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1

Malladi, Rajavardhan. "Recipe search engine using Yummly API". Kansas State University, 2016. http://hdl.handle.net/2097/32661.

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Master of Science
Department of Computing and Information Sciences
Daniel A. Andresen
In this project I have built a web application "Recipe Search Engine Using Yummly API". This application is central information hub for the kitchen--connecting consumers with recipe ideas, ingredient lists, and cooking instructions. It will serve best for the people who uses digital tools to plan their cooking, these days almost everyone does. The various features available for users in this application are as following. Users can search for their favorite dishes. The search results contain information about ingredients list, total time needed for cooking, user's rating and cooking directions. Basic search filters are provided to filter out the search results like Breakfast, Lunch and Dinner recipes. The order of displayed results can be sorted according to ratings, total time required to prepare the dish. User can create an account and build their own favorite recipe collection by liking the recipes displayed. The liked recipes are stored into user’s account and user can view, add and delete those recipes anytime from his recipe collection. Users can use their social networking platform Facebook account credentials to log into this application or create a new account in this application. The application will communicate with the Yummly API to consume data from it. The Yummly API is largest recipe information aggregator with over one million recipes data.
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Nilsson, Malin, i Linus Engback. "Visualization of a blog search engine index using 3D graphics". Thesis, Linköping University, Department of Science and Technology, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-8569.

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The purpose of this thesis is to find ways to make the extent and constant movement in the blogosphere visible. An application has been developed using C# and OpenGL. The application is an interactive screensaver to be run on the Windows platform. It visualizes data combining 3D and 2D elements. Geographical data is rendered using a model of the Earth, where the blog posts are constantly updated. Various statistics are displayed to give information on the current state of the blogosphere.

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Saluru, Deepak Chaitanya. "Active Fault Tolerant Model Predictive Control of a Turbofan Engine using C-MAPSS40k". The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1338333795.

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FANEGAN, JULIUS BOLUDE. "A FUZZY MODEL FOR ESTIMATING REMAINING LIFETIME OF A DIESEL ENGINE". University of Cincinnati / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1188951646.

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Tosto, Alessio. "vitaQuakeIII: Porting di un engine di gioco opensource da PC su console portatile". Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2019. http://amslaurea.unibo.it/18506/.

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Lo studio qui illustrato si basa su di un progetto applicativo denominato vitaQuakeIII, un’applicazione che permette di eseguire codice scritto tramite engine di gioco id Tech 3, disponibile per PC, su un dispositivo sul quale tale engine non è ufficialmente supportato (Sony PlayStation® Vita). Verranno illustrate le maggiori problematiche dovute dall’operazione di porting e come queste verranno risolte. La limitatezza delle risorse della console in termini di memoria disponibile e velocità di calcolo rispetto ad un PC è uno dei problemi fondamentali affrontati durante il documento. Inoltre verranno trattate le operazioni necessarie ad adattare il codice di id Tech 3 per quanto riguarda l'input, il codice di rete ed il renderer (parte dell’engine relativa alla stampa a schermo di frame).
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Мачача, В. Д. "Розробка мережевої 3D відеогри на платформі UNITY". Thesis, Чернігів, 2020. http://ir.stu.cn.ua/123456789/23505.

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Мачача, В. Д. Розробка мережевої 3D відеогри на платформі UNITY : випускна кваліфікаційна робота : 123 "Комп’ютерна інженерія" / В. Д. Мачача ; керівник роботи П. Г. Бивойно ; НУ "Чернігівська політехніка", кафедра інформаційних та комп’ютерних систем. – Чернігів, 2020. – 48 с.
Об'єктом розробки був прототип ігрового застосунку, що надає зручний інтерфейс користувача з можливістю налаштування деяких параметрів, забезпечує гравцям взаємодію один з одним та демонструє можливості мережевого ігрового процесу. Метою розробки було одержання технічної демонстраційної версії тривимірної мережевої комп’ютерної гри, яка б здійснювала підключення до хмарного серверу та дозволяла одним гравцям створювати мережеві «кімнати», а іншим приєднуватися до вже створених. У ході розробки були отримані: – зручний інтерфейс користувача, який містить в собі головне меню, в якому можна створити чи приєднатися до гри, та меню налаштувань, яке містить деякі налаштування відображення, звуку та керування; – ігровий застосунок, що забезпечує базовий мережевий ігровий процес.
The object of development was a prototype game application that provides a user-friendly interface with the ability to configure some parameters, allows players to interact with each other and demonstrates the capabilities of the network gameplay. The purpose of the development was to obtain a technical demo version of a three-dimensional networked computer game that would connect to a cloud server and allow some players to create networked "rooms" and others to join existing ones. During the development were obtained: – A user-friendly interface that includes a main menu where you can create or join a game, and a settings menu that contains some display, sound, and control settings; – game application that provides a basic network gaming process.
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Collier, D. A. "A comparative history of the development of the leading stationary steam engine manufacturers of Lancashire, c. 1800-1939". Thesis, University of Manchester, 1985. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.370407.

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GE, LIN, i DANQING NI. "A MOD Player for GBA". Thesis, Halmstad University, School of Information Science, Computer and Electrical Engineering (IDE), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-4684.

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   This bachelor thesis describes the development of a MOD music player to run on GBA (Game Boy Advance) for Lypson Game Engine. GBA is a basic platform for embedded development, and the stereo system makes it possible to use the platform as a music player. The sound players of the GBA for Lypson Game Engine were designed to play wave files and the size of typical wave files is in the order of megabytes. MOD files are much smaller when compared with wave ones. Therefore, to avoid consuming the resources of the CPU and memory to process and store wave files, the use of MOD files represents a better alternative.The development took C++ as programming language and the development platform used was HAM. The first step was to obtain samples of music, and then control the hardware of GBA to play sound. After that, came the phase of combining it with Lipson Game Engine. These tasks enabled the acquisition of knowledge about the frame of MOD files; learning how to make the GBA play sound and mastering the operating instruction of GBA hardware by the process of development. In addition, it provided a chance to learn about embedded development, which represented a starting point to learn about embedded programming in general.As for the main result, it was achieved by the successful development of the MOD Player, which is now running on the Lypson Game Engine. As the MOD files are of small size, the music player is more efficient when compared with those previously used.

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Ровник, О. С. "Інформаційна система розпізнавання та обробки первинної проєктної інформації". Thesis, Чернігів, 2021. http://ir.stu.cn.ua/123456789/22472.

