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A VISUALIZATION TOOL FOR THE ANALYSIS OF THE EFFECTS OF CHANGING ENERGY POLICIES ON ENERGY SECURITY IN AN ENERGY SYSTEMChatharaju, Vinay Kumar 31 October 2013 (has links)
All jurisdictions have an energy system consisting of processes responsible for the conversion and transportation of supplies of energy from various sources to meet the end-use energy demands. Energy systems are dynamic as they respond to uncertainties such as higher energy costs, new energy technologies, public concern over the environmental impacts of energy production, evolving consumption patterns, and the aging of existing infrastructure; these changes can affect the energy suppliers, the end users, and those responsible for operating the energy system. To reduce possible adverse effects and improve the energy security of the system, energy policies are often designed by those responsible for the processes. However, changes to the energy policies can also impact the system’s energy security. Therefore, it is critical to study the possible effects of changing energy policies before they are deployed.
To address this problem, a visualization tool has been developed to represent a jurisdiction’s energy system. The tool allows the effects of changing energy policies on energy security to be analysed. A case study using real-time wind data from the City of Summerside has been implemented to demonstrate the capabilities of the tool.
This presentation will elaborate on the methods and implementation of the visualization tool and explain the results obtained from the analysis of the Summerside project.
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A VISUALIZATION TOOL FOR CYBERSECURITY EDUCATION FOR HIGH SCHOOL STUDENTSGabriel Alejandro Castro Aguayo (9768428) 17 December 2020 (has links)
<p>Technology evolves at such a rapid
pace nowadays, keeping up with education on cyber security tends to fall. Even with the rising threats, people put their
personal information in their computers without knowing who could access the
information. Many people keep their personal information online when they do shopping,
banking, or on social media. These online activities attract adversaries that
may have malicious attentions. The lack of cyber security practices is evident
as we often hear the news of large-scale cyberattack incidents against
financial institutions that leads to breach of personal information of their
users. Cyber-attacks can have long term damaging
effects. Cybersecurity awareness is necessary to start at an early age. If this
subject is delivered to young users as an interactive tutorial, using
game-based principles, then it is more likely to be learned in an entertaining manner.
Hence, this thesis project focuses on a framework development for interactive
and engaging cybersecurity education and its evaluation. </p>
<p>The framework is developed to
educate the users various cybersecurity related topics, such as malware, web
security, and network security. It consists four stages for each topic:
information, interaction, explanation, and assessment.
In the information module, the user is presented details related to the topic.
To maintain users’ interest, interaction module allows users to interrelate
with common hacking attacks from real life situations. Explanation module provides
the discussion of interaction module and introduces defense techniques. The
users are tested in the Assessment module to measure their learning to be able
to advance to next levels within the same topic. The developed framework is customizable since
more modules can be integrated and existing modules can be swiftly modified. In
addition, multiple surveys were conducted to analyze whether this
framework explains the cybersecurity topics easily. </p>
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Visualization Tool for Islamic Radical and Counter Radical Movements and their online followers in South East AsiaJanuary 2015 (has links)
abstract: With the advent of social media and micro-blogging sites, people have become active in sharing their thoughts, opinions, ideologies and furthermore enforcing them on others. Users have become the source for the production and dissemination of real time information. The content posted by the users can be used to understand them and track their behavior. Using this content of the user, data analysis can be performed to understand their social ideology and affinity towards Radical and Counter-Radical Movements. During the process of expressing their opinions people use hashtags in their messages in Twitter. These hashtags are a rich source of information in understanding the content based relationship between the online users apart from the existing context based follower and friend relationship.
