Dissertations / Theses on the topic 'Fun design'

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1

Kim, Soojin. "Designing Fun-oriented Products: A Fun Product that Leads Pleasurable User Experience of The Cincy Red Bike." University of Cincinnati / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1439308762.

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2

Bayram, Merve. "Design is fun: Promoting play in design process." University of Cincinnati / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1280779027.

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Woolley, Elise M. "Fun: An Exploration in its Relevance to Interaction Design." The Ohio State University, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=osu1280119375.

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4

Evensen, Erik A. "Making it Fun: Uncovering a Design Research Model for Educational Board Game Design." The Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=osu1247862315.

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Cila, Nazli. "The Dimensions Of Users&#039." Master's thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/12609288/index.pdf.

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User experience (UX) is a multi-dimensional user-product interaction involving positive and emotional usage. Fun experience is a component of UX which maintains distinctive dimensions. In this study these dimensions of the fun concept, namely the nature of the experience, the qualities of products that take place in the experience, and the emotional content of the fun experiences are investigated. The thesis is supported by arguments collected from the literature and the data from two empirical studies.
6

Andersson, Erik Olov Mårten. "A Gameful Quest to Make Second Language Acquisition Fun." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-122492.

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This study explores the application of principles from game design, and the motivational psychology it is founded upon, to the domain of second language acquisition. A gameful design process based on playtesting andanalysis with design lenses is adapted and used to iteratively design and develop a system for conversation practice with the goal of creating a motivating and engaging experience.The results indicate effectiveness of the process, but generalizing the results would require further research with bigger sample sizes and studies with varied core activities.
7

Herrmann, William J. "Creating a Fun Program that is Simple and Easy to Use." Wittenberg University Honors Theses / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=wuhonors1337875707.

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8

Chen, Yingjie. "Entertaing our lives: the way to incorparate “fun” elements to furniture design." Thesis, University of Iowa, 2016. https://ir.uiowa.edu/etd/3059.

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The rapid development of furniture design has changed people's lifestyle. Nowadays, customers have multiple choices of choosing products in the market. To immediately attract viewers' attention becomes the increasing challenge among designers and manufacturers. Making “fun” design is one of the strategies that could appeal customers. The topic of this thesis is to discuss the importance of combining “fun” characters to furniture design to create a strong first impression to customers. Nowadays, Human centered design (HCD) has become a trendy concept to designers. Based on this concept, I researched and designed a set of furniture, including a chair, a coat rack, two stackable stools and a coffee table. The thesis is mainly analyzing this furniture series that the way the “fun” elements are combined in its design. This set furniture is made of Bamboo plywood and Nylon rope, which are environmentally friendly materials. Moreover, Computer Numerical Control (CNC) technology, ergonomic and 3D printing technology are utilized to produce these products. Each piece of furniture includes a unique “fun” character, which can reinforce customers' first impression when they see these designs. The furniture series is designed based on functional and aesthetic aspects. I will also illustrate the way to achieve these two aspects by utilizing different material, form, and ergonomics.
9

Melvin, Kurt J. "Visually Communicating Climate Change Adaptation to Children is Serious Fun!" Thesis, Griffith University, 2020. http://hdl.handle.net/10072/398870.

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The serious and imminent threat of anthropogenic induced climate change, and the inaction of decision makers, is driving the increasing concern children have for their future. The most prominent manifestation of this concern can be observed by children’s participation in global school strikes as students cry in the streets to have their voices heard. Since these protests, a growing demand to find novel approaches that communicate, and support children’s engagement in climate change adaptation has never been more significant. This demand reflects that children are placed outside of adaptation discourses and emphasises that children deserve to participate and author visions for their future. In response, the focus of this thesis is to experiment with creative outcomes that engage children in conversations about adaptation from a critical visual communication design perspective. The outcomes in this research experiment with games that have many unique affordances for participation where the seriousness of climate change can be approached in a playful engagement. This thesis will include practice-based research located at the nexus of community-based adaptation, critical visual communication design and serious fun. This includes the Design Away Carbon Challenge, which opened Australia’s largest one-day educational event, the Future BNE Challenge in March 2019, and the Play to Adapt game, which was included in a classroom workshop with grade seven students at the Queensland Academy of Science, Mathematics and Technology. These two events are documented in this thesis and described using semi-structured interview with facilitators, participant observations and images of the events. The creative experiments are also informed by a critical visual discourse analysis on 25 climate change adaptation frameworks. This explored how climate change adaptation discourses are visualised and identifies methods of visually communicating transformational adaptation which seeks to disrupt current visual discourses. The contribution this research has reaches beyond the design field and has implications for education, government, and non-government organisations or anyone who is seeking to engage children in the climate crisis. The imperative for this research, and any other research exploring methods of communicating climate change adaptation to children, is growing immensely as we have come to understand the implications climate change has for humans and the worlds we have created.
Thesis (Masters)
Master of Arts Research (MARes)
Queensland College of Art
Arts, Education and Law
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Smårs, Jonathan. "Implementing Digital Fun : Locating success factors in PC games." Thesis, Karlstads universitet, Handelshögskolan, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-39160.

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The purpose of this paper is to explore the technical implementation of common game design theory in successful PC games today. The study uses a quantitative study to analyze 23 modern successful PC games to identify common success factors which are connected to Arrasvuors et al. (2009) theory of the Playful Experiences Framework, Sutton-Smiths (2001) seven rhetorics of play and Max-Neefs (1991) human needs matrix. The results is a practical checklist of 63 success factors for use in game development. These success factors are present in the successful games and described for implementation in game design for the PC platform. These success factors are then divided into the 7 categories: freedom, immersion, challenge, multiplayer, personal, preference and human needs to provide a better overview of the success factor checklist and connect them to proven game design theory.
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Jones, Jay Marcus. "Engaged: A teacher resource based on fun factor." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3271.

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The purpose of this project was to develop a teacher resource in which content is both standards based and student demonstrated as "fun" in which to participate. The form of this resource is a website called Engaged. It will ultimately consist of several folioed and interconnected web pages. Academic content is to be all teacher supplied. At risk youth are in danger of being left behind, not only in schools, but by society as a whole. Through classroom teachers it has the potential to provide at-risk-youth a vital bridge across the digital divide.
12

Dreser, Melanie. "Design, Fun and Sustainability: Utilizing Design Research Methods to Develop an Application to Inform and Motivate Students to Make Sustainable Consumer Choices." The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1322669294.

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13

Miller, Alexandra M. "Fun in the workplace toward an environment-behavior framework relating office design, employee creativity, and job satisfaction /." [Gainesville, Fla.] : University of Florida, 2005. http://purl.fcla.edu/fcla/etd/UFE0012150.

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Souza, Alessandra Cavalcanti de Albuquerque e. "An?lise funcional do design das ?rteses para rizartrose." Universidade Federal do Rio Grande do Norte, 2006. http://repositorio.ufrn.br:8080/jspui/handle/123456789/15106.