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Ровник, О. С. Інформаційна система розпізнавання та обробки первинної проєктної інформації : магістерська робота : 121 Інженерія програмного забезпечення / О. С. Ровник ; керівник роботи О. В. Трунова ; НУ «Чернігівська політехніка», кафедра Інформаційних технологій та програмної інженерії . – Чернігів, 2021. – 95 с.
Метою роботи є підвищення ефективності та прискорення проєктування без втрати якості продукту, динамічне доповнення новою, оновлення застарілої або некоректної інформацій, скорочення часових і фінансових витрат. Об’єктом роботи є процес розпізнавання, обробки та редагування діаграм. Предметом роботи є система, що призначена для розпізнавання та обробки первинної проєктної інформації яка мала би мала наступний функціонал: − вибір типу діаграми для розпізнавання; − створення діаграми за допомогою аналізу фото або рисунка; − редагування, зберігання, видалення та експорт діаграм; − керування камерою та ліхтариком мобільного пристрою; − зміна графічного інтерфейсу та налаштувань додатка. Розроблювана система призначена для операційної системи Android, адже для створення фотографії діаграми необхідна камера. Також, однією з причин була вимога швидкості та мобільності, яку стаціонарний ПК не може забезпечити. Для роботи з системою необхідно мати мобільний пристрій з доступом до мережі Інтернет та основною камерою з мінімальними характеристиками ІР – 12мп та діафрагмою – F2.0. Для реалізації системи використовувались: мова програмування C#, середовище розробки Visual Studio 2019, графічний рушій Unity 2020, платформа доповненої реальності Vuforia, служба для розпізнавання символів Azure Computer Vision API, фреймворк маніпуляції файлами Aspose.Diagram, Emgu CV. Практичною цінністю розробленого додатка є вирішення проблеми розпізнавання ескізів UML-діаграм за допомогою мобільного пристрою з доступом о мережі Інтернет, що надає змогу підвищити ефективність та прискорити проєктування без втрати якості продукту. Наукова новизна полягає в тому, що запропоновано алгоритм розпізнавання ескізу, аналізу зображення та генерування діаграми на основі сучасних ІТ технологій. Подальша розробка системи можлива в напрямку збільшення точності розпізнавання елементів діаграм, розробки нових типів діаграм для розпізнавання та обробки, створення функціоналу експорту діаграм до інших середовищ. Результати дипломної роботи були висвітлені в тезах всеукраїнської конференції.
The object of the work is the process of recognition, processing and redaction diagrams. The subject of the work is a system that is designated for the recognition and processing of the initial design information. The goal of the work is to increase the efficiency and accelerate the design without losing the quality of the product, dynamic addition of new, updating outdated or incorrect information, reducing time and financial costs. The result of the work is the implementation of the following application features: − selection of chart type for recognition; − creating a chart by analyzing a photo or drawing; − editing, storing, deleting and exporting charts; − control of the camera and flashlight of the mobile device; − change the graphical interface and application settings. The developed system is designed for the Android operating system, because a camera is needed to create a photo of the chart. Also, one of the reasons was the requirement for speed and mobility, which a desktop PC cannot provide. To work with the system, it is necessary to have a mobile device with Internet access and a main camera with a recommended IP characteristic of 12MP and an aperture of F2.0. Visual Studio 2019, Unity 2020, Vuforia augmented reality platform, Azure Computer Vision API, Aspose.Diagram tools were used to implement the system. The practical value of the developed application is to solve the problem of recognizing UML diagram thumbnails using a mobile device with Internet access, which allows you to increase efficiency and speed up design without losing product quality. The scientific novelty is that the algorithm of sketch recognition, image analysis and chart generation based on modern IT technologies is proposed. Further development of the system is possible in the direction of increasing the accuracy of recognition of chart elements, development of new types of charts for recognition and processing, creating the functionality of exporting charts to other environments. The results of the thesis were covered in the abstracts of the All-Ukrainian conference.
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Yildar, Esra [Verfasser], Johannes [Akademischer Betreuer] Janicka i C. [Akademischer Betreuer] Hasse. "Large Eddy Simulation Of A Controlled Auto-Ignition Engine Using A Multi-dimensional Tabulated Chemistry Approach / Esra Yildar ; Johannes Janicka, C. Hasse". Darmstadt : Universitäts- und Landesbibliothek Darmstadt, 2017. http://d-nb.info/1130323234/34.

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Pisac, Claudia A. "An experimental study of combustion characteristics of fatty acid methyl ester biodiesel". Thesis, University of Hertfordshire, 2014. http://hdl.handle.net/2299/14641.

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The thesis presents an experimental investigation of combustion performance and emissions of waste cooking oil (WCO) based biodiesel. To evaluate the comparative performance of biodiesel and diesel, combustions tests were conducted using Continuous Combustion rig (CCR) and Land Rover VM diesel engine. Firstly, physical properties of WCO biodiesel and diesel samples were measured in the laboratory. Elemental analysis of WCO biodiesel showed that there are differences between the functional groups in diesel and biodiesel which lead to major differences in the combustion characteristics of the two fuel types. It was found that biodiesel had 10% lower carbon content, almost no sulphur content for biodiesel and up to 12% more oxygen content compared with diesel. This explains the lower caloric value for WCO biodiesel (up to l8 %) compared with diesel. However, higher oxygen content and double bounds in WCO biodiesel increase its susceptibility to oxidation. The CCR test results showed an increase in combustion gas temperature with the increases in biodiesel blend ratio in diesel. This was due to a faster reaction rate for biodiesel than that of diesel leading to a faster brakeage of the hydrocarbon chain to release more heat. The engine tests were performed to measure the torque and emissions for different engine speeds and loads. In general a decrease in engine torque with up to 9% for biodiesel was observed, which was due to the lower calorific value of biodiesel compared with that of diesel. The brake specific fuel consumption (BSFC) increased as the biodiesel blend ratio in diesel increases due a greater mass of fuel being injected at a given injection pressure, compared with diesel. Using WCO blends ratio up to 75% in diesel showed a reduction in exhaust emission compared with diesel, however, at the cost of increased fuel consumption. A common conclusion can be drawn in favour of the WCO biodiesel as being a greener alternative to petro-diesel when used in blend with diesel. However, due to large variations in the biomass used for biodiesel production could lead to variations in physical and chemical properties between biodiesel produced from different biomass. Therefore more stringent standards need to be imposed for biodiesel quality in order to diminish the effect of variation in physicochemical properties on engine performance and emissions. The future work in developing standard test procedures for establishing fuel properties and limits/targets would be beneficial in using a large amount of waste cooking oil in the production of biodiesel, thus contributing to reduction in CO2 and waste minimisation.
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Svanberg, Rasmus, i Hampus Svensson. "Simulating Human Movement Patterns in an Area : A Part of the Crowdmapper Project". Thesis, Jönköping University, Tekniska Högskolan, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-54183.

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In 2019, the Covid-19 pandemic struck the world, creating a need for social distancing to stop the spreading of the virus. This report will discuss and cover how a simulation was implemented in the game engine Unity that simulates human movement-patterns, which in turn will help with spreading people out in public areas. To be able to do this accurately, research was made about which behaviours can be of importance to get as realistic a representation of human movements as possible. The performed research showed that some contributing factors to get a realistic result includes how many destinations (e.g. in a Supermarket, a destination would be a shelf with wares) a human usually visits during a shopping trip to a supermarket. This is something that was quickly realized and could be used and implemented in the simulation, as it directly affects how long each human stays in the store, which in the long run makes crowds, and places where they form, more realistic. When the simulation was finished, a Google Forms was created, which were spread in numerous different groups on Facebook and Reddit, in which a total of 60 participants were registered. This quantitative research gave a good understanding of how the project had turned out and what could be improved. The results were very promising, and more or less what was hoped for. There is still room for further improvements, which are all mentioned in the chapter “Further Research” of this report. One example that is mentioned here is whether or not collisions between our simulated humans matter enough to make a difference to the end result. It is argued that it does not, but this is something one should perform further studies on.
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Jaroš, David. "Palubní počítač pro vyhodnocení stavu a funkčních parametrů spalovacích motorů". Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2008. http://www.nusl.cz/ntk/nusl-217600.

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This thesis deals with design and realization of the onboard computer for evaluating functional parameters and status of the gas engine. Designed solution is consisted of two main parts. The first part is measuring unit whose obtains actual information on engine especially consumption of fuel, rotate per minutes and temperature of engine head. The second part of the solution is formed by pocket computer with appropriate software. The application for the pocket computer processes data from the measuring unit and from GPS receiver, which is integrated in pocket computer. Wireless bluetooth technology is used for data transfer between measuring unit and pocket computer. The application in pocket computer displays and records each of obtained and computed data.
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Succi, Luca. "Sviluppo di un motore di rendering basato sulla libreria Vulkan". Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16971/.