An intelligent visual dash-board system is necessary which can track the activities of the users and diffusion of the online social movements, identify the hot-spots in the users' network, show the geographic foot print of the users and to understand the socio-cultural, economic and political drivers for the relationship among different groups of the users. / Dissertation/Thesis / Masters Thesis Computer Science 2015
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Visualiseringsverktyg för modulärproduktutveckling : En studie om designen och implentationen av ett verktyg som ska effektivisera ett modulärt arbetssättHolm, Mathias January 2014 (has links)
Due to a growing interest in communication in today’s society the demand for equipment that is used in communication networks increases while the competition between companies that produce this equipment grows. To meet the increasing demand and at the same time having a competitive product development many companies use some effective product design, such as the modular product design. When a modular product design is used it’s good to compare different module configurations for a certain product and to simplify these comparisons some tool can be used. This work examines the design and development of a tool that visualize information about different modular plans in a web interface. The focus of the work is on the storage and processing of data to be presented and also the software architecture, namely the back-end of the tool. The front-end consists of a web interface that is developed and described in another thesis. Different techniques to store data are examined and data models are developed. A multitier architecture, more precisely three tiers, is used in the tool where the three tiers are one tier for the data storage, one tier for the processing of data and one for the web interface. A relational database is used as data storage and to process data the programing language Java is used. To communicate between the web interface and the tier that process data a RESTful API is used.
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A Visualization Tool for the State ofthe Art of Self Adaptive SystemsBabes, Cristian January 2020 (has links)
Due to increased expectations as well as advances in technology, the interest in Self-adaptive Systems has increased in the last few years. As a consequence of this, thebody of work has also dramatically expanded, and it is essential to have an overviewin order to identify common problems and knowledge gaps. This paper introduces avisualization tool for the state of the art of Self-adaptive Systems. The tool shouldprovide all the needed insights into the body of work in the field of Self-adaptiveSystems.
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[en] A QUESTION-ORIENTED VISUALIZATION RECOMMENDATION SYSTEM FOR DATA EXPLORATION / [pt] UM SISTEMA DE RECOMENDAÇÃO DE VISUALIZAÇÕES ORIENTADO A PERGUNTAS PARA EXPLORAÇÃO DE DADOSRAUL DE ARAUJO LIMA 15 September 2020 (has links)
[pt] O crescimento cada vez mais acelerado da produção de dados e a
decorrente necessidade de explorá-los a fim de se obter respostas para as
mais variadas perguntas têm promovido o desenvolvimento de ferramentas
que visam a facilitar a manipulação e a construção de gráficos. Essas visualizações
devem permitir explorar os dados de maneira efetiva, comunicando
as informações com precisão e possibilitando um maior ganho de conhecimento.
No entanto, construir boas visualizações de dados não é uma tarefa
trivial, uma vez que pode requerer um grande número de decisões que, em
muitos casos, exigem certa experiência por parte de seu projetista. Visando a
facilitar o processo de exploração de conjuntos de dados através da construção
de visualizações, nós desenvolvemos a ferramenta VisMaker, que utiliza
um conjunto de regras para construir as visualizações consideradas mais
apropriadas para um determinado conjunto de variáveis. Além de permitir
que o usuário defina visualizações através do mapeamento entre variáveis
e dimensões visuais, o VisMaker apresenta recomendações de visualizações
organizadas através de perguntas construídas com base nas variáveis selecionadas
pelo usuário, objetivando facilitar a compreensão das visualizações
recomendadas e auxiliando o processo exploratório. Para a avaliação do Vis-
Maker, nós realizamos dois estudos comparando-o com o Voyager 2, uma
ferramenta de propósito similar existente na literatura. O primeiro estudo
teve foco na resolução de perguntas enquanto que o segundo esteve voltado
para a exploração de dados em si. Nós analisamos alguns aspectos da utilização
das ferramentas e coletamos os comentários dos participantes, através
dos quais pudemos identificar vantagens e desvantagens da abordagem de
recomendação que propusemos, levantando possíveis melhorias para esse
tipo de ferramenta. / [en] The increasingly rapid growth of data production and the consequent
need to explore them to obtain answers to a wide range of questions
have promoted the development of tools to facilitate the manipulation and
construction of data visualizations. These tools should allow users to effectively
explore data, communicate information accurately, and enable more
significant knowledge gain through data. However, building useful data visualizations
is not a trivial task: it may involve a large number of decisions
that often require experience from their designer. To facilitate the process of
exploring datasets through the construction of visualizations, we developed
VisMaker, a software tool which uses a set of rules to determine appropriate
visualizations for a certain selection of variables. In addition to allowing the
user to define visualizations by mapping variables onto visualization channels,
VisMaker presents visualization recommendations organized through
questions constructed based on the variables selected by the user, trying
to facilitate the understanding of the visualization recommendations and
assisting the exploratory process. To evaluate VisMaker, we carried out two
studies comparing it with another tool that exists in the literature, one
aimed at solving questions and the other at data exploration. We analyzed
some aspects of the use of the tools. We collected feedback from the
participants, through which we were able to identify the advantages and disadvantages
of the recommendation approach we proposed, raising possible
improvements for this type of tool.
