Dissertations / Theses on the topic 'Prototyping'

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1

Moyer, Ilan Ellison. "Rapid prototyping of rapid prototyping machines." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/45321.

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Thesis (S.B.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 2008.
Includes bibliographical references (leaf 50).
Rapid prototyping tools empower individuals to create almost anything. Unfortunately, these tools are still far too expensive for personal ownership. The do-it-yourself community has responded with a slew of home-made rapid prototyping machines, but development times are slow because of the complexity of the necessary control system and the need to design the mechanical elements from scratch. This thesis seeks to address both of these issues. A control system is developed which treats the machine as a distributed Internet Zero network controlled by a software virtual machine with the benefits of simplified configuration and greater flexibility. A low cost circuit board milling machine, built as the test bed for this distributed controller, is described in detail. Finally, a parametrically designed XY table is introduced as a prototype for a universal machine axis and a first step towards the creation of reusable machine designs. These contributions will hopefully aid in accelerating the development of new rapid prototyping machines.
by Ilan Ellison Moyer.
S.B.
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2

Meyer, Lee. "Prototyping Architecture." University of Cincinnati / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1535466437885116.

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Holmén, Andreas. "Konceptrealisering av tappvarmvattenproducerande sol- och luftvärmepump : Framtagning av funktionsprototyp med syftet att tilltala investerare eller samarbetspartner." Thesis, Karlstads universitet, Avdelningen för maskin- och materialteknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-15560.

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Detta arbete har varit ett examensarbete för högskoleingenjörsprogrammet i innovationsteknik och design vid Karlstads universitet. Examensarbetet omfattade 22,5 högskolepoäng och har utförts av Andreas Holmén. Handledare från Karlstads universitet var industridesigner och universitetsadjunkt Lennart Wihk och examinator var proffessor Fredrik Thuvander. Examensarbetet var en del av ett större projekt som involverade ytterligare fem studenter. Projektet var ett industrisamarbete mellan Karlstads universitet, Glava energy center och företaget Värmestugan AB. Projektet är uppbyggt kring en idé om att kunna energieffektivisera uppvärmningen av tappvatten genom att kombinera solvärme- och värmepumpsteknik. Första fasen av projektet genomförde projektgruppen gemensamt, när gruppen enades om ett huvudkoncept fokuserades det på de enskilda problemformuleringarna för respektive examensarbete. Den del av projektet detta specifika arbete avsåg att lösa var vilka krav som var lämpliga för en funktionsprototyp med syftet att tilltala en investerare eller samarbetspartner. Men även hur man på bästa sätt kunde uppnå dessa krav inom tidsramen för projektet och med de resurser som fanns tillgängliga. Uppgiften löstes genom att genomföra en research som sammanställdes med hjälp av en funktionsanalys och en semantisk analys till en kravspecifikation. Det som framkom i researchfasen användes sedan för att ta fram idéer och konstruktionsunderlag för projektets funktionsprototyp. Konstruktionen av funktionsprototypen tog upp den största delen av detta projekt eftersom det var gruppens främsta mål att tillverka en fungerande prototyp inom projektets tidsram.  Det slutliga resultatet av detta examensarbete var en funktionsprototyp av en sol- och luft-värmepump, men även den kunskap som samlats under researchfasen och under skapandet av prototypen.
This project has been a degree project for the Bachelor of Science programme in Innovation and Design at Karlstad University. The degree project extends 22, 5 ECTS credits and has been carried out by Andreas Holmén. The academic supervisor from Karlstad University was industrial designer and lecturer Lennart Wihk and the examiner was Professor Fredrik Thuvander. The degree project was part of a bigger project involving five other students. The project was an industrial cooperation between Karlstad University, Glava energy center and Värmestugan AB. The project is built around an idea about being able to improve the energy efficiency of the heating of domestic water by combining solar heating and heat pump technology. The initial phase of the project was carried out with the whole project group together, when the group agreed on a main concept each member of the group focused on his/her specific task. This specific degree project set out to find out the requirements suitable for a functional prototype meant to accost an investor or a partner company. But also in what way these requirements could be reached within the project’s timeframe. The task was solved by making a research that was compiled by using a functional analysis and a semantic analysis resulting in a requirement specification. Later the information that emerged through the research was used to come up with ideas and design documents for the prototype. The construction of the prototype took up the largest part of this project, since it was the group’s main objective to produce a functional prototype within the projects timeframe. The final result of this project was the functional prototype of a air-air heat pump aided by the sun, but also the knowledge that was accumulated during the research phase and the making of the prototype.
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Assmann, Björn Olaf. "Herstellung hochgenauer Prototypen mittels Fräsen als quasi-generativem Rapid-Prototyping-Verfahren." [S.l. : s.n.], 2003. http://deposit.ddb.de/cgi-bin/dokserv?idn=968051219.

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5

Leiva, Germán. "Interactive Prototyping of Interactions : from Throwaway Prototypes to Takeaway Prototyping." Thesis, Université Paris-Saclay (ComUE), 2018. http://www.theses.fr/2018SACLS551/document.