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Made available in DSpace on 2014-12-17T14:53:23Z (GMT). No. of bitstreams: 1 AlessandraCAS.pdf: 478300 bytes, checksum: be5bf7503cba8da555b4037506a0c710 (MD5) Previous issue date: 2006-05-19
The purpose of this paper is to identify the utilization of two models of orthotics used in the conservative treatment of rizartrose in patients/consumers that were referred by the medical clinic to the LAI (Laboratory of Integrated Accessibility). It describes this group s perception related to the functional aspects of the two models, evaluates the value of the product attributed by the patient/consumer and describes the importance attributed to each model. The research s objective consists in identifying which model this is preferred from the point of view by the patients that use either the dorsal or ventral models used in the conservative treatment of rizartrose . This work is then based on the exploratory research through the investigation of the bibliography available and in the research field. The research field used the case study methodology to investigate the phenomenon in the real context. The data were collected using a patient questionnaire during two times after the use of the dorsal orthotic and after the use of the ventral orthotic. The questionnaire was used to identify the relationship between the patients/consumers and the two different types of orthotics. A general descriptive analysis was used in order to verify the patient s abilities executing certain activities daily living using the dorsal and ventral orthotics, the product s functional aspects and its value from the patient s/consumer s point of view. The results show that the preference for the dorsal or ventral models is determined by the individual needs of each person. The results also show that other variables, such as the use of the orthotic on the dominant or non-dominant hand, play a role in the preferred model by the patient/consumer and need to be further investigated
Esta pesquisa tem como proposta investigar a utiliza??o de dois modelos de dispositivo ort?tico usados no tratamento conservador da rizartrose de pacientes/consumidores que foram encaminhados ao LAI (Laborat?rio de Acessibilidade Integrada) pela cl?nica m?dica. Ainda, descreve as percep??es deste grupo sobre os aspectos funcionais dos dois modelos do dispositivo, avalia o valor do produto atribu?do pelo paciente/consumidor e descreve a import?ncia conferida a cada modelo. O objetivo desta pesquisa consiste em identificar entre os modelos de ?rtese dorsal e ventral, utilizados no tratamento conservador da rizartrose, aquele que ? preferido para uso sob a ?tica do pr?prio paciente/consumidor. Desta forma, o trabalho tem sua forma??o baseada na pesquisa do tipo explorat?ria atrav?s de investiga??o em fontes bibliogr?ficas e em pesquisa de campo. Na pesquisa de campo foi adotado como procedimento metodol?gico o estudo de caso, por se propor a investigar o fen?meno em seu contexto real. Os dados foram coletados com a aplica??o de formul?rio junto aos pacientes/consumidores em dois momentos-ap?s uso de ?rtese dorsal e ap?s uso de ?rtese ventral. O formul?rio busca identificar a rela??o de cada paciente/consumidor com os dois modelos do dispositivo. Atrav?s de uma an?lise descritiva geral foi verificado sobre a habilidade do paciente na execu??o de determinadas tarefas cotidianas em uso de ?rtese dorsal e ventral, sendo seguido da apresenta??o dos aspectos funcionais dos produtos e do valor sob a ?tica do paciente/consumidor. Os resultados mostram que a prefer?ncia para uso do modelo dorsal ou ventral ? determinada pelas necessidades individuais de cada pessoa. Os resultados mostram tamb?m a exist?ncia de outros pressupostos que exercem influencia na escolha do modelo pelo paciente/consumidor, como o uso de ?rtese na m?o contralateral a dominante
15

Larsson, Jonathan, and Arias Alberto Amigo. "Fun with Death and Failure : An exploration of player experiences in a decentralized open world RPG." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-26378.

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Many modern single-player role-playing games offer the player a power fantasy where the experience is designed to make the players feel powerful right from the start, with enemies and challenges that scale to the player characters level and abilities. This study explores what happens with play when power fantasy is replaced with decentralization and especially how this decentralization affects the player’s experience of failure and death. To explore this, three experienced The Elder Scrolls V: Skyrim-players played the game with the modification Requiem - The Roleplaying Overhaul. After the participants had played at home for at least 8 hours they each participated in individual semi-structured interviews about their experiences. The interviews were transcribed and a grounded theory coding was performed. Finally the results were analyzed to find common themes. The study found that there was initial frustration due to expecting a power fantasy experience but once players adapted, the increased difficulty of decentralization was enjoyable as long as the player’s agency was not taken away and the world and its difficulty was logical. While the scope of the study is too small to draw generalizable conclusions it nevertheless shows that decentralized, difficult games work well for certain players. Future research is required on how to mitigate the effects of the initial obstacle.
Många moderna single-player-rollspel erbjuder spelaren en maktfantasi där denne ska känna sig kraftfull direkt från spelets start genom att spelets fiender och utmaningar är baserade på spelarkaraktärens nivå och förmågor. Den här studien utforskar vad som händer när denna maktfantasi ersätts med en värld som inte anpassar sig efter spelaren, en så kallad decentraliserad värld. Specifikt undersöks hur decentraliseringen påverkar spelarens upplevelse av misslyckande och spelardöd. För att utforska detta spelade tre spelare The Elder Scrolls V: Skyrim med modifikationen Requiem - The Roleplaying Overhaul i åtta timmar. Efter att deltagarna spelat utfördes individuella semistrukturerade intervjuer och intervjuerna transkriberades. Därefter genomfördes en grounded-theory kodning och analys för att finna gemensamma teman. Resultatet visar att det till en början uppstod frustration hos spelarna på grund av att de väntade sig en maktfantasi. Men när spelarna anpassade sin spelstil kom det fram att svårighetsgraden i en decentraliserad värld ökade underhållningsvärdet så länge spelaren kände att denne kunde påverka sin situation och att svårighetsgraden är grundad i spelvärldens logik. Emedan omfånget av studien är för liten för att dra några generella slutsatser visar den att decentraliserade spel med hög svårighetsgrad är underhållande för vissa spelare. Vidare forskning behövs på hur spelare lättare ska komma över den initiala tröskeln.
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Hujanen, Thom Om Thunder. "En litteraturstudie om spelifiering och dess påverkan på känslor av nöje och kul." Thesis, Uppsala universitet, Institutionen för speldesign, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-398732.

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Gamification (spelifiering på svenska) är ett ämne i akademiska studier som ökar i popularitet och denna studie tar vid efter Treiblmaiers, Putzs och Lowrys (2018) upptäckter om förslag på forskningsagenda inom ämnet. En litteraturstudie utfördes i syfte att besvara forskningsfrågan ”Vilka resultat och slutsatser om spelifierings påverkan på spelares känsla av nöje och kul har presenterats i forskningspublikationer?”, som utfördes genom en sökning i världens största databas av forskningspublikationer. Sökträffarna filtrerades och analyserades för att identifiera dess upptäcker som sedan sammanfattades. Resultaten visar exempelvis att spelifiering gynnar känslor av nöje och kul, att spelifiering som erbjuder nöje och kul har påverkan på andra saker och individer som inte alltid är positiva. Det upptäcktes även studier som fokuserar på hur de individuella komponenterna som bildar spelifiering påverkar känslor av nöje och kul. Vidare forskning bör exempelvis fokusera på dessa komponenter då inte alla studier är överens om resultaten.
Gamification is a subject in academical research that is increasing in popularity. This study follows Treiblmaier’s, Putz’s and Lowry’s (2018) proposed research agenda on gamification. A literature study was made in an attempt to answer the research question “What results and conclusions about gamification’s influence on enjoyment and fun have been presented in research publications?”. A search for literature was conducted in the world's largest database of research publications. The search results were filtered and analyzed to identify its findings, which was then summarized. The results show, for example, that gamification benefits emotions of enjoyment and fun, that gamification that offer those feelings have an impact on other things and individuals that may not always be positive. Many studies focuses on the individual components that form gamification and how they affect feelings of enjoyment and fun. Further research should for example focus on these components, since not all studies agree on their influence.
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Louis, Lina-Estelle. "La charge mentale lors de tâches cognitives." Electronic Thesis or Diss., Nantes Université, 2023. http://www.theses.fr/2023NANU2041.

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La charge mentale est utilisée comme référence pour évaluer le coût mental d’une activité. Un des défis liés à l'expérience utilisateur est de pouvoir prédire en amont d’une tâche, la charge mentale de l’individu et de la surveiller en cours d’activité. Pour ce faire, la thèse avait pour objectif de répondre à des questionnements autant théoriques que pratiques. Sur le plan théorique, une première étape visait à répertorier et à organiser les divers modèles conceptuels de la charge mentale. Pour proposer, en second lieu, un modèle combinant ces différents cadres théoriques et une nouvelle définition de la charge mentale. Sur le plan pratique, en nous basant sur le modèle conceptuel proposé lors de la phase théorique, nous avons approfondi la compréhension du lien entre la charge mentale subjective et la performance, mais également le lien entre l’engagement (à travers le ressenti ludique), une variable interne à l’individu, et la charge mentale. De plus, nous avons accru les connaissances sur les facteurs intrinsèques (complexité de la tâche et multiplicité de fonctions cognitives sollicitées) et extrinsèques (design ludique) aux exigences de la tâche qui influencent la charge mentale. Enfin, nous avons identifié une nouvelle tâche cognitive pour laquelle nous avons pu établir un modèle de classification supervisée de la charge mentale subjective, proposant ainsi un début de réponse au besoin de prédiction de la charge mentale. Un modèle dont nous avons testé la validité inter-tâches (pour un même contexte de passation) et la validité inter-contextes (pour une même tâche donnée). Cette thèse propose donc un regard enrichi et novateur sur la charge mentale, alliant travail théorique et expérimental
Mental workload (MWL) is a concept used to assess the mental cost of activities. Nowadays, challenges related to user experience involve predicting an individual’s MWL before a task and monitoring it during the activity. To achieve this, the thesis addresses both theoretical and practical questions. On a theoretical level, the first step was to compile and organize various conceptual models of MWL. The second step was to propose a model that combines these different theoretical frameworks and offers a new, more general, and operational definition of MWL. On a practical level, based on the conceptual model proposed in the theoretical phase, we deepened the understanding of the link between subjective MWL and performance. We also explored the relationship between engagement (through the playful feeling), an internal variable for the individual, and MWL. Moreover, we increased the knowledge of the intrinsic (complexity of the task and multiplicity of cognitive functions solicited) and extrinsic (fun design) factors to the task requirements that influence MWL. Finally, we identified a new cognitive task for which we were able to establish a supervised classification model of subjective MWL. We proposed this as an initial response to the need for MWL prediction. A model for which we tested the inter-task validity (for the same context) and the inter-context validity (for the same task). Therefore, this thesis offers an enriched and innovative view on MWL that combines theoretical and experimental approaches
18

Back, Jon. "Designing Activity and Creating Experience : On People’s Play in Public places." Licentiate thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-95143.