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Design and Implementation of a Performance Visualization Tool for the High-Level Parallel Programming Framework SkePU / Design och implementation av ett prestandavisualiseringsverktyg för parallellprogrammeringsramverket SkePUFrankell, Elin January 2024 (has links)
The rise of parallel programming languages, as a result of processors' flattening clock frequencies, has lead to further use of high-level parallel pattern-based programming framework such as SkePU. SkePU provides a sequential high-level interface connected to different back-ends, or a hybrid of several, which reduces the time required to learn several new programming languages. Although this high-level interface introduces a new problem, an abstraction layer from the user to what code is being executed. To make SkePU programs easier to analyze this thesis implements a performance visualization tool for SkePU. The conducted literature study found that there currently exists very few performance visualization tools that cater specifically towards skeleton programming languages. This thesis evaluates usability of the implemented tool by conducting a survey and a user study with participants whom are very familiar with SkePU. The choice of evaluation method is in itself critically evaluated, as is the design choices made, and results are presented with an accompanying discussion as to how those results were derived.
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Visualisering av projekt : VisualiseringsverktygNorling, Anton January 2015 (has links)
Visualisering är en ofta förekommande metod som används vid utveckling av en ny produkt för att redan i ett tidigt stadium kunna visa den färdiga produkten i form av en prototyp eller annan digital ritning. Det är dock inte lika vanligt att visualisera själva utvecklingen av produkten eller vilken fas den befinner sig i, vilket kan leda till osäkerhet inom utvecklingsgruppen och ge det fortsatta arbetet av produkten en tvetydig bild. Projektgrupperna på företaget CGI Östersund jobbar enligt den agila systemutvecklingsmetoden Scrum där arbetet delas upp i olika delleveranser och ärenden, vilket gör det möjligt att visualisera utvecklingsprocessen. Den här undersökningen har studerat Scrum-metoden ytterligare och därefter tagit fram ett visualiseringsverktyg bestående av en REST-webbtjänst i Java och en webbklient som hämtar information från ett ärendehanteringssystem, JIRA, som företaget använder sig av. Informationen presenteras sedan i form av olika grafer beroende på vad som skall visualiseras. Verktygets funktion och konstruktion har sedan utvärderats med användbarhetstester och även jämförts med ett liknande verktyg som redan finns i den befintliga JIRA-plattformen. Användbarhetstesterna utfördes både innan och efter implementation där det första testet enbart bestod av mock-ups och det andra när verktyget hade fått ett fungerande resultat. Resultatet har visat att det fortfarande råder en del oklarhet i verktygets mer invecklade funktioner, men att helheten av de olika delsystemen är förståelig i dess användbarhet. Jämförelsen med visualiseringen i JIRA visar att liknelserna är stora och att det i nuläget finns både för- och nackdelar med att använda den här lösningen. Verktyget är i övrigt uppbyggd med moderna tekniker och står på en bra grund för vidare utveckling från företagets sida. / Visualization is a frequent method used in the development of a new product to see the finished product to an early stage in the form of a prototype or digital drawing. However, it is not as common to visualize the actual development of the product or what phase it is in, which can lead to confusion within the development team and provide further the work of the product an ambiguous picture. Project teams at the company CGI Östersund works according to the agile system development methodology Scrum where the work is divided into different partial deliveries and issues, making it possible to visualize the development process. This investigation has studied the Scrum method further and then developed a visualization tool consisting of a REST web service in Java and a web client that retrieves information from a issue tracking system, JIRA, which the company uses. The information is then presented in the form of various graphs depending on what is to be visualized. The tool's function and design has been evaluated with usability testing and also then compared with a similar tool that is already in the existing JIRA platform. Usability tests were conducted both before and after implementation, the first test consisted only of mock-ups and the second when the tool had a functioning results. The results have shown that there is still some ambiguity in the tool's more complex features, but to the whole of the various subsystems is understandable in its usability. The comparison with the visualization in JIRA shows that the parables are great and that at present there are both advantages and disadvantages of using this solution. The tool is otherwise constructed with modern techniques and stands on a good basis for further development from the company.