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Le prototypage est une étape essentielle du processus de design. Pendant les premières phases du processus de conception, les designers utilisent le prototypage rapide pour explorer diverses idées. Les outils et techniques actuels de prototypage se concentrent en particulier sur des représentations papier et donc destinées à être jetées. Or, alors que ces prototypes jetables peuvent être créés rapidement, ils se prêtent mal au processus d'itération. Je propose donc de créer des outils de prototypage rapide qui puissent efficacement supporter la création d'artéfacts à la fois jetables et réutilisables pour esquisser de nouvelles interactions dans les premières phases du processus de design. La première partie porte sur le prototypage vidéo. Les designers font face à deux écueils majeurs à l'utilisation de la vidéo en design d'interaction: le temps nécessaire pour filmer et celui nécessaire pour éditer. J’ai développé VideoClipper pour aider le processus de création de vidéo. Cet outil intègre une méthode de design itérative qui encourage la planification et permet une vraie flexibilité pendant la création de prototypes. Je présente les résultats d'une étude utilisateur informelle de trois semaines avec des étudiants en design d'interaction. Les résultats suggèrent que les participants passent moins de temps à capturer et éditer avec VideoClipper qu'avec les autres outils vidéos. En revanche, ils trouvent parfois difficile de créer des stop-motions pour représenter des interactions continues et de re-filmer de nouveaux segments lorsque le design évolue. J'ai ensuite crée Montage, un outil de prototypage vidéo qui permet aux designers de progressivement augmenter leurs prototypes papier avec des maquettes numériques pour faciliter la création, la réutilisation et l'exploration d'interactions dynamiques. Montage utilise l'incrustation vidéo pour découpler l'interface du prototype de son contexte d'utilisation, permettant aux designers de les réutiliser ou de les modifier indépendamment. Je décris comment Montage améliore le prototypage vidéo en combinant la vidéo avec des maquettes numériques animées et encourage l'exploration d'autres contextes d'utilisation tout en permettant le prototypage de styles d'interaction différents. La deuxième partie porte sur l’implémentation de prototypes interactifs. Les designers et développeurs professionnels ont souvent du mal à effectuer la transition de la représentation du design à son implémentation concrète. Avec N. Maudet, j'ai mené trois études sur la conception et l'implémentation d'interactions non-conventionnelles pour comprendre l'écart entre les processus, les outils et les représentations des designers et des développeurs. Nous avons découvert que les pratiques actuelles entraînent des redondances entre le travail des designers et celui des développeurs et des divergences entre le design et son implémentation. Nous identifions trois types de problèmes: l'omission de détails critiques, l'ignorance des cas extrêmes et la non prise en compte des limitations techniques. Je propose quatre principes de design pour créer des outils qui limitent ces problèmes. Ces principes sont utilisés pour créer Enact, un environnement interactif de prototypage d'interactions tactiles. Les résultats de deux études suggèrent que Enact aide les participants à détecter plus de cas extrêmes, augmente la participation des designers et offre de nouvelles possibilités de co-création. Ces trois outils de prototypage reposent sur les mêmes principes théoriques sous-jacent: réification, polymorphisme, réutilisation et substrats d'information. De même, les outils présentés mettent en œuvre une approche du prototypage que je nomme “Takeaway Prototyping” ou prototypage recyclable. Par contraste avec les prototypes jetables, les outils pour le prototypage recyclable permettent le design par énaction et réifient des artefacts de conception pour matérialiser la progression du design
Prototyping is essential in any design process. During the early stages, designers rely on rapid prototyping to explore ideas. Current rapid prototyping tools and techniques focus on paper representations and their disposability. However, while these throwaway prototypes are quick to create they are difficult to iterate over. I argue that rapid prototyping tools can effectively support reusable as well as throwaway artifacts for sketching interaction in early-stage design. First, I investigate tools in the context of video prototyping. Designers experience two main barriers to use video in interaction design: the time to capture and edit the video artifacts. To aid during the capturing-phase of video prototyping I created VideoClipper. This tool embodies an integrated iterative design method that rewards discipline but permits flexibility for video prototyping. The tool provides a storyboard-style overview to organize multiple videos in story Lines. VideoClipper offers editable and reusable TitleCards, video capture for steady-state and rough stop-motion filming and the ability to recombine videos in new ways for redesign. I present informal user studies with interaction design students using VideoClipper in three design courses. Results suggest that participants spend less time capturing and editing in VideoClipper than with other video tools. However, many designers find tedious to create stop-motion videos for continuous interactions and to re-shoot clips as the design evolves. Participants continuously try to reduce re-shooting by reusing backgrounds or mixing different levels of fidelity. Inspired by this behavior, I created Montage, a prototyping tool for video prototyping that lets designers progressively augment paper prototypes with digital sketches, facilitating the creation, reuse and exploration of dynamic interactions. Montage uses chroma keying to decouple the prototyped interface from its context of use, letting designers reuse or change them independently. I describe how Montage enhances video prototyping by combining video with digital animated sketches, encourages the exploration of different contexts of use, and supports prototyping of different interaction styles. Second, I investigate how early designs start being implemented into interactive prototypes. Professional designers and developers often struggle when transitioning from the illustration of the design to the actual implementation of the system. In collaboration with Nolwenn Maudet, I conducted three studies that focused on the design and implementation of custom interactions to understand the mismatches between designers' and developers' processes, tools and representations. We find that current practices induce unnecessary rework and cause discrepancies between design and implementation and we identify three recurring types of breakdowns: omitting critical details, ignoring edge cases, and disregarding technical limitations. I propose four design principles to create tools that mitigate these problems: Provide multiple viewpoints, maintain a single source of truth, reveal the invisible and support design by enaction. We apply these principles to create Enact, an interactive live environment for prototyping touch-based interactions. We introduce two studies to assess Enact and to compare designer-developer collaboration with Enact versus current tools. Results suggest that Enact helps participants detect more edge cases, increases designers' participation and provides new opportunities for co-creation. These three prototyping tools rely on the same underlying theoretical principles: reification, polymorphism, reuse, and information substrates. Also, the presented tools outline a new prototyping approach that I call "Takeaway Prototyping". In contrast to throwaway prototypes, instead of emphasizing disposability, tools for "Takeaway Prototyping" support design by enaction and reify design artifacts to materialize the lessons learned
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6

Johansson, Niklas. "Prototyping i systemdesign." Thesis, Blekinge Tekniska Högskola, Institutionen för arbetsvetenskap och medieteknik, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4959.

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Denna uppsats avser att belysa frågan varför prototyper är ett viktigt verktyg i en utvecklingsprocess av ett mobilt system. Fördelar och nackdelar som verktyget kan innebära behandlas och olika tillvägagångssätt beskrivs. Arbetet med detta baseras i ett praktiskt utvecklingsprojekt på IT-kunsultföretaget Citerus. Projektuppgiften var där att genom en informationflödesanalys definiera olika flaskhalsar i informationsflödet på olika hotell för att sedan föreslå ett effektiviserande system. Projektet koncentrerades vidare på städpersonalen och deras arbete. Utifrån fortsatta studier föreslogs ett mobilt system som ger städpersonalen information för att lättare och effektivare göra sitt jobb. I flera olika forskningsdiscipliner som berör design och systemutveckling förespråkas ett utvecklingssätt med hjälp av prototyper. Då utveckling för mobila tjänster på olika sätt upplevs som mer krävande konstateras att det här ställs högre krav på prototypingförfarandet. Att hämta ytterligare kunskaper om prototyping från området för industridesign föreslås.
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7

Lathe, Andrew. "Speaker Prototyping Design." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/honors/584.

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Audio design is a pertinent industry in today’s world, with an extremely large market including leaders such as Bose, Harman International, and Sennheiser. This project is designed to explore the processes that are necessary to create a new type of product in this market. The end goal is to have a functioning, high–quality set of speakers to prove various concepts of design and prototyping. The steps involved in this project go through the entire design process from initial choice of product to a finished prototype. Processes include the selection of outsourced components such as drivers and necessary connectors. The design stage will include any design processes necessary to create the enclosure or any electronics. Production will be controlled by shipping dates and any potential issues that lie within the methods chosen for production. The final product will be tested for response. The prototyping process is usually fulfilled by various departments with extreme expertise in the respective field.
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8

Shanneb, Abdelsalam Carleton University Dissertation Computer Science. "Distributed systems prototyping." Ottawa, 1994.

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9

Mattmann, Rudolf E. Mattmann Rudolf Mattmann Rudolf Mattmann Rudolf. "Rapid-Prototyping eingebetteter Systeme /." Zürich : vdf, Hochschulverlag AG an der ETH Zürich, 1997. http://opac.nebis.ch/cgi-bin/showAbstract.pl?u20=3728125091.

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Mattmann, Rudolf Mattmann Rudolf Mattmann Rudolf. "Rapid-Prototyping eingebetteter Systeme /." Zürich, 1996. http://e-collection.ethbib.ethz.ch/show?type=diss&nr=11916.

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11

Winbladh, Anders. "Prototyping för effektiv kravutvinning." Thesis, University of Skövde, Department of Computer Science, 1998. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-189.

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Vid utveckling av datoriserade informationssystem är kvaliteten och därmed kostnaden på slutprodukten i hög grad beroende av hur väl man har lyckats att realisera kundens krav och önskemål på det tänkta systemet. För att kunna realisera kundens krav måste först de krav som kunden har på systemet komma till kännedom för utvecklaren. Kunden är inte heller alltid förmögen att ställa samtliga krav då han eller hon inte vet vad som är möjligt att kräva av systemet. Som stöd för utvinningen av kundkrav finns ett antal olika metoder och ansatser. Samtliga av dessa metoder har dock brister och begränsande egenskaper som påverkar deras effektivitet för att utvinna samtliga kundkrav för ett tänkt informationssystem.

