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Tesi sul tema "Design objects"

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1

Brauer, Martha. "Mediating objects : physical objects in therapy sessions together with childern". Thesis, Konstfack, Industridesign, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-5755.

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Abstract (sommario):
The purpose of this work has been to explore if objects can strengthen communication between psychologists and children in therapy. Can objects together with tactility as a tool help us to find and put words to feelings and episodes in our lives? I have explored this by interviewing three psychologists on several occasions who work with children. I have planned and implemented a three-day workshop with four children in the age of 7. Working in 3D as a method of sketching and testing has been an important part of the process.The work resulted in a tactile material consisting of 18 objects that have different material qualities. During tests the material has been helpful in order tostart conversation and getting help describing emotions. My hope is that this material will continued to be tested and developed.
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2

Berdzenishvili, Revaz. "Space and Objects". Thesis, Konstfack, Inredningsarkitektur & Möbeldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-5915.

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Abstract (sommario):
This exam can be described as divided into three parts. First one is about the techniques of collages, where I explore and experiment with the possibilities of collages in practice and in philosophical terms. Second is about how words can create a space with meaning and symbolic value. And third is a combination of the two methods of interest into one concrete idea.
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3

Bewley, Harvey. "Elastic Interactions & Performing Objects : Methods for Embedding Technology Playfulness into Interactive Objects". Thesis, Konstfack, Institutionen för design, inredningsarkitektur och visuell kommunikation (DIV), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-5782.

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This thesis seeks to outline methods that explore interaction when the material object takes the role as playful provocateur. The process describes how simple, classic toys provide the guiding inspiration for prototypes. Combining the qualities of elastic freedom and surprising movement with simple mechanical input for expressive transformative form. The performative aspects of this movement are explored and described in workshops with contemporary circus artists and industrial designers, with the aim of understanding how expressive and playful behaviour can inspire the design of an interactive playful object. Finally, a series of provocative and animated latex objects use elastic movement and ambiguous bodily aesthetic to engage an audience in a playful and dialogue between human and machine. Ultimately, this thesis defines some basic principles and methods for making expressive, and robust moving objects, capable of provoking new interactive experiences. The research concludes with the suggestion that designers should look to the performing arts as a context that allows provocative new interactive experiences and a space for them to be tested on the their merits of expression.
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4

Civello, Francesco R. "Roles for composite objects in object-oriented analysis and design". Thesis, University of Brighton, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.357091.

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5

Schlifer, Laura. "Unloosed: Designing Participatory Objects". VCU Scholars Compass, 2014. http://scholarscompass.vcu.edu/etd/3386.

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Abstract (sommario):
The ubiquity of technology has mediated the means of receiving content through digital networks; users have complete control over receiving, shaping, and sharing information. In contrast to the inherent elasticity of these networks, physical pieces of communication often manifest through a closed and highly controlled process. However, the increased prominence of user-interaction with media provides an opportunity to evaluate the design process as it applies to the creation of physical objects. Throughout much of my work, I investigate the potential for unloosening the control of designed objects by inviting others into the design process. By considering the audience as active participants, rather than passive receivers of communication, the designer becomes a facilitator for communication. Through the design of frameworks, the designer relinquishes some control of form or content, allowing author and audience to coalesce.
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6

Chidiac, Amy Maguire. "Hide & seek : objects of meaning /". Online version of thesis, 2009. http://hdl.handle.net/1850/11205.

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7

Barnett, Jamie Marie. "Do You Read Me? Objects of Language and the Language of Objects". VCU Scholars Compass, 2005. http://scholarscompass.vcu.edu/etd_retro/101.

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Abstract (sommario):
My project investigates the intersection of typography and furniture. It questions the language of these objects and compares the two, based on an assumption of similarity. Each supports the assertion of the language system of the other.
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8

Hjort, Ebba. "Responding Objects – Poetic Design and Healing Spaces". Thesis, Konstfack, Inredningsarkitektur & Möbeldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-7837.

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Today's social climate and working environments expose us to excessive expectations and demands and more and more people are diagnosed with stress-related illnesses. My degree project is an investigation of poetic design, healing spaces and fatigue syndrome and the importance of adapted health care environments that strengthen treatment and recovery. My mother has fatigue syndrome, she has been ill for over six years, and she still has severe symptoms that probably never fully will go way. So, the purpose of this project is, on the one hand an attempt to get a deeper understanding of her situation, and on the other, to shed some light on this illness that is getting more and more common, especially amongst women. Research shows that spending time in nature has healing effects for those with mental illness. Using my definition of poetic design as a method, I have transposed qualities of nature into an indoor environment that reconnects to humans deep and genetic relationship to nature. I am proposing a new type of health care space with a much-needed holistic approach. Focus is on treatments such as mindfulness, basal body awareness and yin yoga as well as different kinds of therapy and activities in a space close to nature. A holistic space including a garden, an indoor space and a piece of furniture that are designed to respond to the non-measurable and invisible symptoms of fatigue syndrome.
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9

Kou, Xinyu. "Computer-aided design of heterogeneous objects". Click to view the E-thesis via HKUTO, 2005. http://sunzi.lib.hku.hk/hkuto/record/B34834114.

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10

Kou, Xinyu, e 寇欣宇. "Computer-aided design of heterogeneous objects". Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2005. http://hub.hku.hk/bib/B34834114.

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11

Lee, Hyun-Yeul. "Storied objects: design thinking with time". Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/38639.

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Abstract (sommario):
Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2007.
Includes bibliographical references (p. 241-244).
The traditional approach to the design of everyday objects is articulated by form and function. This thesis aims to model an approach to design thinking that extends the praxis of form and function to include the expression of time. Designing objects to explicitly express the passage of time extends their useful-useable-desirable quality to include a storied expression of their everyday existence. We introduce a design synthesis framework with a set of principles for object-story-construction. These are used to refigure a recorded history to project an object-centric perspective. Our principles and method suggest a new class of objects that could be present in future spaces. Situating point of view, experiential compression of time, and the privileging of extraordinary over ordinary events within a collection of records are critical to the art of history-making. In our approach, the object is instrumented with sensors to continuously capture the passage of time in an audio stream. This stream is parsed in order to highlight extraordinary events from the perspective of the object. These events are then arranged such that the object can express its everyday history to humans and/or other objects in a timely and aesthetically engaging way: we call this "audio time-lapse". The audio time-lapse provides a temporal compression of the historical stream. This thesis considers how the capability for recording and expressing history can add aesthetic and cultural value - a "storiedness" - to the object.
by Hyun-Yeul Theresa Lee.
Ph.D.
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12

Madanska, Dessislava. "New Rituals : Materials, Objects and Space". Thesis, Konstfack, Inredningsarkitektur & Möbeldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-7426.