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Analyse du métabolome par chromatographie liquide couplée à la spectrométrie de masse : application à la recherche de biomarqueurs indirects d’induction enzymatique / Metabolome analysis using liquid chromatography coupled to mass spectrometry : application to biomarker characterization of metabolic enzyme inductionWerner, Erwan 29 September 2011 (has links)
Issue d’un partenariat de recherche entre le CEA et les laboratoires Servier, cette thèse avait pour objectif d’évaluer l’approche métabolomique par chromatographie liquide couplée à la spectrométrie de masse (LC-MS) pour l'identification de marqueurs indirects de l'induction dans les espèces de toxicologie. Le travail de thèse a débuté par l’optimisation de la méthode d’acquisition des empreintes métaboliques tant sur le plan analytique que dans le domaine du traitement des données brutes. Un outil reposant sur les matrices d’auto corrélation a alors été développé afin de s’affranchir d’une partie de la redondance du signal obtenu par spectrométrie de masse. Dans un troisième temps, les indices de Kendrick couplés à la sélectivité méthylène ont été appliqués à l’étude de composés biologiques en spectrométrie de masse haute résolution afin de proposer une méthode alternative de visualisation des données offrant une aide à l’identification des variables. Enfin, dans une dernière partie, les efforts se sont portés sur l’identification des composés endogènes modifiés au cours du protocole d’induction. / This work is the result of a research partnership between the CEA and Les laboratories Servier. It deals with the characterization of biomarkers of metabolic enzyme induction in rat biofluids using MSbased metabolomics. The first part of this work included methodological developments regarding theacquisition and the processing of metabolic fingerprints. A tool based on autocorrelation matrices wasthen implemented to reduce the redundancy of data generated with mass spectrometry and subsequently accelerate the isolation of discriminating variables. The next step consisted in the evaluation of the combined use of Kendrick mass defects and methylene selectivity as an alternative visualization tool for large data set, which would rely on compound chemical structures. Finally, the last part of the work was dedicated to the identification of discriminating signals raised up by ametabolomic global approach from rat biofluids collected before and after an induction assay.
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Serious Game Engineering and Lighting Models for the Realistic Emulation of 5G SystemsInca Sánchez, Saúl Adrián 11 December 2019 (has links)
[ES] La quinta generación de comunicaciones móviles, 5G, promete ser una revolución tecnológica que vaya más allá de multiplicar la velocidad de transmisión de datos de sus predecesoras. Pretende soportar una gran cantidad de dispositivos y alcanzar latencias muy cercanas a 1 milisegundo. Para satisfacer estos ambiciosos requisitos, se han investigado nuevas tecnologías habilitadoras. Una de ellas es el uso de las bandas de ondas milimétricas (mmW) en las cuales hay una gran cantidad de espectro disponible.
Para predecir las características del canal radio y evaluar las prestaciones de la 5G de forma fiable en las bandas mmW se requieren modelos de canal complejos. Concretamente, los modelos de propagación más precisos son los basados en trazado de rayos, pero su alto costo computacional los hacen inviables para la caracterización del canal radio en escenarios complejos. Por otro lado, en los últimos años, la tecnología de videojuegos ha desarrollado potentes herramientas para modelar la propagación de la luz en escenarios superrealistas. Dada la cercanía espectral entre el espectro visible y las ondas mmW, la presente Tesis ha estudiado la aplicación de las herramientas de modelado de propagación de la luz de los motores de juego para el modelado del canal radio en mmW.
Esta Tesis propone un modelo de estimación de las pérdidas de propagación en mmW llamado "Modelo de Intensidad de Luz'' (LIM). Usando este modelo, basado en los procesos de iluminación realizados por los motores de juego, los transmisores de señal se sustituyen por focos de luz y la intensidad lumínica recibida en un punto se traduce a potencia de señal en milimétricas a través de una función polinómica sencilla.