Den metod som kritiskt analyseras i denna studie är prototyping. Närmare bestämt throw-away prototyping. Prototyping är en kravutvinningsmetod som utnyttjar prototyper av det tänkta systemet som grund för kravutvinningen. Detta förfarande främjar dialogen mellan användare och utvecklare då man har något konkret att tala omkring samt att användarna får en förståelse vilka krav som är möjliga att ställa på systemet. Dock har metoden vissa egenskaper som begränsar dess lämplighet vid utveckling av vissa informationssystem.

Jag har utifrån en litteraturstudie behandlat frågeställningarna; vilka begränsande egenskaper har prototyping och när uppkommer dessa egenskaper, hur påverkar typen av informationssystem, som skall utvecklas, lämpligheten för prototyping samt vilka faser i systemutvecklingsarbetet påverkas tillföljd av dessa begränsningar? Jag har dessutom gjort en bedömning när det kan vara lämpligt att använda sig utav prototyping i avseende på totalkostnaden för ett projekt. Det är inte en jämförande studie mellan olika metoder utan en studie som enbart behandlar prototyping.

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Gibson, I., Y. Liu, M. M. Savalani, and L. K. Anand. "Composites in rapid prototyping." Journal for New Generation Sciences, Vol 7, Issue 3: Central University of Technology, Free State, Bloemfontein, 2009. http://hdl.handle.net/11462/540.

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Published Article
This paper looks at the development of composite materials in layered manufacturing. It is known that Rapid Prototyping (RP) using a single material compares poorly with other conventional manufacturing processes when making parts from similar materials. For example, injection moulded parts are over 30% stronger than RP fabricated parts of the same material. The incorporation of secondary materials can result in a composite that can improve this situation. This paper will discuss different composites that are commercially available as well as some into which research is being conducted. An advantage of RP is that composites do not have to be manufactured in a homogeneous manner. Functionally graded parts may be fabricated where reinforcing material can be added in appropriate locations and in required orientations.
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Hekmatpour, S. "Formal specification based prototyping." Thesis, Open University, 1987. http://oro.open.ac.uk/57020/.

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Rapid prototyping is an approach to software development which attempts to remedy some of the shortcomings of the linear life cycle model, e.g. its inability to cope with fuzzy requirements and system evolution. This thesis first presents a broad survey of rapid software prototyping. It describes the rationale behind the process, the applications of prototyping, and specific techniques which may be used to achieve them. We then describe a system, called EPROS, together with its methodology, which supports a number of prototyping techniques in a coherent framework. The system is comprehensive in its approach and covers the prototyping and development of both functional and human-computer interface aspects of software systems. The former is based on the execution of VDM-based formal specification notation META-IV; the latter is based on a textual representation of state transition diagrams. Dialogue development is further supported by a rich set of abstractions which allow interaction concepts to be specified and directly executed rather than implemented. EPROS is based on a wide spectrum language which supports the main phases of a software development process, namely specification, design, and implementation. Included in this notation is a meta abstraction facility which facilitates its extension by the programmer. The primary application of EPROS is for evolutionary prototyping, where a system is developed iteratively and gradually from the abstract to the detailed, while it undergoes use and while its capabilities evolve. EPROS copes with all the requirements of evolutionary prototyping, namely rapid development, intermediate deliveries and gradual evolution of the system towards the final product. The thesis also describes a number of case studies where the presented ideas are put in practice, and which provide data in support of the effectiveness of the described system.
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Chung, Kang. "Prototyping and evaluation of TCAPsec." Thesis, Karlstad University, Faculty of Economic Sciences, Communication and IT, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-2221.

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Today, the most frequently used signaling system for telecommunication is called Signaling

System No. 7 (SS7). The growing usage of mobile telephones and mobile data communication,

and the development of new services mean that the risk of intrusion and exploitation of

the SS7 signaling networks increases. The increasing problem with unauthorized access to

sensitive information and the operators’ growing demand for security is the origin of our

work. This thesis presents a prototype design and implementation of a Security Gateway

(SEG), which is a fundamental part of the TCAP user security (TCAPsec) concept. TCAPsec

is a security concept for introducing security mechanisms to the signaling system. The prototype

includes three different protection modes that provide security services, ranging from

almost no protection to full protection with the use of encryption algorithms. The thesis also

contains an evaluation study of the delay penalties caused by the use of these security services.

With regards to the restrictions on the prototype, the conclusion drawn from the evaluation

results was that the protection mechanisms in the different protection modes did not inflict

any significant time penalties. Instead, the results of the study indicate that the routing process

of messages in the network is a more significant delaying part in the communication between

different nodes. This result implies that the routing process takes longer time than the security

services. The thesis also presents a number of discovered features that will require further

investigation and development before the TCAPsec concept can be realized.

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Chung, Kang. "Prototyping and evaluation of TCAPsec." Thesis, Karlstad University, Division for Information Technology, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-826.

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Today, the most frequently used signaling system for telecommunication is called Signaling System No. 7 (SS7). The growing usage of mobile telephones and mobile data communica-tion, and the development of new services mean that the risk of intrusion and exploitation of the SS7 signaling networks increases. The increasing problem with unauthorized access to sensitive information and the operators’ growing demand for security is the origin of our work. This thesis presents a prototype design and implementation of a Security Gateway (SEG), which is a fundamental part of the TCAP user security (TCAPsec) concept. TCAPsec is a security concept for introducing security mechanisms to the signaling system. The proto-type includes three different protection modes that provide security services, ranging from almost no protection to full protection with the use of encryption algorithms. The thesis also contains an evaluation study of the delay penalties caused by the use of these security services. With regards to the restrictions on the prototype, the conclusion drawn from the evaluation results was that the protection mechanisms in the different protection modes did not inflict any significant time penalties. Instead, the results of the study indicate that the routing process of messages in the network is a more significant delaying part in the communication between different nodes. This result implies that the routing process takes longer time than the security services. The thesis also presents a number of discovered features that will require further investigation and development before the TCAPsec concept can be realized.

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Wiethoff, Alexander. "Prototyping tools for hybrid interactions." Diss., lmu, 2012. http://nbn-resolving.de/urn:nbn:de:bvb:19-151166.

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Hughes, Thomas S. "Animation prototyping of formal specifications." Thesis, Loughborough University, 1992. https://dspace.lboro.ac.uk/2134/27241.

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At the present time one of the key issues relating to the design of real-time systems is the specification of software requirements. It is now clear that specification correctness is an essential factor for the design and implementation of high quality software. As a result considerable emphasis is placed on producing specifications which are not only correct, but provably so. This has led to the application of mathematically-based formal specification techniques in the software life-cycle model. Unfortunately, experience in safety-critical systems has shown that specification correctness is not, in itself, sufficient. Such specifications must also be comprehensible to all involved in the system development. The topic of this thesis—Animation Prototyping—is a methodology devised to make such specifications understandable and usable. Its primary objective is to demonstrate key properties of formal specifications to non-software specialists. This it does through the use of computer-animated pictures which respond to the dictates of the formal specification.
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Haqqani, Mujeeb. "Fast prototyping of communication protocols." Thesis, University of Ottawa (Canada), 1990. http://hdl.handle.net/10393/5718.