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This thesis deals with the design of play in public places; this can mean both pervasive games and other freer play activities. In these activities (as well as in many other game activities) the same game can spur many different ways to play it, and the same activity can be experienced differently by different players, and even differently on different occasions for the same player. An activity such as playing must be observed as a whole. The surrounding cul- ture, player preconceptions and the emergent mood within the group will affect the experience. By analysing previous frameworks, and using own design examples, a three level design framework is developed, functioning as a lens towards understanding the design of playful activities. The framework focuses on the player perspective, offering game design as an invitation and encouragement to engage in certain activities. The framework distinguishes between design at three levels: Designed construct (e.g. artefacts and rules) Activity Experiences But it remains to be understood why people engage in the activities that lead to playful experiences. What encourages playful engagement? And why do people want to play one game, and not another? This question can be split into two parts: Engagement: starting to be interested in the activity Commitment: actually caring for the experience This issue is identified in the thesis, and examples show how convoluted this problem is, in particular in pervasive game settings. Challenges are pre- sented for future work.
Mobile Life Centre
Playspaces
19

Jalalzadeh, Moghadam Shahri Bahareh. "Playful engagements in product design : developing a theoretical framework for ludo-aesthetic interactions in kitchen appliances." Thesis, University of Edinburgh, 2016. http://hdl.handle.net/1842/31034.

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This research is an investigation into the playful aspects of designed products. Defining playfulness in products, besides and beyond utilitarian functions and aesthetics, is at the heart of this thesis. In product design research, playfulness, this indispensable element of our mediated world, is either superficially limited to visual seduction or entangled with new technologies that it seems as if play appears as peripheral. The main objective of this research, therefore, is to understand how play can be embodied within a product at the design stage. The research has been supported by a considerable body of literature on the definition of play, product reviews and qualitative fieldwork studies. The fieldwork and ethnographic research was conducted in three stages. First, a series of semi-structured interviews were carried out with second-year product design students at the Edinburgh College of Art. The aim was to examine their understanding of the playful aspects in their own interactive design. The second stage was a series of focus group discussions held with women over the age of 65 to explore how they understand and interpret playfulness in the context of kitchen appliances, and how the change of functions may affect their attitudes toward the activities of their everyday life. Finally, through using a number of ethnographic research methods, five Edinburgh women, aged between 25 and 35, were observed in their kitchens to assess their style of cooking and the way they interacted with their chosen household products. As a result of these field studies, four main aspects of playfulness in these interactions were discovered: communicative and social aspects, dynamic and bodily engagement, the distractive and immersive quality of play and finally, the ‘self-reflective’ aspects of play. The latter is indebted to the idea of ‘ludification of societies’ proposed by Jos De Mul (2005), who draws attention to the increase of playful activities in Western societies in the 21st century and the emergence of a new state of identity, or ‘ludic identity’. In considering this exploration, I have developed a new framework for the ludo-aesthetics of interaction based on the ‘aesthetics of interaction’ which aims to explain the deeper meanings of playful engagements in product interactions. By defining play and reviewing the possibilities of playfulness in products, I have created a taxonomy of playful products, providing a broad spectrum of play, from visually and functionally playful to more subtle and hidden agendas, which only can be highlighted through the active role of users. The findings to emerge from this study are, firstly, playfulness in product design is not an emotion elicited from using a product but rather is a mode, with a broad range of interactions, from objective to subjective, and from personal to social. Second, to assign any attribute of playfulness to a product without considering the contribution of the user, the socio-cultural environment of use and the reflective and constructive interactions of users with products is reductive and superficial. In order to make these findings more tangible for designers and students in product design, I have visualised four food-related scenarios by imaginative personas based on the observations I made in the course of the fieldwork. In addition, I have drawn upon the term ‘replay’ (normally associated with gaming) to demonstrate that playfulness can occur through recalling the objects of the past, the culture of reusing and recycling, and retro style. In essence, this PhD sets the parameters of what designers should be aware of while dealing with people’s playful interactions with products. It is my belief that such awareness, as a complementary element of aesthetic interactions, will help designers to expand their territory of research and widen their scope for design practices.
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Tsutsumi, Hernando Tamon. "Ideogames: uma proposta metodológica transcultural." Pontifícia Universidade Católica de São Paulo, 2013. https://tede2.pucsp.br/handle/handle/18119.

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This research proposes a digital educational game focused on the learning of Japanese kanji. Its fundamentals are culturally based in the Japanese immigration to Brazil and, combined with the concepts and theories of transculturalism and topophilia, lead to a reflection of cultural appreciation and its hybridization. Such approaches fall within the overall context of combinations and adaptations, covering digital productions structured in accordance to concepts and theories from several areas of knowledge. The methodology is to conceive a game based on the difficulties of learning the Japanese language identified in students of non‐Japanese origin and provided by studies from other authors. It is also based on educational, psychological, philosophical and entertainment methodological assumptions organizing themselves in a position to produce an educational game, entertaining above all, that suits the needs of this generation used to challenges and reward systems. Based on such studies, some of the games found on the Internet and in the market were analyzed. It is discussed the transposition among medias, with an approach of the new media, focusing on the indication of the gaming platforms, according to the content. The process of designing and producing the game is optimized by the association of ideas and creation of an structured and elaborate game design documentation. The project creation is guided by the work process flow of a game, in which are demonstrated the steps and interactions between the teams involved in that production. The procedural and technical problems of the participants are reported by the teaching experience in the classroom, better placing and clarifying the title of this research
A presente pesquisa propõe um jogo digital educacional voltada para o aprendizado dos ideogramas japoneses. Seus fundamentos fincam‐se culturalmente na imigração japonesa no Brasil, que conjugados aos conceitos teóricos de transculturalismo e topofilia conduzem a uma reflexão de valorização das culturas e hibridização das mesmas. Tais abordagens se inserem no contexto global de mesclas e adaptações, que abarcam produções digitais estruturados em conceitos e teorias provenientes de diversos campos do conhecimento. Metodologicamente concebe um jogo, a partir de dificuldades de aprendizagem da língua japonesa detectadas em alunos não descendentes japoneses, providas por estudos de outros autores. Alicerça‐se também em pressupostos metodológicos educacionais, psicológico, filosófico e lúdico, organizando‐se na condição de produzir um jogo educativo, acima de tudo divertido, que se adequa aos anseios dessa geração acostumada a desafios e sistema de recompensas. Tomando como base tais estudos, analisa alguns jogos encontrados na internet e no mercado. Discute a transposição entre os meios, com abordagem das novas mídias, incidindo no apontamento das plataformas de games, conforme conteúdo. O processo de concepção e produção do game, é otimizado pela associação de ideias, e elaboração estruturada da documentação de design de game. A construção do projeto é norteada pelo fluxo de processo de trabalho de um game, em que se demonstram as etapas e interações entre as equipes envolvidas nesta produção. Os problemas técnicos e procedimentais dos participantes são relatados na experiência didática ocorrida em sala de aula, situando e compreendendo melhor o título deste trabalho de pesquisa
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Back, Jon. "Designing Public Play : Playful Engagement, Constructed Activity, and Player Experience." Doctoral thesis, Uppsala universitet, Människa-datorinteraktion, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-268060.