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Questa tesi ha come obiettivo sviluppare un motore di rendering utilizzando l'API Vulkan. Vulkan è una libreria grafica di basso livello e a basso impatto, indipendente da e compatibile con tutti i sistemi operativi attuali. Il ruolo di questa libreria è molto importante in settori come l'industria video ludica. Nei videogiochi è necessario sfruttare al massimo l'hardware grafico per creare giochi belli e coinvolgenti. I PC dei videogiocatori tuttavia sono limitati in potenza. Oggigiorno il miglioramento dell'hardware non è più veloce come un tempo. Non potendo più fare affidamento su di questo, l'industria deve adottare tecnologie software innovative che permettano un maggiore controllo per ottenere il massimo dalla macchina. Il progetto si allinea a questo pensiero e sfrutta l'API per implementare all'interno del motore, un sistema di rendering multithread. Il multithreading permette di utilizzare al meglio le CPU moderne e massimizza l'utilizzo delle GPU. Questo è possibile solo con API di nuova generazione come Vulkan, prima erano impossibili con API come OpenGL. Lo scopo per cui il motore viene realizzato è infine permettere la creazione di demo sperimentali in modo sempllice e veloce. Tramite questo motore, un programmatore è in grado di specificare agilmente modelli e texture, assemblare con essi oggetti 3D e renderizzarli in una scena. L'obiettivo finale della tesi è creare una demo utilizzando questo motore e misurare le sue prestazioni.
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Chang, Chi-Yao [Verfasser], C. [Akademischer Betreuer] Tropea, S. [Akademischer Betreuer] Jakirlic i A. [Akademischer Betreuer] Sadiki. "Development and Validation of Scale-resolving Computational Models Relevant to IC-engine Flow Configurations / Chi-Yao Chang. Betreuer: C. Tropea ; S. Jakirlic ; A. Sadiki". Darmstadt : Universitäts- und Landesbibliothek Darmstadt, 2015. http://d-nb.info/1110980396/34.

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SHI, YU. "Enhanced SAR Image Processing Using A Heterogeneous Multiprocessor". Thesis, Linköping University, Department of Computer and Information Science, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-11517.

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Synthetic antenna aperture (SAR) is a pulses focusing airborne radar which can achieve high resolution radar image. A number of image process algorithms have been developed for this kind of radar, but the calculation burden is still heavy. So the image processing of SAR is normally performed “off-line”.

The Fast Factorized Back Projection (FFBP) algorithm is considered as a computationally efficient algorithm for image formation in SAR, and several applications have been implemented which try to make the process “on-line”.

CELL Broadband Engine is one of the newest multi-core-processor jointly developed by Sony, Toshiba and IBM. CELL is good at parallel computation and floating point numbers, which all fit the demands of SAR image formation.

This thesis is going to implement FFBP algorithm on CELL Broadband Engine, and compare the results with pre-projects. In this project, we try to make it possible to perform SAR image formation in real-time.

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Shatila, Hazem Sarwat. "Adaptive Radio Resource Management in Cognitive Radio Communications using Fuzzy Reasoning". Diss., Virginia Tech, 2012. http://hdl.handle.net/10919/26618.

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As wireless technologies evolve, novel innovations and concepts are required to dynamically and automatically alter various radio parameters in accordance with the radio environment. These innovations open the door for cognitive radio (CR), a new concept in telecommunications. CR makes its decisions using an inference engine, which can learn and adapt to changes in radio conditions. Fuzzy logic (FL) is the proposed decision-making algorithm for controlling the CRâ s inference engine. Fuzzy logic is well-suited for vague environments in which incomplete and heterogeneous information is present. In our proposed approach, FL is used to alter various radio parameters according to experience gained from different environmental conditions. FL requires a set of decision-making rules, which can vary according to radio conditions, but anomalies rise among these rules, causing degradation in the CRâ s performance. In such cases, the CR requires a method for eliminating such anomalies. In our model, we used a method based on the Dempster-Shafer (DS) theory of belief to accomplish this task. Through extensive simulation results and vast case studies, the use of the DS theory indeed improved the CRâ s decision-making capability. Using FL and the DS theory of belief is considered a vital module in the automation of various radio parameters for coping with the dynamic wireless environment. To demonstrate the FL inference engine, we propose a CR version of WiMAX, which we call CogMAX, to control different radio resources. Some of the physical parameters that can be altered for better results and performance are the physical layer parameters such as channel estimation technique, the number of subcarriers used for channel estimation, the modulation technique, and the code rate.
Ph. D.
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Pazzini, Fabio. "Game Design & Programming: progettazione e sviluppo di un videogioco 3D con Unity". Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/11869/.

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Questa Tesi prende in esame tutte le fasi che portano alla realizzazione di un generico videogioco applicandole per creare, dal principio, un gioco 3D con Unity. Se ne analizzerà l'ideazione, la progettazione degli ambienti ma anche degli algoritmi implementati, la produzione e quindi la scrittura del codice per poi terminare con i test effettuati.
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Chorel, Lucie. "Développement d'outils numériques et expérimentaux pour le dimensionnement de pyromécanismes utilisés en sécurité automobile". Thesis, Bordeaux 1, 2010. http://www.theses.fr/2010BOR14035/document.

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De part sa nature multi-physique, un pyromécanisme est un système complexe à modéliser et sa simulation nécessite la mise en oeuvre de plusieurs ressources de calcul spécifiques couplées. Le but de ce travail est de fournir un outil numérique capable de modéliser un pyromécanisme et de simuler son fonctionnement en intégrant les interfaces nécessaires au pilotage des différentes ressources de calcul. La faisabilité d'un tel outil est illustrée pour un pyromécanisme spécifique : l'enrouleur pyrotechnique de ceinture. La conception de l'outil numérique proposé est basée sur l'approche Orienté Objet (OO) pour modéliser la structure technologique du pyromécanisme et l'interfaçage avec les ressources de calcul externes. Le modèle OO technologique est construit par héritage des modèles Core Product Model (CPM) et Open Assembly Model (OAM) développés au NIST (National Institute of Standards and Technology). Grâce aux modèles CPM-OAM, un système mécanique peut être décrit comme une hiérarchie d'assemblages et de pièces, reliés par des liaisons cinématiques. La simulation complète du pyromécanisme enrouleur de ceinture requiert des ressources de calcul spécifiques : Un module simulant le fonctionnement du générateur de gaz de l'enrouleur a été développé, implémenté sous Scilab. Ce module calcule la pression exercée par le générateur de gaz sur la chaîne cinématique chargée de transmettre le mouvement jusqu'à la bobine enroulant la ceinture. L'une d'une bibliothèque C++ de calcul dynamique de solides rigides existante, Chrono::Engine, permet la simulation de la chaîne cinématique soumise à cette pression. L'outil numérique fournit l'ensemble des paramètres nécessaires aux ressources de calcul et pilote la co-simulation entre ces ressources (programme Scilab de combustion et calcul mécanique Chrono::Engine). L'identification des paramètres des modèles mis en oeuvre nécessite de caractériser expérimentalement le comportement des sous-systèmes, comme le générateur de gaz, et des composants déformables (barre de torsion intégrée dans la chaîne cinématique et ceinture de sécurité). Des dispos tifs d'essais conçus spécifiquement permettent l'identification le comportement de ces composants, soumis à des sollicitations dynamiques. La validation du démonstrateur réalisé en C++ est basée sur la comparaison des résultats des simulations avec les résultats d'essais expérimentaux du système entier l'enrouleur de ceinture
The simulation of a pyromechanism is a complex task because of its multi-physics intrinsic nature. Consequently, various computing resources are needed to simulate each physical aspect. The goal of this project is to provide a numerical tool able to model a pyromechanism and to interface the different computing resources in order to simulate an equipment. Feasibility of such a tool is illustrated with a specific pyromechanism : pyrotechnic belt retractor. The design of the numerical tool is based on an Object Oriented Approach (OOA) to model both the technological aspects of the pyromechanism and the interfaces with computing resources. The technological OO model is based on “Core Product Model” (CPM) and on “Open Assembly Model” (OAM) of the NIST (National Institute of Standards and Technology). Thanks to CPM-OAM model, any mechanism can be described as a hierarchy of assemblies and parts, linked by associations (connections, kinematic link,...). The full simulation of the pyromechanism requires external computing resources: - a model for simulating a gas generator implemented under Scilab. It computes the pressure produced by the gas generator, coupled with displacement of the mechanical load. - a C++ library for mechanical simulation of rigid bodies : ChronoEngine the response of the mechanical system computed kinematic response under pressure from gas generator. The resulting software provides all parameters needed by these external computing resources and drives the ballistic and mechanical co-simulation. Parameter identifications of models ask for experimental characterization of sub-system, as gas generator and deformable part (torsion bar and safety belt). Experimental devices has been developed for identifying behavioral law under dynamic load. Validation of demonstrator, written in C++, is based on comparison between simulation results and experimental results of the pyrotechnic retractor
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20

Machálek, Lukáš. "Aplikace geometrických algeber". Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2021. http://www.nusl.cz/ntk/nusl-445454.