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In this thesis we present a methodology and a life-cycle system for rapid implementation of communication protocols. Our proposed approach includes a scheme for automated coding and decoding of protocol (single module) formal specifications in Estelle into (and from) a KnowledgeBase(KB). An interactive experimental system, FPCP (Fast Prototyping of Communication Protocols), is designed and implemented. It automatically generates an interrogatable KnowledgeBase representation of the specification, and automatically generates an executable prototype of communication software corresponding to the formal (single module, normalized) specifications in ESTELLE format. Our approach allows developers to maintain single, useful and authoritative "reference specifications" throughout the protocol development life cycle. The automated encoding of the specifications into a rule based KB allows users to take advantage of rule based system features (Mackert) and yet maintain the Estelle specifications as the single authoritative reference specifications. (Abstract shortened by UMI.)
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Junaid, Amjad. "Prototyping real-time multitasking systems." Thesis, University of Ottawa (Canada), 1990. http://hdl.handle.net/10393/6024.

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Real-time multitasking systems represent a class of complex, dedicated computer systems whose designs require careful analysis and involve several tradeoffs. Two of the main phases in the development of such systems are defining the required functional characteristics of the system, and then translating these requirements into a working design. A substantial amount of progress has been made in systematizing the functional specification phase but the more traditional ad-hoc approach is still largely used in the design phase of these systems. The purpose of this thesis is to show the feasibility of applying development tools and imposing a structured methodology to this design phase of the development process. It is assumed that such a systematic approach to the design phase will reduce development time and cost and result in more reliable and efficient systems. To meet these objectives, this thesis describes the main factors that must be considered in the design of multitasking systems. It also introduces a design prototyping tool that has been specifically designed to gather application specific information pertaining to these factors. Finally, a methodology is proposed that uses this tool to assist in formulating a final design.
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Smuda, William James. "Rapid prototyping of robotic systems." Monterey, Calif. : Naval Postgraduate School, 2007. http://bosun.nps.edu/uhtbin/hyperion-image.exe/07Jun%5FSmuda%5FPhD.pdf.

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Dissertation (Ph.D. in Software Engineering)--Naval Postgraduate School, June 2007.
Dissertation Advisor(s): Mikhail Auguston. "June 2007." Includes bibliographical references (p. 221-226). Also available in print.
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Snow, Bradley William. "Prototyping a robotic disassembly testbed." Thesis, Georgia Institute of Technology, 2000. http://hdl.handle.net/1853/17955.

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Loehmann, Sebastian. "Experience Prototyping for Automotive Applications." Diss., Ludwig-Maximilians-Universität München, 2015. http://nbn-resolving.de/urn:nbn:de:bvb:19-180801.

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In recent years, we started to define our life through experiences we make instead of objectswe buy. To attend a concert of our favorite musician may be more important for us thanowning an expensive stereo system. Similarly, we define interactive systems not only by thequality of the display or its usability, but rather by the experiences we can make when usingthe device. A cell phone is primarily built for making calls and receiving text messages,but on an emotional level it might provide a way to be close to our loved ones, even thoughthey are far away sometimes. When designing interactive technology, we do not only haveto answer the question how people use our systems, but also why they use them. Thus,we need to concentrate on experiences, feelings and emotions arising during interaction.Experience Design is an approach focusing on the story that a product communicates beforeimplementing the system. In an interdisciplinary team of psychologists, industrial designers, product developers andspecialists in human-computer interaction, we applied an Experience Design process to theautomotive domain. A major challenge for car manufacturers is the preservation of theseexperiences throughout the development process. When implementing interactive systemsengineers rely on technical requirements and a set of constraints (e.g., safety) oftentimescontradicting aspects of the designed experience. To resolve this conflict, Experience Prototypingis an important tool translating experience stories to an actual interactive product. With this thesis I investigate the Experience Design process focusing on Experience Prototyping.Within the automotive context, I report on three case studies implementing threekinds of interactive systems, forming and following our approach. I implemented (1) anelectric vehicle information system called Heartbeat, communicating the state of the electricdrive and the batteries to the driver in an unobtrusive and ensuring way. I integrated Heartbeatinto the dashboard of a car mock-up with respect to safety and space requirements butat the same time holding on to the story in order to achieve a consistent experience. With (2)the Periscope I implemented a mobile navigation device enhancing the social and relatednessexperiences of the passengers in the car. I built and evaluated several experience prototypesin different stages of the design process and showed that they transported the designed experiencethroughout the implementation of the system. Focusing on (3) the experience offreehand gestures, GestShare explored this interaction style for in-car and car-to-car socialexperiences. We designed and implemented a gestural prototypes for small but effectivesocial interactions between drivers and evaluated the system in the lab and and in-situ study. The contributions of this thesis are (1) a definition of Experience Prototyping in the automotivedomain resulting from a literature review and my own work, showing the importanceand feasibility of Experience Prototyping for Experience Design. I (2) contribute three casestudies and describe the details of several prototypes as milestones on the way from a anexperience story to an interactive system. I (3) derive best practices for Experience Prototypingconcerning their characteristics such as fidelity, resolution and interactivity as well asthe evaluation in the lab an in situ in different stages of the process.
Wir definieren unser Leben zunehmend durch Dinge, die wir erleben und weniger durchProdukte, die wir kaufen. Ein Konzert unseres Lieblingsmusikers zu besuchen kann dabeiwichtiger sein, als eine teure Stereoanlage zu besitzen. Auch interaktive Systeme bewertenwir nicht mehr nur nach der Qualität des Displays oder der Benutzerfreundlichkeit, sondernauch nach Erlebnissen, die durch die Benutzung möglich werden. Das Smartphone wurdehauptsächlich zum Telefonieren und Schreiben von Nachrichten entwickelt. Auf einer emotionalenEbene bietet es uns aber auch eine Möglichkeit, wichtigen Personen sehr nah zusein, auch wenn sie manchmal weit weg sind. Bei der Entwicklung interaktiver Systememüssen wir uns daher nicht nur fragen wie, sondern auch warum diese benutzt werden. Erlebnisse,Gefühle und Emotionen, die während der Interaktion entstehen, spielen dabei einewichtige Rolle. Experience Design ist eine Disziplin, die sich auf Geschichten konzentriert,die ein Produkt erzählt, bevor es tatsächlich implementiert wird. In einem interdisziplinären Team aus Psychologen, Industrie-Designern, Produktentwicklernund Spezialisten der Mensch-Maschine-Interaktion wurde ein Prozess zur Erlebnis-Gestaltung im automobilen Kontext angewandt. Die Beibehaltung von Erlebnissen über dengesamten Entwicklungsprozess hinweg ist eine große Herausforderung für Automobilhersteller.Ingenieure hängen bei der Implementierung interaktiver Systeme von technischen,sicherheitsrelevanten und ergonomischen Anforderungen ab, die oftmals dem gestaltetenErlebnis widersprechen. Die Bereitstellung von Erlebnis-Prototypen ermöglicht die Übersetzungvon Geschichten in interaktive Produkte und wirkt daher diesem Konflikt entgegen. Im Rahmen dieser Dissertation untersuche ich den Prozess zur Erlebnis-Gestaltung hinsichtlichder Bedeutung von Erlebnis-Prototypen. Ich berichte von drei Fallbeispielen im automobilenBereich, die die Gestaltung und Implementierung verschiedener interaktiver Systemenumfassen. (1) Ein Informationssystem für Elektrofahrzeuge, der Heartbeat, macht den Zustanddes elektrischen Antriebs und den Ladestand der Batterien für den Fahrer visuell undhaptisch erlebbar. Nach der Implementierung mehrerer Prototypen wurde Heartbeat unterBerücksichtigung verschiedener technischer und sicherheitsrelevanter Anforderungen in dieArmaturen eines Fahrzeugmodells integriert, ohne dass dabei das gestaltete Erlebnis verlorengegangen ist. (2) Das Periscope ist ein mobiles Navigationsgerät, das den Insassensoziale Erlebnisse ermöglicht und das Verbundenheitsgefühl stärkt. Durch die Implementierungmehrere Erlebnis-Prototypen und deren Evaluation in verschiedenen Phasen des Entwicklungsprozesseskonnten die gestalteten Erlebnisse konsistent erhalten werden. (3) ImProjekt GestShare wurde das Potential der Interaktion durch Freiraumgesten im Fahrzeuguntersucht. Dabei standen ein Verbundenheitserlebnis des Fahrers und soziale Interaktionenmit Fahrern anderer Fahrzeuge im Fokus. Es wurden mehrere Prototypen implementiert undauch in einer Verkehrssituation evaluiert. Die wichtigsten Beiträge dieser Dissertation sind (1) eine intensive Betrachtung und Anwendungvon Erlebnis-Prototypen im Auto und deren Relevanz bei der Erlebnis-Gestaltung,beruhend auf einer Literaturauswertung und der eigenen Erfahrung innerhalb des Projekts; (2) drei Fallstudien und eine detaillierte Beschreibung mehrere Prototypen in verschiedenenPhasen des Prozesses und (3) Empfehlungen zu Vorgehensweisen bei der Erstellung vonErlebnis-Prototypen hinsichtlich der Eigenschaften wie Nähe zum finalen Produkt, Anzahlder implementierten Details und Interaktivität sowie zur Evaluation im Labor und in tatsächlichenVerkehrssituationen in verschiedenen Phasen des Entwicklungsprozesses.
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Nordin, Magnus. "Prototyping och utveckling med AngularJS." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-109647.