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This thesis sets out to explore why people engage in, and how to design for, play in a public setting. It does this by separating design for play from design of games, describing play as a socially and mentally understood activity, and a playful approach to engaging in that activity. It emphasises that while play is voluntary, design can help shape the players’ mode of engagement. The thesis uses a qualitative and inductive approach to research, with an understanding of knowledge as being constructed in the individual. The research is grounded in human computer interaction and interaction design, and closely related to game studies and design science. The research question concerns how design can influence the player activity in order to create a desired player experience in public, by harnessing playful engagement. It’s foundation is a theory of play which describes play as a framed, or hedged-off, activity with a fragile border; where knowledge and feelings can leak both in and out of the activity, and affect the play as well as what is around it. The theory of enjoyment of play is discussed, and the problem of treating this as ‘fun’ is addressed, concluding in a presentation of how playful engagement can be harnessed through design. The theory is applied in five design cases: I’m Your Body, a locative storytelling app; Codename Heroes, a pervasive game of personal empowerment; Passing On, a slow-paced game about communication; Busking Studies, which involves observing street performers and their shows; and DigiFys, an architectural design exploration of playgrounds and play paths. Finally, three concepts, or design tools, are presented, which address: 1) a structure for understanding a design through three layers, constructs designed by the designer, inspiring play activity with the player, leading to experience; 2) an approach to designing invitations to play; and finally 3), a four faceted structure for understanding play engagement when players engage in non intended ways.
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Nilsson, Jenny. "The Process of Realistic Grooming for Animals." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-64412.

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Creating photorealistic animals in computer graphics is common within the VFX industry and is increasing as the technology advances. With CG you can nowadays create almost realistic and believable animals. One of the biggest challenges in creating a realistic animal is creating realistic fur. The question is what challenges poses creating realistic fur and what is the process to achieve it? How does groom affect the other departments in the pipeline such as modeling and texturing, what are things you need to keep in mind when creating fur? In this thesis, the study of recreating a realistic fur for a lion was conducted while examining the challenges posed while creating it. The study shows that grooming demands more out of the other departments and while creating realistic fur is one thing, accomplishing realistic hair within a context such as for a specific animal is an elaborate process which demands both technical and artistic skills in conjunction with a structured approach.
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Ivegren, Erica, and Karin Gustafsson. "Re-design of a portable fan." Thesis, Halmstad University, School of Business and Engineering (SET), 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-986.

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Abstract

This master’s thesis is a project of 20p made in accordance with the requirements set by Halmstad University for a Master’s degree in Technical Product and Productions development. The objectives were to make a conceptual redesign of a portable fan for the

American company Hunter Fan. The redesign is intended to be suitable on the

Scandinavian market. The methodology and process are mainly based on Ullman’s

methodology for product development, in combination with Landqvist’s and Östelin’s

design methodology for production development. An optimal design process is rarely

identical from project to project; the best parts and tools from the different design

methodologies were used as support during the process.

The design process in this project started with research within topics suitable to solve the

problem definition. Brand research were made to determine Hunter Fan core values and

target group, the existing product was analysed to see what could be improved and the

market was investigated to learn from competitors. An image board was made to express

the values wanted for this project and for communication with people directly involved in

the design process. Trends were observed by a visit to the Stockholm Furniture Fair.

Further user personas and surveys were made to investigate the Scandinavian consumer’s

needs and requirements. This method gave important knowledge of how to design a

portable fan suitable for the Scandinavian market. Experts on the subject of matter were

interviewed to get understanding of how fan blade works and what alternative safety

solutions there are. In the ideation phase, brainstorming and sketching was a big part.

Over a hundred idea sketches were made and the ideas were carefully evaluated against

collected fact. In the finalization phase, the remaining concepts were refined with

methods like mock-up models, CAD and computer renderings.

The result is a successful conceptual design of a table fan suitable for the Scandinavian

market. Hunter Fan also believes the fan can easily be transformed to the Urban

American cities of New York and other large cities. The table fan owns the values of

Scandinavian design; a simple uncomplicated design, functional and with an expression

of simplicity and modernity. It still owns Hunter Fan core value of high quality. The

design easily blends in the carefully decorated Scandinavian home. It is also easy to

move, put away and store like the Scandinavian consumer requires. There is a need on the

Scandinavian market for a well designed portable fan and the final design of this project

fulfill the requirements to be a successful product.

24

Guo, Kunpeng. "Optimisation of plate/plate-fin heat exchanger design." Thesis, University of Manchester, 2015. https://www.research.manchester.ac.uk/portal/en/theses/optimisation-of-plateplatefin-heat-exchanger-design(e019a7a5-4be1-4350-b219-3387fd12f7d1).html.

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With increasing global energy consumption, stringent environmental protection legislation and safety regulations in industrialised nations, energy saving has been put under high priority. One of the most efficient ways of energy reduction is through heat transfer enhancement for additional heat recovery. Applying compact heat exchanger is one of the main strategies of heat transfer enhancement. However, the application of compact heat exchangers is prohibited by the lack of design methodology. Therefore, the aim of this research is to tackle the problem of developing optimisation methodologies of plate/plate-fin heat exchanger design. A mathematical model of plate-fin heat exchanger design is proposed to consider fin type selection with detailed geometry and imposed constraints simultaneously. The concept of mix-and-match fin type combinations is put forward to include all possible fin type combinations in a heat exchanger. The mixed integer nonlinear programming (MINLP) model can be converted to a nonlinear programming (NLP) model by employing continuous heat transfer and pressure drop correlations and considering the basic fin geometric parameters as continuous variables. The whole optimisation is based on volumetric minimisation or capital cost minimisation and completed by CONOPT solver in GAMS. Case studies are carried out to demonstrate the effectiveness and benefits of the new proposed methodology. For plate heat exchangers, the design methodology is developed on the basis of plate-fin heat exchanger methodology, and takes phase change, plate pattern selection, flow arrangement and pressure drop constraints simultaneously. The phase change problem is tackled by dividing the whole process into several subsections and considering constant physical properties in each subsection. The performances of various flow arrangements are evaluated by correction factors of logarithmic mean temperature difference. For two-phase conditions, the heat transfer and pressure drop performance are predicted by continuous two-phase Nusselt number and Fanning friction factor correlations to avoid the MINLP problem. The optimisation is solved by CONOPT solver as well. The feasibility and accuracy of the new proposed methodology is examined by case studies.
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Andreadis, Eleftherios. "Design of a low speed vaneaxial fan." Thesis, Cranfield University, 2011. http://dspace.lib.cranfield.ac.uk/handle/1826/7783.

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The ventilation of industrial areas and tunnels is a safety requirement and characterizes the quality of a working environment. Low speed fans are used to achieve the required ventilation level. An attempt to design a low speed vaneaxial fan, meeting the specifications of a given fan that is already in the market takes place in this Thesis. The project was conducted with the support of the Fläkt-Woods Company and the main target is to design a ventilation fan, meeting the requirements for pressure rise, volume flow and size, of an existing model. The efficiency improvement is driven in part by the new national and international legislation concerning the operation of electrical equipment. Companies require higher efficiencies without compromising safety features of the fan and the fan capability to operate at high temperatures. A low speed fan design procedure is established based on the available literature and design tools. The free vortex approach is employed, which provides acceptable efficiency and relatively simpler design. The design procedure can be used to design a fan given a set of customer requirements. Many software tools are used to design the fan. A Matlab code for the blade design is developed and other codes are used to establish the final fan design. The effectiveness of the design procedure is verified with CFD simulations carried out as part of this project. Three new designs that are developed with the established design procedure are presented in this Thesis. The new designs differ in the hub to tip ratio, the rotational speed and the number of the blades and the vanes. The experience acquired from the analysis of the performance of the first new design is used to improve the performance of the following designs in order to achieve the best efficiency possible. The effect of tip clearance is investigated thoroughly in the new designs because the tip clearance has a major impact on the fan performance and safe operation of the fan at high temperatures. The mechanical integrity of the fan is examined last to verify that the fan can operate in high temperature. The target of improved efficiency (higher than 79%) is achieved in one of the fan designs attempted and it was calculated 82%. The off design performance of the new fan is satisfactory as well. This new design can be further optimized, since the modification of minor design features is in itself a methodology that can incrementally improve the efficiency of a low speed fan. The new fan can operate at high temperatures (400°C), however the safety factor at this temperature is 1.25 for combined steady mechanical and thermal loading and it can be further improved either through the use of materials with better resistance in thermal loading or with an increased tip clearance.
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Reynolds, Zachary W. (Zachary William). "2.672 experiment design : heat sink fin configurations." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/40474.