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Abstract (sommario):
My project unfolds on three different scales:  Materials, Objects and a Space. A research on materials and new technique for their transformation, a creation of functional objects out of the transformed materials, and finally, a spatial environment for the created objects. Real-life site visits to various factories and craftsmen, discussions with makers, sourcing leftover materials, transforming materials into borderline art/design objects are among the key elements of my research methodology.  The three scales of my work are unified by the notion of Rituals. My understanding of rituals is not about creating a new religion but focuses rather on the activities in our everyday that can become rituals. It is about finding magic in the mundane. Daily routines and rituals are one of the main things that can keep us grounded, especially in a time of crisis. I believe that material explorations and working with the senses are important and relevant for the field of Spatial design and that my approach to engaging different scales within the project brings something new and yet not vastly explored.
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13

Hester, Cassie. "Elevating the Everyday: Designed Objects as Companions". VCU Scholars Compass, 2012. http://scholarscompass.vcu.edu/etd/2794.

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Abstract (sommario):
From fleeting interactions to long affairs, our relationships with things are diverse and complex. Like people, designed objects and environments are close companions in our lives. The way we understand and engage with artifacts is parallel to the way we interpret and interact with each other. A constant source of comfort and delight, frustration and anxiety, their personalities inform our everyday dialogues and experiences. Designed artifacts assume engaging and pleasurable personalities when they transcend materials, challenge perceptions, and garner active, reflective interactions. Through the investigation of familiar materials such as concrete, crayons, paper, sequins, and thread in unfamiliar formats and contexts, I am creating objects that are playful in construction and interaction. By imbuing objects with friendly and intriguing personalities, everyday interactions and experiences with these objects are elevated, as users invest in pleasurable forays and relationships.
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14

Appavoo, Jonathan. "Clustered objects, initial design, implementation and evaluation". Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape10/PQDD_0003/MQ40739.pdf.

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15

Anusas, Mike. "Beyond objects : an anthropological dialogue with design". Thesis, University of Aberdeen, 2018. http://digitool.abdn.ac.uk:80/webclient/DeliveryManager?pid=237173.

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Abstract (sommario):
This thesis, an anthropological dialogue with design, seeks to explore the formation of the material world beyond objects. The work is situated within the fields of design studies and social anthropology, and contributes to the emerging interdisciplinary field of design anthropology. It draws on my education and perspective as a designer and engineer, my field dialogues with contemporary practitioners and the writings of the media philosopher Vilém Flusser, the social anthropologist Tim Ingold and the architect Kengo Kuma. I begin with a consideration of the material world as all matter which forms the earth, its atmospheres and the dwellings and features of many organisms. Such a notion of the material world is abundant with life, energy and potential and recognises human perception as entwined with lineages of materials, making and transformation. However design has evolved, I argue, to become a practice that tends to obscure the energetic and entangled conditions of the world, by way of presenting materials in the form of objects; discrete and enclosed material entities. This results in an impoverishment of environmental perception and a clotting of the ecological currency of materials. To understand how materials come to be formed into objects, I attend to a site of contemporary engineering practice where designers work with materials, tools and computational media in the formation of a product: in this case the royal relay baton for the 2014 Commonwealth Games in Glasgow. Drawing on a period of sustained participant observation with one Glasgow-based company, I observe how lines of practice course through intention, gesture, conversation, writing, drawing, modelling and making, as materials are projected and presented in object form. I highlight the specific dispositions and activities of individual practitioners as they orient their perception towards different ways of knowing materials and specific practices of formation. Here, it becomes evident that design is, fundamentally, a social practice, constituted in an ongoing dialogue between people, matter and energy. Drawing the strands together, I argue that design is not so much a point-to-point procedural process, as an active matrix of social, material and energetic interchange, in which performance and form are intertwined in the transformation of people, materials and surrounds. Within this matrix of activity, the condition of the object is notably evident - and often dominating - but not absolute or inevitable, and there always exist possibilities for manifestations of form beyond objects. Following this prospect, the thesis rounds not to a closure, but to an opening: to the possibility of design as a practice of material performance led by the attentiveness, critique and imagination of an anthropological education.
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16

Xu, Fann. "Retired Objects : An exploration of our complex relationship to everyday things". Thesis, Konstfack, Industridesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-7322.

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Retired Objects is a project that explores the intimate relationship we humans form with everyday things. My investigation centers around the questions Can we begin to value objects as our equals, rather than as our servants? and What roles do objects play in our daily lives other than fulfilling a practical function?  As a theoretical framework I investigate different facets of our material culture and how we relate to objects, focusing on our emotional connection to them, how we use them as mirror and tools for self-creation, and how being a maker is an integral part of our human identity. Using speculative design methods, I wish to invite us to reimagine our relationship to objects. The result is a series of pre-owned chairs, that I have re-designed, reimagined to envision them in a new light, free from the burden of fulfilling a practical function. Who are they once they retire from their job of serving us? By using design fiction and presenting an alternative narrative I wish to invite us to reimagine the way we relate to everyday objects.
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17

Hines, Gary L. "From entities to objects : reverse engineering a relational data model into an object-oriented design". Virtual Press, 2000. http://liblink.bsu.edu/uhtbin/catkey/1164846.

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Abstract (sommario):
In many software applications, an object-oriented design (OOD) is generated first, then persistent storage is implemented by mapping the objects to a relational database. This thesis explores the "reverse engineering" of an OOD out of an existing relational data model. Findings from the current literature are presented, and a case study is undertaken using the model and research process published by GENTECH, a nonprofit organization promoting genealogical computing. The model is mapped into an OOD and captured in Unified Modeling Language (UML) class diagrams and object collaboration diagrams. The suitability of the example OOD is evaluated against the GENTECH research process using UML use cases and sequence diagrams. The mapping of relational database designs into OODs is found to be suitable in certain instances.
Department of Computer Science
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18

Wanderley, Ingrid Moura. "O design dos \"outros\". Interações criativas na produção contemporânea de artefatos". Universidade de São Paulo, 2013. http://www.teses.usp.br/teses/disponiveis/16/16134/tde-05022014-110055/.