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Den digitala marknadsplatsen delbar.se är en hemsida där användare kan hyra/dela ut och låna grejer och tjänster av varandra. Under våren 2015 planerades det att fokus för tjänsten ska förflyttas från generell annonsering till en mer grupporienterad tjänst, där annonsering och uthyrning främst ska ske inom grupper. En del av omstruktureringsarbetet och målet med det här projektet, bestod av att designa och implementera funktionalitet för inbjudning av nya användare till tjänsten. Arbetet under projektet var uppdelat i tre större faser, förstudie, prototyping och slutligen implementering av funktionaliteten i källkod. Under förstudien undersöktes hur liknande digitala tjänster genomför sina inbjudningar av nya användare till tjänsten. Med den insamlande informationen utvecklades sedan ett antal prototyper som presenterades för Delbar. Efter diskussioner och återkoppling kring prototyperna så togs den bästa prototypen vidare till programmering. Den slutliga fasen av projektet bestod alltså av implementering av inbjudningsfunktionaliteten i det resterande systemet. 
 Resultatet av arbetet är implementerad inbjudningsfunktionalitet på webbplatsen delbar.se med hjälp av javascriptramverket AngularJS. Lösningen som implementerats på webbplatsen innehåller funktioner för att bjuda in nya användare genom delning av URL-länk, inmatning av epost adresser och sedan utskick av inbjudan till dessa adresser. Slutligen finns även funktioner för att dela en inbjudningslänk med relevant information på ett antal sociala nätverk, såsom Facebook, Linkedin, Google+ och Twitter.
Delbar.se is a digital marketplace where users can rent/share and borrow various services and items from each other. In the spring of 2015 delbar.se is planing on shifting focus of the site, moving from an add-based website to a more group oriented site, where sales and rental will primarily be done in groups. Part of this reimagining of the site, as well as the purpose of this project, is the implementation of various ways to invite new users to the site. 
 Work in the project were divided into three main stages, a introductory study, prototyping and finally implementation of the invite functionality in the source code. During the introductory stage a couple of similar sites were studied, in order to determine how these handle invites of new users to their sites. Using this information a number of prototypes were developed and presented to Delbar. After discussing the prototypes the best ones were chosen and sent to the programming stage. Finally the look and functionality of the prototypes were implemented in the source code. The resulting functionality is implemented on delbar.se using AngularJS. In its current state the site has functions for inviting new users using URL, entering emails and then sending an invite to the recipients. In addition to this there’s also functions for sharing an invite link using some of the most common social networks, such as Facebook, Linkedin, Google+ and Twitter.
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24

Pepper, Michael. "RAPID PROTOTYPING OF MICROFLUIDIC PACKAGES." Master's thesis, University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4270.

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In the area of MEMS there exists a tremendous need for communication between the micro-device and the macro world. A standard protocol or at least multiple standards would be of great use. Electrical connections have been standardized for many uses and configurations by the integrated circuit industry. Standardization in the IC industry has created a marketplace for digital devices unprecedented. In addition to the number of "off the shelf" products available, there exists the possibility for consumers to mix and match many devices from many different manufacturers. This research proposes some similar solutions as those for integrated circuits for fluid connections and mechanical configurations that could be used on many different devices. In conjunction with offering the capability to facilitate communication between the micro and macro worlds, the packaging solutions should be easy to fabricate. Many devices are by nature non-standard, unique, designs that make a general solution difficult. At the same time, the micro-devices themselves will inevitably need to evolve some standardization. In BioMEMS devices the packaging issue is concerned with delivering a sample to the device, conducting the sample to the sensor or sensors, and removing the sample. Conducting the sample to the sensor or sensors is usually done with microchannels created by standard MEMS fabrication techniques. Many current designs then utilize conventional machining techniques to create the inlet and outlet for the sample. This work proposes a rapid prototyping method for creating the microchannel and inlet / outlet in simplified steps. The packages developed from this process proved to be an effective solution for many applications.
M.S.
Department of Mechanical, Materials and Aerospace Engineering;
Engineering and Computer Science
Mechanical Engineering
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25

Nigania, Nimit. "FPGA prototyping of custom GPGPUs." Thesis, Georgia Institute of Technology, 2014. http://hdl.handle.net/1853/51966.

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Prototyping new systems on hardware is a time-consuming task with limited scope for architectural exploration. The aim of this work was to perform fast prototyping of general-purpose graphics processing units (GPGPUs) on field programmable gate arrays (FPGAs) using a novel tool chain. This hardware flow combined with the higher level simulation flow using the same source code allowed us to create a whole tool chain to study and build future architectures using new technologies. It also gave us enough flexibility at different granularities to make architectural decisions. We will also discuss some example systems that were built using this tool chain along with some results.
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Barroca, Leonor Maria Melo Torcato. "Formal models for systems prototyping." Thesis, University of Southampton, 1989. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.255832.

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Ben-Dyke, Andrew David. "Prototyping parallel functional intermediate languages." Thesis, University of Birmingham, 1999. http://etheses.bham.ac.uk//id/eprint/7199/.