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Thesis (S.B.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 2007.
Includes bibliographical references (leaf 61).
2.672 is an undergraduate mechanical engineering laboratory course which requires students to solve real-world problems using both theoretical calculations and laboratory experiments. Many of the experiments currently in the laboratory have aged and their replacement presents an opportunity for the introduction of a new experiment. In this proposed experiment, students will optimize a heat sink for a certain type of rack-mount server. For a correct execution of the experiment, students will test the power dissipation of several different heat sinks against a model for how they should behave using principles of incompressible flow, extended surfaces and heat exchangers. An apparatus has been designed and constructed to simulate the air duct inside one possible server, and allow for measurements to be taken of power dissipation, temperature, and pressure in the duct. Seven different heat sink configurations were chosen to provide students with insight into how each parameter alters the effectiveness of the heat sink. Students are then asked to choose the parameters which give the optimal configuration.
by Zachary W. Reynolds.
S.B.
27

Dorange, Alexis. "Study and Design of an Axial Fan." Thesis, KTH, Flygdynamik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-290176.

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The cooling system is a crucial part for helicopter operations. Withoutit, hovering flight could not be operated. The cooling system for the maingearbox of a helicopter is composed of radiators and a fan. A fan is anaerodynamic body and as such it can be improved in terms of aerodynamicefficiency. Therefore di↵erent parameters need to be taken into account whendesigning a new axial fan to have good aerodynamic performance. Simulationshave been carried out to investigate the e↵ects of these parameters andcome up with an optimal design based on the study requirements. The fanhas to enable the cooling system to evacuate an amount of thermal power sothat the helicopter can take o↵ with high outside temperatures. This optimaldesign has shown an increase of the mass flow rate up to a factor of abouttwo for a given pressure loss compared to the original fan.
Kylsystemet är en avgörande del för en helikopters drift. Utan den kan helikoptern inte hovra. Kylsystemet för huvudväxeln hos en helikopter består av radiatorer och en fläkt. En fläkt är en aerodynamisk kropp och kan därför förbättras gällande aerodynamisk effektivitet. Därför måste olika parametrar övervägas när man utformar en ny axialfläkt för att få god aerodynamiskprestanda. Simuleringar genomfördes för att undersöka effekterna av dessa parametrar och komma fram till en optimal utformning baserad på undersökningskraven. Denna optimala utformning har visat en ökning av massflödet upp till en faktor på cirka två för en given tryckförlust jämfört med den ursprungliga fläkten.
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Fagg, Simon. "The development of a reversible and finitely variable camber windsurf fin." Thesis, Bournemouth University, 1997. http://eprints.bournemouth.ac.uk/12235/.

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An investigation was undertaken to identify and develop a practical method for improving the lift to drag ratio (LID) of the contemporary windsurf fin. It was established that the contemporary windsurf fin is at an advanced stage of evolution and that a fundamental reworking of the design is required to attain significant L/D gains. In particular the symmetrically foiled cross-section (required for equal performance on each sailing tack) limits the performance potential of the device. The benefits of using camber in the design of lifting sections for high lift and low drag are well known. Traditional variable camber lifting surfaces utilise leading and trailing edge flap technologies to vary the geometry (camber) of the cross-section. However, this method for generating variable camber is not considered to be suitable or practical for the windsurf fin, primarily due to the increases in drag associated with conventional flaps. An alternative approach for developing a variable camber windsurf fin is therefore considered. It is proposed to use hydroelastic tailoring techniques to realise a reversible and finitely variable camber cross section for the fins used in the sport of windsurfing. The camber in the cross-section is invoked by the pressure differential acting on the two surfaces of the fin when it is at an incidence angle to the freestream. The magnitude of the camber is adaptive and responds passively by design, material usage and sailor input. As part of the preliminary investigation a computer based analysis tool was developed to perform the two dimensional investigation into the coupling effect between the fluid flow and the hydroelastically tailored cross section. Based on the outcome of this work a prototype windsurf fin employing a hydroelastic cross section was fabricated and tested. Results from this preliminary investigation establish the potential for using a hydroelastically tailored cross-section to significantly increase the L/D performance of a windsurf fin of nominal surface area (when compared with contemporary designs).
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Eliasson, Anna, and Martina Westman. "Redesign of ceiling fan - adapted to the Scandinavian market." Thesis, Halmstad University, School of Business and Engineering (SET), 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-953.

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The master degree thesis project, at Halmstad University, was made in cooperation with Hunter Fan, one of the leading fan companies on the American market. Hunter Fan has expressed a desire to become more successful in Europe which gave birth to this assignment. Hunter Fan wanted the team to adapt Hunter’s ceiling fan technology to a ceiling fan for the Scandinavian market.

The design team put together a tailor made design process based on knowledge achieved from lectures and literature studies, and experience from working with the design process, to best accomplish the assignment. The problem was to re-design a ceiling fan but the team attacked the problem like; how to circulate the air in a room to be able to get a more innovative and visionary result.

The team started off with a short initial brainstorming before they moved into the analysis and research phase, where they performed a thorough examination about the company, the market, the product, the user, lighting, trends etc.

A survey was composed for both people who own a ceiling fan and people who does not. Most survey answers expressed that the light function was a lot more used than the fan function. They bought the fan for its functionality but did not think that their fan was particularly aesthetical attractive.

Sketching and idea generation were a great part of the project. A huge amount of ideas and concepts were evaluated with several methods and refined to finally result in one concept.

The final conceptual ceiling fan is really slimmed down and highly inspired by Scandinavian design. The final design includes functions, aesthetically aspects, construction issues, light technologies etc. The concept also includes a vision for the control system and the logotype for marketing the ceiling fan in Scandinavia.

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Crichton, D. "Fan design and operation for ultra low noise." Thesis, University of Cambridge, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.598145.

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In this thesis, a new approach to the selection of key fan design parameters is presented and a methodology to optimise engine operation for minimum take-off noise is developed. These techniques are applied to the detailed design of a fan system for the Cambridge-MIT Silent Aircraft Initiative engine to which ultra low noise is the principle design objective. Reduction of jet mixing noise is identified as being crucial to the design process leading to jet area at take-off having to be increased significantly compared to current trends. Whilst increasing the number of engines from two to three and optimisation of the departure profile reduced this area increase, the introduction of variable cycle technology is required in order to deliver low cruise fuel burn. A variable area nozzle, identified as the most promising technology, is linked to operation of the fan through a simple model. This is used to show that it is possible to enable large increases in exit nozzle area at take-off without compromising fan performance at cruise. For the fan design, stage loading is shown to be a critical parameter as it impacts competing requirements. Increasing loading increases efficiency and part speed capacity but makes designing fixed outlet guide vanes harder. The method to optimise the departure profile was combined with the completed fan design and extended to include fan and airframe noise sources. The results of this show that by modifying the nozzle area at all times during take-off to maximise mass flow rate, the final podded SAI design is estimated to have a noise footprint of approximately 65.5 dBA outside the baseline airport at take-off. This leads to an ICAO take-off certification noise level of approximately 73 EPNdB at both flyover and sideline, 23 dB below existing requirements at each measuring location.
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Roberts, Megan Johnson. "Design of small, low-cost, underwater fin manipulator." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/43014.

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Thesis (S.B.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, February 2008.
Includes bibliographical references (p. 28).
This thesis details the development of a small, low cost, underwater manipulator for use on the XAUV. At this time, there are no cheap underwater servos commercially available. The design involves modifying a commercially available servo so that it is waterproof and can provide the appropriate amount of torque. The manipulator is intended rotate the fins of the XAUV in order to enhance overall mobility and speed. The project includes a detailed design process resulting in a final design, which was built.
by Megan Johnson Roberts.
S.B.
32

Sunnerman, Ebba, and Ida Vesterinen. "Kan ett modeföretags varumärke gynnas av marknadsföring med pälshandel som del av deras CSR-arbete?" Thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-16339.