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A pesquisa analisa as maneiras e práticas através das quais as pessoas corriqueiramente, movidas por impulsos, fatores e necessidades as mais diversas, se apropriam, repensam e transformam os objetos no seu uso cotidiano. Tais práticas constituem uma fonte privilegiada de aprendizagem dentro do processo de design, ainda que frequentemente menosprezadas em seu potencial. Aplicadas um tanto despretensiosamente, passando muitas vezes despercebidas, trazem questões importantes para uma reflexão sobre os pressupostos e ações concretas no âmbito do design, e podem e devem ser consideradas da concepção à produção e reuso de objetos. A partir de uma perspectiva histórica o trabalho recupera certas noções presentes na ideia inicial da constituição do design (forma, função, styling, valor agregado) que põem em debate questões como autoria, consumo, descatabilidade, bsolescência e as relações possíveis entre objetos e usuários. Para tanto, trazemos a discussão conceitos como o non-intentional design (NID), low-cost design, design espontâneo e não-design, buscando compreender os diálogos e interações entre as ações de não-designers e designers para então problematizar ideias de autoria e criação observadas e tensionadas em seu sentido a partir dessas noções. Uma verificação atenta dos usos e apropriações de objetos cotidianos - intervenções criativas, movidas por questões socioeconômicas ou não são práticas rotineiras, feitas na maioria das vezes sem uma pretensão consciente de questionar a noção de autoria - pode contribuir para recondicionar a avaliação das próprias qualidades dos objetos.
The present research analyzes the ways and practices through which people who are routinely moved by the most diverse of impulses, factors and needs appropriate, rethink and transform the objects in their everyday lives. Such practices are a prime source of learning within the design process, yet are often undervalued in terms of potential. Applied somewhat unassumingly, often going unnoticed, these practices raise important questions about assumptions and concrete actions in the field of design, and should always be considered from object conception to production and reuse. From a historical perspective, the present work restores certain notions present in the initial establishment of design (form, function, styling, added value) notions that call into debate issues such as authorship, consumption, disposability, obsolescence and possible relationships between objects and users . To do so, we bring to the discussion concepts such as \"non-intentional design\" (NID), \"low-cost design\", \"spontaneous design\" and \"non-design\" as part of an attempt to understand the dialogues and interactions between non-designers and designers to the discuss ideas of authorship and creation observed and challenged by these notions. A careful examination of the uses and appropriations of everyday objects - creative interventions driven by socioeconomic issues or not which are routine practices performed mostly without a conscious intention to challenge the notion of authorship may contribute to the reconditioning of the evaluation process of the very characteristics of objects.
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19

Braaten, Lia Marie. "Objects of Desire: The Foot as a Site". Thesis, Virginia Tech, 1998. http://hdl.handle.net/10919/37012.

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Abstract (sommario):
The purpose of this study is three-fold: First, to use the foot as a site for a study of form, materials and joints. Second, to investigate the form by studying it as a transformable group of component parts. Last, to ask the question, how does a product become malleable and changeable in terms of intent,transportability and its relationship to the body?
Master of Architecture
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20

Liang, Xufeng. "Smart business objects". View thesis, 2009. http://handle.uws.edu.au:8081/1959.7/43761.

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Thesis (Ph.D.)--University of Western Sydney, 2009.
A thesis presented to the University of Western Sydney, College of Health and Science, School of Computing and Mathematics, in fulfilment of the requirements for the degree of Doctor of Philosophy. Includes bibliographies.
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21

Iqbal, Saqib. "Aspects and objects : a unified software design framework". Thesis, University of Huddersfield, 2013. http://eprints.hud.ac.uk/id/eprint/18094/.

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Abstract (sommario):
Aspect-Oriented Software Development provides a means to modularize concerns of a system which are scattered over multiple system modules. These concerns are known as crosscutting concerns and they cause code to be scattered and tangled in multiple system units. The technique was first proposed at the programming level but evolved up through to the other phases of the software development lifecycle with the passage of time. At the moment, aspect-orientation is addressed in all phases of software development, such as requirements engineering, architecture, design and implementation. This thesis focuses on aspect oriented software design and provides a design language, Aspect-Oriented Design Language (AODL), to specify, represent and design aspectual constructs. The language has been designed to implement co-designing of aspectual and non aspectual constructs. The obliviousness between the constructs has been minimized to improve comprehensibility of the models. The language is applied in three phases and for each phase a separate set of design notations has been introduced. The design notations and diagrams are extensions of Unified Modelling Language (UML) and follow UML Meta Object Facility (UML MOF) rules. There is a separate notation for each aspectual construct and a set of design diagrams to represent their structural and behavioural characteristics. In the first phase, join points are identified and represented in the base program. A distinct design notation has been designated for join points, through which they are located using two diagrams, Join Point Identification Diagram and Join Point Behavioural Diagram. The former diagram identifies join points in a structural depiction of message passing among objects and the later locates them during the behavioural flow of activities of the system. In the second phase, aspects are designed using an Aspect Design Model that models the structural representation of an aspect. The model contains the aspect‟s elements and associations among them. A special diagram, known as the pointcut advice diagram, is nested in the model to represent relationship between pointcuts and their related advices. The rest of the features, such as attributes, operations and inter-type declarations are statically represented in the model. In the third and the final phase, composition of aspects is designed. There are three diagrams included in this phase. To design dynamic composition of aspects with base classes, an Aspect-Class Dynamic Model has been introduced. It depicts the weaving of advices into the base program during the execution of the system. The structural representation of this weaving is modelled using Aspect-Class Structural Model, which represents the relationships between aspects and base classes. The third model is the Pointcut Composition Model, which is a fine-grained version of the Aspect-Class Dynamic Model and has been proposed to depict a detailed model of compositions at pointcut-level. Besides these models, a tabular specification of pointcuts has also been introduced that helps in documenting pointcuts along with their parent aspects and interacting classes. AODL has been evaluated in two stages. In the first stage, two detailed case studies have been modelled using AODL. The first case study is an unimplemented system that is forward designed using AODL notations and diagrams, and the second is an implemented system which is reverse engineered and designed in AODL. A qualitative evaluation has been conducted in the second stage of evaluation to assess the efficacy and maturity of the language. The evaluation also compares the language with peer modelling approaches.
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Freitas, Paulo Sérgio da Silva. "Wow!: objects". Master's thesis, Universidade da Madeira, 2008. http://hdl.handle.net/10400.13/120.

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Abstract (sommario):
Nowadays computers have advanced beyond the desktop into many parts of everyday life and objects. To achieve this we have to make the computer invisible, and making a computer invisible is not a matter of size of the hardware, it’s all about how the human perceives the computer. To make this possible, the interaction with the computer has to be done in an alternative way, such that the user doesn’t notice the usual computer interfaces (mouse and keyboard) when using it. Therefore this thesis focuses on physical objects that are interactive to achieve various purposes like persuasive objects for stress relief, persuasive objects to help the process of teaching, persuasive objects for fun, persuasive objects to display internet information and persuasive objects to make people feel more in community (exchange virtual emotions), persuasive objects are going to be created and evaluated to see if they have the power to simplify and turn our lives better. The persuasive objects developed employ technology like sensors, actuators, microcontrollers, and computer/web services’ communication. This Master thesis starts by presenting a comprehensive introduction of what are persuasive objects and some general information about several areas that are related to our persuasive objects like stress relief, work experience, multimedia education and other major aspects. It continues by describing related work done in this area. Then we have a detailed view of each persuasive object and finally this thesis finishes with a general conclusion and notion of future work.
Supervisor: Pedro Campos
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23

Kim, Heechan. "Meaningful objects through process-oriented form research". Thesis, Rochester Institute of Technology, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=1565134.

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This work concentrates on the relationships between shapes and the lines those shapes are composed of as well as the process by which they are created. In this thesis, I intend to explore the different characteristics of wood and to visualize the language and meaning of the work which results both from those characteristics and from the artist.