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Non-strict higher-order functional programming languages are elegant, concise, mathematically sound and contain few environment-specific features, making them obvious candidates for harnessing high-performance architectures. The validity of this approach has been established by a number of experimental compilers. However, while there have been a number of important theoretical developments in the field of parallel functional programming, implementations have been slow to materialise. The myriad design choices and demands of specific architectures lead to protracted development times. Furthermore, the resulting systems tend to be monolithic entities, and are difficult to extend and test, ultimatly discouraging experimentation. The traditional solution to this problem is the use of a rapid prototyping framework. However, as each existing systems tends to prefer one specific platform and a particular way of expressing parallelism (including implicit specification) it is difficult to envisage a general purpose framework. Fortunately, most of these systems have at least one point of commonality: the use of an intermediate form. Typically, these abstract representations explicitly identify all parallel components but without the background noise of syntactic and (potentially arbitrary) implementation details. To this end, this thesis outlines a framework for rapidly prototyping such intermediate languages. Based on the traditional three-phase compiler model, the design process is driven by the development of various semantic descriptions of the language. Executable versions of the specifications help to both debug and informally validate these models. A number of case studies, covering the spectrum of modern implementations, demonstrate the utility of the framework.
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Chu, Angela (Angela J. ). "Prototyping practices in electromechanical startups." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/92604.

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Thesis: S.B., Massachusetts Institute of Technology, Department of Mechanical Engineering, 2014.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (page 24).
Electromechanical startups contend with signicant uncertainty, especially in early stages of development. Prototyping is a critical component through the product development process, and when employed eciently, can act as a method for mitigating risk associated with product viability for founders and funders. While extensive research has been conducted on prototyping practices in industry, there has been little investigation into prototyping for electromechanical startups. This research aims to understand current prototyping practices in these environments by answering the following questions. What kinds of prototypes do startups develop? What functions do these prototypes serve? What are the relevant traits that make these prototypes conducive to these functions? To develop a formal questionnaire, preliminary interviews with two startups were conducted. A case study was also conducted of prototyping practices in 2.009 Product Engineering Processes, an undergraduate course at MIT. Following this, secondary interviews were held with members of three additional startups. From a sample of 52 identied prototypes, relationships were found between the material categorizations of prototypes and three key functional roles: test, clarify, and communicate. To further understand the prototyping choices of startups, material categorizations were evaluated with respect to eight core prototype characteristics. Results show that prototypes favored for testing were physically interactive, such as 3D sketches or digitally fabricated models. Inexpensive and easy-to-alter representations (2D sketches, 3D sketches, and CAD) were created to clarify concepts. Visually appealing models (CAD, 2D sketches) were used heavily for both internal and external communication.
by Angela Chu.
S.B.
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Peek, Nadya (Nadya Meile). "Rapid prototyping of green composites." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/62080.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2010.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 73-76).
Rapid prototyping employs digital fabrication techniques to quickly manufacture parts. However, the available materials are not yet suitable for making strong, large or durable objects. Composites are materials which are very strong and lightweight, combining the tensile strength of a fibre and the compressive strength of a resin matrix. Unfortunately, tooling for composite parts is currently expensive, slow to make, and therefore out of reach for many small-scale projects. Furthermore, popular composites are toxic to the environment and the people who work with them. Green-, eco- or bio- composites employ natural fibres in conjunction with biodegradable, renewably sourced or less toxic (in use and in manufacturing) matrices. Benefits of using natural fibre composites are that besides being light, strong and less toxic, they are also cheaper, of lower density, easier to work with and more environmentally friendly than carbon- or glass-fibre composites. The latest techniques and efforts on green composites however remain firmly in the lab- the resources evaluated are not readily accessible for manufacturing in the field. Local specialised projects now can use digital fabrication tools to realise structures previously considered prohibitively expensive to manufacture without an economy of scale. But because of the cost, difficulty and potential health hazards of composites, they have not yet been explored as a material for small scale local manufacturing. Digitally fabricated tooling introduces composite manufacturing as a rapid prototyping method. Green composites enable worker-safe manufacturing with environmentally friendly materials. Together, digitally fabricated tooling and green composite workflows allow faster, cheaper, stronger and less toxic large-scale prototyping in the field. I present an evaluation of green(er) composite materials which can be sourced and made in the field using low-cost digitally fabricated tooling. This includes case studies in medical devices, vehicles and housing.
by Nadya Peek.
S.M.
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Haugwitz, Carsten. "Datenqualität in Rapid Prototyping Prozessen." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2016. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-215260.

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Inhalt Die Technologien des Rapid Prototypings erreichen eine immer größer werdende Marktdurchdringung und erweitern die Möglichkeiten von Ingenieuren und Spezialisten angrenzender Fachbereiche. Je nach Datenursprung werden Schnittstellen wie Step oder STL genutzt oder es sind Zwischenschritte erforderlich, um die Daten aus 3D Scannern oder bildgebenden Quellen (CT; MRT) weiter zu verarbeiten. Dabei gibt es Fehler und Ungenauigkeiten in der Datenkette, die analysiert hier werden sollen. Aus den Kenntnissen über die Fehler sollen Methoden aufgezeigt werden, um die Datenqualität zu erhöhen, die Datenmengen zu verringern und die Prozesse zu stabilisieren
Data quality rapid prototyping processes The rapid prototyping technologies achieve a bigger market penetration and expand the capabilities of engineers and specialists fields. Depending on the data source interfaces such as Step or STL are used or there are intermediate steps required to process the data from 3D scanners or imaging sources such as CT, MRI or X-ray on. There are errors and inaccuracies in the data flow, which have to be analyzed. Methods are from the knowledge of the errors are pointed out, which will enable to increase the data quality and to make the process more stable
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Wu, Yingxiang. "Rapid Prototyping Job Scheduling Optimization." Thesis, Virginia Tech, 2001. http://hdl.handle.net/10919/35845.

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Today's commercial rapid prototyping systems (i.e., solid freeform fabrication, layered manufacturing) rely on human intervention to load and unload build jobs. Hence, jobs are processed subject to both the machine's and the operator's schedules. In particular, first-in-first-out (FIFO) queuing of such systems will result in machine idle time whenever a build job has been completed and an operator is not available to unload that build job and start up the next one. These machine idle times can significantly affect the system throughput, and, hence, the effective cost rate. This thesis addresses this problem by rearranging the job queue to minimizing the machine idle time, subject to the machine's and operator's schedules. This is achieved by employing a general branch-and-bound search method, that, for efficiency, reduces the search space by identifying contiguous sequences and avoiding reshuffling of those sequences during the branching procedure. The effectiveness of this job scheduling optimization has been demonstrated using a sequence of 30 jobs extracted from the usage log for the FDM 1600 rapid prototyping system in the Department of Mechanical Engineering at Virginia Tech.
Master of Science
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Doll, Bernhard. "Prototyping zur Unterstützung sozialer Interaktionsprozesse." Wiesbaden Gabler, 2009. http://d-nb.info/996212108/04.

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Rehnberg, Andrée. "Virtual prototyping of physical space - The value of presence, place and direct communication in prototyping." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22511.