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Corporate Social Responsibility, eller CSR har blivit något av en självklarhet hos företagenidag. Konsumenter accepterar inte barnarbete och de är miljömedvetna. Att ett företag haretiska och moraliska värderingar är inte bara viktigt ur just etiska och moraliska perspektivutan även för att kunna bygga och bevara ett starkt varumärke. Vi tycker att handeln med pälsär ett stort problem. Det finns allvarliga brister i den här branschen. Djur inom pälsindustrinfar illa under processen innan de blivit ett material som används till kläder och andramodeprodukter. Det finns fortfarande människor som inte tror att djur far illa i päls- ochläderindustrin. Det finns alldeles för lite kunskap.Syftet med vårt arbete är att undersöka om det finns ett allmänt intresse att ha medpälshandeln i företags CSR-arbete. Vi vill också ta reda på om ett företags varumärke kangynnas ekonomiskt om de aktivt marknadsför sitt CSR-arbete rörande pälshandeln. Eftersomdet finns bevis på att människor är benägna att reagera på hur djur behandlas så tror vi att detkan finnas ett intresse för utveckling av marknadsföring inom detta område.I vårt arbete har vi använt oss utav litterära och elektroniska källor, vi har även utformat enenkät för en marknadsundersökning. För att kunna analysera och tolka vårmarknadsundersökning har vi använt en modell, mer specifikt Olof Holms Identitet-Profil-Image-modell och ett par vetenskapliga artiklar som handlar bland annat ommarknadsföringen kring CSR-arbete.Slutsatser blev att vi fick svar på våra frågeställningar; allmänheten tror att ett företagsanseende kan förbättras om de aktivt marknadsför sitt CSR-arbete inriktad mot pälshandeln.Men vi märkte emellertid att intresset inte var så stort som vi trott eller hoppats på. Angåendefrågan om ett företag skulle gynnas rent ekonomiskt är vi dock osäkra. Ur enmarknadsföringsvinkel så tenderar folk att inte skapa en handling av sitt ställningstagandetrots att de uppskattar att företag arbetar med CSR-frågor om pälshandeln.Today CSR, Corporate Social Responsibility, is a big, important part for companies.Consumers will not accept child labor or offenses against the environment. That companieshave values that are ethical and moral are important because of two reasons; ethics and moralsis of course one and the fact that it helps them build and keep a strong reliable brand name isthe other. We feel that the fur trade is a big problem. There are serious flaws in the business,mainly in the parts surrounding the treatment of the animals used for production of the fur.Still, there are people who don’t believe that this is happening, there is too little knowledgeamong the general public.The point of this essay is for us to look into the general interest of the fur trade and itsconnection to CSR. We want to know if a fashion company would financially benefit frompromoting a more active work concerning CSR and the fur trade. Since there do existevidence that people do care about the treatment of animals we believe that there can also bean interest of a development in the marketing within this area.For this essay we have used both literary and electronically sources for information. We havealso designed a questionnaire for a market research. To be able to analyze and interpret ourresearch we have worked with a model designed by Olof Holm. The model describes theconnections between a company’s identity, profile and image.Our conclusions of our question formulation turned out to be that the general public believesthat a company’s image can be improved by active marketing for its CSR-work concentratedon the fur trade. However, we noticed that the interest wasn’t as big as what we believed orhoped for. We are also uncertain if a company can financially benefit from this. From amarketing point of view, people tend to not react physically despite their appreciation of a company’s work revolving CSR and the fur trade.
Program: Butikschefsutbildningen
33

Naik, S. "Thermal-hydraulic designs of finned heat-exchangers experiencing free or forced convection." Thesis, Cranfield University, 1987. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.379521.

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Khiabani, Amir, and Alanis Daniel Acebo. "Cooling Fan Optimization for Heavy Electrified Vehicles : A study on performance and noise." Thesis, KTH, Flygdynamik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280145.

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Vehicle electrification plays a significant role in the effort to reduce the environmental impact of the automotive industry. Scania is one of the leading manufacturers ofheavy vehicles which is currently moving towards a sustainable transport system by manufacturing a new generation of heavy vehicles powered by batteries. Oneof the major concerns with these vehicles is related to the noise generated by the electric axial fans used in the cooling system. This project was conducted with thepurpose of investigating the factors that positively affect both noise and performance in the electric fans. Based on two different blade design methods and several noisecontrol techniques, 11 fan models were developed. The fan models created with design method 1 are equipped with cambered-plate blades, while the models madewith design method 2 consist of airfoil-shaped blades. Moreover, the performance of these models was analyzed by using theoretical methods and Computational FluidDynamics (CFD). In addition, two empirical approaches were used to estimate the acoustic energy emitted by the fan models. Furthermore, the developed modelswere compared with two commercially available fans. It was found that both design methods provide similar performance in low pressure differences. On the other hand,the efficiency and acoustic energy are influenced by the choice of the noise control methods.
Fordonselektrifiering har en väsentlig roll i arbetet med att minska bilindustrins miljöpåverkan. Scania är en av de ledande tillverkarna av tunga fordon som för närvarandegår mot ett hållbart transportsystem, genom att tillverka en ny generation tunga fordon drivna med batterier. Ett stort bekymmer med dessa fordon är relaterattill det ljud som genereras av de elektriska axialfläktarna som används i kylsystemet. Detta projekt genomfördes i syfte till att undersöka de faktorer som positivtpåverkar både buller och prestanda hos de elektriska fläktarna. Baserat på två olika bladdesignmetoder och flera brusstyrningstekniker, utvecklades 11 fläktmodeller.Fläktmodellerna som är utformade med konstruktionsmetod 1 är utrustade med krökformade plattor, medan modellerna som skapades med designmetod 2 bestårav vingprofil blad. Dessutom analyserades prestandan för dessa modeller med användning av teoretiska metoder och strömningsmekaniska beräkningar. Ytterligaretvå empiriska tillvägagångssätt användes för att uppskatta den akustiska energin som släppts ut av fläktmodellerna. Utöver det jämfördes de utvecklade modellernamed två kommersiellt tillgängliga fläktar. Detta visade att båda konstruktionsmetoderna resulterar i liknande prestanda vid lågtrycksskillnader, däremot påverkasverkningsgraden och den akustiska energin av valet av brusstyrningsmetoder.
35

Chui, Chi-keung Chris. "Sustainable landscape design for Fung Yuen butterfly reserve garden." Click to view the E-thesis via HKUTO, 2007. http://sunzi.lib.hku.hk/hkuto/record/B38293997.

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Thesis (M. L. A.)--University of Hong Kong, 2007.
Title proper from title frame. Includes special report study entitled: Detail investigation on the sustainable landscape design principles. Also available in printed format.
36

Chui, Chi-keung Chris, and 徐志強. "Sustainable landscape design for Fung Yuen butterfly reserve garden." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2007. http://hub.hku.hk/bib/B38293997.

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Chen, Yi Ting, and 陳怡婷. "A Humor Study on Fun Design." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/63634967478608502245.

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碩士
實踐大學
工業產品設計學系碩士班
99
Based on the incongruity-resolution theory in psychology humorous model, this research investigates what humorous level does user have when using fun productions. This research believes consciousness dropping variance would become incongruity when visual interpretation of productions fails in identifying the appearance as function. Besides, if user reduce cognitive dissonance by getting the right visual interpretation between appearance and function of productions, he will have the feeling of fun. This pretest 1 tried to find out the experiment materials of the degree of conformity which are average distributions in appearance and function of production parts. Experiment 2 is proceeding as questionnaire, demonstrated the different level of fun feeling truly exists in inconformity with appearance and function of productions. This research shows both the higher and lower degree of conformity of appearance and function, the easier and the more difficult comprehensible production, whereas the lower sense of humor that user gets. The highest sense of humor is associated with the middle level of comprehensible production. The middle degree of conformity productions are more often designed in a double meaning and contradiction. The low degree of conformity productions are usually designed in contradiction. The high degree of conformity productions are regularly designed in guise and imitation. The purpose of experiment 3 is to find out if there is any incongruity-resolution difference in medium high group, the result is the same as it of the young people, which is the reverse U shape, but the fit and humor rates do match the significant linearity relationship (r=0.218), it appears even more obvious in the elderly group(r=0.524), which means medium-and-high age group has comparatively lower humor acceptance than young people. The difference may result from the testing material which is younger-oriented. The data shows the incongruity-resolution for both young generation and mid-aged people has high correlation(r=0.807), and young generation and the elderly has mid correlation, the result successfully support the higher incongruity-resolution, the bigger difference of reception. The‭ ‬research‭ ‬tells‭ ‬that‭ ‬there is some misunderstanding‭ ‬between‭ ‬the word usage‭ ‬or outlook‭ ‬of a store’s merchandise catalog and customers’‭ ‬expectations or product’s real functions‭. ‬In short‭, ‬the bigger the misunderstanding‭, ‬the more‭ ‬incongruity-resolution‭, ‬the less humor‭, ‬and vice versa‭. ‬The‭ ‬only way to build up a strongest humor is‭ ‬when the outlook and function meet up at the‭ ‬medium‭ ‬degree‭ ‬of‭ ‬the‭ ‬conformity‭, ‬which‭ ‬means‭ ‬the‭ ‬product‭ ‬successfully‭ ‬offers‭ ‬a‭ ‬solution‭ ‬to‭ ‬customers’‭ ‬demands‭. ‬Furthermore‭, ‬one‭ ‬more‭ ‬factor‭ ‬which‭ ‬is‭ ‬able‭ ‬to‭ ‬affect‭ ‬the‭ ‬humor‭ ‬and‭ ‬incongruity-resolution‭ ‬of‭ ‬a‭ ‬single‭ ‬product‭ ‬is‭ ‬customers’‭ ‬age‭ ‬and‭ ‬experiences‭.‬
38

Kinyanjui, William Gitumbi. "Design and formative evaluation of Gitumbi's Revision fun game." Thesis, 1989. http://spectrum.library.concordia.ca/2935/1/ML51373.pdf.