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Tato diplomová práce se zabývá využitím geometrické algebry pro kuželosečky (GAC) v autonomní navigaci, prezentované na pohybu robota v trubici. Nejprve jsou zavedeny teoretické pojmy z geometrických algeber. Následně jsou prezentovány kuželosečky v GAC. Dále je provedena implementace enginu, který je schopný provádět základní operace v GAC, včetně zobrazování kuželoseček zadaných v kontextu GAC. Nakonec je ukázán algoritmus, který odhadne osu trubice pomocí bodů, které umístí do prostoru pomocí středů elips, umístěných v obrazu, získaných obrazovým filtrem a fitovacím algoritmem.
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21

Netáhlo, Tomáš. "Palubní multifunkční jednotka pro motocykly". Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2012. http://www.nusl.cz/ntk/nusl-219822.

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Master’s thesis deals with a design and a realization of multifunction board computer for motorcycles. The goal of the device is measuring speed, rotation speed of engine, temperature of ambient, temperature of engine, temperature in intake including signalization of overvoltage and hightemperature. The device is completed by above standard function such as measuring titl of motorcycle, climbing of route, route recording and data transmission to the computer. The thesis includes a complete solution of hardware and software part of the device.
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22

Shehi, Eduard. "Céramiques sigillées importées et productions locales à engobe rouge en Illyrie méridionale et en Chaonie : IIe s. av. J.-C.-IIe s. ap. J.-C". Lille 3, 2010. http://www.theses.fr/2010LIL30034.

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La thèse comporte deux parties principales : la première est analytique (établissement des données = corpus), la deuxième synthétique (exploitation dans diverses directions). La première partie est précédée de l'établissement des outils et critères d'indentification et de classement qui seront mis en œuvre dans le corpus : les caractéristiques des pâtes, et le répertoire des formes par date, et enfin le traitement de surface et les décors. Pour chaque site est rédigé d'abord une rapide caractérisation avec le point sur l'état actuel des connaissances des points de vue historique et économique, puis une présentation détaillée des trouvailles de sigillées par catégories : production orientale (sigillées dites A, B, de Canderli et du Pont), production occidentale (d'Italie et de Gaule méridionale) et locales. Pour chaque catégorie, est donné le nombre minimal d'individus et les proportions entre les diverses sigillées. Ont été traités de cette façon les sites de Dyrrhachium, Apollonia, Buhrotum, Phoinike, qui ont donné les trouvailles les plus nombreuses, de Scodra, Lissos, Byllis, Dimale où la présence de la sigillée, moins abondante, n'en reste pas moins significative. Toute cette partie de la thèse, qui repose sur une enquête de longue haleine dans les musées et dépôts de fouille, est achevée, avec les dessins (profils) des tessons. Dans la deuxième partie est exploitée cette matière dans différentes directions : caractérisation des différents sites de consommation, selon les parts respectives des sigillées occidentales, orientales et de leurs imitations locales ; description des circuits commerciaux (voies maritimes et terrestres) ; l'établissement des fluctuations entre sigillées orientales, occidentales et production locale constituent une importante contribution à l'histoire économique de l'Illyrie méridionale à l'époque romaine ; description de l'artisanat céramique en Illyrie méridionale (identification d'ateliers, répertoires de produits, part d'imitation et de création originale) ; degré de pénétration des importations et signification culturelle de l'adoption d'une vaisselle étrangère en milieu illyrien (pratiques alimentaires, niveau et mode de vie)
The thesis has two pain parts : the first is analytical (data establishment = corpus), the second synthetic (operation in different directions). The establishment of tools and criteria for identification precedes the first part and classification will be implemented in the corpus : the characteristics of clay, and the repertoire of forms by date, and finally the surface treatments and the decoration. For each site is written first, a rapid historical review with an update on the current state of knowledge of its historic and economic, then a detailed presentation of the finds of terra sigillata by categories : oriental production (called terra sigillata A, B, Canderli and Pontic), western production (Italy and southern Gaul) and local. For each category, is given the minimum umber of individuals and the proportion between the various terra sigillata. Have been treated in this way the sites of Dyrrhachium, Apollonia, Buthrotum, Phoenice, which gave the most numerous finds, Scodra, Lissos, Byllis, Dimale where the presence of sigillata is less abundant, nevertheless significant. The thesis, based on a lengthy investigation into the museums and excavations deposits, is closed with the drawings of pottery fragments. In the second part that is operated on in different directions : characterization of various consumption sites, according to the respective shares of terra sigillata Western, Eastern and their local imitations ; description of trade routes (land or sea), the establisment of terra sigillata fluctuations between eastern, western and local production is an important contribution to the economic history of southern Illyria to the Roman era ; description of the craft ceramic southern Illyria (identification workshops, directories of products, from imitation and original creation) ; degree of import penetration and cultural significance of the adoption of a foreign environment washer Illyrian (feeding practices, level and lifestyle)
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23

Richoux, Nicolas. "Recherches sur la poliorcétique sous le Haut Empire, d’Auguste à Sévère Alexandre (31 avant J.-C. - 235 après J.-C.)". Thesis, Paris 4, 2016. http://www.theses.fr/2016PA040056.

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La poliorcétique romaine connut apogée et suprématie sous le Haut Empire, dans un monde antique urbanisé où les guerres ne cessèrent jamais. Elle est bien davantage que le simple art de faire le siège d’une ville ou d’une place forte. Elle comprend tous les modes d’action, violents ou non. La guerre de siège et la défense en font également partie. Pragmatique, le général romain cherchait la conquête au moindre coût et n’utilisait la violence qu’en dernier lieu. L’assaut dans la foulée, très pratiqué, était d’une efficacité redoutable. Il évitait les désagréments d’un siège incertain, techniquement complexe, demandant une logistique considérable, dévoreur d’hommes, de temps et d’argent. Pour toutes ces raisons, le siège en règle était finalement assez peu fréquent. Une fois entrepris, il pouvait requérir, mais sans doute moins souvent qu’on ne le pense, des travaux lourds et complexes, exigeant de l’armée une division du travail poussée. Au combat, la complémentarité et l’efficacité du couple légion/auxiliaires n’a pas été assez soulignée, de même que l’importance du combat interarmes, incluant l’utilisation systématique des appuis, artillerie, archers et parfois frondeurs. L’assaut final semble avoir été assez rare et les dénouements alternatifs fréquents. Le traitement des vaincus dépendait de leur opiniâtreté. Sans pitié pour ceux qui leur résistaient, les Romains étaient assez pragmatiques pour les autres, en fonction des buts recherchés. Enfin, la prise d’une ville, était génératrice de richesses. Elle renforçait la légitimité impériale et le butin, matériel et humain, était un complément non négligeable pour le chef et le soldat
Roman siege warfare achieved its upmost efficiency and supremacy under the Early Empire in an antique world in which wars were permanent. Siege warfare is far more than the simple art of besieging cities or fortresses. It includes violent and non-violent courses of action. Siege wars and defense are part of it. Pragmatic, the roman general was eager to capture cities at low cost and use of violence came last. Storming assault was frequently employed and very effective. It avoided dangers of an uncertain siege, characterized by technical complexity, an important logistics, potentially high losses, time consuming and requiring huge financial resources. For all those reasons, methodical siege was not a very usual course of action. It sometimes meant, less frequently than expected, heavy siege works, requiring a demanding division of labor. During the battle, the complementarity and efficiency offered by the couple legion/auxiliaries hasn’t been stressed enough. Such is the importance of combined warfare, which systematically included the use of fire support, artillery, archeries and sometimes slingers. Regarding the capture, final assaults appear to have been rare. Alternative conclusions were most of the time the rule. Pitiless with resistant forces, Romans were rather pragmatic with others, depending on the final desired end state on the ground. When overrun, the city was generally a wealth provider. It concurred to strengthen the imperial legitimacy and, bounty, material and humans as well, was an important financial contribution for the general and the soldier
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24

REJOWSKI, EDNEY D. "Caracterização e desempenho de um filme de carbono amorfo hidrogenado tipo diamante (a-C-H) dopado com silício, aplicado em camisa de cilindro de motor à combustão interna". reponame:Repositório Institucional do IPEN, 2012. http://repositorio.ipen.br:8080/xmlui/handle/123456789/10143.