As a maker, I have always been fascinated by the use of wood in the creation of objects. Man can control a material against its own intrinsic attributes to create something very different from that material's natural shape. My works concentrate on illustrating how wood reacts to external manipulation or physical force and how it can accordingly be transformed and yet still keep its original characteristics. Therefore, the process of the construction of the final piece is crucial in my work. The process embodies the relationship between outward control or manipulation and reaction from a material, and it creates the tension between the two entities, producing a physical structure and also a visual presentation. Additionally, this relationship encapsulates a deeper meaning; in the same manner in which the wood strains against the making act of the artist, so also does human nature strive against the outward influences which seek to control it. Through the work, I intend to clarify how human beings interact with each other and how those interactions create emotional tension.

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Taylor, Damon. "Design art furniture and the boundaries of function : communicative objects, performative things". Thesis, University of the Arts London, 2011. http://ualresearchonline.arts.ac.uk/5658/.

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Abstract (sommario):
Over the last two decades a category of artefact has appeared that has come to be termed 'design art': highly expressive furniture and domestic products that are created as self-initiated, often limited edition designs, sold through galleries, exhibited in museums and collected in the manner traditionally ascribed to art. To date no in-depth theoretical analysis of the growth of such design has been conducted and key protagonists such as Droog Design have received little critical attention, as those involved have been largely left to write their own history. Consequently, the aim of this thesis is to account for the development of these objects as the products of particular cultural and historical conditions and ask what the implications of the rise of these particular practices of making, distribution and use may be. This thesis proposes that close analysis of the objects, their form and functional potential, reveals their dialectical qualities, in that in their materiality the tensions and conflicts of the period of their development can be discerned. Through an account of the development of the market for such goods it examines the way in which these things can be studied as commodities, in that they can clearly be understood as status symbols or a form of cultural capital. It is also asserted that by regarding such design as having the potential to impact upon everyday life, and not just as existing as something to be consumed by an elite, such practices illuminate broader problems of the ethics of design in a wider sense. In this way it is argued that these communicative objects, in their ambiguous form and problematic relationship to function, can give an insight into the way we live with performative things: the ideological products of modernity that act upon us as we use them and which contain in their being the protocols and disciplinary forces of their time. The intention therefore is to ask whether design art can be seen as a politically radical practice that suggests ways in which both makers and users can assert a new relationship to the things with which we live.
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Snedker, Christine. "Knitted objects : Exploring flat knitting as a technique to design form". Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-22014.

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This work places itself in the field of textile design, knitting and three-dimensional objects. The primary motive is to investigate flat knitting as a technique to design form. The aim is to explore the possibilities within flat knitting in order to explore the relationship between knit and non-textile components to achieve three-dimensional forms for sitting. The design process consisted of experimental sketching on a flat knitting machine and small prototypes were produced. Rib, plain knit and mesh structures were tested in combination with partial knit, intarsia and plating. These bindings and techniques were combined with steel constructions to explore possibilities for shaping and function. By integrating a non-textile component as support in the knitted samples three-dimensional objects are created. The outcome of the study is a collection of knitted objects. Common for these is that they all suggest a function in relation to seating. The textile in the construction serves a function, an aesthetic expression and as the connection material in the construction. For further development, the possibility of creating textiles for furniture with capabilities for changes in expression and function can be explored.
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Liu, Yuanliang. "Design of learning objects to support constructivist learning environments". Diss., Columbia, Mo. : University of Missouri-Columbia, 2005. http://hdl.handle.net/10355/4304.

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Abstract (sommario):
Thesis (M.S.)--University of Missouri-Columbia, 2005.
The entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file. Title from title screen of research.pdf file viewed on (December 13, 2006) Includes bibliographical references.
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Matychak, Xanthe. "Dishsoap for clean water : how the design of everyday objects can promote happiness /". Online version of thesis, 2007. http://hdl.handle.net/1850/5291.

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28

Bentley, Peter John. "Generic evolutionary design of solid objects using a genetic algorithm". Thesis, University of Huddersfield, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.338599.

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Abstract (sommario):
This thesis investigates the novel idea of using a computer to create and optimise conceptual designs of a range of differently-shaped three-dimensional solid objects from scratch. An extensive literature review evaluates all related areas of research and reveals that no such system exists. The development of a generic evolutionary design system, using a genetic algorithm (GA) as its core, is then presented. The thesis describes a number of significant advances necessitated by the development of this system. Firstly, a new low-parameter spatial-partitioning representation of solid objects is introduced, which allows a wide range of solid objects to be appropriately defined and easily manipulated by a GA. Secondly, multiobjective optimisation is investigated to allow users to define design problems without fine-tuning large numbers of weights. As a result of this, the new concepts of acceptability, range-independence and importance are introduced and a new multiobjective ranking method is identified as being most appropriate. Thirdly, variable-length chromosomes in GAs are addressed, to allow the number of primitive shapes that define a design to be variable. This problem is overcome by the use of a new hierarchical crossover operator, which uses the new concept of a semantic hierarchy to reference chromosomes. Additionally, the thesis describes how the performance of the GA is improved by using an explicit mapping stage between genotypes and phenotypes, steady-state reproduction with preferential selection, and a new lifespan limiter. A library of modular evaluation software is also presented, which allows a user to define new design problems quickly and easily by picking combinations of modules to guide the evolution of designs. Finally, the feasibility of the generic evolutionary design of solid objects is demonstrated by presenting the successful evolution of both conventional and unconventional designs for fifteen different solid-object design tasks, e.g. tables, heatsinks, penta-prisms, boat hulls, aerodynamic cars.
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29

Fennell, Jac, Cathy Treadaway e Aidan Taylor. "Open Doors: designing playful objects for dementia". TUDpress, 2019. https://tud.qucosa.de/id/qucosa%3A36604.

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This design-based submission comprises a prototype design for a playful object for use in dementia care and the ‘Open Doors’ documentary video that explains the underpinning research collaboration. LUMA is a hand-held playful object, designed for people living with advanced dementia, and is one of six design outputs from the recently completed AHRC-funded LAUGH project. This qualitative design research used participatory and co-design methods and Compassionate Design methodology to investigate how playful objects can be designed to support the wellbeing of people living with advanced dementia. One of the major challenges facing society is how to provide appropriate care for the increasing numbers of people living with dementia and to ensure that they are able to live well, right until the end of their lives. The aim of the research was to investigate ways to stimulate, engage and bring pleasure to people living with advanced dementia through the creation of simple hand-held devices. LUMA is an object that was developed in collaboration with members of the Men’s Shed in Tondu. The accompanying ‘Open Doors’ film explains how the LAUGH design team exchanged their digital fabrication expertise with members of the Men’s Shed who were skilled in hand crafting wooden objects. The creative collaboration resulted in LUMA, a hand-held interactive object that brings the outside experience of nature inside through touch, light and sound.
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30

Shaw, Neil Graham. "3D reconstruction and correction of objects described by engineering drawings". Thesis, Nottingham Trent University, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.261852.

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31

Takahashi, Shinya. "Infusing machine made objects into traditional metal working". Virtual Press, 2005. http://liblink.bsu.edu/uhtbin/catkey/1313951.

