Dissertationen zum Thema „Virtual generator“
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Islam, Md Ashraful. „IMPLEMENTATION OF VIRTUAL SYNCHRONOUS GENERATOR METHODOLOGIES FOR RENEWABLE INTEGRATION“. Master's thesis, Temple University Libraries, 2017. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/482193.
Der volle Inhalt der QuelleM.S.E.E.
In conventional centralized power systems, power is generated mostly by large synchronous generators (SGs), where the frequency of the grid depends on the rotational frequency of the prime mover. If there are any sudden changes in the load, the rotor inertia property restrains the changes in frequency and keeps the system stable. During transient periods, rotor kinetic energy of the rotor is injected into the grid to balance power supply between generation and load. With the recent high penetration of renewable energy sources (RES), the power grid is undergoing structural changes with an increased inverter-based distributed generation. Since inverter based power sources do not have inertia as conventional synchronous machines (SM), high penetration of inverters may cause instability and sharp voltage fluctuations in the grid. If inverter based power sources could be configured as regular SM by introducing virtual inertia and damping property, many of the problems, such as frequency regulation, islanded operation, and parallel operation of inverter-based DGs will be resolved. This thesis investigates mathematical modeling and control of VSG’s to emulate the inertia and damping property of SMs. Simulation results are presented on the modeling and closed-loop performance of VSGs for an island microgrid.
Temple University--Theses
Paquette, Andrew Donald. „Power quality and inverter-generator interactions in microgrids“. Diss., Georgia Institute of Technology, 2014. http://hdl.handle.net/1853/51803.
Der volle Inhalt der QuelleRunzi, Zhang. „Virtual-Channel Based Wormhole NoC on FPGA for ForSyDe/NoC System Generator Tool Suite“. Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-230624.
Der volle Inhalt der QuelleKyle, Stephen Christopher. „Applications of information sharing for code generation in process virtual machines“. Thesis, University of Edinburgh, 2016. http://hdl.handle.net/1842/25446.
Der volle Inhalt der QuelleNovosád, Boris. „Simulační modelování elektromagnetického vibračního generátoru“. Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2009. http://www.nusl.cz/ntk/nusl-228738.
Der volle Inhalt der QuelleMarques, Felipe de Souza. „Technology mapping for virtual libraries based on cells with minimal transistor stacks“. reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2008. http://hdl.handle.net/10183/16130.
Der volle Inhalt der QuelleCurrently, microelectronic technologies enable high degrees of semiconductor integration. However, this integration makes the design, verification, and test challenges more difficult. The circuit design is often the first area under assault by the effects of aggressive scaling in deep-submicron technologies. Therefore, designers have adopted strict methodologies to deal with the challenge of developing high quality designs on a reasonable time. Electronic Design Automation tools play an important role, automating some of the design phases and helping the designer to find a good solution faster. One of the hardest challenges of an integrated circuit design is to meet the timing requirements. It depends on several steps of the synthesis flow. In standard cell based flows, it is directly related to the technology mapping algorithm and the cells available in the library. The performance of a cell is directly related to the transistor sizing and the cell topology. It determines the timing, power and area characteristics of a cell. Technology mapping has a major impact on the structure of the circuit, and on its delay and area characteristics. The quality of the mapped circuit depends on the richness of the cell library. This thesis proposes two different approaches for library-free technology mapping aiming delay reduction in combinational circuits. Both algorithms rely on a cell topology able to implement Boolean functions using minimal transistors stacks. They reduce the overall number of serial transistors through the longest path, considering that each transistor network of a cell has to obey to a maximum admitted chain. The mapping algorithms are integrated to a cell generator that creates cells with minimal transistor stacks. This cell generator is also in charge of performing the transistor sizing. Significant gains can be obtained in delay due to both aspects combined into the proposed mapping tool.
Bilík, Petr. „Virtuální měřicí přístroje pro podporu výuky“. Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2021. http://www.nusl.cz/ntk/nusl-442484.
Der volle Inhalt der QuelleSeshadri, Satyanarayanan. „Solid particle transport behavior and the effect of aerosol mass loading on performance of a slit virtual impactor“. Thesis, Texas A&M University, 2004. http://hdl.handle.net/1969.1/538.
Der volle Inhalt der QuelleMoulichon, Audrey. „Conception d'un système adaptatif dynamique de "générateur synchrone virtuel" pour la stabilisation des micro-réseaux électriques à fort taux de pénétration d'énergie renouvelable“. Thesis, Université Grenoble Alpes (ComUE), 2019. http://www.theses.fr/2019GREAT064.