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Made available in DSpace on 2014-10-09T12:35:14Z (GMT). No. of bitstreams: 0
Made available in DSpace on 2014-10-09T13:58:01Z (GMT). No. of bitstreams: 0
Dissertação (Mestrado)
IPEN/D
Instituto de Pesquisas Energeticas e Nucleares - IPEN-CNEN/SP
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25

Parrott, Deborah Johns, Joanna Anderson i Renee Lyons. "Power Up the Connection: Multimedia Resources to Engage All Readers". Digital Commons @ East Tennessee State University, 2015. https://dc.etsu.edu/etsu-works/392.

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Attendees will learn free, specific multimedia resources to entice children to read as well as to improve fluency in vocabulary and comprehension. The majority of young readers are captivated by mobile devices and the Internet. Why not use this to our advantage in reading instruction. Join us to discover games, websites, and apps that engage children and improve phonemic awareness, spelling, vocabulary development, and comprehension.
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26

Dessène, Frédéric. "L' Anatolie Orientale et la culture d'Uruk. . . : perspectives interculturelles de l'artisanat céramique pendant la transition 4è - 3è millénaire av. J.-C. : à propos de la céramique à engobe réservé". Paris 1, 2007. http://www.theses.fr/2007PA010562.

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A partir de l'étude d'un corpus de céramique à engobe réservé (Reserved Sli Ware) provenant des sites archéologiques turcs d'Arslantepe, de Horum Höyük, de Zeytinli Bahçe Höyük et de Tilbesar et attesté comme un marqueur de la présence urukéennc en Anatolie (Algaze 2005, Rothman 2001, Marro 2000), notre thèse met en évidence des dynamiques culturelles et socio-économiques en Anatolie orientale lors de la transition du 4è au 3è millénaire avant J. -C. Nous démontrons en quoi une approche archéométrique (pétrographique et chimique) et technologique (techniques de façonnages et décoratives) peut permettre la restitution d'un système technique. Abordées sous l'angle des pratiques artisanales, nos observations contribuent à la mise en évidence de transferts techniques et d'échanges interrégionaux et démontrent la dynamique locale des savoir-faire des potiers anatoliens et nuancent certaines théories impérialistes ou dualistes des relations entre la Mésopotamie et l'Anatolie.
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27

Vorburger, Thomas. "Sodium translocating subcomplexes in bacterial rotary engines : the interface of subunits a and c in the F₁F₀ATP synthase of Ilyobacter tartaricus defined by disulfide cross-linking and characterisation of PomA and PomB, the sodium driven components of the flagellar motor of Vibrio cholerae /". Zürich : ETH, 2008. http://e-collection.ethbib.ethz.ch/show?type=diss&nr=17563.

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28

Νικόλας, Ιάσονας. "Ανάπτυξη AI gaming engine για smartphones και tablets". Thesis, 2014. http://hdl.handle.net/10889/7768.

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Η Διπλωματική αυτή εργασία είχε ως στόχο τον σωστό προγραμματισμό της τεχνητής νοημοσύνης που χρησιμοποιείται στα ηλεκτρονικά παιχνίδια σήμερα. Η νοημοσύνη αυτή γίνεται αντιληπτή από τους παίχτες μέσω των ενεργειών των χαρακτήρων που υπάρχουν και ελέγχονται από το σύστημα του κάθε παιχνιδιού. Οι χαρακτήρες αυτοί ονομάζονται ευφυείς πράκτορες και θα πρέπει να ”φαίνονται”, δηλαδή να σκέφτονται και να ενεργούν, ορθολογικά και ανθρώπινα. Επίσης στα πλαίσια αυτής της εργασίας σχεδιάστηκε, υλοποιήθηκε και ενσωματώθηκε στην ήδη υπάρχουσα μηχανή παιχνιδιών Hive3D, μία μηχανή τεχνητής νοημοσύνης που μπορεί να δημιουργήσει έξυπνες συμπεριφορές πλοήγησης των πρακτόρων στον κόσμο του παιχνιδιού μας, ανεξάρτητα από τον τύπο του (π.χ στρατηγικής, περιπέτειας κ.α.). Προκειμένου όμως να γίνει αυτό εφικτό επικεντρωθήκαμε στα κοινά στοιχεία νοημοσύνης που χρειάζονται όλοι αυτοί οι τύποι παιχνιδιών.
This thesis aimed to correct programming of artificial intelligence used in computer games nowadays. Intelligence is perceived by the players through the actions of the game characters that are controlled by the system of each game. These characters are called intelligent agents and should be ”look like”, ie to think and act, rationally and humanly. Also as part of this work was designed, implemented and incorporated in existing game engine Hive3D, an artificial intelligence engine that can generate intelligent behaviors to navigate agents through the world of our game, regardless of its type ( e.g. strategy, adventure, etc). But in order to make this possible we focused on common elements of intelligence that all of these types of games are needed.
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29

HU, MING-HUI, i 胡明輝. "A Study on Ferry Engine Product Support Service Development Strategy - Case of C Company". Thesis, 2016. http://ndltd.ncl.edu.tw/handle/85916719567054990941.

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碩士
崑山科技大學
企業管理研究所
104
A procedure is In response to the growing cross-strait economic and tourism exchange, especially due to the increase in tourism in Taiwan via the direct pipeline and to the Taiwanese off-shore islands, the transportation in Taiwan must improve to meet the needs of both tourists and business travelers. In the future, we can expect passenger ship transportation operations between Taiwan and the off-shore islands to grow, so maintaining the right number of operating passenger ships will be extremely important. As a result, the marine engine product support service market will definitely be a potential for development. In this study, we will use the product life cycle of the ferry engine and related services, internal and external environment analysis, SWOT analysis, expert interviews, an in-depth understanding of Taiwan's off-shore islands, the movement of passengers and cargo between China and Taiwan, and the product support service market situation. Using current information to predict future developments and trends in the passenger and cargo service market, a forward-looking vision of C Company and the demand for high-speed passenger and cargo services, C Company can come up with a response to future changes in the environment, develop competitive strategies, and determine the critical success factors and indicators. In order to develop and maintain a sustainable competitive advantage, C Company will need to understand customer needs and expectations, develop key strategies for demand, and quickly determine the nature of successful opportunities. Only then can it be a permanent leader in the marine engine product support service market.
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30

Hsu, Fu-Yuan, i 許福元. "Applying Multiple Objective Programming for Aero Engine Overhaul TAT Reduction-A Case study of C Airlines". Thesis, 2014. http://ndltd.ncl.edu.tw/handle/51831233314912930185.