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Abstract (sommario):
Living in this high-technology era, the computer is pervasive item in modern life. The creation of jewelry pieces has also been affected by machines controlled by computers. If machines create millions of identical jewelry pieces, what will make the difference between creative and mundane pieces? This creative project is to pursue the use of machine-made objects and produce creative pieces of jewelry. Also, in order to gain practical skills and enhance my design skills, I designed many pieces of jewelry with 3-D software.
Department of Art
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32

Lindstedt, Sara. "Communicating in a Design Team - creating meaning in a design team through boundary objects". Thesis, Linköping University, Department of Computer and Information Science, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-4363.

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This thesis explores object based design team communication. It is assumed that boundary objects in design teams serve as an important communication aid and are considered to have a crucial role in the conducting of multidisciplinary teamwork. Objects, such as design specifications and prototypes, can for example help bridging knowledge gaps between the different interests involved and offer guidance and support in their design work. The aim was to identify the possible problems that might occur connected to the different objects used in a design team. In order to study this, an ethnographical inspired study was carried out. Overall results were that the design team needed to extend their use of objects, in order to be fully supported by them in their work. Further, the existing objects needed to be changed or used differently. A “communication resource hub” was suggested, where all the new and old objects could be gathered. In this “resource hub” there should be room for different models that could be applied as a support for deciding on the right objects for the right purpose.

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33

Piñera, J. Keneth (Jorge Keneth). "Design of database for automatic example-driven design and assembly of man-made objects". Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/83736.

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Thesis (S.B.)--Massachusetts Institute of Technology, Department of Mechanical Engineering, 2013.
Cataloged from PDF version of thesis.
Includes bibliographical references (page 18).
In this project, we have built a database of models that have been designed such that they can be directly fabricated by a casual user. Each of the models in this database has design specifications up to the screw level, and each component has a direct reference to a commercial part from online retailers such as McMaster-Carr and Home Depot. This database was built with the purpose of assisting a data-driven approach to customizable fabrication. This system allows a casual user to create a 3D model input with rough specifications and receive a list of parts that, when assembled, will create the model specified. Using this system and database, we were able to successfully design and fabricate three pieces of furniture and therefore proved the data-driven method approach to be valid.
by J. Keneth Piñera.
S.B.
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34

Wang, Yu-Fen. "Playing Nine to Five : Ways of exploring our present relations with objects through playfulness". Thesis, Konstfack, Industridesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-5883.

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Playing Nine to Five is a project that aims to raise awareness of the presence of objects in everyday situations. We often surround ourselves with objects. Some of them we touch and use everyday, and some of them we barely notice until they stop working. But are we always aware of our relations with them, or have we slightly taken them for granted? While our life quality has moved forward and our living pace has sped up, we tend to lose more of our attentions and sensitivities to things around us. During the design process, I used office space as a canvas to discuss and challenge our daily norms, where objects exist mainly as tools. I looked into our ‘unconscious behavior’ with objects, such as habits or recurring actions. In our everyday lives, these repetitions and rhythmic movements with objects are often being unnoticed or considered as ‘normal’.  In this project, I worked with two office objects, a pen and a clock. Respectively, they represent different ways of exploring our present relations with objects. Pen is an object we use and carry with almost everyday. It is personal and close to our body. Clock, on the other hand, is an object that we barley touch, but constantly look at or search for. It shows the information of time. Both proposals are designed to bring attention to what we are using, when, and how, to create space for discussion and reflection. The purpose of this project is to tweak the way we interact with objects and explore our relations with objects through playfulness and curiosity. I see this project as an ongoing exploration and a potential development in the future.
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Timar, Szuszy Art College of Fine Arts UNSW. ""Low life" small objects to sit upon: a studio investigation into a rational use of materials for small scale domestic objects". Publisher:University of New South Wales. Art, 2007. http://handle.unsw.edu.au/1959.4/40670.

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The project undertaken was aimed at extending a current craft based jewellery practice. Related by structure and materiality, the research sought to develop exploratory shapes as low seating objects to exist within small scale living spaces and studio apartments. Signaling an increased conscious way of thinking and working, a reflective process examining each form as series, provided an incremental creative strategy. The availability of discarded materials suggested possibilities for a sustainable cost effective option as a mode of contemporary practice. This combined approach was considered impact negative, diffusing global waste, and impact positive providing valid alternatives through functional and aesthetic objects. At present waste materials exist as products are still designed and made on the basis of planned obsolescence, thus an exploitation and escalation of global resources and resultant hazardous outcomes continues. Citing selected writings by Victor Papanek, (1992), and Edwin Datschefski, (2006) provided an understanding of the misuse high impact advanced technologies imposes on the environment. These notions were discussed during the project and in relation to contemporary models of practice which currently use discarded materials to make objects for living. Based on a survey observing the local homewares and furniture industries within Sydney, Australia, and recent published material, a niche market was discovered for challenging conventions of low seating objects. Initial sketches were transformed into marquettes then developed into full size prototypes of multi functional forms. a series of forms were scaled up, made of discarded materials using simple hand crafted processes and minimal production methods. As a reference influences included architects, sculptors and craft practitioners who were examined particularly for their use of discarded materials or for their construction methods. During experimental studies visual source material drew upon an observation and analysis of architecture, skeletal structures and land formations. In an exhibition originally titled, "Be Seated", these forms made as initial prototypes were exhibited at Kudos Gallery, Sydney, Australia, during May 2007. They were later refined and renamed as "Low Life" for a group exhibition "Contained" held at Kudos Gallery during 2008.
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Irazu, Aitor, e Maider Uranga. "Design optimisation of a mechanism used to handle heavy objects". Thesis, Högskolan i Skövde, Institutionen för ingenjörsvetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17586.

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This paper presents a design optimisation of a mechanism used to lift and turn heavy objects, in this case, a specific gear that weights 3000 kg. The objective pursued during the development of the project was to reduce the weight of the mechanism, and thus, make it more cost-efficient, as well as to improve the clamping system to secure that the heavy objects are safely handled. The method followed was to first identify the critical parts in cooperation with the client. Then, the corresponding analysis has been developed for each of those parts, by minimising the mass of two of them, and by selecting and dimensioning the guideways for the clamping motion in the other case. The key results obtained from these analyses were that the weight of one of the parts was reduced by 50 %, the clamping system was improved and that the stress analysis shows that the maximum stress is far below acceptable levels. Hence, it is concluded that it was possible to optimise the mechanism and reduce the weight, improving the handling of heavy objects.
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Jaggers, Ross William. "Soft responsive objects that use catalysis as a design tool". Thesis, University of Warwick, 2018. http://wrap.warwick.ac.uk/101222/.

