101 |
Uma camada de adaptação para transmissão de mídias digitais. / An adaptation layer for multimedia transmission.Kulesza, Raoni 21 July 2006 (has links)
A convergência da Internet com outras redes (telefonia móvel e televisão digital), o surgimento da computação ubíqua e crescente demanda pela computação autônoma, tem favorecido a existência de um ambiente constantemente modificado e altamente dinâmico, caracterizado pelo tratamento e transporte de conteúdo multimídia, heterogeneidade nos recursos, tecnologias de redes e dispositivos de acesso. Este cenário tem exigido a existência de sistemas adaptativos, ou seja, que tenham a capacidade de se adaptar dinamicamente em resposta a mudanças no contexto em que estão inseridos. O projeto de software de sistemas adaptativos que visem atender de forma satisfatória evolução e mudança neste novo ambiente heterogêneo da Internet tem particular relevância e complexidade. Um dos principais desafios é realizar a implementação de comportamentos adaptativos sem entrelaçamento com outras funcionalidades da aplicação, que podem levar a dificuldade de legibilidade e prejudicar a manutenção do código. Este trabalho procura abordar este tema empregando programação orientada a aspectos na especificação e implementação de uma camada de adaptação que atua sobre aplicações multimídia em rede utilizando abordagens de adaptação baseados em servidor. Em particular, através do uso da linguagem AspectJ, é mostrado como promovemos a separação do interesse de adaptabilidade de forma modular para permitir que a camada de adaptação realize configuração estática e dinâmica de processos de transmissão de fluxos multimídia a partir de mecanismos de monitoração do seu ambiente de operação. / The convergence of the Internet with other networks (e.g. Mobile Telecom and Digital Television Networks), the ubiquitous computing raising and the increasing demand on the autonomic computing has favored the existence of a constantly modified and highly dynamic environment. It is characterized by the treatment and transport of multimedia content and resources, network technologies and access devices heterogeneity. This scenario has demanded the existence of adaptive systems, which has the capacity to dynamically adapt based on the context where they are inserted. The software design for adaptive systems, which aim to deal on a satisfactory way the evolution and changes in this new heterogeneous Internet environment, has particular relevance and complexity. One of the main challenges is performing the development of adaptive behaviors without tangled and scattered code along other application functionalities, which could result in code legibly problems, affecting its maintenance. The main purpose of this work is the specification and development of an adaptation layer working in multimedia networked application and using server based adaptation approach, making use of aspect oriented programming. Specifically, through the adoption of the AspectJ language it was showed how the adaptability concern was well modularized by enabling the adaptation layer to perform static and dynamic configuration of the multimedia chains through the monitoring of its operational environment.
|
102 |
Uma camada de adaptação para transmissão de mídias digitais. / An adaptation layer for multimedia transmission.Raoni Kulesza 21 July 2006 (has links)
A convergência da Internet com outras redes (telefonia móvel e televisão digital), o surgimento da computação ubíqua e crescente demanda pela computação autônoma, tem favorecido a existência de um ambiente constantemente modificado e altamente dinâmico, caracterizado pelo tratamento e transporte de conteúdo multimídia, heterogeneidade nos recursos, tecnologias de redes e dispositivos de acesso. Este cenário tem exigido a existência de sistemas adaptativos, ou seja, que tenham a capacidade de se adaptar dinamicamente em resposta a mudanças no contexto em que estão inseridos. O projeto de software de sistemas adaptativos que visem atender de forma satisfatória evolução e mudança neste novo ambiente heterogêneo da Internet tem particular relevância e complexidade. Um dos principais desafios é realizar a implementação de comportamentos adaptativos sem entrelaçamento com outras funcionalidades da aplicação, que podem levar a dificuldade de legibilidade e prejudicar a manutenção do código. Este trabalho procura abordar este tema empregando programação orientada a aspectos na especificação e implementação de uma camada de adaptação que atua sobre aplicações multimídia em rede utilizando abordagens de adaptação baseados em servidor. Em particular, através do uso da linguagem AspectJ, é mostrado como promovemos a separação do interesse de adaptabilidade de forma modular para permitir que a camada de adaptação realize configuração estática e dinâmica de processos de transmissão de fluxos multimídia a partir de mecanismos de monitoração do seu ambiente de operação. / The convergence of the Internet with other networks (e.g. Mobile Telecom and Digital Television Networks), the ubiquitous computing raising and the increasing demand on the autonomic computing has favored the existence of a constantly modified and highly dynamic environment. It is characterized by the treatment and transport of multimedia content and resources, network technologies and access devices heterogeneity. This scenario has demanded the existence of adaptive systems, which has the capacity to dynamically adapt based on the context where they are inserted. The software design for adaptive systems, which aim to deal on a satisfactory way the evolution and changes in this new heterogeneous Internet environment, has particular relevance and complexity. One of the main challenges is performing the development of adaptive behaviors without tangled and scattered code along other application functionalities, which could result in code legibly problems, affecting its maintenance. The main purpose of this work is the specification and development of an adaptation layer working in multimedia networked application and using server based adaptation approach, making use of aspect oriented programming. Specifically, through the adoption of the AspectJ language it was showed how the adaptability concern was well modularized by enabling the adaptation layer to perform static and dynamic configuration of the multimedia chains through the monitoring of its operational environment.
|
103 |
Modeling, Control and Design of a Quadrotor Platform for Indoor EnvironmentsJanuary 2018 (has links)
abstract: Unmanned aerial vehicles (UAVs) are widely used in many applications because of their small size, great mobility and hover performance. This has been a consequence of the fast development of electronics, cheap lightweight flight controllers for accurate positioning and cameras. This thesis describes modeling, control and design of an oblique-cross-quadcopter platform for indoor-environments.