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39

Lai, Ching-Hung, and 賴慶鴻. "Exploring Fun Design Mechanisms for Stationery Correction Tape Products." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/e549kb.

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Abstract:
碩士
國立臺中科技大學
商業設計系碩士班
100
Although objects are not living, users may feel various emotions toward everyday articles. A product that possesses no emotional substance cannot establish ties with users, and will therefore not be as effective as it can be. The goal of this study is to analyze the effect of fun on consumer psychology and examine the essential points of fun product design through an understanding of users'' emotions. A review of the literature found elements that may affect users'' moods and key points of fun design. This study also investigated correction tape products currently on the market, performed classification and data collection and analysis, and found identical, similar, and different points. A theoretical framework is applied to fun design elements, and analysis performed on the relationship between the three aspects of actual products, fun elements, consumers'' impressions. After discarding unsuitable elements and conditions, the study obtained the most suitable fun design guidelines. Because the same design principles cannot necessarily be applied to all product types, selection of appropriate elements is a very important task; adopting a correct strategy can lead to the formulation of design guidelines with relatively low risk. Following practical analysis, this study formulated four fun design elements, which are (1) enjoyment, (2) anthropomorphism, (3) mental associations, and (4) form. These four elements were used to analyze the stylistic characteristics of existing correction tape products. Finally, employing innovative design thinking, this study created four practical business-use correction tape products featuring aerodynamic sports car styling and bobblehead designs, while also incorporating a straightedge function. A questionnaire survey was used to assess users'' impressions of these products; analysis of the difference between the expected and actual results was used to guide revision and further innovative design efforts.
40

Kuo, Ji-Wei, and 郭紀葦. "Applying Emerging Computer So Fun of Robot Design Learning Website Enhance Robot Design Performance." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/2e76zk.

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Abstract:
碩士
國立臺北教育大學
資訊科學系碩士班
107
Since robots is getting important and has been used in variety of areas in this era. We build a website called “computer to fun” to inspire students to learn how to make different kinds of robots and enhanced their abilities. In this project, we used diffusion of innovation theory and ADDIE model to build our website. Also, we made a questionnaire to evaluate performance. The performance is analyzed with SPSS model. In conclusion, the results show analysis phase donates the most impact on performance, it is very important in our website. We hope this website can inspire student to learn how to make different robots.
41

Ting, Cheng Yu, and 鄭宇庭. "Display Layout Design – take "Check Fun” Store as a Case Study." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/81731894035050598109.

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碩士
華梵大學
工業設計學系碩士班
99
The worldwide financial tsunami had lashed serious impact which made people faced the problem of being lay-off and had little chances to be hired; under such bad condition, many people might decide to run their own business. Due to the lack of the finance, “Check fun” store had made the idea come true easier due to the less expensive rent on the display box and also made the branches of the store increased rapidly. However, how to make the display box outstanding and make the products become to best seller in so many choices? During the visit and observation in different Check Fun stores, we finally got the conclusion that “the way of displaying the products”, will be the most important issue. This study records the design of the display model and the equipment is suitable for different kinds of products. This design can not only help the vender save their time in figuring out how to display the products but also successfully increases the sales amount. By taking the documents that the scholars were presented as the reference and the observation by the researcher, the pre-test questionnaires were made. To combine the result of the questionnaires that were made by the consumers and the interviews with the sales in the “Check Fun” store, the researcher got the comment points and regarded these points as the function to design the product display. During the process of the design on product display, the researcher not only took the documents and the result of the interviews with the consumer and the sales in Check Fun store but also considered the conditions of the display box in different products and integrated current points with new ideas to create the updated new display equipment. After the new equipment was made, the researcher invited venders to use this new equipment to sell their products and finally proved the new design was successfully in increasing the sales amount. During the analyzed in final questionnaires that were made by different venders, there’re six characters to make the new design of equipment a successful design. “Easy to put in and out the products”, “Makes the products look more valuable”, “ Good lighting”, “ Creative design” , “ Durable” and most important of all “The changeable detail in displaying different kinds of products.” The researchers also found out that the main consumers in Check Fun Stores are students from 16~21 years old. Keywords: Check Fun、 Commodity sales display design
42

wang, chiu-yueh, and 王秋月. "On the Application of the Elements of Fun to Product Design." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/35128373095299482265.

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43

You, Chia-wei, and 游家緯. "On fun theory approach to product design and user behavior change." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/69528117629330695368.

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Abstract:
碩士
國立雲林科技大學
工業設計系碩士班
100
This study aims to investigate whether products designed through the Fun Theory approach can really cause a behavior change on it users. This paper firstly reviewed the literature about Behaviral Change and theories about Humorous Design and Game Design, then analyzed 8 award-winning products claiming to have used the Fun Theory in their design. Bazed on the review and analysis, the basic dimensions and elements of Fun Theory could be thus summariezed as follows. A Fun Theory product, in the first stage, i.e., the behaviral change stage, by providing the product users actual benefits, funny visual/audial feedbacks, opportunities of engaging in games, etc., the product builds a physical interaction with its users. In the second stage, should possess in its form a humorous semantic content which can arouse a feeling of fun. In order to verify the assumption obtained from the previous study, two bike racks were developed with the objective of arousing the interest of the users, so as to increase the use rate of the bike racks, and a comparison is formed by other six existing racks, validating user''s feeling of fun by the semantic differential method and the willingness of use. the results reveals that subjects felt an emotion of interesting with the fun theory based racks ,in the dimension of parking willingness change, the new model have a higher using intention compared to the existing racks. In the results of the semantic differential analysis, users considered not only the importance of fun, but also practical using problems. Still other factor bring the defference with willing of use, such as the type of bicycle riding.
44

Chang, Wan-Ting, and 張菀婷. "A Study of Experience Design Application to The Fun Product Design of Taiwanese Folk Games." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/85902459714728515049.

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Abstract:
碩士
國立雲林科技大學
設計學研究所碩士班
101
Taiwanese folk games has gradually changed and withered as time goes on, and the globalization has affected the development of Taiwan toy industry. The earlier handmade toys have gradually shifted into information technology goods, which lose their local features, causing the childhood memories of lots people fade away and the new generation of children forget the past humane life. Owing to the advancement of modern technology, technological toys emerge constantly, so the new generation of children plays with themselves alone, which not only reduces the interactions among groups and also estranges the children from parents. For this reason, if the traditional Taiwanese folk games can be resigned to reserve its traditional elements and connotation, it can not only promote the interactions among people, but also preserve and recreate the traditional folk games. However, due to the unadorned shape of traditional folk games, it must render the toys with more prominent and fun shapes to arouse people’s attention. This paper adopts field survey to collect and analyze the interviews served as the first hand data. It works out the open coding to analyze the historical contexts of Taiwanese folk games and their design guideline. Moreover, it uses morphological analysis to retrieve the elements of folk games and the design concepts of fun products to reinterpret the Taiwanese folk games. Finally, through the evaluation questionnaires, it investigates and researches the users’ evaluation and effects on the redesign of such products, with three findings obtained via inductive analysis: 1. Bionic shape, wooden material and hands-on assembling can attract the new generation of children and adults. 2. Folk games experience can effectively transfer the educational philosophy and cultivate the values. The presentation of fun product can make it closer to users, making people a further access. 3. Aesthetic appearance design of folk games brings about Physio- and Psycho-pleasure, usability the Socio- and Psycho-pleasure, education function the Ideo- and Psycho-pleasure, social influence the Ideo- and Psycho-pleasure, and interactivity the Socio-, Ideo- and Psycho-pleasure.
45

Liang, Chi-Hsin, and 梁啟新. "Fun-Gaming, a study of interactive gaming mechanism in video game design." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/77073796726583825270.