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In this thesis, we have developed a series of chemoresponsive soft polymer objects that have either biological or inorganic catalysts integrated into them, namely the enzyme urease or particles of manganese oxide, respectively. Firstly, we show the fabrication of soft hydrogel fibres and beads that have an individually programmed time delay in their response to a shared environmental stimulus. We utilise the enzyme urease to programme a self-regulated change in pH, which in turn activates fibre disintegration or a change in gel bead colour. This design allows for independent response behaviour of a collection of bodies in a single closed system, as well as inter-material communication on shorter length scales. Secondly, we create continuous objects of non-uniform dimensional composition that selectively respond to an environmental stimulus of urea and change colour or disintegrate at pre-defined locations within the hydrogel structure after pre-set time intervals. This gives objects both time and spatial programming, again using the enzyme urease. Thirdly, we demonstrate more complex chemical communication between millimetre-sized soft hydrogel beads in an aqueous environment. Silver cations (Ag+) and the Ag+ chelator dithiothreitol (DTT) are used as signalling molecules, and by exploiting their interplay, we conduct a series of ‘conversations’ between urease containing millimetre-sized beads. Competitive communication between three beads, whereby the central bead receives two competing signals from two senders, is shown. Lastly, we show giant polymer capsules which have membrane-embedded catalytically active manganese oxide particles, made using droplet-based microfluidics. It is demonstrated that these colloidal particles can regulate the membrane permeability of the capsules upon their exposure to, and catalytic reaction with, small amounts of dissolved hydrogen peroxide.
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38

Okoth, David O. "Design and Development of Metadata Management Tool for Learning Objects". Diss., Virginia Tech, 2019. http://hdl.handle.net/10919/103649.

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Learning objects (LO) reuse is one topical area in instructional design that is gaining popularity in the education economy. It hinges on high hopes and promises to transform how learning occurs in the information age. This study attempted to identify and interrogate the core characteristics of reusable learning objects and conceptualize them as innovations in the curriculum development process. The goal was to synthesize existing knowledge on learning objects, weave streams of literature and research to focus on core arising issues, and then develop an instructional design tool that can help learners easily and effectively find reusable learning objects. The learning objects could be categorized and deconstructed to the levels of their instructional design transformations with regard to macro and micro-level reusability. The researcher used combinatorial developmental research with integrative literature review methodologies to design and develop a metadata management tool. This study involved an in depth review of literature on learning objects, reusable learning objects and their associated metadata management schemes through the integrative literature review approach. Results and data from the integrative literature review were then utilized to design and develop a tool addressing meta-tagging schemes, metadata management, search, and access of learning objects. The researcher identified characteristics of learning objects within the reuse process and discussed best practices, reuse procedures and modeling, based on the analysis of existing cases such as the Open-Knowledge-Initiative (OKI) projects to aid in the tool development. Integrative analysis running concurrently with the development process allowed for rigorous identification and alignment of key factors in the learning objects reuse universe. If fully developed, the metadata management tool could contribute to effective metadata management for learning objects often reused by learning designers, deliverers, and consumers.
Doctor of Philosophy
Learning Objects (LO) reuse is gaining popularity in the field of instructional design. This is because it could transform how learning occurs in today's information age. In this study, I outlined the important characteristics of reusable learning objects and set them up as creative and re-creative products in the curriculum development process. My goal was to combine and reproduce existing literature on LOs that would allow me to develop an instructional design tool to help learning content designers, deliverers, and consumers to easily tag, search, then find reusable learning objects. I reviewed literature on learning objects, reusable learning objects and their associated metadata management schemes then used this data to design and develop the tool addressing meta tagging schemes, metadata management, search, and accessibility of learning objects. The tool allows LO categorization and deconstruction to the largest and smallest granular levels of their instructional reusability. I combined a developmental research method with an integrative literature review method to design and develop the prototype of a tool known as metadata management tool (mmt) for reusable learning objects. If successful, the metadata management tool developed could contribute to an effective metadata management for learning objects often reused by learning designers, deliverers, and consumers.
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Mandarim, de Lacerda Maria Elisa. "The use of plastic in utilitarian and functional design objects". Thesis, University of Iowa, 2010. https://ir.uiowa.edu/etd/705.

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Plastic is widely used to shape many of the daily goods produced and consumed today. Compared to wood and metal, this versatile material was recently introduced to society. The technical advances that began in the mid 1850's led to the invention of the first cellulose plastic polymers - a naturally occurring or synthetic compound consisting of large molecules made up of a linked series of repeated simple monomer (One Look on line Dictionary, 2009) - to be used at an industrial level. Inaugurating a period in which objects could have the strength of metal or wood, while also being lighter, colorful and cheaper to be manufactured. Plastics are a material that has the ability to be easily shaped (Lefteri, 2008). For me, plastic is ideal to work with, not only because its eclectic applications in product design and manufacture, but also due to its ordinary use in our globalized society. My master's research is to design functional objects using different types of plastics. My goal is to experiment with this material and understand the industrial production process behind the manufacture of the daily functional objects that surround us. Each plastic polymer has its proper usage and constraints. These characteristics are taken into account in my design process. Conceptually I allow myself to have freedom in exploring the object's form by respecting the material`s limitations as well as the techniques I have available to design and make my pieces. In conjunction with this creative research, I am using Computer Aided Design and Computer Aided Manufacturing through Computer Numerical Control and Rapid Prototyping technologies to design and produce the pieces. Furthermore, my intention is to have a deep understanding of the uses, production, discard and, recycling procedures of plastics goods. I am interested in knowing more about biodegradable, compostable and recyclable polymers in order to enjoy this great material that is evolving rapidly (Lefteri, 2008) in the contemporary society without causing environmental damage and preserve good conditions to future habitants of the Planet.
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40

Sozer, Aziz. "Design And Implementation Of Spatiotemporal Databases". Phd thesis, METU, 2010. http://etd.lib.metu.edu.tr/upload/12612189/index.pdf.

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Modeling spatiotemporal data, in particular fuzzy and complex spatial objects representing geographic entities and relations, is a topic of great importance in geographic information systems, computer vision, environmental data management systems, etc. Because of complex requirements, it is challenging to design a database for spatiotemporal data and its features and to effectively query them. This thesis presents a new approach for modeling, indexing and querying the spatiotemporal data of fuzzy spatial and complex objects and/or spatial relations. As a case study, we model and implement a meteorological application in an intelligent database architecture, which combines an object-oriented database with a knowledge base.
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41

Le, Xuan Sang. "Co-conception Logiciel/FPGA pour Edge-computing : promotion de la conception orientée objet". Thesis, Brest, 2017. http://www.theses.fr/2017BRES0041/document.