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This thesis explores the use of virtual reality as a prototyping tool for designpractitioners to utilize when designing artifacts situated in physical places.Methods used in the study are qualitative and derive from the field ofinteraction design. The topic is explored through literature review on theattributes of virtual reality and sense of place, presented in the theorychapter, and is connected to the empirical research throughout the designprocess chapter. The theories presented strongly indicate that places affecthuman behavior, making them a substantial part of the user experience wheninteracting with designed artifacts in specific locations, which is echoedthough the target audience who voice the need to prototype design conceptsin the context of place. The study culminates in two kinds of virtual realityprototypes, dubbed contextual prototypes, that are suggested to havedifferent use cases depending on what the purpose for prototyping is.
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Greenhalgh, Scott D. "Rapid Prototyping in Design Education: A Comparative Study of Rapid Prototyping and Traditional Model Construction." DigitalCommons@USU, 2009. https://digitalcommons.usu.edu/etd/248.

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To evaluate the effectiveness of a rapid prototyping into a curriculum, a study was conducted requiring students to conceive a design and create a model. Students were randomly selected to be given access to the rapid prototype or to create the models by hand. The students' models were evaluated on scale, design, and craftsmanship. Students participated in a survey consisting of perceptions of design feedback and difficulties as well as interests and affective traits. The study utilized qualitative data investigating the instructors' perceptions prior to implementing rapid prototyping into the curriculum and its correlation to observed events. The study found statistical differences in scale and craftsmanship scores, as well as monetary and time investments with rapid prototyping producing better models at a higher cost with less time invested. The data also suggested rapid prototyping changed the design process as well as shifting affective dispositions within the project.
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Arcas, Abella Oriol. "Multicore architecture prototyping on reconfigurable devices." Doctoral thesis, Universitat Politècnica de Catalunya, 2016. http://hdl.handle.net/10803/393894.

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In the the last decades several performance walls were hit. The memory wall and the power wall are limiting the performance scaling of digital microprocessors. Homogeneous multicores rely on thread-level parallelism, which is challenging to exploit. New heterogeneous architectures promise higher performance per watt rates, but software simulators have limited capacity to research them. In this thesis we investigate the advantages of Field-Programmable Gate Array devices (FPGA) for multicore research. We developed three prototypes, implementing up to 24 cores in a single FPGA, showing their superior performance and precision compared to software simulators. Moreover, our prototypes perform full-system emulation and are totally modifiable. We use our prototypes to implement novel architectural extensions such as Transactional Memory (TM). This use case allowed us to research different needs that computer architects may have, and how to implement them on FPGAs. We developed several techniques to offer profiling, debugging and verification techniques in each stage of the design process. These solutions may bridge the gap between FPGA-based hardware design and computer architects. In particular, we place a special stress on non-obtrusive techniques, so that the precision of the emulation is not affected. Based on the current trends and the sustained growth in the high-level synthesis community, we expect FPGAs to become an integral part of computer architecture design in the next years.
En les darreres dècades s'ha xocat amb diversos "murs" de rendiment. El mur de la memòria i el mur de la potència estan limitant l'escalat del rendiment dels microprocessadors digitals. Els multiprocessadors homogenis depenen del paral·lelisme a nivell de fil d'execució, el qual és difícil de rendibilitzar. Les noves arquitectures heterogènies prometen més rendiment per watt, però els simuladors de software tenen una capacitat limitada per investigar-les. En aquesta tesi investiguem els avantatges de les Field-Programmable Gate Arrays (FPGA, o matrius de portes programables in situ) per a investigació sobre multiprocessadors. Hem desenvolupat tres prototipus que implementen fins a 24 nuclis en una sola FPGA, mostrant els seus rendiment i precisió superiors als dels simuladors de software. A més, els nostres prototipus realitzen emulació del sistema complet i són completament modificables. Hem utilitzat els nostres prototipus per implementar noves extensions arquitectòniques com la Transactional Memory (TM, o memòria transaccional). Aquest cas d'ús ens ha permès investigar les necessitats que els arquitectes de computadors poden tenir, i com implementar-les en una FPGA. Hem desenvolupat diverses tècniques que ofereixen traces, depuració i verificació en cada etapa del procés de disseny. Aquestes solucions poden reduir l'escletxa entre els simuladors basats en FPGA i els arquitectes de computadors. En concret, hem posar especial èmfasi en tècniques que no interfereixin amb l'execució, per tal que la precisió de la simulació no es vegi afectada. A partir de les tendències actuals i l'augment sostingut de la comunitat de síntesis d'alt nivell, preveiem que les FPGA esdevindran una part integral del disseny d'arquitectures de computadors en els propers anys.
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Rosenquist, Christer. "Hard Realtime Rapid Prototyping Development Platform." Thesis, Linköping University, Department of Electrical Engineering, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-1978.

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Matlab Simulink is a commonly used tool in the design process of control systems. To further take advantage of the Matlab Simulink models it is desirable to translate them for realtime use together with the possibility to read/write physical signals.

Real-Time Workshop is an extension to Simulink that automatically generates code from a model to a variety of target platforms. RTAI and RTLinux are hard realtime operating systems, making use of Linux.

To make automatically generated code run on RTAI and RTLinux an adaptation of the generation of code is necessary.

To control, for example, an automotive engine a data acquisition card with an appropriate device driver is required. Comedi, an open source project, provides a number of device drivers for data acquisition cards.

The developed system makes use of Simulink, Real-Time Workshop, RTAI or RTLinux, and the standard data acquisition card NI 6035E using a Comedi device driver. The Simulink models may be executed at frequencies up to 50 kHz on ordinary PC hardware.

The evaluation of the system consisted of measuring the interrupt latency of the used motherboard's bus, measuring computation times running Simulink models with known complexity, running models developed at Vehicular Systems and a comparison of interfacing Simulink/Real-Time Workshop between RTAI and RTLinux.

The recommended realtime operating system is RTAI due to the open source community support of it as a target platform for Real-Time Workshop.

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Schröder, Kai [Verfasser]. "Visual Prototyping of Cloth / Kai Schröder." Bonn : Universitäts- und Landesbibliothek Bonn, 2015. http://d-nb.info/1077289790/34.

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Ericson, Petter. "Prototyping the Tree Automata Workbench Marbles." Thesis, Umeå universitet, Institutionen för datavetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-62048.

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In [Dre09], Drewes outlines Marbles, a programming framework for working in a generic and systematic way, not only on trees, as several frameworks already exist for this purpose, but on tree recognisers, transducers, generators and other formal devices as well. This thesis presents a prototype of a proposed implementation of this framework, demontrating its functionality by using it as a base for implementing a well-known algorithm on tree transducers.
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Ng, Roger K. W. "Rapid prototyping of artificial neural networks." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1996. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp04/mq23440.pdf.

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Irsale, Swagat Appasaheb Adanur Sabit. "Polymeric textile stents prototyping and modeling /." Auburn, Ala., 2005. http://repo.lib.auburn.edu/2005%20Summer/doctoral/IRSALE_SWAGAT_42.pdf.

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41

Lathwell, Stephen. "Remote access to a prototyping laboratory." Thesis, Open University, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.486511.