Der volle Inhalt der QuelleThe classical distributed energy resources (DER) supplying energy to microgrids (usually diesel generator-sets) are progressively supplanted by supplier based on renewable energy sources (RES). However, the intermittency of RES leads to major stability issues, especially in the context of microgrids, notably because these sources usually decrease the available inertia of the grid. Hence, the traditional control strategies for inverters, interfacing the various DERs connected to the microgrid, needs adapting.The virtual synchronous generator (VSG) is one of the most popular solution that can participate in increasing the microgrids inertia and that could be integrated into traditional stability studies because it presents similarities with a synchronous machine. As the VSG is still a recent concept, mostly considered for the DER integration in microgrid, various problematics remain unresolved (some of which are addressed in this manuscript). In addition, the different solutions that can be found in the literature do not consider the industrial and practical aspect of its development (also considered in this industrial thesis).This thesis is dedicated to the VSG-based inverters and their integration in microgrids with a high level of variable renewable energy penetration. This PhD have been carried out thanks to the cooperation between two laboratories, G2Elab and Gipsa-Lab, in collaboration with Schneider Electric and its R&D team, Power Conversion
Verhulst, Adrien. „Étude de Faisabilité d'Études Consommateurs d'Achat de Fruits et Légumes « Moches » dans un Supermarché Virtuel“. Thesis, Ecole centrale de Nantes, 2018. http://www.theses.fr/2018ECDN0016/document.
Der volle Inhalt der QuelleThe retail sector has an anti-waste policyand has therefore offered “ugly” FaVs (Fruits and Vegetables) for sale as early as 2014 [109]. But these sales remain temporary and local and have little studied effects on consumer behavior. We propose here to study if an immersive virtual store (in which we control the FaVs) can be used to study consumer behavior confronted to “ugly” FaVs To have enough “ugly” FaVs to fill the virtual store, we developed a method capable of generatings emiprocedural FaVs. To do so we: (1) generate the mesh with Generalized Cylinders (GCs) [6]; then (2) generate the colors with a particle system.We conducted 2 comparative studies (N=142 andN=196 respectively). The first study focused on consumer behavior when the FaVs are abnormal (8 FaVs separated into 4groups: no deformation, slightly deformed, deformed and strongly deformed). These differences had no impact on consumer behavior. The other study focused on consumer behavior when the environment is more or less immersive (8 FaVs without deformation and 8 FaVs with deformation, separated into 3 groups: laboratory store, non immersive virtual store and immersive virtual store).There are differences between these environments on consumer behavior. Finally, we studied if the virtual representation of the consumer had an impact during the purchase of products (including, but not limited to, FaVs). To do so we carried out a third consumer study (N=29) (2groups: obese avatar and non-obese avatar). There are very localized differences between these representations on consumer behavior
Gylleus, Karl. „Perception of procedurally generated virtual buildings“. Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-229967.
Der volle Inhalt der QuelleMed anledning av den långa tid det tar att manuellt skapa virtuella byggnader och städer är det ofta önskvärt att automatisera processen. Procedurell modellering är ett sätt att uppnå detta genom att algoritmiskt generera byggnader. Genom att använda inversprocedurell generering kan procedurella beskrivningar av byggnader extraheras från givna modeller. När en procedurell generator används för att skapa en stad krävs det varians i generationen vilket kan leda till orealistiska byggnader om det inte sköts korrekt. Denna avhandling undersöker vilka karaktäristiker på byggnader som är mest känsliga för att bli ändrade vad gäller deras realism. En inversprocedurell generator är skriven i C# och implementerad i Unity, som kan generera split grammar regler från givna bilder av fasader och dess definierade struktur. Fotografier av fasader från bostadshus redigeras i Adobe Photosop och matas till den implementerade generatorn för att återskapa riktiga byggnader. Dessa byggnader och manuellt ändrade versioner av dem används i ett experiment med oberoende deltagare för att undersöka vilka karaktäristiker som fråntar mest realism från byggnaderna när de ändras. De funna resultaten är att vissa element av byggnadsfasader påverkar byggnaders realism mer än andra. Färg och stil på fönster är i synnerhet känsliga för ändring. Denna kunskap kan i framtiden änvändas för att förbättra byggnadsgeneratorer sådant att de är försiktiga med att ändra just fönsterstil och färg på skapade byggnader.