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L’informatique en nuage (cloud computing) est souvent le modèle de calcul le plus référencé pour l’internet des objets (Internet of Things).Ce modèle adopte une architecture où toutes les données de capteur sont stockées et traitées de façon centralisée. Malgré de nombreux avantages, cette architecture souffre d’une faible évolutivité alors même que les données disponibles sur le réseau sont en constante augmentation. Il est à noter que, déjà actuellement, plus de50 % des connexions sur Internet sont inter objets. Cela peut engendrer un problème de fiabilité dans les applications temps réel. Le calcul en périphérie (Edge computing) qui est basé sur une architecture décentralisée, est connue comme une solution pour ce problème émergent en : (1) renforçant l’équipement au bord du réseau et (2) poussant le traitement des données vers le bord.Le calcul en périphérie nécessite des noeuds de capteurs dotés d’une plus grande capacité logicielle et d’une plus grande puissance de traitement, bien que contraints en consommation d’énergie. Les systèmes matériels hybrides constitués de FPGAs et de processeurs offrent un bon compromis pour cette exigence. Les FPGAs sont connus pour permettre des calculs exhibant un parallélisme spatial, aussi que pour leur rapidité, tout en respectant un budget énergétique limité. Coupler un processeur au FPGA pour former un noeud garantit de disposer d’un environnement logiciel flexible pour ce nœud.La conception d’applications pour ce type de systèmes hybrides (réseau/logiciel/matériel) reste toujours une tâche difficile. Elle couvre un vaste domaine d’expertise allant du logiciel de haut niveau au matériel de bas niveau (FPGA). Il en résulte un flux de conception de système complexe, qui implique l’utilisation d’outils issus de différents domaines d’ingénierie. Une solution commune est de proposer un environnement de conception hétérogène qui combine/intègre l’ensemble de ces outils. Cependant, l’hétérogénéité intrinsèque de cette approche peut compromettre la fiabilité du système lors des échanges de données entre les outils.L’objectif de ce travail est de proposer une méthodologie et un environnement de conception homogène pour un tel système. Cela repose sur l’application d’une méthodologie de conception moderne, en particulier la conception orientée objet (OOD), au domaine des systèmes embarqués. Notre choix de OOD est motivé par la productivité avérée de cette méthodologie pour le développement des systèmes logiciels. Dans le cadre de cette thèse, nous visons à utiliser OOD pour développer un environnement de conception homogène pour les systèmes de type Edge Computing. Notre approche aborde trois problèmes de conception: (1) la conception matérielle, où les principes orientés objet et les patrons de conception sont utilisés pour améliorer la réutilisation, l’adaptabilité et l’extensibilité du système matériel. (2) la co-conception matériel/logiciel, pour laquelle nous proposons une utilisation de OOD afin d’abstraire l’intégration et la communication entre matériel et logiciel, ce qui encourage la modularité et la flexibilité du système. (3) la conception d’un intergiciel pour l’Edge Computing. Ainsi il est possible de reposer sur un environnement de développement centralisé des applications distribuées† tandis ce que l’intergiciel facilite l’intégration des nœuds périphériques dans le réseau, et en permet la reconfiguration automatique à distance. Au final, notre solution offre une flexibilité logicielle pour la mise en oeuvre d’algorithmes distribués complexes, et permet la pleine exploitation des performances des FPGAs. Ceux-ci sont placés dans les nœuds, au plus près de l’acquisition des données par les capteurs, pour déployer un premier traitement intensif efficace
Cloud computing is often the most referenced computational model for Internet of Things. This model adopts a centralized architecture where all sensor data is stored and processed in a sole location. Despite of many advantages, this architecture suffers from a low scalability while the available data on the network is continuously increasing. It is worth noting that, currently, more than 50% internet connections are between things. This can lead to the reliability problem in realtime and latency-sensitive applications. Edge-computing which is based on a decentralized architecture, is known as a solution for this emerging problem by: (1) reinforcing the equipment at the edge (things) of the network and (2) pushing the data processing to the edge.Edge-centric computing requires sensors nodes with more software capability and processing power while, like any embedded systems, being constrained by energy consumption. Hybrid hardware systems consisting of FPGA and processor offer a good trade-off for this requirement. FPGAs are known to enable parallel and fast computation within a low energy budget. The coupled processor provides a flexible software environment for edge-centric nodes.Applications design for such hybrid network/software/hardware (SW/HW) system always remains a challenged task. It covers a large domain of system level design from high level software to low-level hardware (FPGA). This result in a complex system design flow and involves the use of tools from different engineering domains. A common solution is to propose a heterogeneous design environment which combining/integrating these tools together. However the heterogeneous nature of this approach can pose the reliability problem when it comes to data exchanges between tools.Our motivation is to propose a homogeneous design methodology and environment for such system. We study the application of a modern design methodology, in particular object-oriented design (OOD), to the field of embedded systems. Our choice of OOD is motivated by the proven productivity of this methodology for the development of software systems. In the context of this thesis, we aim at using OOD to develop a homogeneous design environment for edge-centric systems. Our approach addresses three design concerns: (1) hardware design where object-oriented principles and design patterns are used to improve the reusability, adaptability, and extensibility of the hardware system. (2) hardware / software co-design, for which we propose to use OOD to abstract the SW/HW integration and the communication that encourages the system modularity and flexibility. (3) middleware design for Edge Computing. We rely on a centralized development environment for distributed applications, while the middleware facilitates the integration of the peripheral nodes in the network, and allows automatic remote reconfiguration. Ultimately, our solution offers software flexibility for the implementation of complex distributed algorithms, complemented by the full exploitation of FPGAs performance. These are placed in the nodes, as close as possible to the acquisition of the data by the sensors† in order to deploy a first effective intensive treatment
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42

Sewczwicz, Richard P. "Form definition language for intelligent data objects". Thesis, Kansas State University, 1986. http://hdl.handle.net/2097/9953.

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43

Harland, Robert George. "Graphic design as urban design : towards a theory for analysing graphic objects in urban environments". Thesis, University of Nottingham, 2011. http://eprints.nottingham.ac.uk/12350/.

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This thesis presents a model for analysing the graphic object as urban object, by considering atypical fields of discourse that contribute to the formation of the object domain. The question: what is graphic design as urban design? directs the research through an epistemological design study comprising: an interrogation of graphic design studio practice and the articulation of graphic design research questions; a review and subsequent development of research strategy, design and method towards the articulation of methodology that reflects the nature of the inquiry; a detailed analysis of five different ways to study and research graphic design as urban design, in geography, language, visual communication, art and design, and urban design. The outcome of the investigation is a model that enables future research in the urban environment to benefit from micro-meso-macrographic analysis. The model endeavours to provide a way to evaluate, design and enhance ‘public places and urban spaces’ by considering different scales of symbolic thought and deed. This has been achieved by acknowledging the relationship between the relatively miniscule detail of graphic symbolism, the point at which this becomes visible through increased scale, and the instances when it dominates the urban realm. Examples are considered that show differences between, for example, the size and spacing of letter shapes on a pedestrian sign, compared to the ‘visual’ impact of an iconic building in the cityscape. In between is a myriad of graphic elements that are experienced and designed by many different professional disciplines and occupations. These are evidenced and explained. Throughout the study an indiscriminating literature review is interwoven with the text, accompanied by tabular information, and visual data in the form of photographs and diagrams. This is mainly research-driven data utilising photographs from fieldwork in Brazil, Canada, Hong Kong, Italy, Portugal, South Korea, United Kingdom, and United States of America. The methodology integrates a transdisciplinary adaptive theory approach derived from sociological research, with graphic method (utilising a wider scope of visual data usually associated with graph theory). The following images provide sixteen examples of artefacts representing the graphic object as urban object phenomenon.
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Hager, Jutterström Julia. "Learn How To Experience The Anxiety : Metamorphoses from painful emotions to objects". Thesis, Konstfack, Inredningsarkitektur & Möbeldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-7968.