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碩士
國立中央大學
工業管理研究所在職專班
102
American Wright brothers drove self-developed fixed wing plane in 1903, that realizing the motive force fly for the first time in the human history, over 100 years past, the airborne vehicle even aviation industry have grown vigorously, have expanded human scope of activities and pace substantially, rewrite the history of human transportation completely. Though once there was a period of prosperity in the aviation industry, as the international crude oil price was going up constantly, purchase the oil expenditure and account for the proportion of the operating cost of the airline have soared year by year, in addition, terror has been threatened constantly since September 11 attacks of U.S.A. and violent competition among the same trade, the depression causes the market of aviation to shrink gradually, it will be difficult to make a profit. How to reduce operating cost, create niche and increase revenue, already become an airline's important existence subject. The civil aero-engine has being offered the power of civil airplane, meet the demand that transport service of civil aviation carries passenger and freights, however, the engine is used for operations, needs to be changed regularly, and enter the shop for maintenance or overhaul in order to guarantee engine on wing operation and reliability. The maintenance cost of engine nearly occupies 40% of the maintenance cost of whole plane, to maintain the engine reliability and reduce the maintenance cost at the same time, it has been airline's diligent direction all the time. It is the most important task to maintain the engine Turn Around Time(TAT) for an Engine Shop, the time between engine enters the shop for maintenance and dispatched from the factory, If TAT can be maintained accurate and on time, the engine shop in for maintenance schedule will be stable, implement the maintenance program and arrange planning effectively, and then ensure the flight security, reduce the operating cost of the airline; If engine shop can further reduce TAT, spare engine quantity for fleet supporting will be able to reduce, to sell or loan out the extra spare engine can increase airline’s revenue; In addition, a short and punctual TAT will increase shop own competitiveness and contract the engine to maintain ability, raise the company’s profit and create the business opportunity. In order to achieve the important goal of engine TAT reduction, this study is making use of the improvement or rebuilding the key procedure to reduce TAT in the optimization, then reach whole TAT reduction in the maximization, with the practice experience of the work in the shop, constructs and sums up the rebuilding of the main key overhaul procedure, propose and tabulate the possible practice sufficient to improve and reduce procedure TAT, sift and examine the limiting conditions out first, and then set objectives formula, but a lot of feasible solutions exist in each procedure for the function, because resources are limited and goal conflict between each other, unable all choose to implement, this study uses Multiple Objective Programming method to find out all solutions while being feasible. Once feasible solutions of every procedure have been obtained, use Analytic Hierarchy Process method at the same time, the complicated decision question that will involve numerous considerations builds the level of constructing, the policymaker chases one layer of relative importance which judges every factor of evaluation, judge the priority of every decision scheme, make the best decision of the TAT reduction, expect it is the engine maintenance shop that affiliating to the airline to propose improving direction and suggestion of the case airline.
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31

Wang, Hsiao-Yi, i 王曉怡. "The Influence of Newly Engine Maintenance Mode on Non-OEM Supplier -The Case of C Company". Thesis, 2018. http://ndltd.ncl.edu.tw/handle/acbv2m.

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碩士
中原大學
企業管理研究所
106
In recent years, commercial aircraft powerplant manufacturers have change their business policy toward aftermarket, and tend to contract with customer under the premise that allow them to acquire full control of powerplant management for their clients’ fleet. Under such condition, repair stations that are out of original manufacturers supply chain, whether providing maintenance service in OEM (Original Equipment Manufacture)or DER (Designated Engineering Representatives) methods, or supplying PMA (Parts Manufacturer Authority) components, are significantly impacted. This thesis is developed based on the nine factors of the business model proposed in the book "Business Model Generation" written by Osterwalder & Pigneur. The subject of study is a “C Company”, which have the capability to perform OEM and DER repair, and manufacturing PMA components. The thesis focus on analyzation of the strategies and alterations that may be taken by the C Company in respond to impact mentioned above. The result shall provide a reference for the industry and other relative business for developing their future strategy.This thesis is performed by using case study from qualitative research. Through in-depth structural interview and data collection, this research reveals the adjustment of operation policy and development direction taken by C Company in value proposition, market segmentation, marketing channel, key partnership and business model. In the conclusion paragraph of this thesis, the company''s operational challenges and responding strategies for new and old engines type are summarized and analyzed. Because the C Company already well experienced, and growth in remarkable scale on powerplant component maintenance and PMA manufacturing, this thesis provides key recommendations for other business entities as reference: 1. Cooperate with original manufacturer and become authorized service provider; 2. Cooperate with airlines, engine operators or engine MRO (Maintenance, Repair, Overhaul) shops; 3. Industrialize additional servicing project to expand sources of income; 4. Develop new market, especially the Asia regions where domestic demands in aviation industry are rapidly expanding due to economy growth. Joint venture with local entities may improve market acceptance.
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32

Chueh, Liang-Yu, i 闕良宇. "Study of Performance Management of CAT 3412 Marine Engine Overhaul-Case of C Company of Tainan Facility". Thesis, 2013. http://ndltd.ncl.edu.tw/handle/39266865731927613956.

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碩士
崑山科技大學
企業管理研究所
101
Study of Performance Management of CAT 3412 Marine Engine Overhaul-Case of C Company of Tainan Facility Student* Liang-Yu Chueh Advisor** Chin-Chiuan Lin Advisor**Chiang-Jiang Lee *Graduate School of Business Administration, Kun Shan University **Department of Business Administration, Kun Shan University ABSTRACT In 2012 the export value of Taiwan's yacht industry, the average unit price of an export yacht up to 30.38 million than last year, the average price per vessel increased by 5.7 million, the average unit price growth of 24%, a new record high, Taiwan yacht industry continue to enhance the added value of products, continue to expand our production capacity and strengthen competitiveness towards high value-added luxury. The giant yachts development Ship yacht industry, become one of the important industries in Taiwan and the world competition. The study applied six (6 Sigma) standard deviation of the DMAIC methodology spindle, starting from the definition, the use of the threat opportunity matrix SIPOC method defined engine overhaul processes and architecture. Then, the operation of the existing plant data become the measurement phase VOC/VOB to confirm output indicators and process elements to CCR/CTR. Then use the fishbone diagram, cause and effect matrix diagram, failure mode analysis and MGPP law analysis to enhance the efficiency of the engine overhaul impact factors and the degree of discussion in the analysis phase. Convened after the analysis is completed internal meeting of experts to discuss the need for re-design is necessary to these results, no problem entering the verification stage. Feasible improvement matters and process control systems based on the impact to be established, the final implementation of the verification. Finally, the study obtained performance improvement results. The research setting increase profit 4%, the actual performance improvement, indeed achieve the desired goal, and the first phase of the overall research process also be obtained via statistical service personnel employees enhance the improvement of the efficiency of 14%, overall maintenance staff efficiency, can obviously recognized engine overhaul business profitability has been rising significantly confirm a positive correlation between the two, in line with the study originally expect. Keywords: Overhaul, Power systems, Six sigma, Fish bone diagram
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33

Haensel, David. "A C++ based MPI-enabled Tasking Framework to Efficiently Parallelize Fast Multipole Methods for Molecular Dynamics". Doctoral thesis, 2018. https://tud.qucosa.de/id/qucosa%3A31412.

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Today's supercomputers gain their performance through a rapidly increasing number of cores per node. To tackle issues arising from those developments new parallelization approaches guided by modern software engineering are inevitable. The concept of task-based parallelization is a promising candidate to overcome many of those challenges. However, for latency-critical applications, like molecular dynamics, available tasking frameworks introduce considerable overheads. In this work a lightweight task engine for latency-critical applications is proposed. The main contributions of this thesis are a static data-flow dispatcher, a type-driven priority scheduler and an extension for communication-enabled tasks. The dispatcher allows a user-configurable mapping of algorithmic dependencies in the task-engine at compile-time. Resolving these dependencies at compile-time reduces the run-time overhead. The scheduler enables the prioritized execution of a critical path of an algorithm. Additionally, the priorities are deduced from the task type at compile-time as well. Furthermore, the aforementioned task engine supports inter-node communication via message passing. The provided communication interface drastically simplifies the user interface of inter-node communication without introducing additional performance penalties. This is only possible by distinguishing two developer roles -- the library developer and the algorithm developer. All proposed components follow a strict guideline to increase the maintainability for library developers and the usability for algorithm developers. To reach this goal a high level of abstraction and encapsulation is required in the software stack. As proof of concept the communication-enabled task engine is utilized to parallelize the FMM for molecular dynamics.
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34

Madureira, Bruno. "Aplicação de Realidade Virtual para Conteúdo Multimédia". Master's thesis, 2016. http://hdl.handle.net/10316/99222.