Una de las ventajas de usar los motores de juego es su gran capacidad y la facilidad que tiene el usuario para crear escenarios superrealistas que representen fielmente la geometría de escenarios donde se quiera evaluar el canal radio. De esta forma se pueden obtener estimaciones precisas de las pérdidas de propagación. La estimación de las pérdidas de propagación con LIM ha sido comparada con campañas de medida en las bandas de 28 GHz y 73 GHz y con otros modelos de propagación. Como resultado, el error de estimación de LIM es menor que los modelos estocásticos actuales y es comparable con el modelo de trazado de rayos. Y, además, el coste computacional de LIM comparado con el trazado de rayos es 130 veces menor, lo que posibilita el uso de LIM en escenarios altamente complejos para la estimación del canal radio en tiempo real.
Los motores de juego permiten caracterizar de forma diferente la interacción de los materiales con la luz configurando el mapa de normales de sus superficies y sus funciones de dispersión y reflexión. En esta Tesis se ha determinado la caracterización de varios materiales que mejor se ajusta a medidas de laboratorio realizadas en un escenario controlado en la banda de 28 GHz. El modelo de LIM empleando materiales con esta caracterización óptima reduce más de un 50\% su error de estimación con respecto a la aplicación de LIM con los materiales por defecto, mientras que su coste computacional sigue siendo 26 veces menor que el modelo de trazado de rayos.
Finalmente, se ha desarrollado sobre un motor de juego una primera versión de plataforma para la emulación de los sistemas 5G que es el punto de partida para un emulador completo de 5G. Esta plataforma no sólo contiene el modelo de LIM sino que incluye varios casos de uso de la 5G en entornos superrealistas. La plataforma, que se basa en el concepto de "Serious Game Engineering", rompe las limitaciones de los simuladores de redes móviles en cuanto a las capacidades de visualización e interacción del usuario con los componentes de la red en tiempo real. / [CAT] La cinquena generació de comunicacions mòbils, 5G, promet ser una revolució tecnològica que vaja més enllà de multiplicar la velocitat de transmissió de dades de les seues predecessores. Pretén suportar una gran quantitat de dispositius i aconseguir latències molt pròximes a 1 mil·lisegon. Per a satisfer aquests ambiciosos requisits, s'han investigat noves tecnologies habilitadores. Una d'elles és l'ús de les bandes d'ones mil·limètriques (mmW) en les quals hi ha una gran quantitat d'espectre disponible.
Per a predir les característiques del canal ràdio i avaluar les prestacions de la 5G de forma fiable en les bandes mmW es requereixen models de canal complexos. Concretament, els models de propagació més precisos són els basats en traçat de rajos, però el seu alt cost computacional els fan inviables per a la caracterització del canal ràdio en escenaris complexos. D'altra banda, en els últims anys, la tecnologia de videojocs ha desenvolupat potents eines per a modelar la propagació de la llum en escenaris superrealistes. Donada la proximitat espectral entre l'espectre visible i les ones mmW, la present Tesi ha estudiat l'aplicació de les eines de modelatge de propagació de la llum dels motors de joc per al modelatge del canal radie en mmW.
Aquesta Tesi proposa un model d'estimació de les pèrdues de propagació en mmW anomenat "Model d'Intensitat de Llum'' (LIM). Usant aquest model, basat en els processos d'il·luminació realitzats pels motors de joc, els transmissors de senyal se substitueixen per focus de llum i la intensitat lumínica rebuda en un punt es tradueix a potència de senyal en mil·limètriques a través d'una funció polinòmica senzilla.
Una dels avantatges d'usar els motors de joc és la seua gran capacitat i la facilitat que té l'usuari per a crear escenaris superrealistes que representen fidelment la geometria d'escenaris on es vulga avaluar el canal ràdio. D'aquesta forma es poden obtindre estimacions precises de les pèrdues de propagació. L'estimació de les pèrdues de propagació amb LIM ha sigut comparada amb campanyes de mesura en les bandes de 28~GHz i 73~GHz i amb altres models de propagació. Com a resultat, l'error d'estimació de LIM és menor que els models estocàstics actuals i és comparable amb el model de traçat de rajos. I, a més, el cost computacional de LIM comparat amb el traçat de rajos és 130 vegades menor, la qual cosa possibilita l'ús de LIM en escenaris altament complexos per a l'estimació del canal ràdio en temps real.