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Ett projekt om att lära känna de onda tankarna och känslorna genom utforskande gestaltning. Objekt som symboliserar självhatet genom metoder och material. Ångest, depressivitet och självhat. Jag undersöker och belyser ämnet genom att metaforiskt och symboliskt gestalta ett narrativ som berättar om de komplexa och djupa känslorna i ett mentalt terapirum. Ett rum där de mest djupa, mörka och tunga känslorna framkommer. Hemligheter, tårar, ilska, smärta, hat, förvirring, till och med det oväntade. Ett rum som bär på så mycket ansvar och förväntan. Förväntan på total öppenhet. Projektet gav resultat till en installation i fyra huvuddelar där varje del symboliserar en roll i det mentala terapirummet. En installation som visade sig kunna beröra besökaren, väcka känslor och tankar, ge lugn och sinnesro, starta konversationer om känslor. Ett rum som lyckades få  besökare att tycka om mörkret.
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Geiger, Ohlin Erika. "UNCANNY TRACES : Furniture and objects made of what used to be someone’s skin". Thesis, Konstfack, Institutionen för design, inredningsarkitektur och visuell kommunikation (DIV), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-6944.

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Through non-human animals, humans have come to understand ways of living in this world and simultaneously animals have provided the resources for humans to claim this living. But through this progression and time humans have become detached from the origin of the resources. By this separation it becomes possible for humans to turn a blind eye to cruelty and the environmental impact that the claim to non-human animals convey. With the aim is to evoke reflection on the human ruling of the non-human animals, this project aims to design objects and furniture that are uncanny, familiar and ordinary but at the same time off-putting and maybe strange. By examining phycology and consumer culture theory, seek to find habits in the Swedish everyday life which are intimate and recognizable such as fredagsmys, a placeholder for consumption and hierarchies. Then through the analyse of critical animal studies, design objects and furniture that challenge these habits and positions of consumption and hierarchy.
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Lundmark, Michaela. "How to breath life into inanimate objects". Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-63852.

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Computer graphics is the act of bringing the imagination of creative people to life. It’s something that helps bring out what cannot be sought after in real life and realized through artistic talent and technical skills. For me, computer graphics is a way to tell the stories no one dared to look after and bring to life the characters that help tell these stories in an engaging and uplifting way. This bachelor thesis report is a project seeking the knowledge about the appeal and characterizations of inanimate objects. How to bring the lifeless to life by comparing how the established artists do, and at the end try and recreate my own characters by using the same aspects as they all work towards.
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Aly, Safwan Krishnamurti Ramesh. "A framework for interaction and task decomposition for objects emulating agency behavior /". Pittsburgh, Pa. : Carnegie Mellon University, 2000. http://code.arc.cmu.edu/lab/upload/aly%5Fphd%5Fthesis.0.pdf.

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48

Berglind, Stefánsdóttir Jóna. "Object Poetry : Shaping Through Knit". Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-14894.

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Abstract (sommario):
Textile design has long been known for its craft related and traditional ways of working. Different designers and artist have found a way of approaching the field from an unconventional perspective. The aim of this project is to demonstrate an alternative way of approaching the field by applying traditional methods to unconventional materials. By doing so the hope is to bring joy and playfulness to the field. As a final result the three groups consisting of nine objects present ways that knit can be used to sculpt and to lend flexibility when combined with stiffer structures, therefore giving way for movement and transformability. Object Poetry engages the viewer to interact and experience fun.
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49

Kyhlbäck, Hans. "The problem of objects in design of health care information systems /". Ronneby : Blekinge Institute of Technology, 2005. http://www.bth.se/fou/Forskinfo.nsf/allfirst2/9fe0d26f5c369c91c125701a00301913?OpenDocument.

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50

Colombo, Camilla. "Optimal trajectory design for interception and deflection of Near Earth Objects". Thesis, University of Glasgow, 2010. http://theses.gla.ac.uk/1819/.

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Abstract (sommario):
Many asteroids and comets orbit the inner solar system; among them Near Earth Objects (NEOs) are those celestial bodies for which the orbit lies close, and sometimes crosses, the Earth’s orbit. Over the last decades the impact hazard they pose to the Earth has generated heated discussions on the required measures to react to such a scenario. The aim of the research presented in this dissertation is to develop methodologies for the trajectory design of interception and deflection missions to Near Earth Objects. The displacement, following a deflection manoeuvre, of the asteroid at the minimum orbit intersection distance with the Earth is expressed by means of a simple and general formulation, which exploits the relative motion equations and Gauss’ equations. The variation of the orbital elements achieved by any impulsive or low-thrust action on the threatening body is derived through a semi-analytical approach, whose accuracy is extensively shown. This formulation allows the analysis of the optimal direction of the deflection manoeuvre to maximise the achievable deviation. The search for optimal opportunities for mitigation missions is done through a global optimisation approach. The transfer trajectory, modelled through preliminary design techniques, is integrated with the deflection model. In this way, the mission planning can be performed by optimising different contrasting criteria, such as the mass at launch, the warning time, and the total deflection. A set of Pareto fronts is computed for different deflection strategies and considering various asteroid mitigation scenarios. Each Pareto set represents a number of mission opportunities, over a wide domain of launch windows and design parameters. A first set of results focuses on impulsive deflection missions, to a selected group of potentially hazardous asteroids; the analysis shows that the ideal optimal direction of the deflection manoeuvre cannot always be achieved when the transfer trajectory is integrated with the deflection phase. A second set of results includes solutions for the deviation of some selected NEOs by means of a solar collector strategy. The semi-analytical formulation derived allows the reduction of the computational time, hence the generation of a large number of solutions. Moreover, sets of Pareto fronts for asteroid mitigation are computed through the more feasible deflection schemes proposed in literature: kinetic impactor, nuclear interceptor, mass driver device, low-thrust attached propulsion, solar collector, and gravity tug. A dominance criterion is used to perform a comparative assessment of these mitigation strategies, while also considering the required technological development through a technology readiness factor. The global search of solutions through a multi-criteria optimisation approach represents the first stage of the mission planning, in which preliminary design techniques are used for the trajectory model. At a second stage, a selected number of trajectories can be optimised, using a refined model of the dynamics. For this purpose, the use of Differential Dynamic Programming (DDP) is investigated for the solution of the optimal control problem associated to the design of low-thrust trajectories. The stage-wise approach of DDP is exploited to integrate an adaptive step discretisation scheme within the optimisation process. The discretisation mesh is adjusted at each iteration, to assure high accuracy of the solution trajectory and hence fully exploit the dynamics of the problem within the optimisation process. The feedback nature of the control law is preserved, through a particular interpolation technique that improves the robustness against some approximation errors. The modified DDP-method is presented and applied to the design of transfer trajectories to the fly-by or rendezvous of NEOs, including the escape phase at the Earth. The DDP approach allows the optimisation of the trajectory as a whole, without recurring to the patched conic approach. The results show how the proposed method is capable of fully exploiting the multi-body dynamics of the problem; in fact, in one of the study cases, a fly-by of the Earth is scheduled, which was not included in the first guess solution.
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