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There is a growing global demand for continuing adult higher education particularly in science and engineering subjects. New technologies are emerging which would enable the development of a Remote Access Laboratory for rapid prototyping of Artificial Intelligence, as a learning environment for mechatronic engineering, in which high precision electromechanical devices are designed to exhibit autonomous behaviour. Secondary research investigated the learning theories for a Remote Access Laboratory, and the current practices for distance learning, involving groupware in shared activity 'collaboratories'. Having determined that the laboratory would need a multi-user interactive environment architecture, with the requirement for adaptability to rapid developments, a distributed software architecture was selected. The laboratory design was subsequently argued to be best served by IntelligentAgents in a Multi-Agent system. The aims ofthe research were to establish the viability of a Remote Access Laboratory , for mechatronic experimentation, and to evaluate the technologies required to implement such a laboratory environment for rapid prototyping. These were achieved by developing a novel user interface, based on a multi-functional screen layout, and a graphical specification facility to provide robotic navigation that is intuitive to use and does not require text-based programming. The research investigated the prototyping ofrobotic behaviour, which used Programming by Demonstration as an innovative technique to prototype robot navigation. The method of designjng behaviours met an anticipated need to allow the robot to interact with an environment, to achieve goals under conditions ofuncertainty, while requiring a level of abstraction in the behaviour design. The interface structured a composite ofthe designed behaviours into prototype Artificial Intelligence using' a hierarchical behaviour architecture, which complied with the principles ofObject Orientated programming. This was subsequently anew and original programming method to facilitate rapid prototyping ofArtificial Intelligence design and structuring. Experimentation involved 20 participants attempting to accomplish a series of tasks which involved using the prototyped interface and an existing text-based robot programming system. The participants were profiled by their formal qualifications, knowledge and experience. The experimental data obtained were used to establish a comparative measure of the prototype interface success compared with an existing distance-learning, home experiment kit, in the form ofa small controllable model vehicle. The data obtained provided strong evidence to support the hypothesis that a Programming by Demonstration based system for rapid prototyping is more flexible and easier to use than a previously existing distance learning text-based system. The Programming by Demonstration system showed great promise, being quicker for prototyping, and more intuitive. The learning interface design pioneered new techniques and technologies for rapid prototyping of Artificial Intelligence in a Mechatronics Remote Access Laboratory.
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42

Liu, Bingjian. "Integration of physical and virtual prototyping." Thesis, Loughborough University, 2011. https://dspace.lboro.ac.uk/2134/9080.

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Description: This research was concerned with the integration of physical and virtual prototyping to support user evaluation in the product design process. The research background, research aim and research objectives which give the overall guide to this research are introduced first. The top-level aim of the research was to explore the ways that physical and virtual prototypes can be simultaneously combined to support industrial designers in testing and modifying their designs. A comprehensive literature review was undertaken into the topics of product design and development, the role of physical and virtual prototype/prototyping and related prototyping integration technologies. A questionnaire survey regarding the applications of prototypes is then presented. The knowledge gained from these was used to define the needs of real time integration of physical and virtual prototyping. A method to quickly transfer the changes in a physical prototype to a virtual prototype has been proposed and developed into an integration system known as the Loughborough University Prototyping Integration System (LUPIS). The feasibility and potential benefits of this system were tested through several user trials. The generic implementation of LUPIS is then discussed and an example of the configuration of this system for a motorcycle is presented. Finally, conclusions about the outcome of the research and suggestions for future work are provided. The main conclusions drawn from the research were: Real time integration of physical and virtual prototypes/prototyping is an efficient way of helping product design activities, especially in the product evaluation process. LUPIS has presented a new approach to achieve the real time integration. However, more advanced technologies are needed to develop this system and make it more sophisticated. The main contributions of this research include: i) a deeper understanding of the applications of physical and virtual prototyping (obtained through literature review and questionnaire survey), ii) the needs of real time integration of physical and virtual prototyping has been defined; iii) a wide range of technologies related to prototyping integration have been investigated and analysed, and their limitations are identified; iv) The Loughborough University Prototyping Integration System has been developed and a generic implementation method has been also proposed.
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Mayhew, P. J. "An investigation of information systems prototyping." Thesis, University of East Anglia, 1987. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.378911.

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This thesis is concerned with the use of prototyping during the development of information systems. Prototyping is a process which involves early practical demonstration of relevant parts of the desired system. This is carried out with a view to improving both the quality and timeliness of the target system. The quality of an information system is largely determined by its adequacy as a tool for human users. Prototyping serves to enhance the communication between developers and users, and through this to increase the suitability of the resulting information system. An investigation into the traditional phase oriented approach to systems development reveals that in certain circumstances it can result in incorrect or at best disappointing systems. The prototyping approach is examined as a possible alternative. Particular attention is paid to its use with respect to typical characteristics of information systems. This is followed by an investigation into all aspects of prototyping. One aspect, that of the construction of prototypes, is dealt with separately and includes an examination of a variety of tools and techniques. Three of these approaches form part of an experiment in building prototypes. Each method is used to build prototypes of the same system. This provides the opportunity to compare approaches in terms of time, cost, and ease of maintenance, with the existing system. Prototyping is used during the development of a genuine system in a commercial environment. Special consideration is given to both the organisation and the control of prototyping. This project is closely monitored and documented in detail. In conclusion, recommendations are made concerning the use of prototyping during information systems development. Further research areas are also highlighted.
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Cheung, Hoi-hoi, and 張凱凱. "A multi-material virtual prototyping system." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2004. http://hub.hku.hk/bib/B29727716.

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Murphy, M. L. "Rapid prototyping by laser surface cladding." Thesis, University of Liverpool, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.284268.

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In recent years rapid prototyping technology has been implemented in many spheres of industry, particularly the field of product development. Existing process provide the capability to rapidly produce a tangible solid part, directly from three dimensional CAD data, from a range of nonmetallic materials. In many situations the desired end product of a development cycle is a metallic object, whether a component or a tool. The development of a system capable of the direct manufacture of fully dense, metal parts is therefore seen as an important landmark in the evolution of rapid prototyping technology. A unique experimental project has been carried out to investigate the potential of laser surface cladding by pneumatic powder delivery to form the basis for such a process. A layered manufacturing part building strategy is proposed, in which laser cladding is used to deposit the near net shape of each layer. Conventional machining techniques are then used to trim each layer to the exact dimensions specified by the CAD data. A multi-kilowatt carbon dioxide laser was integrated with a four axis machine tool to create an opto-mechanical workstation on which to perform the process. A detailed study of the effects of cladding process parameters on the geometry of the deposited metal was carried out and quantitative relationships derived. These relationships are used to select process parameters appropriate to the geometry of the deposition required. A numerical method to fully describe the deposited clad geometry was developed in order that efficient cutter paths could be generated for the back machining cycle. These relationships are also used to determine the minimum size of deposited bead from which the required layer section may be machined, in order to optimise process efficiency. The application of the technique to the generation of a variety of simple geometries was investigated and the potential problems identified. A preliminary investigation into the process accuracy is made, relating specifically to the predictability of the geometry of multiple layer depositions and the distortion of parts as subsequent layers are deposited. The limits of geometrical complexity possible with the current apparatus, and the unsatisfactory build times involved, suggest that the most attractive application of this technique is as part of a hybrid process, adding a novel additive dimension to existing automated fabrication techniques.
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Wood, MaryLou Barrett. "Run-time support for rapid prototyping." Thesis, Monterey, California. Naval Postgraduate School, 1988. http://hdl.handle.net/10945/23109.

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Sage, Meurig. "Declarative support for prototyping interactive systems." Thesis, University of Glasgow, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.343910.

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Hart, Edmund Reid. "Prototyping tools for parallel program design." Thesis, University of Westminster, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.319678.

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Quintas, Figueiredo de Barros Alexandra Maria. "Formal methods for rapid software prototyping." Thesis, University of Reading, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.244903.

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Adams, Stephen Robert. "Modular grammars for programming language prototyping." Thesis, University of Southampton, 1991. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.293178.

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