Long, Harry. „Procedurally generated realistic virtual rural worlds“. Master's thesis, University of Cape Town, 2016. http://hdl.handle.net/11427/20874.
Der volle Inhalt der QuelleMadden, Neil. „Collaborative narrative generation in persistent virtual environments“. Thesis, University of Nottingham, 2009. http://eprints.nottingham.ac.uk/10802/.
Der volle Inhalt der QuelleGAO, YING. „VIRTUAL TERRAIN GENERATION AND GPU BASED RENDERING“. University of Cincinnati / OhioLINK, 2006. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1148322986.
Der volle Inhalt der QuelleNakhal, Bilal. „Generation of communicative intentions for virtual agents in an intelligent virtual environment : application to virtual learning environment“. Thesis, Brest, 2017. http://www.theses.fr/2017BRES0156/document.
Der volle Inhalt der QuelleVirtual Reality plays a major role in developing new educational methodologies, and allows to develop virtual environments for learning where intelligent virtual agents play the role of tutors. These agents are expected to help human users to learn and apply domain-specific procedures with predefined learning outcomes. We work on building a real-time system able to sustain natural interaction with the user in a Virtual Learning Environment (VLE). To implement this model, we propose to use the Multi-Agent System for Collaborative, Adaptive & Realistic Environments for Training (MASCARET) as an Intelligent Virtual Environment (IVE) model that provides the knowledge base to the agents and model the semantic of the virtual environment and user’s activities. To formalize the intention of the agents, we implement a cognitive module within MASCARET inspired by BDI (Belief-Desire-Intention) architecture that permits us to generate high-level intentions for the agents. Furthermore, we integrate Embodied Conversational Agents (ECA), which are based on the SAIBA (Situation, Agent, Intention, Behavior, Animation) framework. The embodied agents of the environment have communicative intentions that are transmitted to the user through natural communication channels, namely the verbal and non-verbal communicative acts and behaviors of the ECAs. To evaluate our model, we implement it in a concrete pedagogical scenario for learning blood analysis procedures in a biomedical laboratory. We use this application to settle an experiment to validate the propositions of our model. The hypothesis of this experiment is to assume that the presence of anECA in a Virtual Environment (VE) enhances the learning performance (or at least does not degrade it) in the context of a learning procedure. The performance is represented by the time of execution, the number of committed errors and the number of requests for assistance. We analyze the results of this evaluation, which partially confirms the hypothesis of the experiment and assure that having an ECA in the VLE does not degrade the performance of the learner in the context of a learning procedure
Stokes, Michael James. „Multimodal Behaviour Generation Frameworks in Virtual Heritage Applications : A Virtual Museum at Sverresborg“. Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2009. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9014.
Der volle Inhalt der QuelleThis masters thesis proposes that multimodal behaviour generation frameworks are an appropriate way to increase the believability of animated characters in virtual heritage applications. To investigate this proposal, an existing virtual museum guide application developed by the author is extended by integrating the Behavioural Markup Language (BML), and the open-source BML realiser SmartBody. The architectural and implementation decisions involved in this process are catalogued and discussed. The integration of BML and SmartBody results in a dramatic improvement in the quality of character animation in the application, as well as greater flexibility and extensibility, including the ability to create scripted sequences of behaviour for multiple characters in the virtual museum. The successful integration confirms that multimodal behaviour generation frameworks have a place in virtual heritage applications.
Achenbach, Jascha [Verfasser]. „Generation of Virtual Humans for Virtual Reality, Medicine, and Domestic Assistance / Jascha Achenbach“. Bielefeld : Universitätsbibliothek Bielefeld, 2019. http://d-nb.info/1189813068/34.
Der volle Inhalt der QuelleNewman, Guy. „Characterisation of virtual power plants“. Thesis, University of Manchester, 2010. https://www.research.manchester.ac.uk/portal/en/theses/characterisation-of-virtual-power-plants(5e647750-5a44-40f0-8a33-763361d3a50b).html.
Der volle Inhalt der QuelleTrescak, Tomás. „Intelligent Generation and Control of Interactive Virtual Worlds“. Doctoral thesis, Universitat Autònoma de Barcelona, 2012. http://hdl.handle.net/10803/117675.