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Relatório Final de Estágio do Mestrado em Engenharia Informática apresentado à Faculdade de Ciências e Tecnologia da Universidade de Coimbra.
A realidade virtual é uma tecnologia já bastante antiga que, no entanto, nunca atingiu a maturidade nem o sucesso comercial. Presentemente esta tecnologia encontra-se a atravessar um momento de vários avanços tecnológicos e cada vez mais surgem previsões que vai mudar drasticamente a vida das pessoas num futuro muito próximo. A realidade virtual pretende imergir o seu utilizador num mundo virtual que lhe pareça real. Este processo é conseguido através da simulação de sensações reais através do uso de software e hardware construídos para o efeito. O presente documento foi realizado no âmbito da disciplina de Dissertação/Estágio do Mestrado em Engenharia Informática da Universidade de Coimbra. O estágio foi realizado na WIT-Software e consistiu na construção de uma prova de conceito, envolvendo a aplicação de realidade virtual, em conteúdo multimédia. O objetivo deste estágio é o desenvolvimento de uma prova de conceito, constituída por uma plataforma mobile para consumo de conteúdo multimédia em realidade virtual. Esta plataforma foi desenvolvida para dispositivos iOS de 4.7 polegadas e suportada por dispositivos de realidade virtual do tipo “Google Cardboard”. Com o desenvolvimento desta plataforma espera-se compreender melhor como aplicar a realidade virtual num contexto móvel, ajudando a empresa a estar preparada para lidar com o mercado emergente de V.R.
Virtual Reality is a technology with some years that, however has never reached neither maturity neither commercial sucess. Nowadays this technology is going through a moment of technological advances and it’s predicted that it will drasticly change the life of people in a near future. Virtual reality aims to immerge its user in a virtual world that it appears to be real to him. This process is reached by the simulation of real sensations by the use of software and hardware built for the effect. This document has been produced within the subject of Dissertation / Intership in Computer Science from the University of Coimbra. The intership was held in WIT-Software and consisted in building a proof of concept, concerning the application of virtual reality application in multimedia content. The aim of this internship is the development of a proof of concept, constituted by a mobile platform for the consumption of multimedia content in virtual reality. This platform was developed for 4.7 inch iOS devices and supported by virtual reality devices of the type “Google Cardboard”. With the development of this platform, it’s expected to be learned how to apply virtual reality in a mobile context, helping the company to be prepared to deal with the emergent V.R. market.
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35

Trissler, Markus. "Mutagenität von Dieselmotoremissionen bei Verbrennung von biogenen Kraftstoffen unter besonderer Berücksichtigung der Kraftstoffalterung (Oxidationsstabilität)". Doctoral thesis, 2013. http://hdl.handle.net/11858/00-1735-0000-0001-BB92-C.

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Um die beiden Hypothesen, dass (1) die Anzahl der Doppelbindungen der veresterten Fettsäuren einen Einfluss auf die Mutagenität der DME hat, und (2) dass die Oxidation (künstliche Alterung) verschiedener FAME und Blends höhere Mutagenität der DME bewirkt, zu untersuchen, wurden Abgasproben der folgenden Kraftstoffe verwendet: DK, PME, RME, LME, B20, B20alt, B20E2, B20altE2, RMEalt. Die Abgasproben wurden über Testläufe mit einem Mercedes-Benz OM 906 Euro-IIIMotor, der im ESC Testzyklus betrieben wurde, gewonnen. Die Mutagenität der Abgasproben wurde mittels des Ames-Tests untersucht. Sowohl die Positiv- als auch die Negativkontrollen bestätigten, dass die Reagenzien und Teststämme für die Versuche geeignet waren. Die Ergebnisse zeigten, dass sich die unter Punkt 1.5.1 (S. 17) beschriebene Hypothese, dass die Anzahl der Doppelbindungen der veresterten Fettsäuren einen Einfluss auf die Mutagenität der DME hat, bestätigte. Sowohl bei den Kondensaten, als auch den Partikulaten konnte gezeigt werden, dass die DME der FAME mit der geringeren Anzahl an mehrfach ungesättigten Fettsäuren signifikant geringer mutagen waren, als die DME der FAME mit der höheren Anzahl an mehrfach ungesättigten Fettsäuren. So ergab sich eine Reihenfolge der FAME mit aufsteigender Mutagenität ihrer DME: PME < RME < LME. Dieses Ergebnis war vor allem bei den Kondensaten in beiden Teststämmen (TA98, TA100) mit als auch ohne metabolische Aktivierung und bei den Partikulaten im Stamm TA98 ohne metabolische Aktivierung zu sehen. Die zweite Hypothese, dass die Oxidation (künstliche Alterung) verschiedener FAME und Blends höhere Mutagenität der DME bewirkt, wurde widerlegt. Zur Untersuchung dieser Hypothese wurden neben FAME (RME, RMEalt) folgende Blends verwendet: B20, B20alt, B20E2, B20altE2. Es konnten zwei signifikante Unterschiede erzielt werden, die jedoch für einen Beweis nicht ausreichten. Zusätzlich traten die signifikanten Unterschiede nicht im selben Teststamm auf und die Abgase der gealterten Form waren nicht durchgängig mutagener als die Abgase der nicht gealterten Form. Der Beweis eines signifikanten Unterschiedes, dass die Oxidation von FAME höhere Mutagenität der DME der dadurch gealterten FAME hervorruft, war daher nicht möglich. Weiterhin wurde ein Blend mit 2% Ethanol und 2% Butanol verschnitten. Der erhoffte Effekt der Alkoholadditivierung, eine Homogenisierung des FAME-Anteils durch Sedimentauflösung von oxidativen Abbauprodukten von FAME-Blends zu bewirken, blieb ebenso aus. Bei der Betrachtung der GPM zeigte sich, dass die FAME nicht die höchste GPM, aber die größte LOF besitzen. Dies spiegelte sich in der Mutagenität der DME der FAME verglichen mit denen des DK wieder. DK hatte zwar einen höheren Wert der GPM, aber einen kleineren Anteil der LOF. Die Abgase der FAME zeigten sich tendenziell mutagener als die des DK, jedoch ohne signifikante Ergebnisse. Dieser Effekt war v.a. bei den Kondensaten zu sehen. Die erhöhte Mutagenität der FAME-Abgase gegenüber den DK-Abgasen lässt sich anhand verschiedener Hypothesen erklären, die aber noch nicht ausreichend untersucht oder bewiesen sind.
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36

Lee, Tsung-Heng, i 李宗恒. "A Study on Opportunities of High Speed and Medium Speed Marine Engine in the Cross-Strait Transportation Market-A Case Study of C Brand". Thesis, 2013. http://ndltd.ncl.edu.tw/handle/10427473190504658651.

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碩士
崑山科技大學
企業管理研究所
101
Due to the policy and relations of the cross-trait change, the business is getting closer in these years. The tourists from China are increasing speedily via Mini-Three Links and direct flight. In order to meet the high transportation demand of tourists and business travelers, the government of Taiwan and China expand the investment of the port facility. We can expect the ferry growing in the future. The marine engine business must be high potential in this industry. The scope of this study did not cover the product life-cycle and shipbuilding technology. Through the environment analysis, in-depth interviews and SWOT, we can understand the current market status in fast ferry between Kinmen, Matsu, Penghu, Taiwan and China. According to this useful information and data, we predict the market variation and trend in future. We can integrate the company market vision to set up a middle and long term competitive strategy against the fast ferry and freighter, and define key success factors and critical indicators. For the ferry and freighter field development strategy in cross-strait market, the medium and high speed marine engine of C brand is forced on the power system integration and powerful after-sales service network. We will recognize the development strategy and forward the right direction based on the customer royalty. In order to keep the company sustainable development and competitiveness, the human resource is the main course of the long term strategy. That’s the only way to keep us in the market leader position.
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37

Fernandes, Rui Miguel dos Santos. "SOCCER WARFARE". Master's thesis, 2021. http://hdl.handle.net/10400.8/6832.