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碩士
國立交通大學
建築研究所
96
Video game is a computing interact experience that provides player fun. Due to the computing characteristic, game media has transfer from a pure fun into a representative complex human culture entertainment in 50 years’ rapid developing of computing technology. Although the technique of obtaining fun in a videogame design involves a wide aspect, the key issue is the design of interact mechanism; not only sort of basic theories in the game industry, but also the goal of this research. In order to understanding the abstract process of player obtaining fun, the study divides into two sections in “Why player wants to play video game?” and “How player plays video games?”. The research sorts out past game theories and proposes two models to describe player’s experience in accordance with particular sections then guide to a game implementation for the feed-back in the game design.
46

Chen, Wei-Chu, and 陳薇竹. "The Influence of Animation and Interactive Interface Design Styles on Dual-Screen Mobile Device Regarding Fun Interaction." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/09021770256797808014.

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碩士
國立臺灣科技大學
設計研究所
98
The trend of mobile Internet technology is driving the mobile device industry to take off. As the small-screen has been unable to meet the needs of the mobile internet, various technologies have launched large-screen mobile device. Nonetheless, is it the only solution to the user interface design? Furthermore, experience economy has been taken seriously in recent years, meaning that people need products not only can facilitate their life, but also can provide a good user experience with pleasure and fun interaction. For example, the Nintendo released a series of handheld console, called Nintendo DS, with a special of dual-screen user interface that provides more fun and interactive in games and spurs technologies trying to apply dual-screen to notebooks or mobile devices. Therefore, this study is intended to adopt dual-screen user interface design in mobile devices to explore whether fun interaction is affected by animation and interactive styles, also suggest some concept of improving fun interaction and usability on mobile devices. The purposes of this study are: (1) to explore whether usability and user satisfaction be affected by animation and interactive styles on dual-screen mobile devices. (2) To investigate whether fun interaction be enhanced by animation and interactive styles on dual-screen mobile devices. (3) To analysis and sum up all experimental results, finding out the feasible development for devices with dual-screen interface in future. (4) To summarize the suggestion of design improvement of dual-screen mobile devices. It is hope that this study can be a reference resource of related research. This study is planned based on a 2(animation) by 2(interactive styles) two-way ANOVA design. Through literature review and four-phase experiments, the generated results are described as follows: (1) The difference on animation and interactive styles does not affect usability and user satisfaction. (2) The best assessment of fun interaction is the simulation interface with "animation + complex interactive styles," and this result of fun interaction directly proportional to the subjective preference. (3) This study suggests that feasible development for dual-screen user interface in future should be the entertainment-based handheld mobile devices. (4) Suggestions of animation design include: appropriate use of animated transition, animation effects should not be quite obvious, and support situational mode switching. Suggestions of interactive interface design include: consistency of interactive styles, multi-channel interaction, sizes of buttons and task range, colors of icon menu, integration of interactive styles.
47

Chang, Shu-Ya, and 張素雅. "The Study of Implementing Multi-People Interactive Technology on Design of Fun Physical Activity in Elementary School." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/95643597131585335389.

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Abstract:
碩士
元智大學
資訊傳播學系
92
The physical fitness teaching in former traditional elementary school is adhered to the standard materials to train the student's physical body. This training makes the student lack of the inside motive, also often causes student feel boring. Therefore, this research wants to turn the way of the athletics teaching through the fun, implementing the interaction technology into the elementary school and can to promote the motive and learning result in the activity for school children. The objectives of this research include: (1) Inquire into the elementary school school-children physical fitness train to turn the proper ability in physical activity design principle with fun; (2) Implement multi-people interactive technology on design of fun physical fitness activity in the elementary school. This research sorts out rules of design of fun physical activity by induction of document and interviews and put them into practice. The result indicates that interactive technology could not only increase diversification in teaching but also strengthen cooperation between school children. The activities examined by this research are so highly practicable that they can be taken into consideration when designing physical fitness in the elementary schools.
48

Chan, Tung-yueh, and 詹東岳. "The Design for Fun and Space Enhancement with Greedy Fish Games on Augmented Reality of Smart Phones." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/42471615665819237855.

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49

Vaca, Cardenas Leticia Azucena, Pietro Pantano, and Eleonora Bilotta. "<> smart galapagos islands. The design of a learning platform for digital economy, fun, innovation and education." Thesis, 2017. http://hdl.handle.net/10955/1316.

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Dottorato ""Archimede" in Scienze e Tecnologie dei Sistemi Complessi, Ciclo XXVIII, a.a. 2015-2016
ogni branca della scienza. I sistemi complessi sono composti da diverse parti interconnesse e mutuamente interattive, il cui risultato è una serie di comportamenti altamente non prevedibili [49]. Lo studio multidisciplinare dei sistemi complessi negli ultimi anni ha portato all’introduzione di nuove e importanti prospettive e metodologie concettuali per affrontare problemi sociali e globali del 21esimo secolo. L’istruzione, in questo quadro, può essere considerata un sistema complesso che ha bisogno di essere adattato alle nuove necessità della società [175]. Al giorno d’oggi, la grande evoluzione delle Information and Communication Technologies (ICTs) ha dovuto riconsiderare i principi, le metodologie, gli strumenti e la formazione nel campo educativo. In fatti, diversi studi hanno dimostrato come gli studenti imparino in maniera più efficace quando l’apprendimento è partecipativo e interattivo. Allo stesso tempo, l’interesse degli insegnanti nei confronti di tali sistemi educativi è aumentato grazie al potenziale e alle caratteristiche peculiari che possiedono. Per esplorare la complessità degli attuali sistemi educativi, il principale obiettivo di questa ricerca è stato la progettazione di una piattaforma avanzata per l’apprendimento chiamata “The Smart Galápagos Islands”, per insegnanti, studenti e ricercatori. La progettazione del sistema ha incluso i seguenti steps: • Analisi delle necessità dell’utente attraverso: – Una prima sperimentazione con insegnanti Pre-service * Per introdurre la programmazione come strumento importante. * Per rendere gli insegnanti in formazione dei creatori digitali oltre che degli utenti digitali. * Per sviluppare le Computational Thinking (CT) Skills, e, * Per migliorare la Team Work Competency (TWC) – Un’indagine applicata a insegnanti di Economia Aziendale allo scopo di validare le ICT skills e i loro usi all’interno di una classe “Internet of Things” (IoT) e, – La collaborazione allo studio relativo ai Big Data over Smart Grid - A Fog Computing Perspective. Sviluppo delle componenti del sistema: – Il Serious game in Scratch sul viaggio di Darwin alla scoperta dell’evoluzione biologica. – La creazione dei diversi ambienti virtuali 3D nelle isole Galápagos, e – Una prima progettazione del sito web. La teoria di riferimento relativamente agli studi svolti, secondo diverse prospettive educative e scientifiche, è il costruttivismo. È inoltre legata alle opportunità offerte dalla Open Technology, dal concetto di Contamination Lab, e dall’istruzione STEAM (Science, Technology, Engineering, Arts and Mathematics), incentrata sul "Do-it-Yourself" (DiY) e gli approcci di Co-working. I risultati hanno dimostrato che è molto significativo esplorare e incoraggiare il processo di integrazione di tecnologie all’avanguardia e di paradigmi quali l’ICT e l’IoT all’interno delle pratiche di insegnamento-apprendimento, così come le relative sfide emergenti a diversi livelli in quest’era digitale.
Università della Calabria
50

O'Rourke, Mark. "Playing for the future: the role of gameplay, narrative and fun in computer games-based training." Thesis, 2013. https://vuir.vu.edu.au/24827/.

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This research demonstrates the ways in which computer games can provide a context for effective skill acquisition and knowledge transfer in vocational education and training (VET). In particular, it focuses on how they might increase learner engagement in theoretical subjects. The study examined the rationale behind making a pedagogical shift from content delivery to designing experience. It further investigated whether games-based learning has the potential to add meaning and relevance to VET outcomes through considering the impact of the game components of narrative, fun and gameplay in a games-based learning activity system. The study utilised a Design Based Research methodology, within an Activity Theoretical framework.

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