Der volle Inhalt der QuelleThis thesis advocates the use of non-‐gaming virtual worlds as a significant future technology for the domain of ``serious games’’ and in particular e-‐* applications (e-‐ learning, e-‐commerce, e-‐government) and social simulations. In such systems, a 3D virtual environment is populated by a large number of inhabitants that can be either human-‐ controlled avatars or intelligent virtual agents who engage in complex interactions with their virtual environment and other participants. One significant problem that impedes wide adoption of the virtual worlds technology for these problem domains is that virtual worlds in general are difficult to build, and significant effort has to be put into designing the 3D virtual environment and programming virtual agents; but it is even harder to ensure the validity of participant so that unauthorized behavior can be prevented. To address this problem, we have developed a comprehensive technological solution that automates the design of such virtual worlds and its population with virtual agents. Our approach is based on the utilization of virtual institutions, which are virtual worlds with normative regulation of participant interactions. The key focus of the thesis is on explaining how existing methods of formal specification of virtual institutions can be extended to automatically translate the institutional specification into an interactive 3D environment using the shape grammars approach and automatically populating such environments with virtual agents. Shape grammars represent a powerful visual technique for creating procedural 2D and 3D designs, but existing work was not immediately suitable for our problem. Thus, we have extended existing work and developed the Shape Grammar Interpreter framework, which addresses the limitations of existing solutions. This framework was further utilized for developing the concept of Virtual World Grammar, which is a sub-‐set of shape grammars targeting automatic generation of normative virtual worlds. As the result of this dissertation, Virtual Worlds Grammars constitute a strong formalization and a development environment not only enabling automatic generation of normative virtual worlds, but also their platform independent deployment (using the VIXEE infrastructure that has been developed as an important part of this dissertation). Another significant contribution of this thesis is developing a mechanism of automatic population of the generated environments with large numbers of software agents, which are capable of intelligent interactions with 3D objects placed in the environment. Moreover, these agents are able to collaborate with human-‐controlled avatars, facilitate their problem-‐solving and ensure that all their actions strictly adhere to social norms of the given institution. For this purpose, we have developed a general-‐purpose virtual agent model that enables an agent to be situated within any normative virtual world, generate its own goals based on its current physiological and psychological needs, as well as to dynamically generate plans for satisfying these goals using the underlying institutional specification. To illustrate the usefulness of the developed technology, we have applied it to the domain of historical simulation, where we show how virtual world grammars and automatically generated virtual agents can be used for re-‐enacting everyday life of ancient people in one of humanity's first cities, the city of Uruk. We showed how our approach allows to create a large number of visually and behaviorally diverse agents, as well as dynamically generating food, tools and other items that they can utilize to satisfy their goals, while acting in a historically correct way.
Raghunathan, Rajiv. „Virtual qualification methodology for next-generation area-array packages“. Thesis, Georgia Institute of Technology, 2000. http://hdl.handle.net/1853/18849.
Der volle Inhalt der QuelleSerbinski, Theodore Joseph. „Design of electronic experiments using computer generated virtual instruments“. Thesis, Monterey, California. Naval Postgraduate School, 1994. http://hdl.handle.net/10945/28109.
Der volle Inhalt der QuelleThe recent availability of low-cost computer controlled data acquisition systems have made it conceptually possible to replace much of the data recording and data analysis work associated with the classical electronics laboratory experiments required in a typical Electrical Engineering program. This thesis reports the results of a study focused on putting those concepts into practice. It is the first application of student laboratory Virtual Instruments at the school. Specifically, this thesis reports on the practicality of using a standard personal computer equipped with National Instruments LabVIEW for Windows and a data acquisition board to replace the typical manual instrumentation and data extraction required for seven Naval Postgraduate School ECE 2200 laboratory experiments. Appendices include the front panel display with associated block diagram code and the revised course laboratory experiments
Nain, Delphine 1979. „An interactive virtual endoscopy tool with automotive path generation“. Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/87240.
Der volle Inhalt der QuelleIncludes bibliographical references (leaves 106-109).
by Delphine Nain.
M.Eng.
Fowler, Lee Everett. „A Virtual pilot algorithm for synthetic HUMS data generation“. Thesis, Georgia Institute of Technology, 2015. http://hdl.handle.net/1853/54473.
Der volle Inhalt der QuelleZeng, Xin. „Generation of a 3D virtual environment based on story descriptions“. Thesis, University of Wolverhampton, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.435666.