Els motors de joc permeten caracteritzar de forma diferent la interacció dels materials amb la llum configurant el mapa de normals de les seues superfícies i les seues funcions de dispersió i reflexió. En aquesta Tesi s'ha determinat la caracterització de diversos materials que s'ajusta millor a mesures de laboratori realitzades en un escenari controlat en la banda de 28 GHz. El model de LIM emprant materials amb aquesta caracterització òptima redueix més d'un 50 % el seu error d'estimació respecte a l'aplicació de LIM amb els materials per defecte, mentre que el seu cost computacional continua sent 26 vegades menor que el model de traçat de rajos.
Finalment, s'ha desenvolupat sobre un motor de joc una primera versió de plataforma per a l'emulació dels sistemes 5G que és el punt de partida per a un emulador complet de 5G. Aquesta plataforma no solament conté el model de LIM sinó que inclou diversos casos d'ús de la 5G en entorns superrealistes. La plataforma, que es basa en el concepte de "Serious Game Engineering", trenca les limitacions dels simuladors de xarxes mòbils quant a les capacitats de visualització i interacció de l'usuari amb els components de la xarxa en temps real. / [EN] The fifth generation of mobile communications, 5G, promises to be a technological revolution that goes beyond multiplying the data transmission speed of its predecessors. It aims to support a large number of devices and reach latencies very close to 1 millisecond. To meet these ambitious requirements, new enabling technologies have been researched. One of these is the use of millimetre-wave bands (mmW) in which a large amount of spectrum is available.
Complex channel models are required to predict radio channel characteristics and reliably evaluate 5G performance in the mmW bands. Specifically, the most accurate propagation models are those based on ray tracing, but their high computational cost makes them unfeasible for radio channel characterization in complex scenarios. On the other hand, in recent years, video game technology has developed powerful tools to model the propagation of light in super realistic scenarios. Given the spectral closeness between the visible spectrum and the mmW waves, the present Thesis has studied the application of light propagation modeling tools from game engines for radio channel modeling in mmW.
This Thesis proposes a model for estimating propagation losses in mmW called "Light Intensity Model'' (LIM). Using this model, based on the lighting processes performed by the game engines, the signal transmitters are replaced by light sources and the light intensity received at a point is translated into signal strength in mmW through a simple polynomial function.
One of the advantages of using the game engines is their great capacity and the ease with which the user can create super realistic scenarios that faithfully represent the geometry of scenarios where the radio channel is to be evaluated. In this way, accurate estimates of propagation losses can be obtained. The estimation of propagation losses with LIM has been compared with measurement campaigns in the 28 GHz and 73 GHz bands and with other propagation models. As a result, the LIM estimation error is smaller than the current stochastic models and is comparable with the ray tracing model. In addition, the computational cost of LIM compared to ray tracing is 130 times lower, allowing the use of LIM in highly complex scenarios for real-time radio channel estimation.
The game engines allow to characterize in a different way the interaction of the materials with the light configuring the normal map of their surfaces and their scattering and reflection functions. In this Thesis it has been determined the characterization of several materials that best fits to laboratory measurements made in a controlled scenario in the 28 GHz band. The LIM model using materials with this optimal characterization reduces by more than 50% its estimation error with respect to the application of LIM with default materials, while its computational cost remains 26 times lower than the ray tracing model.
Finally, a first version of a platform for the emulation of 5G systems has been developed on a game engine, which is the starting point for a complete 5G emulator. This platform not only contains the LIM model but also includes several 5G use cases in super realistic environments. The platform, which is based on the concept of "`Serious Game Engineering", breaks the limitations of mobile network simulators in terms of visualization capabilities and user interaction with network components in real time. / Inca Sánchez, SA. (2019). Serious Game Engineering and Lighting Models for the Realistic Emulation of 5G Systems [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/132695 / TESIS
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