One contribution of the work was the design of a new printed-circuit-board (PCB) flight controller (called MARK3). Key features/capabilities are as follows:
(1) a Teensy 3.2 microcontroller with 168MHz overclock –used for communications, full-state estimation and inner-outer loop hierarchical rate-angle-speed-position control,
(2) an on-board MEMS inertial-measurement-unit (IMU) which includes an LSM303D (3DOF-accelerometer and magnetometer), an L3GD20 (3DOF-gyroscope) and a BMP180 (barometer) for attitude estimation (barometer/magnetometer not used),
(3) 6 pulse-width-modulator (PWM) output pins supports up to 6 rotors
(4) 8 PWM input pins support up to 8-channel 2.4 GHz transmitter/receiver for manual control,
(5) 2 5V servo extension outputs for other requirements (e.g. gimbals),
(6) 2 universal-asynchronous-receiver-transmitter (UART) serial ports - used by flight controller to process data from Xbee; can be used for accepting outer-loop position commands from NVIDIA TX2 (future work),
(7) 1 I2C-serial-protocol two-wire port for additional modules (used to read data from IMU at 400 Hz),
(8) a 20-pin port for Xbee telemetry module connection; permits Xbee transceiver on desktop PC to send position/attitude commands to Xbee transceiver on quadcopter.
The quadcopter platform consists of the new MARK3 PCB Flight Controller, an ATG-250 carbon-fiber frame (250 mm), a DJI Snail propulsion-system (brushless-three-phase-motor, electronic-speed-controller (ESC) and propeller), an HTC VIVE Tracker and RadioLink R9DS 9-Channel 2.4GHz Receiver. This platform is completely compatible with the HTC VIVE Tracking System (HVTS) which has 7ms latency, submillimeter accuracy and a much lower price compared to other millimeter-level tracking systems.
The thesis describes nonlinear and linear modeling of the quadcopter’s 6DOF rigid-body dynamics and brushless-motor-actuator dynamics. These are used for hierarchical-classical-control-law development near hover. The HVTS was used to demonstrate precision hover-control and path-following. Simulation and measured flight-data are shown to be similar. This work provides a foundation for future precision multi-quadcopter formation-flight-control. / Dissertation/Thesis / Masters Thesis Electrical Engineering 2018
|
104 |
Řídící jednotka pro turboventilátorový motor TFE731 / Control unit for turbofan jet engine TFE731Slavotínek, Jan January 2016 (has links)
This thesis is classified as an internal experimental project whose aim is to design HW and low level SW of simplified version of the controller for TFE731 turbofan engine according to defined requirements. The expected outputs in addition to the system design is also information about possible technical problems and difficulties arising during the analysis and development of the system. The work covers a brief look into the history of aviation and avionics, theoretical analysis turbofan engine, analysis of measured and controlled variables. Based on the requirements analysis and I/O values is made circuit design (HW) and design of the low level control software.
|
105 |
Dresdner Arbeitstagung Schaltungs- und Systementwurfmehrer Autoren, Sammelband 11 June 2007 (has links) (PDF)
Die jedes Frühjahr stattfindende »Dresdner Arbeitstagung Schaltungs- und
Systementwurf« wird traditionell vom Fraunhofer-Institut für Integrierte
Schaltungen, Institutsteil Entwurfsautomatisierung (EAS) und vom
Sächsischen Arbeitskreis Informationstechnik des VDE Bezirksvereins
Dresden ausgerichtet.
Die Arbeitstagung hat bereits eine über 30-jährige Tradition und wird von
Wissenschaftlern aus Forschungsinstituten und Ingenieuren aus der
Industrie für einen regen fachlichen Austausch genutzt. Gegenstand der
Tagung sind aktuelle Ergebnisse und neue Erkenntnisse aus Forschung
und Entwicklung sowie Erfahrungsberichte und Problemdiskussionen auf
dem Gebiet des Entwurfs analoger, digitaler und hybrider Systeme. Das
Tagungsprogramm bietet den Teilnehmern wieder interessante Beiträge
über neue Lösungen zum Entwurf komplexer Schaltungen und Systeme,
die auch Themen wie Rekonfigurierbarkeit, Architekturen, Performance,
Hardware-Software, Test und Optimierung behandeln.