Der volle Inhalt der QuelleTran, Chinh Nguyen. „An automatic test generation system for testing virtual memory operations /“. Digital version accessible at:, 1999. http://wwwlib.umi.com/cr/utexas/main.
Der volle Inhalt der QuelleDuboc, Jean-Remy. „Dynamic feedback generation in virtual patients using semantic web technologies“. Thesis, University of Southampton, 2013. https://eprints.soton.ac.uk/355540/.
Der volle Inhalt der QuelleFriberg, Oscar. „Investigating urban perception using procedural street generation and virtual reality“. Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-189450.
Der volle Inhalt der QuelleDå virtual reality och interaktionsmöjligheterna inom spelteknologi utvecklas och blir mer användarvänliga, mer tillgängliga och billigare, blir denna teknik plötsligt användbar inom yrkesområden som traditionellt sett inte har använt dem, där ett exempel är stadsplanering. Genom att använda en spelmotor och en virtuell stadsdel som utnyttjar procedural generation får användaren en kostnadseffektiv, replikerbar miljö med stor kontroll från användaren. Enligt Broken Windows Theory så kan små skillnader i utseende ha en stor inverkan på hur en stadsdel kommer att uppfattas. Därför vore det intressant att undersöka hur synen på virtuella gatscener påverkas av olika estetiska egenskaper som smuts, graffiti, trasiga fönster, bygghöjd, och grönska (träd och buskar). Genom att implementera en virtuell stadsdel som utnyttjar procedural generation kan grundstrukturen vara densamma, medan man separat justerar de specifika egenskaperna som ska utvärderas. Genom enkäter och intervjuer visar resultaten att var och en av de valda egenskaperna är mycket betydande, med undantaget för byggnadshöjd. Generellt så kändes stadsdelen mer säker desto mer träd som fanns, och ordningen av signifikansen för smuts, graffiti, och trasiga fönster skiljde sig mellan enkäterna och intervjuerna.
Buron, Cyprien. „Interactive generation and rendering of massive models : a parallel procedural approach“. Thesis, Bordeaux, 2014. http://www.theses.fr/2014BORD0014/document.
Der volle Inhalt der QuelleWith the increasing computing and storage capabilities of recent hardware, movie and video games industries desire huger realistic environments. However, modeling such sceneries by hand turns out to be highly time consuming and costly. On the other hand, procedural modeling provides methods to easily generate high diversity of elements such as vegetation and architecture. While grammar rules bring a high-level powerful modeling tool, using these rules is often a tedious task, necessitating frustrating trial and error process. Moreover, as no solution proposes real-time generation and rendering for massive environments, artists have to work on separate parts before integrating the whole and see the results.In this research, we aim to provide interactive generation and rendering of very large sceneries, while offering artist-friendly methods for controlling grammars behavior. We first introduce a GPU-based pipeline providing parallel procedural generation at render time. To this end we propose a segment-based expansion method working on independent elements, thus allowing for parallel amplification. We then extend this pipeline to permit the construction of models relying on internal contexts, such as roofs. We also present external contexts to control grammars with surface and texture data. Finally, we integrate a LOD system with optimization techniques within our pipeline providing interactive generation, edition and visualization of massive environments. We demonstrate the efficiency of our pipeline with a scene comprising hundred thousand trees and buildings each, representing 2 terabytes of data
Ringqvist, David. „Perceptual evaluation of plausibility of virtual furniture layouts“. Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-229905.
Der volle Inhalt der QuelleDå realistiska virtuella miljöer blir viktigare är det intressant att undersöka processuell generering. I detta arbete utvärderades trovärdigheten av virtuella möbellayouter i en perceptuell studie som jämförde layouter gjorda av en inredningsdesigner med layoutvariationer omarrangerade av en C#-algoritm. Den satte ihop relaterade möbelsidor på specificerade avstånd i grupper. Rasteriserade möbelavtryck testades och layouter utan överlapp mellan möbler eller deras friytor accepterades. Algoritmen var inspirerad av Germer och Schwarz (Computer Graphics Forum, 28(8), s. 2068–2078. 2009) och utvärderingen av Yu et al. (ACM Transactions on Graphics, 30(4), s. 1–11. 2011). Ett Unity-verktyg placerade möbler i ett virtuellt 3D-rum. Designer-layouter visualiserades också och alla layouter visades i 2 & 10 sekunder för deltagare som bedömde om de var arrangerade av människa eller ej. Algoritmen som uppfyllde spatiala sidorelationsvillkor och villkor för fria ytor visade sig inte producera lika trovärdiga virtuella layouter som de gjorda av en människa, men dessa villkor förbättrade trovärdigheten signifikant jämfört med semi-godtycklig möbelplacering med enbart väggplaceringsvillkor för relevanta möbler. Uppfattad nivå av ordning var för både de mänskliga och genererade layouterna signifikant positivt korrelerad med deras trovärdighet. Utvärderingen gav också kunskap om vad som uppfattas som tecken för datorgenerering snarare än mänsklig inredning.
