatment, electrostimulation, and optogenetic stimulation are techniques that are achieving promising results. For this reason, we have developed a set of electronic systems to allow the combined application of these techniques in vitro, with a view to their application in vivo. We have designed a novel technology for the electrically controlled release of drugs. This technology is based on mesoporous silica nanoparticles and bipyridine-heparin molecular gates. The molecular gates are electrochemically reactive and entrap the drugs inside the nanoparticles, releasing them upon electrical stimulus. We have characterized this technology and validated it by controlled release of rhodamine in HeLa cell cultures. For combining electrostimulation and controlled drug release we have developed devices that allow applying the different electrical stimuli in a configurable way from a graphical user interface. In addition, we have designed an expansion module that allows multiplexing electrical signals to different cell cultures. In addition, we have designed an optogenetic stimulation device. This type of stimulation consists of genetically modifying cells to make them sensitive to light radiation of a specific wavelength. In tissue regeneration using neural precursor cells, it is interesting to be able to induce calcium waves, favoring the cell differentiation into neurons and the formation of synaptic circuits. The designed device enable the obtention of real-time images through confocal microscopy of the transient responses of cells upon irradiation. The device has been validated by irradiating modified neurons with 100 ms pulsed light stimulation. We have also designed a complementary electronic irradiance measurement device to allow calibration of the irradiator equipment and measuring irradiance in real time during in vitro experiments. The results of using bioactuators in complex and dynamic processes, such as nerve tissue regeneration, are limited in an open loop. One of the main aspects analyzed is the development of biosensors that would allow quantifying of specific biomolecules to adjust the stimulation provided in real time. For instance, serotonin secretion is an identified response of neural precursor cells elongation, among other biomolecules of interest for the implementation of a closed-loop control. Among the state-of-the-art technologies, biosensors based on field effect transistors (FETs) functionalized with aptamers are promising for this application. However, this technology did not allow the simultaneous measurement of more than one target biomolecule in a small volume due to interferences between the different FETs, whose terminals are immersed in the solution. This is why we have developed electronic instrumentation capable of simultaneously measuring several of these biosensors, and we have validated it with the simultaneous pH measurement and the preliminary detection of serotonin and glutamate. / Monreal Trigo, J. (2023). Electronic Devices for the Combination of Electrically Controlled Drug Release, Electrostimulation, and Optogenetic Stimulation for Nerve Tissue Regeneration [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/193841

Page generated in 0.0847 seconds