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Atualmente, os videojogos são os maiores geradores de receitas de entretenimento, com dois grandes exemplos sendo o Fortnite (desenvolvido em Unreal Engine 4), e o Grand Theft Auto V. Ambos apresentam compras dentro do jogo, este modelo de rendimento é adotado muito frequentemente por jogos mobile. Este projeto consiste no desenvolvimento de um jogo utilizando o Unreal Engine 4 (UE4) e alcançar sincronização em rede. O jogo elaborado pode ser simplesmente descrito como um jogo de futebol com armas e habilidades, contendo multijogador local e multijogador em rede. O jogo implementado também apresenta inteligência artificial para as unidades não controladas pelo jogador. É programado em C++ e Blueprints que se trata da linguagem de Visual Scripting do UE4. Os elementos básicos desta são: nodes, events, functions, parameters, entre outros. Os maiores obstáculos durante o desenvolvimento deste projeto foram aprender UE4 e como sincronizar tudo corretamente na parte da rede. O projeto começou como uma pesquisa sobre o funcionamento interno do UE4, e seguido da adição de componentes simples e depois dos mais complicados. Adicionando primeiro os personagens, a bola, a câmara, animações, habilidades, a Inteligência Artificial (IA), as regras de jogo e finalmente multijogador em rede e multijogador local. A maioria dos objetos foram criados tendo como base uma classe C++, sendo posteriormente criada uma blueprint que herda da classe correspondente em C++, de forma a que haja uma estrutura base feita em C++ e seja só necessária a alteração do aspeto visual e os valores default no lado da Blueprint correspondente. Todos os objetivos definidos neste projeto foram concluídos. Em conclusão, muito foi aprendido durante o desenvolvimento deste projeto, no que diz respeito ao funcionamento do Unreal Engine 4, ao necessário para executar um jogo no Engine e conhecimento adicional na área do desenvolvimento dos videojogos.
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38

Beernaert, Leander Edward Bessa. "Cross platform 3D rendering engines and mobile devices/smartphones". Master's thesis, 2011. http://hdl.handle.net/1822/28067.

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Dissertação de mestrado em Engenharia Informática
Now more than ever, we live in a cross platform technological world. We are surrounded by various platforms, each with their own set of advantages and drawbacks. We’ve come to a point where we cannot delay the transition of software from one platform to another. This has become increasingly more visible with the "rise of the smartphones". Their evolution has sparked quite an interest and due to their ubiquitous nature and, CPU and GPU performance, they prove to be very interesting and useful computing devices. The aim of this dissertation is to port the 3D rendering engine, Curitiba, currently being developed on Windows, to the second and third most popular platforms: Mac OS X and iOS (iPhone and iPad), respectively, and create one unified project. Due to incompatibilities presented by the wxWidgets toolkit (2.8.x) on Mac OS X (10.6 and greater), we ported Curitiba to the GNU/Linux platform first since it’s also POSIX compliant. Sadly, the Android platform had to be left out because, at the time, it lacked the support for C++’s STL and Exceptions. Throughout this dissertation we shall cover all the challenges faced to transform Curitiba into a cross platform software and the development of the resulting unified project. Our secondary objective is to replace the traditional keyboard and mouse interactions in a 3D rendering engine by implementing new interaction models which make use of the touch screen and/or the sensors available on the iOS platform.
Agora mais que nunca, vivemos num mundo tecnológico multi-plataforma. Estamos rodeados de várias plataformas, cada uma com as suas vantagens e desvantagens. Chegamos a um ponto em que não pudemos adiar mais a transição do software de uma plataforma para outra. Isto tornou-se gradualmente mais visível com a ”ascensão dos smartphones”. A sua evolução tem despertado bastante interesse e graças à sua natureza ubíqua e, desempenho ao nível do CPU e GPU. Estes demonstram ser sistemas computacionais bastante interessantes e úteis. O objectivo desta dissertação é portar o motor de renderização 3D, Curitiba, desenvolvido no Departamento de Informática da Universidade do Minho, actualmente desenvolvido em Windows, para a segunda e terceira plataformas mais populares: Mac OS X e iOS (iPhone e iPad)2, respectivamente e criar um único projecto. Devido a uma incompatibilidade com a ferramenta wxWidgets [52] (2.8.x) em Mac OS X (10.6 e maior), portamos o Curitiba para GNU/Linux primeiro visto que também implementa as normas POSIX. Infelizmente, tivemos que abandonar a plataforma Android devido a este, na altura, não possuir suporte para o STL e Excepções do C++. Ao longo desta dissertação vamos abordar as dificuldades encontradas ao transformar o Curitiba num software cross plataforma e o desenvolvimento do projecto unificado. O nosso objectivo secundário consiste em substituir as interacções tradicionais com teclado e rato num motor de renderização 3D com novos modelos de interacção que tiram proveito do ecrã táctil e/ou sensores disponíveis na plataforma iOS.
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39

(14030507), Deepani B. Guruge. "Effective document clustering system for search engines". Thesis, 2008. https://figshare.com/articles/thesis/Effective_document_clustering_system_for_search_engines/21433218.

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People use web search engines to fill a wide variety of navigational, informational and transactional needs. However, current major search engines on the web retrieve a large number of documents of which only a small fraction are relevant to the user query. The user then has to manually search for relevant documents by traversing a topic hierarchy, into which a collection is categorised. As more information becomes available, it becomes a time consuming task to search for required relevant information.

This research develops an effective tool, the web document clustering (WDC) system, to cluster, and then rank, the output data obtained from queries submitted to a search engine, into three pre-defined fuzzy clusters. Namely closely related, related and not related. Documents in closely related and related documents are ranked based on their context.

The WDC output has been compared against document clustering results from the Google, Vivisimo and Dogpile systems as these where considered the best at the fourth Search Engine Awards [24]. Test data was from standard document sets, such as the TREC-8 [118] data files and the Iris database [38], or 3 from test text retrieval tasks, "Latex", "Genetic Algorithms" and "Evolutionary Algorithms". Our proposed system had as good as, or better results, than that obtained by these other systems. We have shown that the proposed system can effectively and efficiently locate closely related, related and not related, documents among the retrieved document set for queries submitted to a search engine.

We developed a methodology to supply the user with a list of keywords filtered from the initial search result set to further refine the search. Again we tested our clustering results against the Google, Vivisimo and Dogpile systems. In all cases we have found that our WDC performs as well as, or better than these systems.

The contributions of this research are:

  1. A post-retrieval fuzzy document clustering algorithm that groups documents into closely related, related and not related clusters. This algorithm uses modified fuzzy c-means (FCM) algorithm to cluter documents into predefined intelligent fuzzy clusters and this approach has not been used before.
  2. The fuzzy WDC system satisfies the user's information need as far as possible by allowing the user to reformulate the initial query. The system prepares an initial word list by selecting a few characteristics terms of high frequency from the first twenty documents in the initial search engine output. The user is then able to use these terms to input a secondary query. The WDC system then creates a second word list, or the context of the user query (COQ), from the closely related documents to provide training data to refine the search. Documents containing words with high frequency from the training list, based on a pre-defined threshold value, are then presented to the user to refine the search by reformulating the query. In this way the context of the user query is built, enabling the user to learn from the keyword list. This approach is not available in current search engine technology.
  3. A number of modifications were made to the FCM algorithm to improve its performance in web document clustering. A factor swkq is introduced into the membership function as a measure of the amount of overlaping between the components of the feature vector and the cluster prototype. As the FCM algorithm is greatly affected by the values used to initialise the components of cluster prototypes a machine learning approach, using an Evolutionary Algorithm, was used to resolve the initialisation problem.
  4. Experimental results indicate that the WDC system outperformed Google, Dogpile and the Vivisimo search engines. The post-retrieval fuzzy web document clustering algorithm designed in this research improves the precision of web searches and it also contributes to the knowledge of document retrieval using fuzzy logic.
  5. A relational data model was used to automatically store data output from the search engine off-line. This takes the processing of data of the Internet off-line, saving resources and making better use of the local CPU.
  6. This algorithm uses Latent Semantic Indexing (LSI) to rank documents in the closely related and related clusters. Using LSI to rank document is wellknown, however, we are the first to apply it in the context of ranking closely related documents by using COQ to form the term x document matrix in LSI, to obtain better ranking results.
  7. Adjustments based on document size are proposed for dealing with problems associated with varying document size in the retrieved documents and the effect this has on cluster analysis.
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40

Karabudak, Engin [Verfasser]. "Development of MWL-AUC/CCD-C-AUC/SLS-AUC detectors for the analytical ultracentrifuge / von Engin Karabudak". 2009. http://d-nb.info/1000059030/34.

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