Moosa, Asaad. „Neural virtual immune system : a next generation web application security framework“. Thesis, University of Reading, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.559257.
Der volle Inhalt der QuelleClark, Joseph Simon [Verfasser]. „Virtual Design of next-generation zinc-air batteries / Joseph Simon Clark“. Ulm : Universität Ulm, 2019. http://d-nb.info/1200469976/34.
Der volle Inhalt der QuelleChochlidakis, Georgios. „Mobility-aware virtual network embedding techniques for next-generation mobile networks“. Thesis, King's College London (University of London), 2018. https://kclpure.kcl.ac.uk/portal/en/theses/mobilityaware-virtual-network-embedding-techniques-for-nextgeneration-mobile-networks(174e714f-2a4a-447a-bcd5-d526170377fd).html.
Der volle Inhalt der QuelleWilliams, Jared Van. „Rocky: virtual sculpting as the basis for computer generated character development“. Thesis, University of Iowa, 2012. https://ir.uiowa.edu/etd/3011.
Der volle Inhalt der QuelleKolhatkar, Shanat. „Real-Time Virtual Viewpoint Generation on the GPU for Scene Navigation“. Thesis, University of Ottawa (Canada), 2010. http://hdl.handle.net/10393/28807.
Der volle Inhalt der QuelleZhu, Lijia. „Example-based natural three-dimensional expression generation for virtual human faces“. Thesis, University of Ottawa (Canada), 2006. http://hdl.handle.net/10393/27435.
Der volle Inhalt der QuelleErtoptamis, Ozge. „Enhancing Creativity In The Concept Generation Phase: Implementation Of Black Box As A Tool For Analogical Reasoning“. Master's thesis, METU, 2007. http://etd.lib.metu.edu.tr/upload/3/12608219/index.pdf.
Der volle Inhalt der Quelle#8217
s expressional, perceptual and conceptual actions which are presented in the traditional methods of sketching and writing, whereas the change and expansion of the design space is realized through the virtual worlds the tool offers via the computer screen. The research method is based on the development of Black Box tool and its subsequent implementation in a study with eight experienced design consultants, utilizing a procedure composed of preliminary interview, observational protocol analysis, questionnaire and retrospective interview. Through encoding actions of individual designers by means of their maps in the computational tool, the study yields significant results in revealing differing thinking maps of different designers which have been used to propose a general creative thinking map of concept generation in Black Box presented in a way to be adapted for further studies. Moreover, the study provided insight on the methods used to assist creativity in concept generation by different designers, on the selection of inspirational material and on the integration of analogies as knowledge transformers to evoke design concepts.
Ketterer, Hoppe Javiera Ninel. „Metodología Básica para la Definición de la Ubicación Óptima de un Generador Virtual“. Tesis, Universidad de Chile, 2009. http://www.repositorio.uchile.cl/handle/2250/103365.
Der volle Inhalt der QuelleLundkvist, Johanna. „Feasibility study of a VirtualPower Plant for Ludvika“. Thesis, Uppsala universitet, Fasta tillståndets fysik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-201895.
Der volle Inhalt der QuelleInnoEnergy Instinct
Sjölie, Daniel. „Human brains and virtual realities : Computer-generated presence in theory and practice“. Doctoral thesis, Umeå universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-68664.