Begleitend zur Tagung wird von der Firma Mentor Graphics ein Workshop
zum Thema »Advanced Verification Methodology« angeboten. Hier werden
an einem Beispiel die Vorteile der zukünftigen Design Verifikation mit
System Verilog und Assertions erläutert.
Der vorliegende Tagungsband enthält die Langfassungen der Beiträge, für
deren Form und Inhalt die Autoren verantwortlich sind. Als Veranstalter
bedanken wir uns bei den Autoren für die Bereitstellung dieser Beiträge, die
als Grundlage für die fachlichen Diskussionen dienen, und bei den
Teilnehmern für ihr Interesse an unserer Arbeitstagung.
|
106 |
The Evaluator Effect in Heuristic Evaluation: A Preliminary Study of End-users as EvaluatorsWeinstein, Peter 27 November 2012 (has links)
Heuristic Evaluation (HE) is a popular usability inspection method. Yet little is known about the effect the evaluators have on the outcome of HE. One potentially important feature of evaluators is their end-user status, that is, whether or not they are end-users for whom the interface is designed. I completed a detailed review of the HE literature, combined sources, developed an explicit method for conducting an HE and trained HE novices from different work domains using it. Using these methods I conducted a preliminary randomized crossover study (n=6) of the effect of end-user status during the inspection and merging stages of HE. I estimate a larger study of approximately 148 end-users would be needed to test hypotheses regarding end-user status. I demonstrated a novel measure of the effect of end-user status for the merging stage of HE, which I called the measure of matching similarity (MMS).
|
107 |
The Evaluator Effect in Heuristic Evaluation: A Preliminary Study of End-users as EvaluatorsWeinstein, Peter 27 November 2012 (has links)
Heuristic Evaluation (HE) is a popular usability inspection method. Yet little is known about the effect the evaluators have on the outcome of HE. One potentially important feature of evaluators is their end-user status, that is, whether or not they are end-users for whom the interface is designed. I completed a detailed review of the HE literature, combined sources, developed an explicit method for conducting an HE and trained HE novices from different work domains using it. Using these methods I conducted a preliminary randomized crossover study (n=6) of the effect of end-user status during the inspection and merging stages of HE. I estimate a larger study of approximately 148 end-users would be needed to test hypotheses regarding end-user status. I demonstrated a novel measure of the effect of end-user status for the merging stage of HE, which I called the measure of matching similarity (MMS).
|
108 |
A Study of Software Design ImprovementLiu, Chun-Yuan 13 June 2010 (has links)
In the twenty-first century, there are still many difficulties arise on software development. For example, the growing commercial demand variability, but the software maintainable level over time becoming less and less. We have to raise the importance of software design. Using good software design approachs to face the increasingly complex commercial demand.
Therefore, this study analyzed the large-scale enterprise systems for the software design problems. Based on the theory of software design, software design methodology, software architecture, design pattern and design principle, this study introduce three software design approachs:"Flexible Integration Design", "Loosely Coupled Design", and "Parameter Table Design". Using the extensibility, flexibility, pluggability and reuseability to design system integration solutions: "Unified Accounting Rule Table" and "Unified Interface". This will help the large-scale enterprise systems for software development to increase quality and efficiency.
|
109 |
Kompiuterinių žaidimų varikliuko architektūra / The Architecture for Computer Game‘s EngineKaulakis, Jonas 30 May 2006 (has links)
Game engine is a set of supporting tools and services for game development. It is a component designed for reuse in different games. Therefore it is very important for game engine to be designed properly as for any successfully used reusable component. The main objective in this research is to present flexible and easily extensible architectural solution suitable for the game engine, based on the analysis of today’s game engine context and existing software architecture design. During the analysis we reviewed different types of software architecture and its implementation methods, and defined functional requirements for game engine. As the result we have chosen data-driven architecture design as the most suitable for the engine development and created our game engine prototype. For each game engine module we have provided design solution and its implementation approach referring to chosen architecture.
|
110 |
Partizipative Softwaregestaltung im Kontext virtueller GemeinschaftenFinck, Matthias, Janneck, Monique, Obendorf, Hartmut, Rolf, Arno 15 April 2014 (has links) (PDF)
Partizipative Softwaregestaltung zielt darauf ab, sowohl die Softwarequalität als auch die Kontrolle der NutzerInnen über die Gestaltung ihrer Arbeitssituation und -umgebung zu erhöhen. In diesem Beitrag diskutieren wir anhand der Erfahrungen, die wir mit der (Weiter-) Entwicklung einer Groupware für ein virtuelles Netzwerk von FreiberuflerInnen gesammelt haben, inwiefern und warum sich Vorgehensweisen der partizipativen Softwaregestaltung zur nachhaltigen Entwicklung virtueller Gemeinschaften eignen. Die vorgestellte Fallstudie verdeutlicht, welch wichtige Rolle die Wahl der Vorgehensmethodik für die Entfaltung virtueller Gemeinschaften spielt, wenn es darum geht, das nötige Verständnis und die Kooperationsbereitschaft bei sich ständig ändernden Anforderungen - vor allem auch auf organisatorischer Ebene - zu entwickeln.
|
Page generated in 0.8 seconds