Der volle Inhalt der QuelleEtt kombinerat perspektiv på den mänskliga hjärnan och datorgenererade virtuella verkligheter motiveras av den senaste utvecklingen inom kognitiv neurovetenskap och människa-datorinteraktion (MDI). Framväxten av nya teorier om den mänskliga hjärnan, tillsammans med en ökande användning av realistisk människa-datorinteraktion, gör det troligt att en bättre förståelse för relationen mellan mänskliga hjärnor och virtuella verkligheter är både möjlig och värdefull. Begreppet "närvaro", som i detta sammanhang beskrivs som den subjektiva känslan av att vara på en plats som känns verklig, kan fungera som en hörnsten i utvecklingen av en sådan förståelse, då datorgenererad närvaro är tätt kopplat till hur mänskliga hjärnor fungerar i virtuella verkligheter. I denna avhandling kopplas närvaro både till teoretiska diskussioner grundade i teorier om den mänskliga hjärnan, och till mätningar av hjärnans aktivitet under realistisk interaktion. De praktiska konsekvenserna av sådana resultat utvecklas vidare med en närmare titt på potentiella tillämpningar. Detta inkluderar utveckling och utvärdering av en prototypapplikation, motiverad av de presenterade principerna. Den teoretiska diskussionen av närvaro i denna avhandling bygger på allmänna principer för hjärnans funktion, och beskriver känslan av närvaro som en generell kognitiv funktion, inte specifikt relaterad till virtuella verkligheter. Virtuell verklighet (virtual reality, VR) är en utmärkt teknik för att undersöka och dra nytta av alla aspekter av närvaro, men en mer allmän tolkning gör att samma principer kan tillämpas på ett brett spektrum av applikationer. Funktionell hjärnavbildning (fMRI) användes för att studera den arbetande mänskliga hjärnan i VR. Sådant data kan informera och begränsa en vidare diskussion av närvaro. Med hjälp av två olika försöksdesigner har vi har undersökt både effekten av grundläggande aspekter av VR-interaktion, och neurala korrelat av störd närvaro i en naturalistisk miljö. Verklighets-baserad hjärna-dator interaktion (reality-based brain-computer interaction, RBBCI) föreslås som ett begrepp för att sammanfatta motiv och kontext för applikationer som bygger på en förståelse av den mänskliga hjärnan i virtuella verkligheter. Den prototypapplikation vi utvecklade uppnådde inte de uppsatta målen, men mycket återstår att utforska och lärdomar från vår utvärdering pekar på möjliga vägar framåt. En vidare användning av metoder och tekniker från dataspel är speciellt intressant.
Milius, Jeannette. „Generation and Implementation of Virtual Landscapes for an Augmented Reality HMI-Laboratory“. Master's thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-133307.
Der volle Inhalt der QuelleDie 3D Visualisierung vereinfacht den Planungsprozess und geht somit mit einer Zeit- und Kosten- einsparung einher. Aufgrund dieser Sachverhalte gewinnt sie immer weiter an Bedeutung, um zum Beispiel eine verbesserte und sichere Benutzung eines Produktes oder einen optimierten Betrieb einer Produktionskette zu ermöglichen. Durch vorherige virtuelle Erprobung und Vali- dierung eines Produktes können Kosten für den gesamten Entwicklungsprozess und den Pro- duktlebenszyklus gering gehalten werden. Im Flugsimulator für Helikopter namens ATILa in Friedrichshafen (Airbus Defence and Space) versucht man die genannten Vorteile für die eigenen Produkte zu nutzen. Im ATILa werden Assistenzsysteme geprüft, welche die Helikopterpiloten während ihres Fluges unterstützen sollen. Hierbei spielt die grafische Umsetzung der virtuellen Erde in dem Simulator eine entscheidende Rolle, um die Szenarien realitätsnah durchführen zu können. Dies kann mit Hilfe einer sogenannten Common Database (CDB), die durch Spezi- fikationen und Standards definiert ist, umgesetzt werden. Mittels verschiedener kommerzieller Softwarepakete der Firma Presagis lässt sich die oben genannte Datenbank erstellen. Die Gener- ierung und Kompilierung wird mit dem Softwareprogramm Terra Vista vorgenommen. Die Imple- mentierung der CDB in den Flugsimulator erfolgt mit der Software Vega Prime, welche die Daten über einen RTP zur Verfügung stellt. Da dieses Programm durch einen Softwarefehler nicht in der Lage ist, 3D Modelle mit verschiedenen Detaillierungsgraden darzustellen, muss eine dritte Soft- ware namens Creator genutzt werden. Die 3D Modelle liegen im OpenFlight Format vor. Dieses OpenFlight Format weist eine komplexe hierarchische Struktur aus verschiedenen Knoten auf. Andere Softwarelösungen, wie Autodesk oder Blender, sind nicht in der Lage einen Einblick in die spezielle Struktur zu geben. Die bearbeiteten Modelle können dann in der virtuellen Umgebung eingebunden und müssen durch eindeutige Indizes definiert werden. Verschiedene Einstellun- gen werden genutzt, um Objekte automatisch einzubinden. Die Kompilierung des Interessenge- bietes erfolgt über die Definition einer Geokachel mit einer bestimmten Größe, die abhängig vom Breitengrad ist. Die ausgegebene CDB wird mit Vega Prime und mit Hilfe des RTPs in den Simu- lator übertragen. Des Weiteren gibt es die Möglichkeit verschiedene CDB Datenbanken im Sim- ulator simultan zu rendern, was eine vollständige Visualisierung der kompletten Erde ermöglicht. Abschließend werden aufgetretene Fehler näher beschrieben und Lösungsansätze erläutert. Mit der vorliegenden Arbeit konnte die Komplexität der Entstehung einer CDB Datenbank dargestellt werden. Dennoch befindet sich der gesamte Arbeitsablauf der Visualisierung der Erde noch am Anfang, da u.a. Softwarefehler zu bemängeln sind. Zusammenfassend kann das Potenzial einer CDB als überdurchschnittlich bewertet werden
Roos, Daniel, und Gustav Aaro. „A Toolset for Qualitative Dataset Generation of Virtual Reality Environment User Interaction“. Thesis, Linköpings universitet, Institutionen för datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-148667.
Der volle Inhalt der QuelleSchoop, Eric, Claudia Lieske und Helena Bukvova. „Virtual Collaborative Learning: Auf der Suche nach den Digital Natives“. Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2010. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-26206.
Der volle Inhalt der QuelleSchramm, Jonathan. „Analysis of Third Person Cameras in Current Generation Action Games“. Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1903.
Der volle Inhalt der QuelleSatoh, Satoshi, Kenji Fujimoto und Sang-Ho Hyon. „A framework for optimal gait generation via learning optimal control using virtual constraint“. IEEE, 2008. http://hdl.handle.net/2237/12079.
Der volle Inhalt der QuelleWalker, Alexander D. „The role of head movements in simulator sickness generated by a virtual environment“. Connect to this title online, 2008. http://etd.lib.clemson.edu/documents/1211387072/.
Der volle Inhalt der QuelleYan, Xingyu. „Assembly simulation and evaluation based on generation of virtual workpiece with form defect“. Thesis, Bordeaux, 2018. http://www.theses.fr/2018BORD0008/document.
Der volle Inhalt der QuelleThe geometry of a real manufactured part differs from the virtual workpieces designed in Computer Aided Design (CAD) systems. This difference is due to the accumulation of unavoidable manufacturing deviations. The objective of this work is to implement virtual workpieces with form defects (Skin Model Shape) in engineering applications to meet the industry’s increasing demands in product geometry quality management. Various aspects are covered here, in particular form defect generation, assembly simulation and virtual metrology.Methods to generate form defects on simple surfaces are reviewed and classified. Due to form defects, the combination of simple surfaces to generate a whole part led to inconsistency on the edges. A global FEA-based method and a local mesh smoothing based method are used to overcome this issue.To predict the deviation of functional characteristics, assembly simulation is conducted using skin model shapes. An approach is developed based on the Linear Complementarity Condition and the Small Displacement Torsor to take into account assembly boundary conditions, such as displacements and loads.Methods to evaluate deviation values on skin model shapes are also studied. Product specifications are expressed with GeoSpelling, and evaluated using the Small Displacement Torsor method. The developed methods are integrated into an online Virtual Laboratory for e-learning.The above-mentioned studies complement and extend the tolerance management methods based on GeoSpelling and skin models
Ahmad, Bilal. „A component-based virtual engineering approach to PLC code generation for automation systems“. Thesis, Loughborough University, 2014. https://dspace.lboro.ac.uk/2134/16060.
Der volle Inhalt der QuelleWang, Fang. „Study of an adaptive and multifunctional computational behaviour generation model for virtual creatures“. Thesis, University of Edinburgh, 2002. http://hdl.handle.net/1842/13189.
Der volle Inhalt der QuelleSandercock, Jennifer Ellen, und jenn@jennsand com. „Using adaptation and goal context to automatically generate individual personalities for virtual characters“. RMIT University. Computer Science and Information Technology, 2010. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20100205.162047.
Der volle Inhalt der QuelleChamakiotis, Petros. „Exploring creativity in temporary virtual teams : the case of engineering design“. Thesis, University of Bath, 2014. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.619239.
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